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Getlocalposition Only Works When Both Controllers Are Active

Discussion in 'VR' started by LondonStevey, Apr 11, 2019.

  1. LondonStevey

    LondonStevey

    Joined:
    Jun 26, 2015
    Posts:
    33
    Hi, I'm trying to test both Oculus and Vive when only one controller is activated.
    the InputTracking.nodeAdded event is called for the active controller but when I get UnityEngine.XR.InputTracking.GetLocalPosition it always just returns Vector3.Zero until the other controller is switched on or activated.
    Does anyone know a work around for this? Its kinda an edge case, but if one controller needs charging I want players to still be able to play with one controller and that should work. I've checked and I'm definitely passing in the correct nodeType.
    Thanks
     
  2. Matt_D_work

    Matt_D_work

    Unity Technologies

    Joined:
    Nov 30, 2016
    Posts:
    202
    Please raise this as a bug!