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Fix for copy example input files failing on Linux #490

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Fix for copy example input files failing on Linux #490

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dnimon
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@dnimon dnimon commented Jul 23, 2019

This fixes errors that occur when trying to use the SteamVR Input window for the first time on Linux. Errors occur in the original code where it complains about the copy failing, because it is attempting to copy the file onto itself.

This change removes the expectation of a Windows like file path. I haven't tested it on Windows, just Linux, but it did copy the files over correctly.

zite added a commit that referenced this pull request Sep 18, 2019
Changes for 2.4.1b

 * Some fixes for fallback mode

 * Fixed some cosmos bindings

 * Added index hmd proximity binding

 * Increased default ColliderArraySize for Hands in the Interaction System to 32.

 * Removed ResolutionDialogSetting warning in Unity 2019.1 (#498)

 * Fix partial bindings not including default actions (#494)

 * Fix Unity crash on "Open binding UI" when using as package (#491)

 * Fix for copy example input files failing on Linux/OSX (#490)

 * Add Treadmill Source to Input Sources (#486)

 * 2D Debug: Camera navigation up/down (E/Q) support (#481)

 * Fixed an issue with Unity throwing "cannot find ın" error in PCs with Turkish default language. (#479)

 * Exposed useItemPackagePreview (#432)

 * Modified Throwable to optionally ease into release velocity scaling. (#173)
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zite commented Sep 18, 2019

Thanks! Took this pull and put it in the latest beta: https://github.com/ValveSoftware/steamvr_unity_plugin/releases

zite added a commit that referenced this pull request Oct 8, 2019
* **BREAKING** actions.json and associated bindings will automatically be moved to the StreamingAssets folder instead of stored in the project root. This removes the need for the plugin to copy them post build and fixes some problems people were having with version control. **IF YOU HAVE A TITLE ON STEAM AND YOU USE THIS TO BUILD - SET THE NEW PATH IN Application/Virtual Reality -> SteamVR Input System -> This game uses SteamVR Input system to: [GameName]_Data/StreamingAssets/SteamVR/actions.json **

 * Added properties to SteamVR_Settings to set default models to use when previewing hand poses

 * Moved default location of SteamVR_Settings.asset to a folder called SteamVR_Resources to make upgrading the plugin easier (can just delete the whole steamvr directory and import again)

 * Various fixes for mac/linux issues

 * Pathing fixes to allow nesting of the SteamVR folders

 * Added a way to easily set the prefab the poser system uses for previews in the editor. Check SteamVR_Settings.asset

 * Some fixes for fallback mode

 * Added index hmd proximity binding

 * Increased default ColliderArraySize for Hands in the Interaction System to 32

 * Removed ResolutionDialogSetting warning in Unity 2019.1 (#498)

 * Fix partial bindings not including default actions (#494)

 * Fix Unity crash on "Open binding UI" when using as package (#491)

 * Fix for copy example input files failing on Linux/OSX (#490)

 * Add Treadmill Source to Input Sources (#486)

 * 2D Debug: Camera navigation up/down (E/Q) support (#481)

 * Fixed an issue with Unity throwing "cannot find ın" error in PCs with Turkish default language. (#479)

 * Exposed useItemPackagePreview (#432)

 * Modified Throwable to optionally ease into release velocity scaling. (#173)

 * Updated openvr sdk version to 1.7.15

 * Significant performance increases in the input system

 * Made the hands physical objects that can touch and push things (similar to The Lab)

 * Added Snap Turn and related actions / bindings

 * Changed teleport bindings to use joysticks when available

 * Normalized line endings and trailing spaces across project

 * Added Vive Cosmos default bindings

 * Removed the requirements to have a velocityestimator on throwables.

 * Added SteamVR.GetHeadsetActivityLevel() which will give you the current state of the hmd (idle, in use, etc)
zite added a commit that referenced this pull request Oct 8, 2019
* **BREAKING** actions.json and associated bindings will automatically be moved to the StreamingAssets folder instead of stored in the project root. This removes the need for the plugin to copy them post build and fixes some problems people were having with version control. **IF YOU HAVE A TITLE ON STEAM AND YOU USE THIS TO BUILD - SET THE NEW PATH IN Application/Virtual Reality -> SteamVR Input System -> This game uses SteamVR Input system to: [GameName]_Data/StreamingAssets/SteamVR/actions.json **

 * Added properties to SteamVR_Settings to set default models to use when previewing hand poses

 * Moved default location of SteamVR_Settings.asset to a folder called SteamVR_Resources to make upgrading the plugin easier (can just delete the whole steamvr directory and import again)

 * Various fixes for mac/linux issues

 * Pathing fixes to allow nesting of the SteamVR folders

 * Added a way to easily set the prefab the poser system uses for previews in the editor. Check SteamVR_Settings.asset

 * Some fixes for fallback mode

 * Added index hmd proximity binding

 * Increased default ColliderArraySize for Hands in the Interaction System to 32

 * Removed ResolutionDialogSetting warning in Unity 2019.1 (#498)

 * Fix partial bindings not including default actions (#494)

 * Fix Unity crash on "Open binding UI" when using as package (#491)

 * Fix for copy example input files failing on Linux/OSX (#490)

 * Add Treadmill Source to Input Sources (#486)

 * 2D Debug: Camera navigation up/down (E/Q) support (#481)

 * Fixed an issue with Unity throwing "cannot find ın" error in PCs with Turkish default language. (#479)

 * Exposed useItemPackagePreview (#432)

 * Modified Throwable to optionally ease into release velocity scaling. (#173)

 * Updated openvr sdk version to 1.7.15

 * Significant performance increases in the input system

 * Made the hands physical objects that can touch and push things (similar to The Lab)

 * Added Snap Turn and related actions / bindings

 * Changed teleport bindings to use joysticks when available

 * Normalized line endings and trailing spaces across project

 * Added Vive Cosmos default bindings

 * Removed the requirements to have a velocityestimator on throwables.

 * Added SteamVR.GetHeadsetActivityLevel() which will give you the current state of the hmd (idle, in use, etc)
@zite zite closed this Feb 13, 2023
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2 participants