NewtonVR

The NewtonVR Developer Hub

NewtonVR allows players to pick up, drop, throw, and use held objects. Items don't pass through other items (rigidbodies), or the environment (non-rigidbodies). Rather, held items interact with other rigidbodies naturally - taking mass into account. We include a simple collision sound framework. And it works with both Oculus and SteamVR cleanly, with more to come.

Get Started    Documentation
Ask A Question

Questions

NewtonVR changes SteamVR_TrackedObject index

Submitted by Joost 15 days ago

I am using NewtonVR for the HTC Vive, so I use the SteamVR Camera Rig prefab and add NVRPlayer, NVRhead and NVRHand scripts. I recently received the Vive Tracker and am trying to make it work with NewtonVR.

I have added a SteamVR_TrackedObject script on the Tracker GameObject and gave it also an NVRHand script, because otherwise I can not attach any object to it. And then I removed the NVRHand script from one of the controllers, so there are stil two NVRHands. I do the interaction by script which has a trackedObject GameObject and a tracker NVRHand and then does:
tracker.BeginInteraction(trackedObject.GetComponent<NVRInteractableItem>());

Now I noticed that NewtonVR changes the Tracker device ID to one of the controllers, meaning that the object that I want to attach to the tracker gets attached to one of the controllers. I also noticed that when running the scene the GameObjects with an NVRHand get an additional SteamVR_TrackedObject script.

Can someone explain why that additional SteamVR_TrackedObject script is added and why the device index is changed?

Thanks!

Loading comments...