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SteamVR Beta and Unity native inputs issue (?)

Discussion in 'AR/VR (XR) Discussion' started by Gruguir, May 19, 2018.

  1. Gruguir

    Gruguir

    Joined:
    Nov 30, 2010
    Posts:
    340
    I'm posting here to keep track and discuss this issue.
    The newest SteamVR Beta introduce input remapping feature, i really doubt that it is a good idea but that's another topic. Yesterday i returned to work on an XR project and all of a sudden my controls didn't respond to any button, only tracking. I took a deep breath and realised i got same results with my other projects too !
    It is to note that i only tested it in editor and 2017.3.1f1, using Vive Pre.
    I rely on Unity native input class, for cross-platform sake / avoiding some proprietary plugins nonsenses.
    I can't assert that it happened strictly because of SteamVR Beta update, but switching to non-beta solve the problem. I'm working on a input wrapper/helper (XR Control) and thought at first of a nasty bug, but a simple script using only Unity native input detection attest the issue. I found no complaint about that anywhere online, so it could be a local issue, however i think that it is mostly due to devs largely relying on SteamVR SDK other native input class. Being disappointed (to put it politely) by the way Unity/Valve handle requests/issues/reports those days i just post it here (and here) for now.
     
  2. levi777l

    levi777l

    Joined:
    Mar 13, 2014
    Posts:
    17
    Im having this issue as well. Any idea on a fix?
     
  3. Gruguir

    Gruguir

    Joined:
    Nov 30, 2010
    Posts:
    340
    @levi777l So that's not just me.. No idea other than switch back to non-beta SteamVR.
     
  4. levi777l

    levi777l

    Joined:
    Mar 13, 2014
    Posts:
    17
    Im trying to use the vive trackers with the Meta 2. Meta 2 requires steamvr beta so rolling back isn't even an option. =(
     
  5. tomlong74

    tomlong74

    Joined:
    Nov 28, 2012
    Posts:
    8
    I'm seeing the same results with my Unity 2018.2.0b1 with SteamVR Beta (I only have beta as an option because OSX Dev'ing on MBP2017) -- I posted my issue (here) under VR on macOS Preview.

    Good news is it seems to be only an editor issue - builds track the controllers and inputs.