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HTC Vive Wand controller models are offset in relation to SteamVR overlay. #200

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CodeWitchBella opened this issue Nov 5, 2021 · 1 comment
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@CodeWitchBella
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htc-vive

Describe the bug
Controller model is offset to what I would expect.

To Reproduce
Steps to reproduce the behavior:

  1. Open Firefox 94 with dom.vr.webxr.enabled set to true in about:config
  2. Go to WebXR Input Profile Viewer
  3. Click Enter VR

Expected behavior
I would expect the controller model position to match the controller position in SteamVR overlay.

Screenshots
Here is a screenshot taken right after opening SteamVR overlay to show the difference. You can also see that the pointer ray is rotated, but I am not sure if that is expected.

image

3D engine (please complete the following information):

Additional context

Firefox is the only browser in which I could get the viewer to work.

@CodeWitchBella CodeWitchBella added the assets assets package label Nov 5, 2021
@CodeWitchBella
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The same issue appears when the model is imported into Unity using glTFast. There you need to also rotate the model by 180 degrees, but that is expected according to the importer's readme. To get the models to match I have to change the transforms of htc_vive_none from

Position: Vector3(0,-0.00500781788,-0.0285869762)
Rotation: Vector3(357.762024,0,0)

to

Position: Vector3(0,-0.0083999997,0.0544999987)
Rotation: Vector3(354.950012,180,0)

But those are only approximate values acquired by moving the controller in the editor until it roughly matches model taken from Steam\steamapps\common\SteamVR\resources\rendermodels\vr_controller_vive_1_5 folder

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