Duck Season
brdlevel Aug 11, 2018 @ 3:29pm
hyperkin hyper blaster not working
i have it set up correctly and it shows up ingame and moves but none of the buttons work how do i fix this?
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Showing 1-12 of 12 comments
grindking Aug 12, 2018 @ 4:53pm 
I have the same problem and I have no idea what to do to fix it
graydevio Aug 13, 2018 @ 11:43pm 
Same issue here. Tracker (2018) connected to hyper blaster, and when I turn on the tracker, the gun controller vibrates, the tracker connects to steamvr and is tracking (solid green tracker icon illuminates). Then when I try to enable it in a game (e.g. Duck Season), the gun with the tracker shows up in game, but no buttons are functional. I was having the same problem with the PP Gun, and about to return it, but now that I'm having the same problem with the Hyperkin Hyper Blaster I'm thinking it's a software/firmware/other problem. I have OpenVR Input emulator installed, and can't make heads or tails of that. Also I'm not sure how to correctly use the controller configuration that shows up when I start an application. Nothing I do seems to make any difference. I'd really like to get both gun controllers working properly. Please help!
ProMacGyver  [developer] Aug 14, 2018 @ 11:53am 
UPDATE: SteamVR has pushed a controler input mapping thing in SteamVR. For some reason this has broken Hyperkin Blaster or any input from the tracking puck. This shouldn't be only our game this should be any game that setup hyperkin a while back. We are looking into some solutions to get it working again and will try and keep you posted.
Orvalakis Aug 18, 2018 @ 3:23am 
I found a solution. In the gaming library go to steamvr and right click. Go to options and choose the hotfix from june in the drop down menu. It will download a different version of steamvr and the hyperblaster will work:)
ProMacGyver  [developer] Aug 20, 2018 @ 5:31pm 
Thanks Orvalakis good to know there is a fix
Reprobate Aug 30, 2018 @ 8:57pm 
The fix works but I don't get vibration - only when I turn it on not in game - anyone found a fix for this yet or does this not work? Strange as the device clearly vibrates when it turns on but game doesn't enable it...
ProMacGyver  [developer] Aug 31, 2018 @ 1:23pm 
Let me look into the issue of no vibrating. I know the vibration was working when we released and a couple months after. However I will see if i can figure out what is going on. I know there was a disparity between macro seconds and nano seconds. maybe this has changed again. Thanks for the patience.
brdlevel Aug 31, 2018 @ 1:42pm 
thanks a lot for trying to fix this for us
ProMacGyver  [developer] Aug 31, 2018 @ 2:46pm 
Update
Okay here is what I have found out (aside from the fact this controller binding things is a headache). The Hotfix branch "v1527117754 - 6/21/2018 hotfix" doesn't have vibrating working for the tracker for some reason. again some weird SteamVR issue. So we have worked with the guys at valve to change our default controller bindings for Duck Season in the main branch of SteamVR. And this default setting should work as long as you don't have something custom set as your current binding. HOWEVER... there is still a couple background changes to steamvr that changes how controllers are reported to the game compared to how it use to be. We wrote a lot of code (before this controller binding stuff was a thing) to try and see what controller was what, what hand it should be in, ect. and used a lot of calls from steam to do this that have changed now. Those are all thrown into wack because of this new binding system that has been added. which means you have to deal with some jank... for now. We are working and have been working on an update for Duck Season. It will be a quite a while before it comes out as some new stuff has been added that we need to make sure all works. We need to make sure the new stuff doesn’t break things. This means we can not push a “new” build right now to fix these controller issues until the new content is working and tested properly. However have added this to the issues to fix and will get this working properly without any of this headache when that new version goes live. However you will have to hang in there and do the following until then.

If you want vibrate function to work and the tracker puck here is what you need to do:
  1. Switch back to SteamVR back to default if you are not on it.
  2. Go to the controller bindings for Duck Season
  3. In the top right under “Current Controller” Select the box and change it to "Vive Tracker in Hand"
  4. Make sure you have selected and are using the default bindings or my binding. Either select the “Default bindings for legacy applications for Vive Trackers in Hand” or you can select my “Duck-Season-Hyperkin-Working” bindings they should be the same now.
  5. Now in the upper right hand corner should show a box labeled “Current Controller” Click the box that says “MANAGE TRACKERS”.
  6. There should be two boxes in the lower right of this new option window. Make sure the first box is set to “Held in Hand” and set the second box to weather you are right or left handed. (Whatever hand you want to hold the gun in. Right now “Any Hand” will not work under certain situations)
  7. Launch Duck Season and see if it works properly. (if not let me know so we can troubleshoot and update this guide)
I am sorry that all this is happening and that you have to jump though these hoops with us. I personally tested the Hyperkin blaster for many months working out crap loads of issues with our game before the Hyperkin Blaster was released (which was a lot of work.) And it sucks to have that work jumbled up by a SteamVR update, mind you this feature will be great to have, it just sucks that it is breaking things that we put a lot of work and testing int. As I said we are working on a small update that won’t be out for quite a while. However we will make sure this hyperkin blaster issues will not be an issue in the future. We will also make it as plug and play as it was before (hopefully and maybe better). Hope this guide helps and that you have the patience to deal with this as it’s mostly out of our hands at the moment. Also hope you will like out update when it is ready.
Last edited by ProMacGyver; Aug 31, 2018 @ 2:53pm
useemmadbruh Sep 15, 2018 @ 9:58pm 
Glad I found this thread. I assume all of these issues are still present. I just got a Vive tracker, but built my own blaster out of parts from a clearance recoil laser tag gun. I thought I had it all figured out, but upon testing it with duck season...none of my buttons seem to do anything. I'm pretty sure I've got all the wiring right, but you never really know. Does anyone know of a super simple VR "game" that we can use to test the blasters with the current versions of steamVR and tracker firmware? I assume OpenVR Input emulator is an option, but it looks far more complicated than it needs to be for this process. If there doesn't appear to be an option then maybe I can build something simple myself in Unity. I've seen tutorials for it and was just hoping I didn't have to.
ProMacGyver  [developer] Sep 16, 2018 @ 2:45pm 
The issue is with the current version of SteamVR it doesnt matter if you make your own gun, your own program, your own anything. Becuase SteamVR sits between your hardware and your game/software its what creates issues. If you follow my guide it should work for you too. Or if you create a custom button mapping for our game or any other it will work. But the fact is the defaults in the tracking puck doesn't work like it use to for tracking pucks. I haven't hear anything more from Valve, and we are still working on the update for duck season to deal with these changes brought on by the button mapping.

Otherwise good luck hope you can get your homebrew working I was working on one myself.

Later
JoeMamma812 Dec 12, 2019 @ 11:30am 
Does anyone have an update to this post? The last post is over a year old. I was considering buying a pair of Hyperkin Hyper Blasters, but if this is still an issue, then I'll wait. Did this issue ever get resolved?
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