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We have our game paused on start to show a menu, while in the background the game (and thus VR components) initialise.
With time.timeScale = 0, it breaks the spawning of the controllers. They track correctly, however the models do not appear in the world.
We tracked down the cause to the use of yield return new WaitForSeconds(0.1f); in SteamVR_RenderModel.SetModelAsync. Changing this to WaitForSecondsRealtime fixed the issue.
The text was updated successfully, but these errors were encountered:
I've made this change for Unity 5.4 and newer. Older versions of Unity do not have WaitForSecondsRealtime. I'll post the update after we rev the SDK later this month.
We have our game paused on start to show a menu, while in the background the game (and thus VR components) initialise.
With time.timeScale = 0, it breaks the spawning of the controllers. They track correctly, however the models do not appear in the world.
We tracked down the cause to the use of
yield return new WaitForSeconds(0.1f);
in SteamVR_RenderModel.SetModelAsync. Changing this toWaitForSecondsRealtime
fixed the issue.The text was updated successfully, but these errors were encountered: