Comments (2)
yes, this seems very likely. Unfortunately, I don't have a VR headset anymore and don't actively maintain this package anymore. But I would be more than happy to accept your pull request once you get it running.
According to this, the API changed slightly, but should not be too difficult to work out
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Looking in to this, it seems you can still use UnityEngine.XR.InputTracking.GetLocalPosition(node) and similar deprecated functions with the new version Unity XR and OpenXR plugin (this is in Unity 2020.2.2f1 to allow easy integration in to multiple VR devices). My work around (after following some of the OpenXR setup instructions made by VR with Andrew) was to remove any instances of LocalVrTrackingInput.cs - in the children of PoseManager - and add the new XR script TrackedPoseDriver with eye position and rotation bindings to the hmd object as well as your camera and XRRig, example in the following image:
An ActionBasedController script needs to be added to each controller with relevant devicePosition and deviceRotation bindings, see following image for an example (You can add extra actions via this script too. You don't need to add a model or transform to the ActionBasedController script as it will just use whichever hand models you have specified in the avatar arms objects):
Hopefully that makes sense for anyone stumbling across the same problem in the future.
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Related Issues (8)
- Custom Scaling HOT 1
- Oculus Hands HOT 1
- Avatar Facing Down HOT 8
- Full body avatar rotations won't rotate shoulders HOT 2
- Hands behind head isn't accurate and causes odd shoulder rotations HOT 1
- SteamVR glove hand replacement not behaving as desired HOT 2
- RotateShoulderUp calculation appears incorrect when forwardDistanceRatio is negative and distinctShoulderRotationLimitBackward is not 0 HOT 4
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