Unity Project: Motive + HTC Vive Eye Pro = No OpenXR?

Post Reply
TobiasWee
Posts: 1
Joined: Wed Nov 16, 2022 8:18 am

Unity Project: Motive + HTC Vive Eye Pro = No OpenXR?

Post by TobiasWee »

Hello everybody,

We are trying to combine Motive 2.0 with a HTC Vive Eye Pro in a Unity Project.
Our goal is to use the OptiTrack cameras also for HMD+Controller tracking.
OpenXR is not supported and we have to fall back to the legacy OpenVR plugin.

We followed the guide here:
https://wiki.optitrack.com/index.php?ti ... nVR_Driver

We were able to use SteamVR, but it also is somehow deprecated.
It particularly entails no chance for using current XRRig and/or Interactor implementations (which are compatible with other Unity XR Providers).

We would be willing to upgrade to Motive 3.0, but as I see it the OpenVR driver remains the same.
Do you see any chance way to get Motive running with OpenXR?
ChemnitzScientist
Posts: 4
Joined: Tue Jul 11, 2023 11:56 am

Re: Unity Project: Motive + HTC Vive Eye Pro = No OpenXR?

Post by ChemnitzScientist »

Hi Tobias,

I also use the Vive Pro Eye and I track it using the Motive Cameras while using: com.unity.xr.management, com.unity.xr.interaction.toolkit and com.unity.xr.openxr. If by legacy you mean the proprietary SteamVR packages, then these should not be required, at least from Motive 2.2 upwards, which is what I use.

The setup for the tracking was a bit fiddly, see my other topic for config information that might help.
Post Reply