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SpaceNavigator driver [OpenSource]

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

  1. PatHightree

    PatHightree

    Joined:
    Aug 18, 2009
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    297
    Pushed version 2.0.0-pre.9 with a fix by cpetry for a crash when exiting without having a SN connected.
     
  2. PatHightree

    PatHightree

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    Aug 18, 2009
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    297
    According to the release notes of the latest 3DConnexion driver 10.8.8, Unity is FINALLY supported
    Unfortunately I haven't been able to test it yet due to....
    upload_2022-8-11_10-9-16.png
    It seems that the naming of my driver project is spot on :D
     
  3. GallopingGames

    GallopingGames

    Joined:
    Mar 13, 2013
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    26
    Autodesk also finally fixed Fusion360 after that video I made with your plugin! Thanks again. I'm surprised they didn't just expose the SpaceMouse as a joystick before now.
     
    PatHightree likes this.
  4. LorenzoTartarini

    LorenzoTartarini

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    May 5, 2022
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    Hello everyone, I'm Lorenzo from Italy. Great work on this driver! I was wondering if anyone found a way to use the spacemouse in Hololens applications. I know basic drivers are needed and there is no version compatible with Windows Holographic OS but there are some ways to use HID devices for Hololens. Anyone tried yet?
     
  5. PatHightree

    PatHightree

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    There's no Hololens usage that I know of.
    Your best chance would be the work in progress version of the driver on Github, it's based on Unity's built-in HID functionality via the new Input System. That might work, no guarantees...

    The github driver's results vary across different models of 3DConnection because we're not using their driver anymore, so the device differences are no longer abstracted away.
     
  6. shadybob56

    shadybob56

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    Dec 2, 2022
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    I've installed the 10.8.10.19684 and I also have a "discontinued" device, but it still works for me (using it in Autodesk Inventor and Unigraphics no problems). However, their "Unity" driver on my end only seems to zoom in and out. I installed this Spacenavigator package into my project and although not perfect, it is way better than the one supplied by 3dconnexion. I now have a SpaveNavigator menu item under "Windows" where I can change things around. I had to turn down the sensitivity to almost zero! All the movements seem backwards to what I am used to, but I see there are settings to invert most everything. I did also install the new "Input System" as somewhat outlined in the github docs, although those seem a little outdated for my version of Unity (2021.3)?

    Even though I'm still getting used to using it (and Unity), I do have one complaint. When I installed the new Input System package, it appears to be system wide, not dependent on any projects? Yet it would seem that this space navigator package needs to be imported into every project you wish to use it in?

    I also use my "discontinued" space navigator in blender and freecad. I'm not sure about blenders implementation, but I think the freecad implementation is similar to this one (where it bypasses the 3dconnexion drivers all together)? Saw someone else here complain about it not handling multiple different movements simultaneously? I haven't used it in Unity enough to know if that is still an issue? If it is, it would be nice if this drive could be updated to handle that?
     
  7. PatHightree

    PatHightree

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    Package configuration is per project, same as this driver. Unity doesn't do editor-wide tools afaik.
    Thanks for mentioning that freecad is connecting to 3dconnexion devices via hid. I had a peek at their code and it shows how they interpret different devices differently. Very interesting!
    However, I didn't find different methods of reading the data from different device types.
     

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  8. shadybob56

    shadybob56

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    Dec 2, 2022
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    Pat, I have found that the unity package included in my 3dconnexion driver installation directory works much better for me than the one from the asset store. I see in their source files of the package that they gave you credit? Anyway, it works fine with my "discontinued" Space navigator device. I think it's roughly the same driver you showed a picture of back a little ways, mentioning your discontinued device?

    Still kind of a pain (even more so) to add the package from disk every time! Be nice if someone could incorporate it right into the main program. Is there somewhere to make such feature requests?
     
  9. PatHightreeXVR

    PatHightreeXVR

    Joined:
    Dec 10, 2018
    Posts:
    19
    I haven't checked out the official 3dconnexion support after I ran into that unsupported message.
    It didn't register with me that there would be a package in the install directory. I'll have to check out that credit :D
    I'm not surprised that it works better than a package that I put on the asset store nearly 5 years ago, hehehe it should!

    There was a feature request somewhere on the Unity site that you could add your vote to, but I can't find it anymore.
    (and it didn't help much in the 13 years since I started building the driver)
    Built-in support would be the best, but I fear it doesn't have enough priority at Unity.
     
    shadybob56 likes this.
  10. shadybob56

    shadybob56

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    Dec 2, 2022
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    I guess that my current goal is just to somehow create a basic template for what I want, that will have the 3dconnexion driver already included, along with my oculus integration.
     
  11. AsteriX91

    AsteriX91

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    Jan 7, 2023
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    1
    Hi all, I'm using a sorry translator. Congratulations, what you did is great for the space mouse, I use it well on Unity and ask you, if it would not be possible to manage the sensitivity of the translation according to the zoom ? (instead of having the 3 scales : Huge, Human and Minuscule).
     
  12. tychoschenkeveld

    tychoschenkeveld

    Joined:
    Jan 11, 2020
    Posts:
    1
    I love this driver. Thank you! Finally an app where the spacenavigator works as expected without all the fiddling. And I love the 4 modes.

    I was just wondering: I'm not using the two buttons right now. But it would be really nice to assign them to mode switch (e.g. have the left one to Fly and the right one to GrabMove). Would that be possible perhaps? This way I don't have to keep the window open to do this.

    PS: I'm surprised built-in support isn't a priority, it's an amazing device to use with complex scenes. If you navigated with this for just a day, going back to the normal mouse is terrible.

    Oh and it doesn't matter that it says "Discontinued"! It's still in extended support until September 2024: https://3dconnexion.com/es/support/faq/3dconnexion-discontinued-devices/ . It's just saying that discontinued badge because they no longer guarantee all features and basically want us to buy a new SpaceMouse :p But it does actually work with the latest driver. And that is still what they recommend.
     
    Last edited: Mar 14, 2023
  13. MichaelRutman

    MichaelRutman

    Joined:
    Jun 6, 2019
    Posts:
    1
    Just got my 3dConnection and set it up on Mac. Works great for a bit, but as soon as I hit play and then exit play it stops working. I debugged the driver a bit and I find that SampleTranslation in SpaceNavigatorMac.cs returns 0 for x, y and z when it isn't working.

    When it is working it returns values for a while, then returns 0,0,0 when idle, but moving the 3d mouse has the values show up again. It's just when I hit play and stop, it seems like it wants to still be idle.

    Any ideas? Restarting the project fixes it, but that's kind of painful. I don't have the sources for SampleTranslation so I can't debug it deeper.