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
- Getting a deprecated package for JetBrains Rider pop up when opening or creating a project
- [Android] Volume level of the same audio file is different on Samsung Galaxy Tab A8 between 2023.3.0b3 and 2023.3.0b4
- ‘Expected end of value’ warning occurs when a property declaration includes five or more variable references
- Crash on BurstCompilerService::CompileAsync when entering Play mode in a specific scene
- InvalidOperationException when using Game Camera Preview in Scene window with a custom RenderGraph pass
Add comment