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Doesn't Work With Teleporting

Hey, I'm loving the asset so far! However I'm having one major issue and that's the fact that I can't teleport the player anywhere without them losing grip of their held object. I'm using 'VR Arc Teleporter' from the asset store. I would love to see this either fixed or hear a solution or else this won't work with any game that uses teleportation. Thanks!

Install Steam VR not available

Downloaded the latest Unity (2017.3), and downloaded the Master NewtonVR that's referenced in the Quickstart. When I open the example scene in Unity, and look at NVR Player, I cannot click "Install SteamVR" because there are compile errors. The first compile error is "The type or Namespace Valve could not be found " ... I tried installing SteamVR separately, which did make the options appear on NVR Player. However then when I click "Enable SteamVR" I get an error at run time that SteamVR is not setup properly. Probably because I didn't have the "Install SteamVR" choice due to the compile errors.

Is this project dead?

I fear that an ever-crowding space filled with VRTK, SteamVR and Unity's own XR Interaction Toolkit is discouraging further development. Is this project dead?

NewtonVR changes SteamVR_TrackedObject index

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!

Custom Hands Interractions

Hey there ! Quick question, we are using your framework with Occulus Touches for a student project and we want to create interactions depending on the different fingers the player is using (not just is grabbing or not). Is there a way in the framework to change the hands colliders depending on the fingers the player is laying on the controller ? I already have a bit of code of my own to check every finger position and change colliders accordingly on my custom hand. But i was wondering if it would create conflicts with your hand controller.
ANSWERED

Error on startup

Hi guys, I just installed NewtonVR on top of my SteamVR plugin for a VIVE project. I opened the demo scene and enabled SteamVR. However after doing this, I get this error: "Assets/NewtonVR/SteamVR/NVRSteamVRInputDevice.cs(37,27): error CS0117: `SteamVR_Utils' does not contain a definition for `Event' " I have commented out the four offending lines in the NVRInputDevice script to get it to compile, but I realized I don't have interactions through the controllers. Has anyone faced similar problems? Thanks.
ANSWERED

Custom collider conflicting on Oculus Touch

We're adding our own custom hand models with their own colliders, and it works well on Vive, but on Oculus Touch we're seeing a collider on the LeftHand and RightHand objects themselves which is conflicting with our own, and also too large. We need to dynamically switch avatar hands, but also be able to switch back to the platform-specific models, and I'm not sure we're doing it the right way. What is the recommended way to replace the models in code, and also to reset them back after? Thanks!

Creating More than just a "Hold" and "Use" button

Hello! I'm trying to build an educational app where you can change the scale of objects whenever you press the D-Pad Up and Down. However, NVR Hand only has "Grip" and "Use", when I need 2 Use buttons instead of one. I tried imitating what was used to create the Hold and Use button in event systems, but I'm not getting it to register any buttons being pressed. Has anyone ever used NewtonVR with multiple use buttons?

Decoupled input of all joystick interactions

Hey, First off, thanks a million for creating this awesome system, and especially giving it away for free!!! I love how you are grouping the SteamVR plugin, and OVR into one, cohesive SDK. My question is how do you go about getting all the joystick interactions through NewtonVR? Basically, I would like to decouple the Input from my custom scripts using UnityEvents. However, I keep getting an error when I try to access the button Inputs dictionary. It doesn't seem to be returning anything. Here is my script..... using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events; namespace NewtonVR { public class NVRHandInputCallbacks : MonoBehaviour { public NVRHand hand; public NVRButtons button; public UnityEvent OnButtonPress; public UnityEvent OnButtonRelease; public NVRButtonInputs buttonInputs; // only public for debuggin // Update is called once per frame void Update() { if (!hand.Player.isActiveAndEnabled) return; buttonInputs = hand.Inputs[button]; if (buttonInputs.PressDown) { OnButtonPress.Invoke(); } if (buttonInputs.PressUp) { OnButtonRelease.Invoke(); } } } } However, when it runs I get this error: NullReferenceException: Object reference not set to an instance of an object NewtonVR.NVRButtonInputs.get_PressDown () (at Assets/Plugins/NewtonVR/NVRButtonInput.cs:17) NewtonVR.NVRHandInputCallbacks.Update () (at Assets/07_Scripts/Input/NVRHandInputCallbacks.cs:26) Should I not be trying to access that dictionary? Is there another way to get the Input data for all of the controller input? thanks a gazillion!!! -Trentity

Use Grip Aperture from Optitrack to cause Interaction in NewtonVR

Hi, Great asset. I've been using NewtonVR for over a year now for my PhD work. Long story short, I test limb embodiment. I use VR to change how people's limbs look to them and then then manipulate what they feel in the real world to see how that affects their experience of embodiment during object interactions. I'm pretty close, but I can't get this one thing for my next experiment. I use Optitrack motion capture system. I'd like to use the grip aperture, which I have already feeding into Unity, so that's not the problem. I want to use the value of grip aperture to trigger an object interaction. So, basically, how would I assign this grip aperture variable to be able to trigger and continue an object grasp when it is sufficiently small, and then release when the value of grip aperture gets to a large enough value? I've gone into the NVRInputDevice script and NVRHand, etc and can't seem to see where you assign the actual values from the buttons on the HTC Vive controllers. Any help with this would be great. Cheers,