-
-
Notifications
You must be signed in to change notification settings - Fork 140
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
How to make hand devices function properly on official examples #783
Comments
That's interesting, I haven't heard of this happening before and I'm not sure what the cause would be. Does head tracking still work (i.e. |
For posterity, here is a relevant logcat message posted on Matrix:
I'm not sure what these logs mean or what part of lovr is even printing them... I also can't reproduce this on v65 and am using controllers and hand tracking successfully. So for now this is still a mystery! |
I got the v66 Quest OS update and also upgraded OpenXR to 1.0.38 for good measure, but I still haven't been able to reproduce this on multiple Quest 2 or Quest 3 devices. I don't think I have enough information to fix this, sorry 😞 |
It's happening repeatedly to me on Quest 3 and it's quite annoying. After I disable controllers by bumping them into each other I can see the hands for ~1s and then they disappear. There are no logs, the head is being tracked and I believe the controllers do not vibrate but I wasn't sure if my code was correct. After the hands disappear, I think the hand tracking may be disrupted when the controllers are moved even slightly. Sounds stupid but when I put them in the cas, shake it to turn them off and place it somewhere stable, like a desk, the hands appear for good. @bjornbytes please reconsider reopening the issue. Let me know if I can help you debug it. |
Recently I noticed something that might be related -- on Quest, sometimes hands won't be tracked in my project and I have to turn off the headset display and turn it back on again (tap the power button twice). After that, hand tracking works. Does this also fix the issue for you? |
I've just tried it - first moved my controllers to make the hands disappear, then turned the display off and on - and it did help. |
Just tried to reproduce this for a while and wasn't able to trigger it. This was on a Quest 2 though, I can try a Quest 3 in a couple of days. I have a few ideas I want to try that might fix it, but I'd like to have the problem happening locally so I can see if the fixes actually work! |
Thanks! Again - if I can be of any help just let me know. If you'd like to hop on a call with me, I could cast my headset for you. |
I noticed that while controller/hand input isn't working, After printing out all the OpenXR session state events, it seems that LÖVR's OpenXR session never transitions to FOCUSED, only VISIBLE. |
I think in my case, when I start the app using |
Hi, I am not sure whether or not I am experiencing the same issue but none of the inputs work. I have tried several examples which showcase the input system and whether I use hand tracking or not no inputs get registered. In the examples in which the hands are used as soon as I grab the controllers the visuals snap at 0,0,0 or simply stop updating. I have tried turning the screen on and off to see if it could have been the app not being focused as mentioned above but that did not work. It's also worth mentioning that I don't see anything displayed in all the examples which use controllers such as this. I am using a quest 3 for testing. |
Could you try a nightly APK, e.g. https://github.com/bjornbytes/lovr/actions/runs/12699813977 ? When trying Intro/Tracked_Hands example on v0.17.1, I get spheres when using hand tracking, and nothing when using controllers. On a nightly build, I get spheres with both hand tracking and controllers. I think this was a bug in the v17 version that's since been fixed. |
I believe I must have been on version 17. I will try the nightly build as
soon as possible and report back thank you.
…On Thu, 9 Jan 2025, 23:59 Bjorn, ***@***.***> wrote:
Could you try a nightly APK, e.g.
https://github.com/bjornbytes/lovr/actions/runs/12699813977 ?
When trying Intro/Tracked_Hands example on v0.17.1, I get spheres when
using hand tracking, and nothing when using controllers. On a nightly
build, I get spheres with both hand tracking and controllers. I think this
was a bug in the v17 version that's since been fixed.
—
Reply to this email directly, view it on GitHub
<#783 (comment)>,
or unsubscribe
<https://github.com/notifications/unsubscribe-auth/ACEL7F4X4DIXOVSPKF5LBDT2J4EOLAVCNFSM6AAAAABJAUPWP6VHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDKOBRGQ3TEMBYGI>
.
You are receiving this because you commented.Message ID:
***@***.***>
|
I've been experimenting with using the
lovr.headset
button pressed methods, hand device inputs, as well as the pointer examples, such as this. In all cases, I get some input for the first, say 0.5-1 seconds, and then all readings stall at(0,0,0)
and the device inputs are no longer reported through the relevant functions anymore. Is this behavior known/is there some workaround to this?Relevant info:
Tested on Quest 2 and 3
Nightly and release build both tried
The text was updated successfully, but these errors were encountered: