New developer: Tracking only if all in sight
I'm currently building a VR game in Unity but I'm having an issue with tracking. I'm testing some basic interactions and as I'm doing quick bursts of code (code something, then test it then code something), I've not been putting my headset on each test, however, this has led to some weird issues.
Neither of the controllers track position or input if the game can't see both controllers and the headset. For example, the headset is on my desk, but I'm holding the controller in front of me (so the sensors can see the controller) so I can test picking up an item.
However, unless the sensors can see the headset then the controller's position isn't tracked (rotation is mapped but position is not) and unless both touch controllers can be seen button presses aren't registered (using the test code Debug.Log(OVRInput.Get(OVRInput.Button.SecondaryHandTrigger));) This seems really odd as they should all be independent pieces of data (particularly button input)
Given this is early days for Oculus development I wanted to see whether this is expected or not.
Thanks!
Neither of the controllers track position or input if the game can't see both controllers and the headset. For example, the headset is on my desk, but I'm holding the controller in front of me (so the sensors can see the controller) so I can test picking up an item.
However, unless the sensors can see the headset then the controller's position isn't tracked (rotation is mapped but position is not) and unless both touch controllers can be seen button presses aren't registered (using the test code Debug.Log(OVRInput.Get(OVRInput.Button.SecondaryHandTrigger));) This seems really odd as they should all be independent pieces of data (particularly button input)
Given this is early days for Oculus development I wanted to see whether this is expected or not.
Thanks!
