Cross-platform input for Valve Index
Hi, we are using Oculus integration 1.42 cross-platform input for Oculus Rift & Steam VR. On HTC Vive it is working but not on Valve index. For example left thumbstick and left hand grip are not working. Are there any other button mappings or should we use their SDK? Thanks.3.3KViews4likes9CommentsCross-platform avatar hands not activating
Hi, I'm trying to add support for cross-platform avatars to the OpenVR version of my app, but I've run into an issue. These is how I've setup the Avatar component: I've disabled the component, but I enable it from code once I've set the "Oculus User ID" property to one of the preset IDs. The body of the avatar is working as intended, but the hands never show up. I've tried enabling the "Show First Person" property as well, but it had no effect. After some digging, it looks like this call to the Oculus API in OvrAvatarSkinnedMeshRenderComponent::UpdateSkinnedMeshRender (line 23) for the hand components, always returns a visibilityMask without any flags set: ovrAvatarVisibilityFlags visibilityMask = CAPI.ovrAvatarSkinnedMeshRender_GetVisibilityMask(renderPart); Is this intended behavior for cross-platform avatars, or a bug? Unity version: 2017.4.18f1 Oculus integration: 1.32.11.4KViews1like3Comments