Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Using 3 Tracker + 2 Hand Controller
Just found the solution
http://127.0.0.1:8998/dashboard/controllerbinding.html
They have not remedied anything. My trackers now act as controllers more often than my controlls do.
And with hip tracking enabled I see my character grabs his crotch and won't let go no matter what I try. It's very inappropriate!!
Even outside of my game (which is using SteamVR v2 in Unity) I can see that the left hand icon on my left controller vanishes inside the system menu of steam, this happens the moment I turn on a vive tracker, before activating vive trackers the left and right hands work correctly.
I just switched over to the Beta version, and the issue seems to be fixed
Current Beta I just got is version 1539997838
I hope this goes to public release soon, as I'm sure this would be affecting many users.
Can anyone confirm LordOfTheStack's post that a beta has been released that addresses the above bugs?
So the latest build seemed to be broken again... 1540280036
It was only working when I would pair everything over and over again, inconsistently.
And I was thinking, if only they just let us set the role this wouldn't be such an issue. so I poked around and SNEAKY SNEAKY they did add another settings menu that ISN'T included in the main bindings menu!
On the main SteamVR window, right click your tracker -> manage trackers !!
Set the roel of your trackers, they are defaulting to "IN HAND" meaning they replace your controllers, change the mto Feet or wherever you are using them, BOOM, fixed
screenshot
https://imgur.com/yBG0HSS
Why do they have options for setting a role for a tracker? Trackers get mixed around so ofter isn't it hard to keep their role consistent?
When I see some lighthouse trackers that look/feel like a real pair of shoes, then maybe I'll understand why.
Totally agree, one game might use a baseball bat, another two feet, another track your hips, etc, their entire purpose is versatility.
I don't even know where I can access this role information in the API, and even if I can, I see no point in doing so. I'd be constantly mixing up my left and right feet if I were to use such primitive mapping. Calibration in game makes far more sense.
The other "wtf" is why they chose to default the role to "in hand", replacing a controller with a tracker has got to be the least common use I can think of. They could've defaulted it to literally anything else. Or just have an "unassigned" or something