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nicoco007 avatar nicoco007 commented on May 29, 2024

Thanks for the detailed report!

Looking at the log, right above the "Using device as " lines, there's these lines:

459 | [INFO @ 23:04:18 | Custom Avatars] Found new input device "VIVE Tracker Pro MV S/N LHR-8AB615DD" with serial number "LHR-8AB615DD"
...
462 | [INFO @ 23:04:18 | Custom Avatars] Found new input device "VIVE Tracker Pro MV S/N LHR-5A80C2F6" with serial number "LHR-5A80C2F6"

Notice how only 2 devices called "VIVE Tracker Pro" are listed. These lines show the XR devices that Unity has access to, and a bit earlier in the log you can see the Versus mod showing similar information. Therefore, from what I can see at least, this seems to be some kind of miscommunication between SteamVR and Unity/Beat Saber causing the waist tracker to not discovered by Unity at all, not an issue specifically with Custom Avatars.

A few questions for you:

  • If you turn the trackers on in a different order, is it always the same tracker that isn't discovered?
  • Are you having similar issues in other games that use the trackers?
  • If it's always the same tracker causing problems, could you:
    1. Make sure there are no firmware updates available for it
    2. Try resetting it by following these instructions from the manual

      If you are having general issues with Vive Tracker, you can reset the hardware. Connect Vive Tracker to your computer using the supplied USB cable, and then press and hold the Power button for 10 seconds.

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200Tigersbloxed avatar 200Tigersbloxed commented on May 29, 2024

Hey nicoco007, thanks for the fast response! Here's my answer to your questions.

  1. No, say if I turned on Right Foot, waist, and then the Left Foot, the Left Foot won't be found. The Right Foor would be the Left Foot, and the Waist would be the Right Foot.
  2. The only other game I use FBT with is VRChat, and it will always find the third tracker.
  3. Firmware is up to date for both the Tracker and Base Stations, and is found by SteamVR and marked as Online when turned on.

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nicoco007 avatar nicoco007 commented on May 29, 2024

Huh, that's weird. Here are my hypotheses on what might be going on:

  • Since you say that updating your mods solved the issue in the past, it might be a conflict with another mod that's interfering with Unity for some reason. Does the problem still happen when running only Custom Avatars and its dependencies (DynamicOpenVR & BSML)?
  • VRChat also uses Unity but is on 2018.4.20f1 while Beat Saber is on 2019.3.2f1; Unity's input system was revamped in 2019, so this might be an strange bug that appeared during that transition. If that's the case, there isn't much I can do about it.
  • I'm doing something wrong when iterating devices (and so is Versus, apparently).

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200Tigersbloxed avatar 200Tigersbloxed commented on May 29, 2024

Hey I'm back after doing what you suggested. I removed all unnecessary mods and tried again. No different result. It still was unable to find the third tracker.

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nicoco007 avatar nicoco007 commented on May 29, 2024

I did some digging and it looks like Unity does some weird filtering of devices without telling anyone and doesn't have a way to bypass it. I tried with 11 devices plugged in (headset, 2 Vive controllers, 2 Index controllers, 3 Vive trackers, 2 base stations, and a gamepad); it only detects 6 to 8 of them, and it seems to depend on the order in which they're turned on. Unfortunately, I have no clue why this is happening and since the system Beat Saber uses is now considered "legacy" by Unity, I doubt this'll be fixed unless the Beat Saber devs decide to switch over to the new system.

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200Tigersbloxed avatar 200Tigersbloxed commented on May 29, 2024

Maybe, instead of using Unity to find the devices, you could make a separate app, like a .Net C# app, that'll get the information for positioning and rotation, and whatnot, of the trackers and then have the mod read that data. It could be totally optional for people who want to use the mod without Full Body Tracking, and it wouldn't rely on Unity to get the tracker's information.

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200Tigersbloxed avatar 200Tigersbloxed commented on May 29, 2024

Hey, I found an alternate solution! What I did, was before starting Oculus, I removed the batteries to the controllers, so they wouldn't be found, then I started everything up and when in Beat Saber, the hip tracker was found! But, 1 device has to be turned off, otherwise the right controller would not respond, not even to button presses, so I turned off 1 of my Oculus sensors and are using 2 sensors, to use the hip tracker. Not a good solution, but will work for now. Probably more proof that it is Unity messing up here.

Here's the log:
_latest.log

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nicoco007 avatar nicoco007 commented on May 29, 2024

Glad you got it to work (as hacky as it might be)! As for your previous suggestion, it's definitely possible but it'll take some work so it'll most likely have to wait until after this upcoming release since I've already been pushing it back for too long.

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200Tigersbloxed avatar 200Tigersbloxed commented on May 29, 2024

Final comment for now. When I turned on Beat Saber today, all the trackers just started working again, without having to remove any devices. I don't know what I did, maybe it was switching 2 of my oculus sensor's usb ports, maybe it was plugging in my xbox controller and steam finding it, I don't know, but now it's just working.

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Kmagekris avatar Kmagekris commented on May 29, 2024

Hello. Just wanted to chime in I have had a similar issue, 4 basestations 2 index controllers, and 3 trackers. All are detected in Steam vr but beatsaber will only allow 4 to be detected at any time so if i turn a contoller off the other controller and 3 trackers are seen but if I turn on the controller, one of the trackers will dissapear.

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200Tigersbloxed avatar 200Tigersbloxed commented on May 29, 2024

If you turn off 1 basestation, that should also work.

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Kmagekris avatar Kmagekris commented on May 29, 2024

Hi Tiger that did the trick! Thank you! :D

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nicoco007 avatar nicoco007 commented on May 29, 2024

A fix for this will be included in the next release. If you're still having trouble once that's out, feel free to open another issue.

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