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Question by enigmatic · Nov 30, 2019 at 04:07 PM · inputvrgeneric

Unable to track multiple Input Devices with generic XR.InputDevices!!

Have spent over a day on this problem now, but no luck!

Objective: Be able to track multiple vive tracker and hand controller using XR.InputDeviceRole.

Approach: 1. At the start of the scene get the list of all input devices available. [Works] 2. In the update method "TryGetFeatureValue" for position, rotation and button inputs depending upon the Device role type. [Works]

Problem: As soon as I increase another object with either same or different device type (HardwareTracker & RightController), it fails to get the tracked values!

I have attached snippets of code here for reference. Would appreciate any help.

Thanks.

PS: All devices are properly tracked outside of Unity and can be seen in the default VR visualizer properly tracked. Also I do get values for all devices in first few frames (2/3) but it stops again and tracked device becomes invalid (in Unity).

 static List<InputDevice> devices = new List<InputDevice>();
     [SerializeField]
     InputDeviceRole role;
     public int ind = 0;
     // Update is called once per frame
     void Update()
     {
         InputDevices.GetDevicesWithRole(role, devices);
         Debug.Log(devices.Count);
         if (devices.Count > 0)
         {
             InputDevice device = devices[ind];
             Vector3 position;
             if (device.TryGetFeatureValue(CommonUsages.devicePosition, out position))
                 this.transform.position = position;
             Quaternion rotation;
             if (device.TryGetFeatureValue(CommonUsages.deviceRotation, out rotation))
                 this.transform.rotation = rotation;
         }
     }

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