Mixedrealitytoolkit-unity: Motion controller has a high chance of being not recognized in Unity 2018.2.10

Created on 30 Sep 2018  ·  10Comments  ·  Source: microsoft/MixedRealityToolkit-Unity

Does this affect the legacy HoloToolkit (master) or the Mixed Reality Toolkit (mrtk_release)?
HoloToolkit

Describe the bug
Motion controller not recognized in Unity 2018.2.10f0. The model fails back to a white cube and no response to trigger events

To Reproduce
_(Links to sample GitHub project preferred)_
Steps to reproduce the behavior:

  1. Create a new Unity project, import MRTK, Apply the project settings (for 'occluded headset') and scene settings.
  2. Connect headset and 'play'.
  3. Click the trigger on the controller
  4. See error
    Please refer to the attached image for exception info.

Expected behavior
The

Actual behavior
You will see the there is high change (80%) that the controller is not recognized(it falls back to be visualized as a white cube), while 20% chance it is. This problem was not existing in earlier version(e.g. 2018.1.1f1) of Unity.

Screenshots
lostcontorllerproblem

Unity Editor Version
2018.2.10f0

Mixed Reality Toolkit Release Version
HoloToolkit-Unity-2017.4.1.0

Editor Input System Investigate Legacy (HoloToolkit)

Most helpful comment

@keveleigh It is now running normally, thank you very much.

All 10 comments

I'm also seeing this issue in 2018.2.9f1.
Very annoying.

Any news about this issue, please?

FYI. When I tried to debug this issue, I noticed something interesting: whenever you attach visual studio to Unity in debug mode, this problem doesn't appear.

FWIW, I've found that if you delete the ControllerRect prefab from the Alternate Left Controller and Alternate Right Controller fields (replacing both with None), the correct controller model is more likely to show up – more likely, but still not always. I don't really understand where the controller model is coming from (it doesn't appear as a model in the assets folder – apparently it's retrieved from EditorMotionController.cpp on the fly somehow) – but my uneducated guess is that if for any reason there's some delay in loading the standard controller model, it gives up & immediately falls back to the Alternate Controllers – and maybe if there's no Alternate Controller to fall back to it doesn't give up quite so quickly? (just a guess, and probably wrong). Annoying to say the least

@keveleigh Please fix it, it has blocked the normal development!

@jerrygg Please take a look at #3181. I believe this is fixed in that PR.

@keveleigh It is now running normally, thank you very much.

As I verified, it is fixed! Thank you @keveleigh !

This should be fixed in the 2017.4.3 release. Please reopen if not.

Nice to hear that, Thank!

Best Regards,
Mao LIN

Kurtis notifications@github.com 于 2018年11月26日周一 20:51写道:

This should be fixed in the 2017.4.3 release. Please reopen if not.


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