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1.8 Haptics not working

drohack
Explorer
I've downloaded the new Oculus Touch demo for Unity and started up the Tape measure Demo Scene, but I'm not getting any haptic feedback when holding down any of the buttons. I'm also not getting any errors.

I've also tried just adding a trigger when pressing a button on the Touch that it queues up the ClipA, but still nothing. I've made sure it's hitting the m_hapticsChannel.Queue(m_hapticsClipA) by debugging... Is this a known issue (I didn't see it on the know issue list)?

I was getting haptics before using the OVRInput.SetControllerVibration(frequency, amplitude, m_controllerType); Should I go back to using this or will this be deprecated in the future?
7 REPLIES 7

drohack
Explorer
After restarting Oculus Home App and Unity it's now working as intended. Also the sensor in the headset needs to be activated (Rift screen must be on) for the vibrations to play (I believe this was in the old version as well).

Abnormalia
Protege
My Unity stops responding whenever I try to run any haptic demo or code. I'm aware that controller vibration is deprecated but still could not make haptic api to play clip.

Abnormalia
Protege
With latest update of demo now Haptics scene is working fine in Unity 5.4 P2. So it's apparent 5.5 Beta is not supported yet. Is there chance to expect SDK update anytime soon ?

mfmf
Oculus Staff
Hmm, 5.5 beta is expected to work with haptics. So simply calling something like SetControllerVibration is causing Unity 5.5 to hang?

Abnormalia
Protege

mfmf said:

Hmm, 5.5 beta is expected to work with haptics. So simply calling something like SetControllerVibration is causing Unity 5.5 to hang?


No Haptics. SetControllerVibration is working just fine.

Abnormalia
Protege
Tested on Unity 5.4.2f1 and Unity 5.5.B07 both work now !

ChrisCas
Protege
I will be posting a Haptics Helper soon I still had some trouble getting it to work right.