Comments (2)
It should work in games. On top of that, we also should translate the tracker to (0, 0, 0). That way we can be sure that VRChat will completely ignore those trackers (it ignores trackers at the origin with IK 2.0).
edit: note that this is the standing universe. We currently work in the raw and uncalibrated universe.
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Update: just marking it as disconnected appears to have the same behaviour as completely turning off a Vive tracker, so messing with position on top is completely useless as this is enough for games (like VRChat) to completely ignore the tracker once marked as disconnected.
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Related Issues (20)
- migrate to Okio `Buffer` instead of using `ByteBuffer`
- Android version don't support pico4.
- Acceleration decoding doesn't respect AXES_OFFSET HOT 5
- Don't use neck length when head tracker doesn't have position
- VMC foot bone locations are offset forward
- Disappearance of the lower part of the skeleton when there are only thigh trackers HOT 4
- Toggle for BVH scale HOT 1
- Add fields for custom bone names for BVH import [Feature Request] HOT 1
- SlimeVR installer firewall rules
- Add toggle to mirror tracking/VMC HOT 1
- Add option to automatically pause tracking based on HMD/controllers movements
- Support for bend/potentiometer sensors
- Implement combining of multiple tracker types into one for enhanced tracking
- Trackers Over Threshold Visibility for VRChat OSC HOT 2
- Remove slimevr-ui.exe from CI
- Unable to connect a second set of tracker on another PC/Server on the same network. HOT 1
- Closing SlimeVR server closes the browser if it was SlimeVR server that opened the browser HOT 1
- macOS: Java not killed after exiting app HOT 4
- macOS: hid4java incompatible architecture on arm64 HOT 2
- a bug in the recorded BVH file
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