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Question SteamVR encountering errors in Unity when re-centering VR position through steam Panel

Discussion in 'VR' started by AnimusRex, Oct 10, 2020.

  1. AnimusRex

    AnimusRex

    Joined:
    Apr 26, 2019
    Posts:
    67
    Hi all,

    I'm getting a host of errors in Unity whenever I try to use the Valve Index's recentering option in the steam panel,
    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. Valve.VR.SteamVR_Action_Boolean.GetState (Valve.VR.SteamVR_Input_Sources inputSource) (at Assets/Imported Assets/SteamVR/Input/SteamVR_Action_Boolean.cs:94)
    3. Valve.VR.SteamVR_Skeleton_Poser+PoseBlendingBehaviour.Update (System.Single deltaTime, Valve.VR.SteamVR_Input_Sources inputSource) (at Assets/Imported Assets/SteamVR/Input/SteamVR_Skeleton_Poser.cs:399)
    4. Valve.VR.SteamVR_Skeleton_Poser.ApplyBlenderBehaviours (Valve.VR.SteamVR_Action_Skeleton skeletonAction, Valve.VR.SteamVR_Input_Sources inputSource, Valve.VR.SteamVR_Skeleton_PoseSnapshot snapshot) (at Assets/Imported Assets/SteamVR/Input/SteamVR_Skeleton_Poser.cs:228)
    5. Valve.VR.SteamVR_Skeleton_Poser.UpdatePose (Valve.VR.SteamVR_Action_Skeleton skeletonAction, Valve.VR.SteamVR_Input_Sources inputSource) (at Assets/Imported Assets/SteamVR/Input/SteamVR_Skeleton_Poser.cs:213)
    6. Valve.VR.SteamVR_Skeleton_Poser.GetBlendedPose (Valve.VR.SteamVR_Action_Skeleton skeletonAction, Valve.VR.SteamVR_Input_Sources handType) (at Assets/Imported Assets/SteamVR/Input/SteamVR_Skeleton_Poser.cs:179)
    7. Valve.VR.SteamVR_Behaviour_Skeleton.GetBonePositions () (at Assets/Imported Assets/SteamVR/Input/SteamVR_Behaviour_Skeleton.cs:827)
    8. Valve.VR.SteamVR_Behaviour_Skeleton.UpdateSkeletonTransforms () (at Assets/Imported Assets/SteamVR/Input/SteamVR_Behaviour_Skeleton.cs:656)
    9. Valve.VR.SteamVR_Behaviour_Skeleton.UpdateSkeleton () (at Assets/Imported Assets/SteamVR/Input/SteamVR_Behaviour_Skeleton.cs:411)
    10. Valve.VR.SteamVR_Behaviour_Skeleton.SteamVR_Input_OnSkeletonsUpdated (System.Boolean skipSendingEvents) (at Assets/Imported Assets/SteamVR/Input/SteamVR_Behaviour_Skeleton.cs:387)
    11. Valve.VR.SteamVR_Input.UpdateSkeletonActions (System.Boolean skipSendingEvents) (at Assets/Imported Assets/SteamVR/Input/SteamVR_Input.cs:359)
    12. Valve.VR.SteamVR_Input.UpdateVisualActions (System.Boolean skipStateAndEventUpdates) (at Assets/Imported Assets/SteamVR/Input/SteamVR_Input.cs:319)
    13. Valve.VR.SteamVR_Input.OnPreCull () (at Assets/Imported Assets/SteamVR/Input/SteamVR_Input.cs:302)
    14. Valve.VR.SteamVR_Behaviour.PreCull () (at Assets/Imported Assets/SteamVR/Scripts/SteamVR_Behaviour.cs:221)
    15. Valve.VR.SteamVR_Behaviour.OnBeforeRender () (at Assets/Imported Assets/SteamVR/Scripts/SteamVR_Behaviour.cs:189)
    16. UnityEngine.BeforeRenderHelper.Invoke () (at <05f2ac9c8847426992765a22ef6d94ca>:0)
    17. UnityEngine.Application.InvokeOnBeforeRender () (at <05f2ac9c8847426992765a22ef6d94ca>:0)
    18. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    I assume it's due to it losing tracking for the controllers?

    What should I do to resolve this?