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EditorVR's use of input-prototype?

Discussion in 'EditorXR' started by Chadobado, Mar 14, 2017.

  1. Chadobado

    Chadobado

    Joined:
    Oct 19, 2016
    Posts:
    26
    Thought the EditorVR team might have some insight (cross post from here), thanks in advance.

    After trying to understand how EditorVR is abstracting VR input systems I discovered branches of input-prototype where work has been done on this:

    https://github.com/Unity-Technologies/input-prototype/tree/new-vr-input

    and

    https://github.com/Unity-Technologies/input-prototype/tree/editorvr/main

    Exciting, but I haven't been able to get it working. Standard non-vr input (ex: mouse) works fine, but VR input fails silently which makes debugging difficult.

    Is there something I'm missing?

    devenv_2017-03-14_11-20-26.png Unity_2017-03-14_11-19-29.png Unity_2017-03-14_11-19-56.png
     
  2. amirebrahimi_unity

    amirebrahimi_unity

    Joined:
    Aug 12, 2015
    Posts:
    400
    It looks like the VRController may be getting bound to the head because it says VRInputDevice0. Our use of the input-prototype is very specific and the VR support is minimal and only there to support our use case at the moment. Full VR support will come when the new input system comes, which we will also switch over to.

    In the meantime, you may do what EditorVR does, which is filters the list of system devices down to only the controllers:
    https://github.com/Unity-Technologies/EditorVR/blob/master/Scripts/Modules/DeviceInputModule.cs#L41
     
  3. Chadobado

    Chadobado

    Joined:
    Oct 19, 2016
    Posts:
    26
    Great thanks for the help, I'll dig into that and see what I come up with!

    Best,

    Chad