Questions tagged [steam-vr]

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Enable SteamVR hand collision for when holding objects

Just getting started on a game project with SteamVR in Unity. I've run into an issue with the collisions though. The hands and the objects that can be held collide with everything in the scene as they ...
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95 views

Unity Error : HMD Not Found Presence Failed 126

I make a VR game and even if I use Oculus Integration or SteamVR I get this error in Unity -> XR: OpenVR Error! OpenVR failed initialization with error code VRInitError_Init_HmdNotFoundPresenceFailed:...
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Unity IVRRenderModels_006 SteamVR Error

I get this Error in Unity when I imported SteamVR : "Failed to Load IVRRenderModels Interface Version IVRRenderModels_006" I looked after on it but nothing really solved the problem. Why is this ...
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0answers
60 views

Switching between VR and Desktop (VR Controllers are not tracked in Unity Build)

I am developing a VR App in Unity3D for HTC Vive Pro (Wireless) everything works well with VR in the usual way. (SteamVR Plugin 2.5.0 (SDK 1.8.19)) Except for some requirement reasons in the same ...
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1answer
77 views

Setting SteamVR Camera Target Eye before SteamVR installed in Unity

I'm writing a plugin that can be used in both VR and non-VR projects. I have a Camera that is used to display UI containing some game info on a secondary monitor. My problem is that when the end-user ...
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1answer
162 views

Using one Vive controller: default to left hand?

We're making a sailing game in VR for Vive Pro, where you hold the rudder with your left hand using a Vive controller. We use just one controller because there's nothing to do with your other hand, ...
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53 views

Prevent Object Detachment from Hand when Controller Trigger is Released in Unity SteamVR

I'm using SteamVR's Player Prefab for Unity. For picking up objects I'm using the Throwable script which uses the controller trigger to pick it up and its release to throw. Is there a way to prevent ...
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1answer
143 views

Fade into scene in Unity / SteamVR

I am using this code below for a gradual fade into a scene/next level in Steam VR (HTC Vive) The whole idea is to cover up the scene loading icon which is viewable for 3-4 seconds, and the default ...
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14 views

HTC Vive in-game camera moves automatically, but in-editor it's fine

We found an issue today in our HTC Vive game we don't know how to fix. When I start the exe using the HTC Vive, the camera starts moving automatically, endlessly. But in the Unity editor it is fine, ...
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1answer
264 views

SteamVR Unity Skeleton Pose NullReferenceException

I'm developing an application using SteamVR in Unity. When running my app, the console keeps getting flooded with hundreds of instances of this error: ...
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0answers
43 views

Facilitator UI on desktop screen for VR

Hey and thanks in advance for any help/pointers The solution is probably straight forward but i am still a little inexperienced (while creating quite a few different VR unity projects mostly study ...
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0answers
134 views

SteamVR Unity Hands Acting Weird and Seated Play

My goal is to make it so that it does not matter if the player is sitting down or not and where it does not matter where the position of the person in real life. For VR. I'm using Unity's built in IK ...
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1answer
442 views

How do I override a SteamVR Controller's transforms in Unity?

I'm trying to provide an illusion to the user by rotating the controller about an arbitrary axis in the LateUpdate() method. But this doesn't seem to be having any effect as the controller probably is ...
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1answer
199 views

No more FallbackHand in SteamVR Player prefab

A few weeks ago when I wanted to test some VR stuff in Unity without an HTC Vive I could add the Player prefab from the SteamVR asset and then fly around while testing the game just like in the editor....
3
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1answer
522 views

SteamVR locks position of dynamically created cameras

I'm having trouble tracking down a problem with SteamVR. Here is a quick way to set up an MWE: Create a new Unity project. Import the SteamVR package from the Asset Store. Create the following script:...
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0answers
716 views

Distinguish between HTC Vive controller grip buttons in Unity

In Unity, I can check for grip button presses via the SteamVR API like so: if(controller.GetPressDown(SteamVR_Controller.ButtonMask.Grip)) { ... } This results ...
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1answer
117 views

Unity3D HTC Vive graphical bug when making builds

Recently I noticed that my builds seem to have a weird graphical bug. This only occurs when I play a build. Running the game in VR in unity play mode doesn't show this bug. I am not sure what is ...
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2answers
89 views

Showing Frame Rate Info in the Unity scene using Custom Script failed

I want to lock the framerate of my scene to 30fps, then I learned from this post that fps info in Editor Stat isn't reliable, that's why my fps is still around 100. This is my script for setting the ...
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0answers
42 views

HTC Vive Grabbing Object Trigger

I'm doing a HTC Vive VR game with Unity. I have 3 objects, and I want to trigger different events when the player pick up different objects. Since I set the rigidbody to the controller and don't ...
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0answers
384 views

Unity Mirror Shader double image in HTC Vive / Steam VR

I'm implementing a mirror in Unity for SteamVR / HTC Vive. I'm using the mirror reflection shader for Unity. It looks fine, overall, but the left eye and right eye don't align unfortunately, so it's ...
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135 views

Vive SteamVR Stereo Rendering mirror doesn't reflect lineRenderer lines steadily

I'm creating a SteamVR game in Unity. I'm using the Vive SteamVR Stereo Rendering Toolkit to create the mirror effect. I also wrote a script to render three lines between headset, and two controllers, ...
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1answer
179 views

SteamVR_TrackedObjects disabled on dashboard

our game relies heavily on some Joints attached (not childs) to the tracked controllers. But those controllers get disabled when a user clicks on the system button which actually break our physics ...
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0answers
340 views

Access Single-Pass RenderTexture

I'm trying to achieve a mirror effect where a second camera renders to a render texture, which is then passed into a shader using SetGlobalTexture. Everything works fine outside of VR, but in Steam ...