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Trying to get reliable tracking status for wmri device on Standalone mode (SteamVR)

Discussion in 'Windows Mixed Reality' started by BiggerInsideVR, Oct 7, 2019.

  1. BiggerInsideVR

    BiggerInsideVR

    Joined:
    Nov 23, 2017
    Posts:
    6
    Hello there,

    I try to get a reliable status for hmd tracking.

    I tried that :

    Code (CSharp):
    1. InputTracking.trackingAcquired += InputTracking_trackingAcquired;
    2. InputTracking.trackingLost += InputTracking_trackingLost;
    3.  
    4.  
    5.     private void InputTracking_trackingLost(XRNodeState obj)
    6.     {
    7.      
    8.         Debug.Log(obj.tracked + " InputTracking_trackingLost");
    9.     }
    10.  
    11.     private void InputTracking_trackingAcquired(XRNodeState obj)
    12.     {
    13.         Debug.Log(obj.tracked + " InputTracking_trackingAcquired");
    14.     }

    But it do not work very well using SteamVR. The events are not fired when the traking is lost. They are fired just when the application start and when it stopped.

    The camera position information is still (erroneously) updated when the tracking is lost, like if the hmd accelerometer was used. Same results using InputTracking.GetNodeStates.

    Also, the UnityEngine.XR.WSA.WorldManager.state always return Unavailable.

    All of the above work well if I switch to UWP mode.
    But I can't use this platform (for reasons) and I would like still have a reliable tracking status in standalone.

    Can anyone help ?

    My setup :
    - Unity v2019.2.8f1
    - SteamVR : v1.7.15
    - Windows Mixed Reality Immersive Headset


    edit : I'm not sure if this post belong to WMR thread or the general.
     
  2. JasonCostanza

    JasonCostanza

    Unity Technologies

    Joined:
    May 23, 2017
    Posts:
    346
    Would you mind filing a bug for us with a simple repro project of what you're observing? Post the bug number here once it emails you and sometimes that helps us get to it sooner than later.
     
    BiggerInsideVR likes this.
  3. BiggerInsideVR

    BiggerInsideVR

    Joined:
    Nov 23, 2017
    Posts:
    6
    I check if the bug was still present using the last stable Unity version (2019.2.8f1) and the new XR Plugin Management, and it is.

    I submitted a bug report here fogbugz.unity3d.com
     
    Last edited: Oct 9, 2019
    JasonCostanza likes this.
  4. JasonCostanza

    JasonCostanza

    Unity Technologies

    Joined:
    May 23, 2017
    Posts:
    346
    Thank you for doing that, we should get to taking a look at it soon