Critical regression bug regarding Activate
See original GitHub issueHello. We have this little code block that used to work just fine
public bool UpdateCanMove(NVRHand lastMovementHand)
{
var isLastMovementHand = lastMovementHand == this;
var prio = isLastMovementHand ? 2 : 0;
if (prio != lastPrio)
{
SteamVR_Actions.Movement.Activate(SteamInputSource, prio);
lastPrio = prio;
}
return isLastMovementHand || SteamVR_Actions.Movement.DirectionTouched.GetActive(SteamInputSource);
}
This code checks if you are already moving using this controller (touchpad locomotion). And if you it upgrades the movement action set to prio 2. This way you can grab your firearm which as prio 0 on its action set and still move with the toughpad even if you have actions bound to touchpad.
Used to work perfect. But now each other frame SteamVR_Actions.Movement.DirectionTouched.GetActive(SteamInputSource); return false and the player stops, in next frame he starts to walk again. Resulting in strobe effect.
I have tried to remove SteamVR_Actions.Movement.Activate(SteamInputSource, prio); which fixes the problem. But now I can not pick up items without stop moving
Issue Analytics
- State:
- Created 4 years ago
- Comments:7
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This has been fixed in SteamVR Beta 1.9.12
This is interesting, in 1.8.2 (the version were problems frist happened) I get the same behaviour as with Vive Wands. in 1.9.7 or in 1.8.21 I get above described behavior.