Had the preview version ready earlier so this time it's a fast update
Update to 0.8.8
-Changed to git flow, look for latest downloads under https://github.com/getnamo/hydra-ue4/releases
-Uses send controller event for late update only not tick
-added docs url and changed load order
-added world scaling support from vr-editor
-dependencies moved to saner locations
Hi getnamo
thanks a lot for your razer hydra plugin!
I am working on Project called "In the Shade" www.intheshade.info together with Richard Ziegler who did the programming.
Its is my Bachelor thesis at the School of Fine Arts HBK Saar and we used your plugin to start this project.
Great work Getnamo, do you plan on supporting Oculus 1.3 and Unreal 4.12 eventually, since the VR Editor is already included in 4.12.
Thanks
The editor itself should support Oculus 1.3 as the Hydra doesn't interact directly with it. No changes in the plan to continue releasing updates on each major engine release, but only after it has graduated from preview.
Hi getnamo
thanks a lot for your razer hydra plugin!
I am working on Project called "In the Shade" www.intheshade.info together with Richard Ziegler who did the programming.
Its is my Bachelor thesis at the School of Fine Arts HBK Saar and we used your plugin to start this project.
...
You're most welcome and that looks awesome! Looking forward to seeing this develop
If you want to use the hydra as your vive wand for e.g. vr editor I highly recommend you use the Steamvr hydra driver: https://github.com/betavr/steamvr_driver_hydra/wiki which will have wider support for other apps and games too.
The 4.12 plugin works great, but I have a rather big problem. I am building a VR project and it currently support the SteamVR motion controllers and this Razer Hydra controller. When I do not have my Hydra plugged and I am using the HTC Vive motion controllers the relative position of the motion controllers stays at zero. I fact my Vive controllers ( and I think any other motion controller ) will not function when the plugin is active. This was not the case with 4.11. Is it possible to fix this ?
The 4.12 plugin works great, but I have a rather big problem. I am building a VR project and it currently support the SteamVR motion controllers and this Razer Hydra controller. When I do not have my Hydra plugged and I am using the HTC Vive motion controllers the relative position of the motion controllers stays at zero. I fact my Vive controllers ( and I think any other motion controller ) will not function when the plugin is active. This was not the case with 4.11. Is it possible to fix this ?
The hydra controllers needs to be on the base-station for the Vive controllers to function again. When the controllers are not on the basestation or the Hydra USB is unplugged, the motioncontrollers remains on 0.0.0 position. This leaves me kinda stuck in 4.11 at this point.
The hydra controllers needs to be on the base-station for the Vive controllers to function again. When the controllers are not on the basestation or the Hydra USB is unplugged, the motioncontrollers remains on 0.0.0 position. This leaves me kinda stuck in 4.11 at this point.
If I'm understanding you correctly if you have your hydras unplugged, but the plugin is enabled it will still do 0,0,0 for motion controllers even if you have vive controllers on and working?
Update
I've found the bug, will push a commit soon with the fixes along with 4.13
Sorry for my very late response. Yeah.. the Hydra needs to be plugged in for the Vive motioncontrollers to work. When the plugin is enabled and the hydra is not plugged in, the position of motioncontrollers stays are 0.0.0. Great that this is fixed btw !
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