- Directly use OpenVR API for best performance
- Current features include update of positions, rotations, and Pogo-Pins buttons
- Small library, easy to integrate in any projects
- A simulator, to develop without having a Vive tracking system connected
- A complete test scene to understand the use of the library
- Some documentation to setup Unity3D, SteamVR (with & without an HMD connected), and Windows to get the best tracking quality from your Vive Trackers
1. Open SteamVR, configure your tracking space, connect your Vive Trackers, and leave SteamVR running in the background.
- F1 : show/hide local reference frames of ViveTrackers.
- F5 : refresh the list of currently connected ViveTrackers.
- F8 : calibrate the ViveTrackers (make their local reference frames aligned with the Origin reference frame).
- F6 : save the last calibration.
- F7 : load the last calibration.
- The update of all ViveTrackers (position, rotation, and optionally buttons) happens at the first line in ViveTrackersTest.Update(), see ViveTrackersManager.UpdateTrackers() for more details.
- ViveTrackersManager contains a list of all connected ViveTrackers.
- Optionally, ViveTrackersManager can create only a restricted set of ViveTrackers declared in the file ViveTrackers.csv (see documentation/"Keep Vive Trackers identification consistent during runtime").
- To log your ViveTrackers serial numbers in the console, ensure ViveTrackersManager.logTrackersDetection is enabled in Unity editor.
- You can access the last position/rotation of ViveTrackers using their transform.localPosition/localRotation.
- You can also register to some actions to know if the pogo-pins corresponding to Grip/Trigger/TouchPad/Menu buttons are pressed or released.
Unity 2017.4.35f1 and newer versions