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Question by Anicrofmana · Oct 16, 2019 at 03:34 PM · inputvrsteamvaluesoculus rift

(XR Input) Why does Oculus Rift work fine, but HTC Vive inputs stays at 0 ?

Hi everyone,

I'm currently developping a VR Application that works both for Oculus Rift AND for HTC Vive. Obviously, I'm having a unique InputManager, that, using XR Input, should work for both device. Here is my mproblem :

When I do this :

  if (leftHandDevices.Count == 1)
  {
            leftHandDevices[0].TryGetFeatureValue(CommonUsages.trigger, out pressed);
            Debug.Log("Pressed value = " + pressed);
  }

Oculus Rift logs the right trigger Axis value, but HTC Vive stays at 0.0f, even tho the device is valid.

I'm getting my devices this way, and it looks like it's working fine :

 InputDevices.GetDevicesAtXRNode(XRNode.LeftHand, leftHandDevices);
 

I tried using the default input system by using Input.GetAxis("LeftTrigger"), mapped on the right axis, according to Unity's documentation, and the result is the same (Oculus good, Vive bad)

Can someone help me as I can't find a lot of help about XR Input on the internet ? This is frustrating..

Thanks !

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avatar image ThatOwlGuy · May 07, 2020 at 03:34 PM 0
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Did you ever figure this out? I'm having this exact problem but with the Oculus joystick.

avatar image Anicrofmana ThatOwlGuy · May 07, 2020 at 07:39 PM 0
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Hi, I don't recall exactly, but I think i didn't manage to make it work with XRInput. I might have used 2 different ways of getting each inputs. I think I used XRInput for Oculus and I used the S$$anonymous$$mVR Plugin to access HTC Vive Input, because I remember having other troubles with the S$$anonymous$$mVR Plugin. You should try that, setting inputs with S$$anonymous$$mVR is a bit special but there are good tutorials that helped me on the internet. Have a nice day !

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