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?2.5KViews0likes3CommentsGetting number of current clips in a OVRHapticsChannel
Is there a way to get the number of currently queued clips in the OVRHapticsChannel? I could do it myself by keeping track of the time and the length of samples in there, but I figured it'd be better to check the actual channel but i'm not sure if i can?481Views0likes0CommentsHow do I use OVRHapticsClip?
I'm trying to add haptic feedback to Touch Controllers in my game but I'm completely stuck on how to do that. I've read all the documentation provided by Oculus which recommends several different methods, the most recent of which relies on playing OVRHapticsClips. My problem is that Unity freezes when trying to create any OVRHapticsClip. It doesn't just error, the entire program stops responding the same as when stuck in an infinite loop. Are there any examples of code to play haptic feedback on the Touch controllers? Or is there a limitation on the type of audioclip that can be used to create an OVRHapticsClip?Solved1.3KViews0likes1Comment