- Home /
Vive controllers not tracking in Unity 5.6.0b3
Hello, I can't seem to get my Vive controllers to track in Unity 5.6.0b3, however my headset tracks perfectly fine (I can see the x,y, and z constantly changing). When I press play, Controller (left) and Controller (right) just go grey in the Hiearchy, and the "active" tickboxes for each controller (at the top of the inspector) just get un-checked when I press play (they track just fine outside of Unity). I followed this tutorial, https://www.raywenderlich.com/149239/htc-vive-tutorial-unity using their demo scene, but I've also tried it in an empty scene, same issue. Also tried opting out of SteamVR beta, no dice. The only Assets in my folder is a clean import of the latest SteamVR plugin. Any ideas?
http://puu.sh/tnzlN/67d00bb76c.jpg
EDIT: FIXED!!! I tried Unity 5.5.0b4 and it works!!! I guess there's something that changed with the latest beta that breaks something in the SteamVR plugin.
Also, unrelated, but I was also getting this compile error:
UnityEditor.PlayerSettings' does not contain a definition for `SplashScreen'
so I opened SteamVR_Settings.cs and changed all instances of PlayerSettings.SplashScreen.show to PlayerSettings.showUnitySplashScreen, and it seemed to fix the errors. This was happening in all versions I tried.
Answer by swedishfisk · Feb 05, 2017 at 09:26 PM
I'm getting the same error on 5.6.0b6 so this has not been resolved.
Edit: this is solved in 5.6.x by manually adding the SteamVR_UpdatePoses component to the main camera!
Adding "S$$anonymous$$m VR_Update poses" script to "Camera (eye)", solved to me too ....
Unity 5.6.0f3 (32-bit)
VRT$$anonymous$$ 3.1.0
This solved it for me.
Unity 5.6.0f3 (64-bit)
VRT$$anonymous$$ 3.1.0
Using Oculus Headset with OpenVR
Worked for me, thanks a ton! Was all ready to revert to 5.5 and start ripping things apart when I saw this. :)
Answer by Fazri · Feb 11, 2017 at 11:41 PM
I can confirm Swedishisk fix works! Adding SteamVR_UpdatePoses to the main camera (Camera Eye) solves the hand tracking issue in. Unity 5.6.0b7. Hand / controller tracking works fine after adding that component.
Answer by Teh_Bucket · Apr 14, 2018 at 06:15 AM
With SteamVR for Unity 1.2.3 released, the Update_Poses solution does not work. The controllers won't work in Unity 5.6.3f1
Instead, open up SteamVR_Render.cs and delete or comment out lines 341 and 342.
Worked, Thanks for the fix!
Unity 5.6.3p1 S$$anonymous$$mVR Plugin v1.2.3
Cheers! Was losing hope but this totally works. Unity 2018.2.4f1 S$$anonymous$$mVR 1.2.3
Thanks, worked for me as well (Unity 2018.2.20, S$$anonymous$$mVR 1.2.3)
Answer by NissStudios · May 18, 2017 at 11:04 AM
Thought I might add something... I tried the "swedishfisk" method but nothing changed, if this is true for you, try this:
Add the SteamVR_UpdatePoses script to the [CameraRig]. This will make the controllers appear, but you can only see their shadows, this is because the camera rig itself has become the vr camera and the controllers will always be above the camera rig (even if you look up they will be behind you as it just tilts the rig.)
To see the controllers, set the TargetEye dropdown in the [CameraRig] inspector to "None (MainDisplay)"
This allows the vr camera to return to being the "Camera (Head)" and the controllers should be there as usual.
This works for me, only downside is the monitor will not display what you see in vr, but I think this is a fair trade-off, also can probably be fixed.
Hope this helps!
SIMPLIFIED: 1. Add SteamVR_UpdatePoses script to the [CameraRig] 2. Set the TargetEye dropdown in the [CameraRig] inspector to "None (MainDisplay)"
this fix worked for me. @NissStudios did you ever find a way to fix the screen on the monitor?
Is there another way of doing this? I want to keep my camera target eyes split for right and left to have the VR render different layers on each eye.
Answer by robinerd · Mar 12, 2017 at 03:20 PM
Also found this bug report with status "Won't fix": https://issuetracker.unity3d.com/issues/vr-slash-regression-vive-controllers-are-not-activated-and-do-not-function-in-scenes-with-steamvr-camera-rig
Guess that means we have to wait for a Steam VR update on asset store. Meanwhile I tried the fix suggested by Swedishfisk and it seems to work! Thanks :)