It lets you step into virtual worlds and experience it as yourself instead of through an on-screen avatar. Download the materials for the project using the Download Materials button at the top or bottom of this tutorial, unzip it somewhere and open the starter folder inside Unity.
Look at the contents of RW in the Project window:. Once the store loads, type SteamVR in the search field at the top and click Enter. Scroll down a bit to see a selection of assets. Click SteamVR Plugin to open its store page:.
Click Download and give it a moment. Click Import at the bottom-right corner of this window to import the package:. Click the button that reads I Made a Backup to let the editor update and recompile the scripts. This is part of the SteamVR plugin; it shows which editor settings you can improve to maximize performance and compatibility. Since the starter project is already well optimized, the only recommendation here is to disable the resolution dialog. Click Accept All to perform all of the recommended changes.
Close the Asset Store and switch back to the Scene view. Open the SteamVR folder and look at the folders inside. Put your HMD in reach, turn on the controllers and start the scene. Take both controllers and swing them around a bit. Once the SteamVR plugin detects the controllers, it creates these virtual versions.
The controllers are mapped to the two Controller children of [CameraRig] :. Now, while still running the scene, select Camera in the Hierarchy and carefully pick up your head-mounted display by the top strap. Move and rotate it a bit and watch the Scene view:. Camera is linked to the head-mounted display and precisely tracks every real-life movement and rotation.
Now, put the head-mounted display on your head, grab the controllers and look and walk around a bit to get a feel for the room. To add functionality beyond movement tracking, you need to do some scripting. Take one of the controllers in your hand and give it a proper look. Each controller has the following inputs:. Besides the inputs above, each controller also has a velocity and rotational velocity as you move and rotate them; this proves especially handy when interacting with physics objects.
Since version 2. This adds a layer of abstraction between the hardware and Unity. The action system allows you to think of user actions instead of what buttons or triggers need to be polled for input.
HTC Vive Unity Tutorial
Vive Tracker - cannot see it in Unity
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Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I am attatching an HTC Vive tracker to a real life object to use that object in game. The tracker is found in the game itself and the movement and rotation are updated perfectly fine. But getting the input to work is the problem here. I have tried to find any help on the internet but everything seems to be outdated.
The controller themselves do work with the custom input function I have added but the tracker refuses to work. There are no errors at all.
The code simply calls a shoot function to shoot a bullet out of a gun. The input is recieved by the controller, both of them, but the tracker which has the exact same settings as the controllers doesn't seem to work.
The current output does shoot the gun when using the trigger which is set in the Input Binding Tool when using a normal controller, but when pressing the trigger attatched to the tracker nothing happens, no errors either. There are a ton of tutorials for how to get controller input but I also couldn't find anything about getting button input for Vive Trackers.
Apparently this is not intended Maybe there is something helpfull there though it seems this is also more for controllers etc.How to use Unity3D Vive Trackers POGO Pins - It's Easy
Learn more. Ask Question. Asked 1 year ago. Active 8 months ago. Viewed 1k times. Shoot gunScript. Rick Rasenberg Rick Rasenberg 25 6 6 bronze badges. Active Oldest Votes. Vladimir Bodurov Vladimir Bodurov 11 1 1 bronze badge. Sign up or log in Sign up using Google.Go to source. Use the Vive Tracker without a headset: If you haven't already, use the headset and controllers to run Room Setup. Disconnect both the headset and link box, turn off the controllers, and connect the tracker dongle.
Restart SteamVR and pair the tracker to its own dongle. Once you're sure the tracker is paired to the dongle, reconnect just the link box it controls the Lighthouses.
If everything's correct, the SteamVR panel should say "Ready" when the tracker alone is connected: Good ending: Bad ending: Now that you're set up, switch between headset and tracker mode by plugging in or removing the headset leaving the link box connected and restarting SteamVR.
Optional If you want to disable the headset entirely, also change the following in global settings: "forcedDriver" : "null", Or, to restore normal operation of your headset later, change it back: "forcedDriver": "", Troubleshooting: If you have trouble running Room Setup after performing these steps, try temporarily changing back this global setting: "requireHmd" : true, If SteamVR complains about needing to rerun Room Setup, try restarting it again and see if the warning goes away.
If you're still having problems, try the current beta of SteamVR. Show all projects by n1ckfg.Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Asset Store Spring Sale starts soon! Joined: Jul 1, Posts: Have one of the new trackers and cannot get it to show up.
It shows in SteamVR status as connected and tracking. I have the update poses script attached to Camera eye. I have a sphere as a child of the camera rig and have a steamVR tracked object script attached to it. In the steamVR controller manager of the main camera rig I have added the sphere as a tracked object to the array. As soon as I hit play the sphere is grayed out from the hierarchy. Have followed a couple of online tuts but cannot figure this out.
PS - also have two of the normal vive controllers but they are sitting in the box and not turned on.
Vive Controller not showing up anymore, tried everything, need help
This project requires using a tracker only. Update: I got the tracker to be seen in Unity now. It seems both controllers need to be on for the tracker object to not be immediately turned inactive. Anyone know how to remedy this? It seems to be something with the SteamVR Controller Manager script in how it assigns the controllers to the tracked object array.
Update again: In the SteamVR Controller Manager - line - additional controllers are only assigned if both left and right have been assigned first.
I simply commented out that if statement and now the tracker is found with both controllers off. Now I don't think this is the right way about this, but for now it works. After more messing with this tracker I think I have a better way to use the tracker without the controllers, and without modifying the SteamVR Controller Manager code.Each tutorial is focused on VR development fundamentals to help you learn how to make virtual reality games and applications of your own!
We've divided it into 7 sections:. In this section we'll cover creating a basic interaction script that will teach you how to pick up, move and throw objects with your HTC Vive controllers. In this section we'll upgrade the basic interaction scripts from the previous section to create new types of interactions like pressing a button and triggering an action. In this section we'll cover some examples of how to use the classes we've created to implement some basic interactable objects: a button, some levers, and a gun.
In this section we'll cover using Raycasting to interact with objects by "pointing" with your head and hands, rather than "grabbing" them. In this section we'll cover some examples using our new raycast interaction scripts from the previous section. For this tutorial we were using Unity 5. Visit the GitHub page to download the project if you'd like it to follow along with. You can make your way through the tutorial without it, but it will make it easier for following along.
Get started with Section One: Introduction and Setup! We offer live classes to help you learn virtual reality programming and development in Unity. For professional virtual reality training visit the courses page.
Back to News. Facebook Linkedin Twitter. Last Updated: January 30 We've divided it into 7 sections: 1. Picking Up, Moving and Throwing Virtual Objects In this section we'll cover creating a basic interaction script that will teach you how to pick up, move and throw objects with your HTC Vive controllers. HTC Vive Controller Interactions In this section we'll upgrade the basic interaction scripts from the previous section to create new types of interactions like pressing a button and triggering an action.
Input from the HTC Vive VR Headset and Controllers In this section we'll cover using Raycasting to interact with objects by "pointing" with your head and hands, rather than "grabbing" them. Raycasting Examples In this section we'll cover some examples using our new raycast interaction scripts from the previous section. Receive our newsletter to stay on top of the latest virtual reality and augmented reality info.Start now.
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Courses bring together the best projects and tutorials to guide you down the right path to advancing your skills. Register for the live classes now: 9 am PT series or 5 pm PT series. Come back here to follow along with the course materials and track your progress. You should receive instructions by email to join the webinar, or use these direct links to the Zoom sessions: Register here for the 9 am Pacific Time Series Register here for the 5 pm Pacific Time Series Create with Code is one of our most popular courses that makes learning to code fun through making your own games from scratch in C.The Vive Tracker simplifies development of virtual reality experiences and allows people to track everything from ceiling fans and kittens, to feet and mobile phones.
Follow the links for more information on each project and links to the project files. Using Vive and Vive Trackers, for the first time, a mobile phone had a view into the VR world with room-scale tracking. According to Master of Shapes:. The Vive Tracker enables integration of physical switches into the virtual world as well. In this tutorial, Master of Shapes will walk you through building your own 3D-printed spray can and integrating the Vive Tracker for your virtual tagging needs.
After working on the first-person-shooter-oriented Mobile Room-Scale, we wanted to show off the more creative side of Vive Tracker. In this tutorial, we will teach you how we did it. Location-based VR entertainment is a burgeoning industry and Vive Tracker will also power VR experiences that are designed uniquely for an event or location.
Naturally, we turned to the team over at Two Bit Circus to show us what the Tracker can do in a location-based experience for example, the micro-amusement park they are building to take advantage of VR. Just add bailing wire, string, and some birthday-party engineering, and we were ready to play.