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Issue with version 1.27 and SDK v1.26

bknothbknoth Posts: 3
NerveGear
Our systems auto-updated to version 1.27 last night. Calls to ovr_GetInputState() now produce values for m_inputState.IndexTrigger[0] that are always 0 no matter how the trigger is positioned. We're using version 1.26 for the SDK (I haven't seen a newer version). Has anyone else seen this problem?

Thanks,
Bruce

Comments

  • ramezanifardramezanifard Posts: 1
    NerveGear
    Hi Bruce, 
    the same problem here. I can't read the buttons anymore. The only thing that still works is "inputState.Touches". It shows what button is touched, but is super sensitive to touch.  
  • bknothbknoth Posts: 3
    NerveGear
    Luckily, we had a computer that had not auto-upgraded. We copied the Oculus program files folders from that machine (1.26) to a machine that had auto-upgraded to 1.27 and the latter machine worked again. We had a critical demo to pull off and that was our work-around.
  • bknothbknoth Posts: 3
    NerveGear
    Please post if it does resolve the problem. I'm not well-versed in Oculus development and I'd appreciate knowing if this problem's been solved. Thanks.
  • MikeFMikeF Posts: 474
    Trinity

    Others who have been developing for Oculus devices- has this been a common occurrence in the past? Automated updates breaking your production environment? Definitely makes me hesitant to continue supporting this platform if it isn't going to be reliable. 
    Big time, we've had several important demo's derailed because of a last minute update forced on us.
    When things work it's great but the uncertainty of when an update hits and what it might break is a big problem
  • NinjaGaijinNinjaGaijin Posts: 140 Oculus Staff
    Hello everyone,

    Our engineers are aware of the problem and are currently looking into a solution.

    In the meantime, a workround is to press the Oculus button to enter the Universal Menu, then press it again to return to the game. The buttons should work then.
    If you need immediate help or want additional support/context on an issue you are having with our platform or integrations:

    1. Gather any and all logs, screenshots, and version numbers of relevant software (Oculus SDK, engine, etc.)
    2. Please submit a ticket here (include what you've gathered in step 1).
    3. Tag me @NinjaGaijin once you have done so!
  • kojackkojack Posts: 4,902 Volunteer Moderator
    Just thought I'd join in, the same issue has stopped my AutoOculusTouch project from working. It uses ovrInit_Invisible as it's intended to run without the headset worn at all. But all button and trigger values are zero unless rendering is performed and the headset is being worn. Wearing (or triggering the sensor) without rendering or rendering without wearing both result in input stopping (tracking continues to work though).


  • CloudhopperCloudhopper Posts: 5
    NerveGear
    I work with Bruce who initiated this thread.  We have just built two new rigs with fresh software installs.  I attempted the workaround posted by NinjaGaijin, without success.  I have copied the non-updated Program Files/Oculus directory from a working system, and turned off automatic updates, but this solution will not work with our customers.  Please @NinjaGaijin, this has been an issue since June 19. 
  • YvesMartelYvesMartel Posts: 6
    NerveGear
    Any news on a fix for this problem?
  • YvesMartelYvesMartel Posts: 6
    NerveGear

    I am running SDK V1.29 and that problem is still there.

    My application has 2 VR modes, when I switch modes, I first get out of VR and get back in with a new ovr_Initialize and a new session (ovr_Create).  To get the ovr_GetInputState to work again in the new session, just having the headset on is not enough. You then need to remove the headset and put it back on again!  This make for awkward demos when I want to show both modes to a client...

    The Oculus button work around does work, but after all, it is a work around...  A real solution would be better.


  • CloudhopperCloudhopper Posts: 5
    NerveGear
    @imperativity We are preparing a build for a customer to be delivered later this week.  Has there been any progress on enabling successful reads of the Touch trigger state from the SDK?  I have been unable to update any of our development systems since June, and we are still running 1.26 which is the last system that worked.  How is it that many systems (like UE4) are able to read the triggers, but the SDK can't?
  • zakk102zakk102 Posts: 3
    NerveGear
    @imperativity

    This bug is very critical to our application. Do you have any schedule to fix this bug?
  • CloudhopperCloudhopper Posts: 5
    NerveGear
    edited November 2018
    @imperativity
    @NinjaGaijin

    The Sample software provided with the SDK "t.Controllers"  illustrates reading buttons from the touch.  I have modified this code to read the IndexTrigger, and it works.  There are many examples (all of them) of applications that are able to utilize the trigger., yet this issue, if fundamental, would be a blocker for all applications utilizing the Touch controllers.  The workaround of pressing the menu button twice does nothing to correct the errant behavior in our application.  Why is this not shown as a know bug in the current SDK release?  Is it really just a handful of folks that use the SDK interface to access the hardware?  How does Unity or UE4 get the correct value?

  • CloudhopperCloudhopper Posts: 5
    NerveGear
    @imperativity
    @NinjaGaijin

    The t.Controllers sample stops updating the trigger unless the function  "API.ovr_CommitTextureSwapChain.Ptr"  in file OVR_CAPIShim.c  is called.  In our application, the VR display is rendered in a separate application, so we need to read the state of the buttons and triggers without a graphics window associated with the application.  This worked fine up until 1.27.
  • CloudhopperCloudhopper Posts: 5
    NerveGear
    @imperativity
    @NinjaGaijin

    The t.Controllers sample stops updating the trigger unless the function  "API.ovr_CommitTextureSwapChain.Ptr"  in file OVR_CAPIShim.c  is called.  In our application, the VR display is rendered in a separate application, so we need to read the state of the buttons and triggers without a graphics window associated with the application.  This worked fine up until 1.27.
  • zakk102zakk102 Posts: 3
    NerveGear

    Can you provide any work around? The Unity version SDK works, so there must be a way to get the right value. Maybe it's not that clean code. Can you provide to us?


  • zakk102zakk102 Posts: 3
    NerveGear

    Thank you!! looking forward to it.

  • pokai.twpokai.tw Posts: 2
    NerveGear
    @imperativity
    We have a important customer bothered by this. They don't believe Oculus makes this kind of serious mistake and can't fix it for long time. We have to fix it ASAP. If Unity works well in this version, I believe there are some workarounds we can use to avoid this issue. Could you provide it?
  • pokai.twpokai.tw Posts: 2
    NerveGear
    Could you tell me when the issue will be fixed? We have to reply to our customer. They wait for long time.

  • STFSTFSTFSTF Posts: 5
    NerveGear
    Since I had used the controllers for emulating joysticks via FreePIE and vJoy before, I would like to have this functionality back to get the inputstate without rendering anything.
  • STFSTFSTFSTF Posts: 5
    NerveGear
    Hi, I just found this thread https://forums.oculusvr.com/developer/discussion/33329/has-oculus-removed-the-ability-to-run-c-console-exes

    There is a comment to initialize the ovr with the "Invisible" flag which I just tried:
    ovrInitParams initParams = { ovrInit_RequestVersion + ovrInit_Invisible, OVR_MINOR_VERSION, NULL, 0, 0 };
    ovrResult result = ovr_Initialize(&initParams);

    With this intitialization, the InputState structure (which contains all the buttons and trigger states) gets updated without any rendering. Maybe this helps you too.

    Stefan
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