Search Issue Tracker
Fixed in 2018.3.X
Fixed in 2017.4.X, 2018.1.X, 2018.2.X
Votes
0
Found in
2017.1.0f3
2018.1.0b13
2018.2.0a6
Issue ID
1024312
Regression
Yes
(V/X)RSettings.isDeviceActive documentation is misleading
Misleading docs lead to this report:
Steps to reproduce:
1. Open the attached project.
2. Connect an Oculus Rift to your PC.
3. Press play.
Expected:
In the console you will see the boolean value VRSettings.isDeviceActive printed every frame. According to the 2017.1 documentation, this should be true when "Unity is accepting input from the HMD AND rendering to the HMD's display(s)." (https://docs.unity3d.com/2017.1/Documentation/ScriptReference/VR.VRSettings-isDeviceActive.html) Thus, this value should be false when the proximity sensor detects the headset is off the user's head because the HMD screen stops rendering.
Observed:
When taking the HMD off the head, VRSettings.isDeviceActive remains true.
Brought to our attention by in 2017.1.0f3 by Unity forum post (https://forum.unity.com/threads/oculus-rift-proximity-sensor.525014/).
Further tested and found present in most recent 2017.1 patch (2017.1.3p3).
Further tested and found present in most recent 2018.1 beta (13)
Further tested and found present in most recent 2018.2 alpha (6)
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Inspector window flickers when a selector is created using a Style Class List Section
- [iOS] "UnityBatchPlayerLoop()" causes a freeze in the iOS application when it is put to the background and brought back to the foreground
- "Perform Selected" of Shortcut Manager window does not perform the shortcut in some cases
- Crash on mono_get_hazardous_pointer when running Play Mode tests in a specific project
- [iOS] ‘확인’(Done) and '취소'(Cancel) text is displayed as '...' in the on-screen keyboard when the System preferred language is set to Korean
Add comment