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Bug XRInteraction Tool kit not working with Htc Vive?

Discussion in 'VR' started by zyonneo, Mar 24, 2021.

  1. zyonneo

    zyonneo

    Joined:
    Apr 13, 2018
    Posts:
    381
    I tried the following steps but after that when I hit play I am still stuck at Htc vive home screen. Scene is not loading in VR.Tried a couple of times still same problem.

    Unity version Used 2020.3.0f1

    1) Open XR Plugin version 1.0.3 - Installed
    2)Project Settings > XRPlugin management OpenXR Check-Yes => Fix All
    3)Project Settings > XRPlugin management > OpenXR > Features > Htc vive Controller Profile Check-Yes
    4)XRInteraction Tool kit Version 0.10.0-preview.7 - Installed
    5)Player Settings > Active Input Handling - Input System Package(New)
    6)In hierarchy right click XR > Room Scale XR Rig(Action-based)
    7)Package Manager > XRInteraction Tool Kit(Already Installed) > Default Input Actions > Imported
    8)In Assets\Samples\XR Interaction Toolkit\0.10.0-preview.7\Default Input Actions\XRI Default Left Controller -Added to ActionBasedController default
    9)In Assets\Samples\XR Interaction Toolkit\0.10.0-preview.7\Default Input Actions\XRI Default Right Controller -Added to ActionBasedController default
    10)In Player Setting > Preset Manager > XRI Default Left Controller - typed 'Left' on the given textbox.
    11)In Player Setting > Preset Manager > XRI Default RightController - typed 'Right' on the given textbox.
    12)Deleted Old XR Rig from hierarchy and added Right click > XR > Room Scale XR Rig(Action-based).(XR Controller script actions have values)
    13)Added Input Action Manager to XR Rig and added 'XRI Default Input Actions' to Element 0.(Added only 1 to Action Assets).

     
  2. TreyK-47

    TreyK-47

    Unity Technologies

    Joined:
    Oct 22, 2019
    Posts:
    1,444
    Hello! So, Vive support is directly handled by HTC. Please share this on their developer forums and their teams will help.
     
  3. GoesTo11

    GoesTo11

    Joined:
    Jul 22, 2014
    Posts:
    604
    Go to project settings, XR Plug-In Management, openXR and make sure that OpenXR Runtime is set to SteamVR.
     
  4. GoesTo11

    GoesTo11

    Joined:
    Jul 22, 2014
    Posts:
    604
    Is there a reason for that? I am trying to figure out how to get Vive trackers working in Unity with UnityXR/OpenXR and I am not finding any luck anywhere.
     
  5. thep3000

    thep3000

    Unity Technologies

    Joined:
    Aug 9, 2013
    Posts:
    308
    The working group is discussing an extension for Vive trackers, but it's not done yet. I don't think there's any way to do it yet.
     
  6. dariony

    dariony

    Joined:
    May 16, 2015
    Posts:
    18
    @TreyK-47 technically not so in this case unless it's the Vive Cosmos OpenXR runtime you are referencing. @thep3000 you are correct, work in progress, update coming soon
     
    Last edited: May 30, 2021
  7. manuelgoellnitz

    manuelgoellnitz

    Joined:
    Feb 15, 2017
    Posts:
    168
    I have a similar problem, but only on one PC, on others it works fine. On those the Runtime is set to "System Default".
    When I try the same on the other PC, nothing happens when I start playmode.
    The Rigs camera is at 0 0 0, and does not react, the HMD stays black, steam VR is not started automatically like on the others.
    When I look at UnityEngine.XR.InputDevices.GetDevices(inputDevices); the VIVE HMD is in the list.

    When I set the Runtime to "Steam VR" something else happens:
    When SteamVR is not loaded and I start the scene with the VR rig, SteamVR starts and the HMD is recognized and works properly. When I now stop playmode, and try it again, nothing happens again, HMD has no picture and is not tracked.
    It also does not work when I don't start the VR scene directly but through another. Then SteamVR is opened when the playmode is started. When I now load the VR scene, it does not work, HMD has no picture and is not tracked.

    What can have such affect?
    One thing that is different from the other PCs: It has also the Oculus Software installed.


    And one other thing: The VIVE works fine. Since
    A) it works at other PCs,
    B) it works on this PC with the legacy VR system in old projects.

    So it must have to do something with the Unity XR Management
     
  8. thep3000

    thep3000

    Unity Technologies

    Joined:
    Aug 9, 2013
    Posts:
    308
    Can you attach editor logs when it doesn't work? It sounds like in the first scenario it's not finding / starting the openxr runtime - could be the system default is set improperly? I'm not sure what's happening in the second scenario where you force runtime to steamvr - maybe steamvr isn't initializing properly. Logs might give more details.
     
  9. manuelgoellnitz

    manuelgoellnitz

    Joined:
    Feb 15, 2017
    Posts:
    168
    I tried it today and it worked now...

    Yesterday I deinstalled the Oculus Software, Mabe it is related to that. But then I had not that effect right away.
     
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