I noticed that the haptic feedback in Oculus Touch controllers gets buggy when you are trying to trigger the haptics on both controllers at the same time.
Works fine when I try to activate them separately, but as soon as both are getting triggered, the results are very erratic/unpredictable/not good.
If you try this simple test in Unity, you should be able to reproduce it:
// inside some Update()
if ( Player.instance.leftHand != null )
{
var trigger = Player.instance.leftController.GetAxis( Valve.VR.EVRButtonId.k_EButton_SteamVR_Trigger ).x;
var strength = (ushort)( trigger * 1000f );
if ( strength > 0 )
Player.instance.leftHand.controller.TriggerHapticPulse( strength );
}
if ( Player.instance.rightHand != null )
{
var trigger = Player.instance.rightController.GetAxis( Valve.VR.EVRButtonId.k_EButton_SteamVR_Trigger ).x;
var strength = (ushort)( trigger * 1000f );
if ( strength > 0 )
Player.instance.rightHand.controller.TriggerHapticPulse( strength );
}
The only mention of this bug I could find was the corresponding bug for the OVR SDK, described in this thread: https://forums.oculus.com/developer/discussion/48718/weird-issue-when-using-haptics-on-both-touch-controllers
Someone from Oculus provides a workaround, but its unclear if it was ever fixed in OVR.
Perhaps this same workaround could be implemented for SteamVR?
Does anyone already have a workaround for SteamVR?
-A