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Tony PH Lin

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Everything posted by Tony PH Lin

  1. Hi , Good to hear you resolve it. Do you mean you try to define EventCanvas at “Edit” -> “Project Settings” -> “Tags & Layers” like this “EventCanvas” Tag is mentioned in document https://hub.vive.com/storage/app/doc/en-us/WaveVR_ControllerInputModule.html Thanks.
  2. Hi , Good to hear you resolve the issue. Let me know if you still need more assistant. Thanks.
  3. Hi , Thanks for your confirmation and good to hear it works fine now. Please keep on giving us advise regarding to the new feature improvements. Best regards, Tony
  4. Hi , Thanks for the feedback, and we do some improvement and refine on our document and will be update on SDK 3.1 (coming soon around 7/E).
  5. Hi , In current SDK, it's not supported to get position of hit point, and we have plan into next release. Here is the short-term solution (with sample code) for your reference. 1. Please download and unzip the file (WaveVR_RaycastResult.zip) and put on the directory: Assets/WaveVR/Scripts/EventSystem/ Then modify WaveVR_ControllerInputModule.cs by adding the code ( see red color session) 2. Modify your code as below: WaveVR_RaycastResult result = WaveVR_RaycastResultProvider.Instance.GetRaycastResult ( WaveVR_Controller.GetEDeviceByWVRType (WVR_DeviceType.WVR_DeviceType_Controller_Right) // right controller ); Debug.Log ("World position of hit: " + result.worldPosition); Debug.Log ("Gameobject of hit: " + result.gameObject); Let me know if it's helpful for you. Thanks.
  6. You can refer to documents: https://hub.vive.com/storage/app/doc/en-us/WaveVR_ButtonList.html Before receiving event from Head (HMD), developer should set up WaveVRButtons.
  7. WVR_SetInputRequest MUST be invoked after WVR_Init otherwise the app can NOT receive any key events from WAVE SDK 3.0 and later. To see detail.
  8. Hi , Thanks for your feedback, and this symptom is a bug. We have fixed it and will be included in next release (coming the end of July).
  9. Hi , Thanks for your feedback, and we do continously improve the lens distortion symptom. There will be a new system upgrade with improvements before this Friday. Please kindly let us know your advise after you're checking the new update. Thanks.
  10. Hi , Focus Plus do have capability to support BLE. That being said, it's the product segment definition. Thanks.
  11. Hi , To clarify more deeper, the protocol between Focus / FinchDash via BLE and it's rotation info. is basically from IMU. For Focus Plus / Chirp controllers, the protocol is 2.4G proprietary communication with ultrasound to calculate related position data with HMD. If you still want to use Focus Plus to simulate 3Dof controller behavior , you can refer below link to disable the position data from 6Dof controller setting. https://hub.vive.com/storage/app/doc/en-us/WaveVR_PoseTracker.html But still the controller is Chirp, not FinchDash. :)
  12. Hi , I'm not sure which information you receive from our customer support center. All I can share with you that it's not compatible if you use 6Dof controller with Focus HMD. Focus Plus adopt ultrasound technology between HMD and controller, so you can see some small holes both on HMD and controller. These are the sensors of ultrasound. We keep the outlook highly similar between Focus and Focus Plus, but inside some components and specs are improved on Focus Plus. For example, better weight balance, distortion improvement etc. Hope this information is helpful for you.
  13. Hi , Thanks a lot for your sharing and feedbacks. We've internally checking but still can't tell what's the possible reason to cause this from our SDK. Glad to hear you find the root cause. Highly appreciated.
  14. Hi , Please refer to our comments for your questions below. We're sorry it's not possible to use Camera.main with WaveSDK. You can refer below explanations for detail. If you need to use log in Unity, please use below command to enable. adb shell setprop log.tag.Unity DEBUG And there is no switch emitter in one Finch 3Dof controller. If you need to set hide beam, please refer below https://hub.vive.com/storage/app/doc/en-us/WaveVR_Beam.html And set ShowBeam to false. Please copy HidePointer () function from Samples/MotionController_Test/Scripts/MotionControllerTest.cs, and replace WaveVR_ControllerPointer as WaveVR_Beam. Here is the sample for Wave_Beam: The Direct Preview Alpha version will be coming in SDK 3.1.0 for Unity first, then you can see the preview directly from HMD. Thanks.
  15. Hi , WaveVR_ControllerLoader is defined to show controller model designed by controller device provider. The visualization of model is defined by native service, so we don’t have chance to replace. If developer wants to use customized controller for their appearance, he/she should not use WaveVR_ControllerLoader. Suggest to follow below steps: Create a gameobject and add WaveVR_PoseTrackerManager script to have pose/connection status of controller. Create a sub-gameobject to show their appearance. Create a sub-gameobject and add WaveVR_Beam script to show ray. Create a sub-gameobject and add WaveVR_ControllerPointer to interact with other gameobject. Add WaveVR_SetAsEventSystemController script. You can refer to generic model as below picture. Thanks.
  16. Hi , Kindly thanks for your valuable feedbacks, and I've passed internally for our design team for improvement reference. I'll keep you posted for any new upgrade plan. BTW, here you mention is Focus with only one 3Dof controller, correct? Have you got chance also to try Focus Plus with 2 6Dof controllers to see if most of your feedbacks are positive and improved? Thanks.
  17. Hi , We design this switch feature of Dominant Controller inside our Launcher -> Settings. Our design philoshphy is to allow user to decide his/her dominant controller when they enter the Launcher in the very beginning, and keep consistency for user behavior. We have debated to also provide the feasibility inside the app, however we think it's not easy for user and developer to identify correctly and consistent and sometimes it will bring more confusing for user. Hope this explanation is helpful. Thanks.
  18. Hi , , Thanks for your information, and it's confirmed the same knwon issue of rendering overlay on render context in Unreal. We will fix it in SDK 3.1 release, coming soon.
  19. Hi , You can try to edit blueprint. From below snapshot, there is a function called UpdatePawnPose PIE inside WaveVR_Pawn. Remove the sequence of tracking position as below (see thick line) And we will consider a flag to enable/disable tracking position like this in the future design: Thanks.
  20. Hi , Yes, the schedule might be little changed but it's on the track. Could you PM me to let us know your application and why you need 64 bit lib in advance? Thanks.
  21. Hi , To clarify more specific, if you use Controller Loader, please set Simulation Position as below (No simulation). You can refer the document for detail. https://hub.vive.com/storage/app/doc/en-us/UnrealPlugin/UnrealDevicePose.html If you use Motion Controller and Finch Controller , you can try below blueprint: Or if you use Chrip controller + Controller Loader or Motion Controller, please use below blueprint to receive the rotation. Thanks.
  22. Hi , It seems similar as our internal finding. Do you see the position of central window (we call quick menu) become black? Could you kindly provide the screenshot for double confirm? Thanks.
  23. Hi , Just clarified that the method of VIU suggested by Dario is working on PC, but not supported on Focus/Focus Plus since PII (Personal Identitfying Information) concern. The alternative way for you is from Android API we provide previously. Thanks.
  24. Hi , Thanks for feedback this issue, and we're trying to repro internally to see the root cause. Will keep you update. Thanks.
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