Oculus Integration Unity Asset - Haptics not working on Rift S
I'm trying to use the Oculus Integration Unity Asset (version 1.42) to get haptic feedback on the Rift S controllers. In the past I've used OVRHaptics to do this but I see this has been deprecated now (even though I've tried OVRHaptics and that doesn't work on Rift S either) So I'm trying to use OVRInput.SetControllerVibration and I'm just getting no haptic feedback at all on either controller. If I use the built in UnityEngine.XR InputDevice.SendHapticImpulse, then I get haptic feedback on the Rift S just fine so the haptics are working fine on the controllers and are working fine within Unity. But no matter what I try, I cannot get the OVRInput.SetControllerVibration or the OVRHaptics stuff working at all on the Rift S Am I missing something or is this just broken somehow in the SDK?2.4KViews0likes3CommentsUPDATE: Getting the Touch haptics to activate? SOLVED
Hi, all. I've been scouring the web all day for Touch haptic examples in Unity, but it's been difficult finding any beginner-level example scripts. Here's what I have roughly in "MyGunScript" that is attached to my "Rifle" game object: public class MyGunScript{ OVRHapticsClip myHapticsClip; public AudioClip myAudioClip; void Start(){ myHapticsClip = new OVRHapticsClip (myAudioClip); } void Update(){ if (OVRInput.Get (OVRInput.Button.One)){ OVRHaptics.RightChannel.Mix (myHapticsClip); } } } And then I dragged a very loud gun shot sound into the public "myAudioClip" in the script. However, I feel no vibration in either left or right Touch controllers when I pull the trigger during testing. Any clue as to what I'm doing wrong here? Thanks!Solved2.9KViews0likes5Comments