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Microsoft Mixed reality headsets don't show up in input selection, and can't be managed by tool #51
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You mean not shown in VIU Settings support device list? |
when running example scene 7, and a role can be assigned to the headset, or controllers, nothing shows up when using a mixed reality headset. |
0d37c13 should fix it. |
I just pulled the current code and tested in 2018.2.0f2 I'm not sure if this is related but as soon as I enter the project using a mixed reality headset in steam vr, my headset and controllers show up at the start, within i have the laser pointer and reticle showing up, i try to point and click and the + icon, but when I pull the trigger it tries to teleport, and does not click on the +. after trying a few times both controllers disappear. if I don't use the controllers, they soon disappear as well. These are the errors that keep repeating |
* New Features - Wave VR Plugin v2.1.0 support - Add Oculus Go support (requires Oculus VR plugin) * Improvement - [WaveVRModule] Add 6 DoF Controller Simulator (Experimental) - [More...](https://github.com/ViveSoftware/ViveInputUtility-Unity/wiki/Wave-VR-6-DoF-Controller-Simulator) - [RenderModelHook] Now able to load Wave VR generic controller model - [Example2] Add drop area that using physics collider - [Example3] Make scroll delta tunable from the Editor - [issue#49](#49) - [VIUSettings] Add WVR virtual arms properties - [BindingUI] Make un-recognized device visible in the device view (shown in VIVE device icon) - [issue#51](#51) * Bug Fix - [VRModule] Fix sometimes SteamVRModule activated but not polling any device pose/input
It works fine on our MMR device (ASUS MR headset), It's odd that you pulled trigger but VIU gets pad pressed (enable teleport), maybe the second line message has to do with this? |
just updated to 1.9 and devices are showing up and working as expected, thanks. |
Any plans to add support for mixed reality controllers support through SteamVR?
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