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Tony PH Lin

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Everything posted by Tony PH Lin

  1. Hi @3dsolution, I think you're asking the behavior of “grab” like “drag”. The “drag” is: pointing to an object, pressing the Touchpad key over 0.2s then the object can be dragged. The sample code is under SDK package “Assets/Samples/ControllerInputModule_Test/”. So the “grab” behavior will be like: pointing to an object, pressing the Grab key over 0.2s. BUT the Focus+ controller does NOT have the Grab key, you can use the Trigger key instead. If you'd like to design the “Real Grab”, you have to implement the 3D hand model inside content. When the 3D hand model “collides” the object, press the Trigger key to grab the object. Hope this is helpful. Thanks.
  2. To All, Teleport issue has been resolved in 3.1.1, please take a try and let us know if you have further issues. Thanks.
  3. Hi @csca, @Fangh, Sorry for late reply. Since we refine button event architectures separated into prefab WaveVRButtons from SDK 3.0. Please revisit below page to get more detail descriptions how to get the button event. Thanks. https://hub.vive.com/storage/app/doc/en-us/HowToGetButtonEvent.html https://hub.vive.com/storage/app/doc/en-us/WaveVR_ButtonList.html
  4. Hi @Ivanovich, PM sent out, please check. Thanks.
  5. Hi @Mila, Sent out the mail address which I received from you. Please check. Hi @Ivanovich, Sorry it seems I can't find your mail info. from my mail box. Could you send me again to grant access right? Thanks.
  6. To All, Here is the video clip to introduce the new feature of Direct Preview to speed up the development on Vive Focus/Focus+. We've heard your pain points to spend much time to build and install apk for verifications every time during development stage. Directly preview your content inside HMD via Wi-Fi to allow you add, modify, or remove your objects in editor on the fly. Please take a try with Unity support version and let us know your comments. Unreal version will be ready soon on next release. DirectPreview.mp4
  7. Hi @pascalvanbeek, This tag is for Android our code reference, not for PC. I learn from your purpose that you build both for Android and PC. We don't have plan to "Fix" that so far. Is it helpful if you just remove the tag? Or from your perspective, you suggest us to remove it for more flexible? Thanks for your advise in advance.
  8. Hi @PauloDe13, Before jumping to your sample for clarification, have you tried our utility (Vive Input Utility)? It's designed to support cross platform SDKs including Vive, Oculus, and Google. It should be helpful for developer to maintain the cost to support multiple devices. Please check that. Thanks. https://forum.vive.com/forums/forum/72-vive-input-utility/
  9. Hi @jesse.tsang, Do you assume it's more serious z-fighting on UE on Focus and causing by Wave SDK? In our understanding, mostly it's handled by content design and there are some tips and discussion to deal with z-fighting in our development experience. We'll try to pick up some advises and test it to see if it's helpful. Thanks.
  10. @Ken_Lee Any thoughts or feedbacks? Thanks.
  11. Hi @pascalvanbeek, We recommend you to try with latest 3.1.1 to check if the issue is resolved. Thanks.
  12. Hi @hamdo1986, It seems unity 2019 uses Vulkan as default graphics API which we haven't supported yet. You can change it to OpenGL ES3 manually in project setting to fix the problem now. Let us know if it works on your project. Thanks.
  13. Hi @linkerwei, @Yeongjae_Choi, Could you provide me gmail account via PM to create access right? Thanks.
  14. Hi @tedw4rd, Please try to remove all supported VR SDKs as below. We find there are many different version of VR device names in the list. Those VR SDKs names may be generated in every time when your project upgrade to new Unity version. After remove them, run the DefaultPreferenceDialog from WaveVR menu to reset the SinglePass.
  15. Hi @jesse.tsang, Yes, it's under testing. We will have new versions to support UE 4.21 and 4.22 around the beginning of Oct. Thanks.
  16. Hi @psharma, @Mathieu, Could you provide me gmail account via PM to create access right? Thanks.
  17. Hi @Yggdrasild, Which UE4 plugin you use? Is it 3.0.2 or any other beta versions? We doubt you might have some steps missed, please check the prepare your development environment session. https://hub.vive.com/storage/docs/en-us/UnrealPlugin/UnrealPluginGettingStart.html Thanks.
  18. Hi @daoshengmu Could you clarify first with below conditions? 1) Why your API only have 3 parameters, it should be 5. Please check below link for detail. https://hub.vive.com/storage/docs/en-us/WVR_TriggerVibration.html?highlight=wvr_triggervibrator 2) Do you also switch from Launcher Setting (Left/Right Hand) when you test it? 3) Can you confirm if your controller is good w/o broken? Thanks.
  19. Hi @kknsy, Could you also PM us with the full log when issue happen? Thanks.
  20. Hi @Tom17, The total file size is around 1.1GB, not few hundred MB. Please find the small (not obvious) download tab on the left-upper side, do not select the zip then download (it's only downloaded partial size) Sorry for this unfriendly UI notification. Please try again and let me know if it's successful. Thanks.
  21. Hi @pascalvanbeek, From the message this means Single Pass is not working under your Unity version? Could we know the Unity version? From our testing, Single Pass are working on 2018.1 or previous version (like 2017) with our SDK 3.0.2. Unity changed the behavior after 2018.1, so we support with more Unity version (to 2019) from SDK 3.1.1. Thanks.
  22. Hi @Tom17, Thanks for the confirmation that you've received. Please send us your feedback.
  23. Hi @kknsy, We're checking and try to repro. why DP apk install/uninstall failed in your case. Will keep you posted.
  24. Hi @VRC, Thanks for your inquiry. Since it's not the default design behavior of device, we need some time to check if there is a way to change this customized behavior. Will keep you posted.
  25. Hi @atonalfreerider, Thanks for your feedback, and after analysis it seems the aar files are not enabled by default now. We will enabled the aar files at build time on next release. Will update more about the short-term action soon.
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