SteamVR Developer Hardware

SteamVR Developer Hardware

Murray WOW Nov 29, 2018 @ 12:21pm
Unity Vive Tracker Issue
Hi everyone,

Thank you for your help in advance.

I am looking to track GameObjects with Vive Trackers. However, most of the tutorials
online are obsolete due to to the Oct. 4 SteamVR update (The SteamVR_Tracked_Object script no longer works correctly). I've had trouble finding documentation on the Vive trackers in the updated SteamVR 2.0 plugin.

How do you get a GameObject to follow a Vive tracker after the new update?
< >
Showing 1-12 of 12 comments
The Auditor Nov 29, 2018 @ 5:06pm 
Here's what I've been able to figure out so far. You need to open the SteamVR Input window, create an action (type: pose) for each of your trackers, and assign them a name and a localization string for en_US.

Then, you "save and generate" the action set, and click "open binding UI" and go through and bind all the trackers's raw poses to the relevant pose actions.

Then you can add a SteamVR_Behaviour_Pose script to the gameobjects you want to manipulate, and set the Pose_Action to the action you created and the input source to the tracker role you want to use "I.e. "\actions\default\in\Camera" and "Camera". Then you set the origin to the CameraRig transform, and you're good to go.

Well, theoretically.

Unfortunately, this *still* doesn't work for me unless I delete the "Pose" action used by the controllers, which breaks the controllers and generates a ton of log spam. I have no idea why, and can't find documentation on how to avoid the issue. I spent a week trying to figure it out and I'm in the process of rolling back to an older version of SteamVR until there's a clear way to make it work.
=Aze= Nov 30, 2018 @ 10:12am 
HI,

I'm having some similar issues with steam vr input binding system but working with Unreal Engine 4.
I can't find a way to make this system work with my game, as I'm using 5 vive trackers and 3 are binding for inputs.
And there is NO documentation about it and it's connection with unreal.

I need help
xaerocool Nov 30, 2018 @ 11:04am 
After SteamVR update Vive trackers don't work for me too!
Murray WOW Dec 3, 2018 @ 11:21am 
Originally posted by The Auditor:
Here's what I've been able to figure out so far. You need to open the SteamVR Input window, create an action (type: pose) for each of your trackers, and assign them a name and a localization string for en_US.

Then, you "save and generate" the action set, and click "open binding UI" and go through and bind all the trackers's raw poses to the relevant pose actions.

Then you can add a SteamVR_Behaviour_Pose script to the gameobjects you want to manipulate, and set the Pose_Action to the action you created and the input source to the tracker role you want to use "I.e. "\actions\default\in\Camera" and "Camera". Then you set the origin to the CameraRig transform, and you're good to go.

Well, theoretically.

Unfortunately, this *still* doesn't work for me unless I delete the "Pose" action used by the controllers, which breaks the controllers and generates a ton of log spam. I have no idea why, and can't find documentation on how to avoid the issue. I spent a week trying to figure it out and I'm in the process of rolling back to an older version of SteamVR until there's a clear way to make it work.

What is the process of rolling back to a previous version of SteamVR? Is that feasible to prevent updates? From what I understand SteamVR updates without much notice.
AdmiralWol Dec 8, 2018 @ 1:20am 
I have been working with a DIY gun, with trigger vibration. The vive tracker pogo pin used to dish out 3.3V for the processing, and that induced the vibration volt required in the gun. But since the new SteamVR and tracker firmware update, the voltage has been decreased from 3.3V to 300 milliVolts (0.3V), for some reason. Is anyone else facing this issue? I need help as soon as possible, and I'll be grateful for swift reply.
Last edited by AdmiralWol; Dec 8, 2018 @ 1:45am
Hattoriseed Jan 27, 2019 @ 8:46am 
I have had the same problem for months, I have 4 trackers and I have tested the haptic feedback on Arizona sunshine and other games that support the hyperblaster and used to have haptic feedback for the trackers and also in Unity an I can't get it to work. I have open the hyperblaster and confirm that the vibrator motor works correctly by connecting it to an external power source so the problem seems to be the steamvr software.

I have tried contacting Vive and Steam developers but they haven't responded.
CodemasterJD May 14, 2019 @ 4:28pm 
Did you get any further? I'm using the most current version of SteamVR, and although the trackers are visible, I have the same issue; they don't show up in Unity. Haven't tried Unreal yet.

== John ==
CodemasterJD May 15, 2019 @ 12:07pm 
This:

>>I have tried contacting Vive and Steam developers but they haven't responded.<<

is just wrong. Vive and Valve, these are your flagship products and they don't work for over 6 months?
Rigaro Jun 19, 2019 @ 12:25am 
You can get a GameObject to track a VIVE Tracker using the SteamVR_Tracked Object script. You just need to select the Index to the device number the tracker is attached to.
Last edited by Rigaro; Jun 19, 2019 @ 12:26am
JomRarimy Jun 19, 2019 @ 1:39pm 
@Rigaro that's the old way of doing it. With the new SteamVR update, nothing seems to work. Someone from Valve should really comment on this. We developers have spent THOUSANDS of dollars on VR and tracking hardware, and we get treated like DIRT. This was originally posted LAST YEAR and still absolutely zero help.
CodemasterJD Jun 20, 2019 @ 11:16pm 
Agreed. I'm actually writing a book for a publisher and including the Vive trackers ... maybe I should reconsider the hardware, if the trackers aren't supported :(

Stuhl Dec 3, 2023 @ 3:05pm 
Just want to add this ♥♥♥♥ is still a absolute nightmare to get working. I have been going trough years of documentation all saying ♥♥♥♥ is just broken after having invested thousands of dollars into setup for animation inside of unity. Pretty close to ditching it all and definitely never purchasing any vive products ever again. The whole point of the ♥♥♥♥♥♥♥ vive trackers is being able to track a object in 3d space but it doesn't work and with the exception of very specific runtimes is just not supported or feasible for animation of any kind. Hugely regret ever trusting the company.
< >
Showing 1-12 of 12 comments
Per page: 1530 50