I’ve been making an open source motion capture software using vive trackers for just about two years now, and my community is having some big problems with using OpenXR instead of SteamVR.
I spent the weekend refactoring Mega Mocap VR away from Live Link XR/Steam VR using this tutorial and found the solution problematic. I was wondering if there is anyway to access the VR trackers/controllers based on their device name like it worked previously (right now they do not appear in Live Link XR, or if they do they only have their open XR role names). I definitely see the benefit of tracker roles for standalone builds, but currently:
- The game has to be run in VR mode, and most us are doing virtual production, mocap for game cinematics and VTuber live streaming set ups using the editor.
- There are a limited amount of OpenXR roles (for instance, my set up uses a ‘Head’ tracker so people can get face data with Apple AR Kit, but there is no role for this. I can set it to another role like ‘camera,’ but this will definitely cause friction in new users).
- Because things are divided into roles, I can’t do captures with multiple motion capture performers anymore because I can’t discern between player 1’s foot and player 2’s foot.
- The SteamVR vive tracker management is buggy, and it feels relying on these settings will make the system more frail/cause friction in new users. Sometimes when testing, this menu doesn’t have ANY of the trackers that are appearing in SteamVR’s HUD.
- I simply haven’t been able to get things working after hours of investigation and testing. I’m not sure if its an OpenXR Explorer issue, but everything feels more complex and dependent on things outside of Unreal Engine (which, admittedly is how this VR stuff works, but it just felt more robust using Live Link XR).
Any advice is appreciated, as I’m concerned for the future of my project! Thanks in advanced!