Offset Tracked Head Position Unity3D
Hi there, does anybody know, where on my headset the tracked position is which I get in Unity3D? Is it right in the center or the front of the HMD? What I want to do: I want to attach a Vive Tracker to the headset and I want to know the offset of my attached position to the tracked position of my HMD to get the trackers position as correct as possible. I hope I could make myself clear and are happy to hear some answers.879Views0likes0CommentsOVRGrabber and Crossplatform development - not working with Vive wands
Hi There, I've been working on getting OVRGrabber.cs in the AvatarGrab scene to work across both Vive and Rift. I am using Unity 2018.3. I'm running into odd behavior where AvatarGrabberRight and AvatarGrabberLeft won't move along with the controllers (using openVR and Vive wands) When using the Rift all works fine. I think I've isolated the problem to the rigid body and physics system: inside void OnUpdatedAnchors() - GetComponent<Rigidbody>().MovePosition(destPos); GetComponent<Rigidbody>().MoveRotation(destRot.normalized); both work as expected with the Rift but not at all with the Vive. In order to get things moving with the Vive wands I need to swap to: transform.position = destPos; transform.rotation = destRot.normalized; Also - with the vive wands I need to move OnUpdatedAnchors() to be done in Update() as FixedUpdate() only fires once on startup. Assigning the new position and rotation directly still doesn't get the grabbing working with the Vive but at least the game objects are mirroring the controllers successfully. Testing this with the Rift works but results in less realistic movement when throwing due to bypassing the rigidbody I believe. I know the cross-platform support is rather new but I was hoping someone might have some suggestions why this might be happening and how I could go about fixing it? Thanks! - Ryan915Views0likes2CommentsVive Unity OpenVR SDK bad quality in play mode
Dear developer community We are developing a Unity Game with Oculus and Vive support. Currently, we have a problem with the Vive Integration. We use the SteamVR Plugin version 1.2.0 and The Lab Renderer version 1.0 we also tried it without the Lab Renderer. For simplicity, I will post a few pictures. If you start the Game W/o any VR SDK it looks like this https://puu.sh/tDZNl/4fd45d5e0d.PNG When we add then the Oculus SDK it looks like this https://puu.sh/tDZNm/216be39c02.PNG And finally, if we add the OpenVR SDK for the Vive it looks like this https://puu.sh/tDZNh/2083038722.PNG Has anyone an idea what might be the cause? Or has anyone the same problem fixed?698Views0likes0CommentsPorting Vive Game Terrible Performance on Oculus - Unity 5.5
Hi all, we have a game that performs well (90fps+) on the Vive and as we're trying to port it to Oculus, we're seeing some really weird performance hits. The game seems to slow to around 50-75% speed after a few seconds (note: menu view seems to perform normally - this is a separate camera that is disabled after the game starts), almost as if it's reducing the game speed to keep frame rates up. Here are some details: - Unity 5.5.0f3 with OpenVR and Oculus API enabled - no Single Pass Stereo Rendering - Tried with Oculus API only (turn off OpenVR API in player settings): this actually seems to make the performance worse - Tried Single Pass Stereo Rendering - same or worse performance - Tried installing Oculus Utilities from their developer site: changes nothing + tried the Oculus camera rig, again no luck, game will slow down to 50-75% normal time. - Tried running a check on Time.scaleTime and it's constantly at 1.0 so it's not some weird time scale issue - Tried playing with background elements turned off (only gameplay logic and characters enabled): same thing - Tried turning off gameplay elements manually: same issue, it seems like when it starts slowing down it stays that way - Tried turning off all camera filters - no luck - Profiler's main culprit is WaitForGPU as expected - Building an executable seems to perform better, however you still see a few instances where the game slows down. Two computers tested on this: one with a GTX970 saw just a few seconds of the slowdown; a GTX1070 sees slowdown all over the place. Here is the game on Steam with Vive: http://store.steampowered.com/app/510930/1.1KViews0likes3CommentsSupport for Touch, coming from the Vive
Hi, We've developed a room-scale VR experience for the Vive, made with Unity, which we're selling on Steam. We're now trying to port it to the Rift. I've two questions with regard to this. First, we're currently using OpenVR. It seems that it should support the Rift and Touch, and in fact it does tracking and most buttons out of the box, but we've not managed to get haptic rumble working, nor the Y,B, and Menu Button on the touch controllers. Does anyone have any info regarding this problem? Second, to all touch Unity (5.4) developers: Are you using Unity native integration, or are you selecting "Oculus" as the SDK, and using the Oculus Tools? Is there a demo project online which uses all of the Touch features, buttons, etc.? I seem to have missed it. Thanks! Philip555Views2likes0CommentsUnity [5.4] OVR assets & OpenVR?
If you build a project using Oculus Utilities for Unity 5, convert the CenterEyeAnchor to a SteamVR camera, and set the Virtual Reality SDK to OpenVR, the project will run inside the Editor on Vive. If you build the project, it will throw a 'DllNotFoundException OculusPlugin. I built the same project and sent it to CV1 and I did not encounter this error. Is this a result of the compatibility check that Oculus Home is doing to prevent Vive from running Oculus titles, or is this some sort of file path error and it's just not finding the .dll?2KViews0likes5CommentsConverting Oculus project to OpenVR/Vive
Hey All, I created a project using the Oculus SDK but now I would like to convert it to use OpenVR so its compatible with both the Vive and the Oculus Rift. Is there any documentation on how to do this or any resources? I found some projects that use the Vive and Ive been trying to cross reference them with my project but Its not enough to go on with some things. Any suggestions or comments are greatly appreciated.1.3KViews0likes1CommentNeed Competition for Audioshield & Space Pirate Trainer
Only 3 of my friends have Vive's or the games that I play so I'm looking for some competition to aim for or surpass in SPT and Audioshield. Please either PM me your Steam handle or post it here or add robcram to your friends list. Let the games begin. BTW, I've seen tranceology3 on one of the leaderboards at least but not anyone else from here.747Views0likes0Comments