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vanheinonen

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  1. Awesome, thank You! I wasn't able to figure out, where that mode can be set in Unreal Engine, could you kindly advice how to change it? Many thanks!
  2. Hi again! In the main menu, hand and motion controller tracking works fine without passthrough distortion, but a mixed reality experience made with Unreal, for example, suffers from a strange distortion phenomenon. There is distortion around the hand or controller - even if hand tracking is not enabled from the Vive Open XR plugin. If you turn off hand tracking at the system level, then it won't distort Unreal either. So the problem is two-fold: 1) That the passthrough is distorted in general 2) system-level hand and motion controller tracking "bleeds through" to the Unreal Engine mixed reality app. Is this distortion problem something the developer can fix, or is it possibly a feature of the platform (and requires some firmware fix)? - using the latest OpenXR for mobile plugin - using UE 5.1.1 - Vive XR Elite with 1.3.999.352 In this video I use Open Brush as an example, but the same thing happens with any Unreal build. Htc Vive Xr Elite Mobile Openxr Distortion-1.m4v
  3. Dear Aidan Leung, you are a lifesaver! I feel happy and stupid at the same time, but now it works! I have implemented a "poke a hole" for Varjo XR3 and Meta Quest Pro headset, all with slightly different ways of doing this in Unreal Engine. Thanks a lot!
  4. Hi! I have used the example "ClearAlpha" material to mask out things when using passthrough. For example use it for transparent walls to hide everything that is behind it. I updated my firmware to the latest (1.3.999.352) and now the clearAlpha material "leaks" the object behind the masking object. Any ideas what material function should be used to "poke a hole" on scene when in passthrough mode? - using the latest OpenXR for mobile plugin - using UE 5.1.1 - Vive XR Elite with 1.3.999.352 "ClearAlpha" material is used on the top most vertical cube in this picture, it was used to be full passthrough, now the face is "ghosting" light.
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