VR Object goes into standby despite guide claiming it would not
I've paired a third touch controller as a VR Object. According to the mixed reality guide, the controller should be active for 24 hours as long as the HMD is covered. However, I've noticed it go to standby after 1 minute, exactly as how the normal controllers behave, even if I have the HMD on. @imperativity @mfmf589Views0likes1CommentOVRPlugin.GetNodePositionTracked incorrectly returns true for OVRPlugin.Node.DeviceObjectZero
I'm seeing some problems with the values returned by OVRPlugin.GetNodePositionTracked when called with OVRPlugin.Node.DeviceObjectZero. I setup a VR Object in Oculus Home, identified as OVRPlugin.Node.DeviceObjectZero, which I'm using a track a real world object (which in my case is not a camera because I'm not doing mixed reality capture). The only time I seem to get a false result is if I move the Touch completely outside the tracking area and out of view of the cameras. The problem is when it's actually being tracked I still get a true result even after pulling out the battery! Removing the battery from a regular left or right Touch will definitely cause OVRPlugin.Node.HandLeft or OVRPlugin.Node.HandRight to return false. I originally reported this issue in this other VR Object thread and I could have sworn it was resolved with the 1.17 update but now I'm seeing the issue again with 1.18 so I wanted to open a new thread for this. I'm using: Oculus Home 1.18, Unity 2017.1.0p4 and OVR Unity Utilities 1.18.1. For now I've worked around the issue by checking to see if the position is non-zero but I'd really prefer to do this the right way.1KViews0likes1Comment