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  1. Yesterday
  2. So one of my base stations for the HTC vive is flashing red and it keeps saying that there is an error with it and I am unsure what to do about it to fix it.
  3. My specs are i5 6600k and gtx 1080 with 12gb of ram. Can it run this headset to it's full capabilities?
  4. Last week
  5. I'm working around a budget so I'm unable to make upgrades sadly. Do you think I can still be good to go? Or would this stop me from being able to run Vive? :c
  6. @Fangh, @FrancescoFontana The release notes are available inline of my forum post that announced the Wave SDK 3.1.1. Although the SDK has been tested, we are maintaining it as beta for about one month, just in case, any updates are necessary. The documentation will be updated online early next week. However, you can find the all of the 3.1.1 documentation in the SDK download package.
  7. Drawing the point at the intersection of the combined gaze vector in structure with the plane based on this coordinate system.
  8. Thank your for your reply. I was hoping to avoid depending on Unity as I've never used it and this will not be a video game. This will be a VERY simple 2D application where I only need to draw squares and rectangles. But I will take a look at it, just in case.
  9. If you are using Unity engine, you could refer to the sample code in SRanipal_EyeFocusSample.cs
  10. yes, SRanipal SDK, https://developer.vive.com/resources/knowledgebase/vive-sranipal-sdk/, provide C code API. You could use it to build your native driver.
  11. It does need HTC Vive Pro. Does not really need SteamVR Unity plugin but if you use SRWorks Experience sample code, you need it.
  12. Hi @FrancescoFontana, Currently we don't have proper one for developer, and I'll request internally to prepare these models. Please stay tuned, thanks.
  13. Hi @pascalvanbeek, Would you read this article first and see if it's the same issue? https://forum.vive.com/forums/topic/5555-highlight-if-you-face-button-fail-to-work-on-new-update-of-sdk-30/
  14. Hi @tpaxojiud, Just to let you know our Viveport service team comments they're also seeing same symptom in some circumstances. We're working on it now. Will let you know when we have a fix schedule. Sorry for the inconvenience.
  15. The 3.1.1 online docs is under processing right now. It's targeted to be updated soon early next week. We're pushing for speedup and hope you'll be seeing it ASAP. Please stay tuned!
  16. Hi @FrancescoFontana, One possible reason is that you'll have to set 'Preferred Stereo Rendering Path' to 'Multi Pass'. WaveVR doesn't support Post Process + Single Pass at current stage. Also, per checked this shader is not designed for Single Pass case. We verified this shader works inside Focus Plus when set to Multi Pass. Note that you'll need to attach the script to both Eye Right and Eye Left. Make sure to place the shader in Resource folder to be loaded correctly.
  17. Hello both, Just a quick checkin to let you know I'm discussing this internally still. Thanks!
  18. @pandorasator9 - They accept standard microUSB. You can charge them via your PC's onboard USB ports or via any other USB power source like a phone charger. The Vive controllers are also MicroUSB - you can use the same cables.
  19. Hi all, I'm upgrading our project from 2.1.0 to 3.0.2. Suddenly the code to get the button states doesn't seem to work anymore. I've changed my code from WaveVR_Controller.Input(wvr.WVR_DeviceType.WVR_DeviceType_Controller_Right).GetPress(wvr.WVR_InputId.WVR_InputId_Alias1_Menu)); to WaveVR_Controller.Input(WaveVR_Controller.EDeviceType.Dominant).GetPress(wvr.WVR_InputId.WVR_InputId_Alias1_Menu)); But that didn't help. Even the test code from https://hub.vive.com/storage/docs/en-us/WaveVR_Controller.html : WaveVR_Controller.Input (WaveVR_Controller.EDeviceType.Dominant).GetPress (wvr.WVR_InputId.WVR_InputId_Alias1_Trigger); doesn't ever give me 'true'. I have read https://hub.vive.com/storage/docs/en-us/WaveVR_ButtonList.html?highlight=buttons but I'm not interested in getting button events, I just want to check the current state. Any clues? Am I missing something obvious? Thanks a lot! Martijn @Tony PH Lin @Cotta
  20. Hi Do I need to have HTC Vive Pro device to run sdk in Unity Editor ? Currently I don't have Vive Pro so to check the scene I am trying to run Unity Editor with HTC Vive. And one more thing does this SDK can be used only with Unity XR or need to have SteamVR SDK too? Thank You
  21. i would like to know what plug i would need for the cable to plug in the wall
  22. @Elio961 Also, based on the description, we cannot identify if you encounter the difficulty when building the sample or installing the build onto the HMD. It would be helpful if you can also provide this info (and screenshot if possible). Thank you!
  23. @Elio961 Hi there, I'm Ken from Enterprise team. Regarding sideload the apps to HMD, may I know your steps for build this example to the HMD? For the testing purpose, we suggest to use Android debug bridges for sideload. For enterprise use (i.e. installed apps and use in Kiosk mode), we would suggest to use Kiosk COTA feature to install.
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