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SpaceNavigator driver [OpenSource]

Discussion in 'Assets and Asset Store' started by PatHightree, May 15, 2013.

  1. PatHightree

    PatHightree

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    cecarlsen likes this.
  2. ealbuquerque

    ealbuquerque

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    Thanks @PatHightree!
    I will check your research. If I have any update or progress, I'll share it here.
     
  3. Innovine

    Innovine

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    Thanks a lot for this asset, it is wonderful!

    I do notice however that the settings revert from Miniscule to Human very frequently... is this a known issue?
     
  4. unityafise

    unityafise

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    Previously i was using unity 5.6.1 for my project. Recently i upgraded my project to unity 2019.3.0.
    Everything works fine in Editor and Standalone Windows build in unity 5.6.1. In unity 2019.3.0 the SDK available on Asset Store works fine in Editor but not working in Standalone Windows build. SDK has been re-imported but it is still not working. I am using Windows 10.
     
  5. stevensen

    stevensen

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    Have the same problem, it isn't working with 2018.3.7 and newer.
    Another question is. How can I check if the spacenavigator is NULL, if the driver is not installed?
     
  6. cecarlsen

    cecarlsen

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  7. tufeixp

    tufeixp

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    I have tested the new input system, it can support 3dconnexion devices!
     
  8. PatHightree

    PatHightree

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    Really ? That could simplify a lot of things.
    Care to share any sample code ?
     
  9. tufeixp

    tufeixp

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    upload_2020-3-22_16-33-35.png
    It works for il2cpp release on windows too!
    Although I failed to use some vector3 to wrap up those individual axis float, it just woks.
     
    cecarlsen likes this.
  10. E-nd-E-Entertainment

    E-nd-E-Entertainment

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    Just want to report that in my initial quick testing on macOS 11 Big Sur Beta, 3Dconnexion hasn't yet updated their 3Dware macOS drivers yet, so don't try to install the current driver release (3DxWare 10.6.5), as it caused my macOS 11 Beta test Mac (2013 Cylinder Mac Pro) to not be able to finish booting. I had to go into Safe Mode to remove the driver
     
  11. ivancole_unity

    ivancole_unity

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    When I try to run with the latest Unity editor (2019.4.0f1) I get the following error and SpaceNavigator does not seem to work. Assets\SpaceNavigator\Editor\ViewportController.cs(31,4): warning CS0618: 'EditorApplication.playmodeStateChanged' is obsolete: 'Use EditorApplication.playModeStateChanged and/or EditorApplication.pauseStateChanged'

    Can you get us an update that will work with this latest version? Thank you Ivan
     
  12. PatHightree

    PatHightree

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    I can't publish new versions to the asset store without a whole lot of hassle, sorry.
    Get the latest version from github, Dino Scheidt fixed this issue :)
     
  13. GallopingGames

    GallopingGames

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    Hi @PatHightree thanks for your work with this amazing plugin! I'm currently working on a demo to show Autodesk Fusion 360 and 3Dconnexion how their implementation could work better (Fusion 360 has major issues with SpaceMouse). I have a great solution working in the editor, but when I publish Build and Run for Windows Standalone, the SpaceMouse does not work. Do I need to do something to make the package publish with the standalone? Many thanks.
     
  14. PatHightree

    PatHightree

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  15. GallopingGames

    GallopingGames

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    This fixed it, thanks so much for fast response!

    I've got a dreamy CAD orbit control system working in Unity using your plugin. Soooo smooth, no gimble lock, no camera side tilt (Horizon Lock on).

    One thing I noticed, sometimes using SpaceNavigator.Rotation.eulerAngles.x easing tilt back a fraction on the SpaceMouse (giving readings of -0.005f etc.) Sometimes jumps to 359.005 or thereabouts causing a wild glitch. I swapped to using SpaceNavigator.Rotation.x and scaling up, and it works perfectly! Now I just need to persuade someone at 3Dconnexion to look at the video or try the demo. Do you have any contacts at 3Dconnexion?
     
  16. PatHightree

    PatHightree

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    Great to hear it solved your problem.
    I'm not in close contact with 3dconnexion, their sdk isn't much use to me because their architecture is aimed at developers who have access to the application's source code and that's not the case with me and Unity...
    They did sent me a spacemouse once :D
    All in all this project needs a reboot, but to be honest it's not high on my todo list.
     
  17. GallopingGames

    GallopingGames

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    Well, I found it very easy to use your plugin, (got my demo working in a day) and it must have taken a huge amount of time and effort to publish. I'm very grateful!
    I got a genuine Nerdgasm interacting with the SpaceMouse with my own Unity code. Having worked out a good orbit system myself, I'm in a great position to try to bludgeon 3Dconnexion into fixing the Fusion 360 problems.

    Can you believe the Free Demo that comes with the SpaceMouse has Horizon Lock, but the feature is REMOVED from the settings when using the device in Fusion 360!? They also have a bug where they rotate the camera relative to itself rather than world space, meaning orbiting horizontally around the object tilts the camera like tilting your head to one side. This causes the user to constantly fight which way is up! So frustrated, and so are many on the Fusion 360 forums. :-D

    Thanks again.
     
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  18. PatHightree

    PatHightree

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    Good luck with the bludgeoning !
     
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  19. GallopingGames

    GallopingGames

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    Check this video out with sound if you can... makes me cry this is necessary. Made with your groovy plugin!
    https://autode.sk/2PROgQz
     
  20. PatHightree

    PatHightree

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    My, my, that's some quality bludgeoning going on there :)
    Well done, best feature request I've seen in ages !
     
  21. mjlgardner1

    mjlgardner1

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    For me, Rotation doesn't seem to work at all in 'Fly' Mode, but works in 'Orbit' mode. I've check all the settings in both the Space Navigator driver and the Unity package and it seems to be set up fine. Anyone else have this problem? I'm running Unity 2019.3.6f1
     
  22. PatHightree

    PatHightree

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    Looking at the Input System now and I am getting good rotation data, but my translation X and Y are single bit values.
    Dit you see this too and found a workaround ?
    Or maybe the difference is in that we use different hardware ?



    @mjlgardner1 Don't know what could cause that, haven't seen it before
     
    Last edited: Aug 19, 2020
  23. PatHightree

    PatHightree

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  24. Tongpan2020

    Tongpan2020

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    Hi PatHightree

    Your space navigator driver runs well in game tab, but it crush in built application. The error is
    "NotSupportedException: Specified method is not supported.
    at (wrapper cominterop) TDx.TDxInput.DeviceClass..ctor()"

    I saw some threads mentioned this problem. But I can't find a solution. I tested the version 1.5.3. It doesn't fix the problem.

    Can you tell me how to fix this issue?

    Thanks
     
  25. PatHightree

    PatHightree

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    No sorry, I don't have a solution for you.
    Unfortunately I don't have the spare time/energy to support this project at the moment.
    Your best chance is to experiment with the new input system, see if you can get it to play nice with your device.
    Please post here if you have succes.
     
  26. seap

    seap

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    I'm having a problem in unity where it intermittently wont let me rotate. I can zoom and pan around though. I tested my spacemouse in fusion and the setup utility and it works. Any ideas?
     
  27. PatHightree

    PatHightree

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    I would add logging or set tracepoints and try to find out where the problem originates.
     
  28. AbradolfLinkler

    AbradolfLinkler

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    Hello,

    Thank You for writing this great plugin.

    I have a Space Navigator Compact, running on Unity 2020.1.17f1, and Mac OS Big Sur 11.0.1

    I have two problems - maybe You could kindly point me in the right direction:

    - the space navigator operates normally in EDIT mode, but then I enter PLAY MODE it stops working. Moreover - it stops working after the first entering into PLAY MODE entirely. I have to restart unity just to make it work in EDIT MODE again. It does not matter whether I set the project to use .NET 4.x or .NET Standard 2.0 - the problem stays the same.

    I have no other plugins installed - and also no errors in the Console....

    Could this be a matter of Big Sur incompatibility?

    Kind Regards!
     
  29. AbradolfLinkler

    AbradolfLinkler

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    UPDATE:
    I do get two errors in the console:
    Assets/SpaceNavigator/Editor/ViewportController.cs(31,4): warning CS0618: 'EditorApplication.playmodeStateChanged' is obsolete: 'Use EditorApplication.playModeStateChanged and/or EditorApplication.pauseStateChanged'


    and

    Component GUI Layer in Camera for Scene Assets/SpaceNavigator/Runtime samples/- Fly around/Fly around.unity is no longer available.
    It will be removed after you edit this GameObject and save the Scene.
     
  30. RedHatJef

    RedHatJef

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    Saw lots of little issues with this driver, but I wanted to try it anyway.
    • I'm using Unity 2019.4.12f1
    • I'm on Big Sur, and installed the latest 3dConnexion Big Sur Beta drivers.
    • I was unable to download the unity package (gave me a 401 error in the package manager)
    • I downloaded the source code from github and then dropped it into my unity project.
    • Restarted unity.
    • Window menu then contained the SpaceNavigator menu, and I was able to fly around my scene in the editor.
    Works fantastically. Thanks @PatHightree !!!
     
  31. lehrkommando

    lehrkommando

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    Hello, Thank you for making this asset.

    I'm working with a non-SpaceMouse user through Unity Collaboration. Because of the collaboration feature, SpaceNavigator was inevitably uploaded to the collaboration server, but those who do not have SpaceMouse say that an error occurs in the editor and is inconvenient. Can this asset be disabled separately for each user for those who do not have a device?

    Below is the error history.


    System.Runtime.InteropServices.COMException (0x80040154):

    at System.Runtime.InteropServices.Marshal.ThrowExceptionForHR (System.Int32 errorCode) [0x0000a] in <eae584ce26bc40229c1b1aa476bfa589>:0
    at System.__ComObject.CreateIUnknown (System.Type t) [0x00058] in <eae584ce26bc40229c1b1aa476bfa589>:0
    at Mono.Interop.ComInteropProxy.CreateProxy (System.Type t) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
    at System.Runtime.Remoting.RemotingServices.CreateClientProxyForComInterop (System.Type type) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
    at System.Runtime.Remoting.Activation.ActivationServices.CreateProxyForType (System.Type type) [0x0003b] in <eae584ce26bc40229c1b1aa476bfa589>:0
    at (wrapper managed-to-native) System.Object.__icall_wrapper_ves_icall_object_new_specific(intptr)
    at SpaceNavigatorDriver.SpaceNavigatorWindows..ctor () [0x00017] in C:\UnityProject\WarshipFleetCommand\Renewal\19.4.26f1\WarshipFleet_v2.0_URP_2019_26\Assets\SpaceNavigator\Plugins\SpaceNavigatorWindows.cs:48
    UnityEngine.Debug:LogError (object)
    SpaceNavigatorDriver.SpaceNavigatorWindows:.ctor () (at Assets/SpaceNavigator/Plugins/SpaceNavigatorWindows.cs:56)
    SpaceNavigatorDriver.SpaceNavigatorWindows:get_SubInstance () (at Assets/SpaceNavigator/Plugins/SpaceNavigatorWindows.cs:61)
    SpaceNavigatorDriver.SpaceNavigator:get_Instance () (at Assets/SpaceNavigator/Plugins/SpaceNavigator.cs:37)
    SpaceNavigatorDriver.SpaceNavigator:get_Translation () (at Assets/SpaceNavigator/Plugins/SpaceNavigator.cs:13)
    SpaceNavigatorDriver.ViewportController:Update () (at Assets/SpaceNavigator/Editor/ViewportController.cs:72)
    UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()
     
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