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Tony PH Lin

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Everything posted by Tony PH Lin

  1. Here is one way you might try: Find Interop.WVR_GetRenderTargetSize(ref w, ref h) from WaveVR_Render.cs The definition is w for width, and h for height. You might try to multiply scale factor to see the result after calling this function. Thanks.
  2. Hi , Confirmed!! It will be released on next major SDK version. Thanks.
  3. Hi , I'm informed by engineers that the change should work if you develop native app, but there might be a practical way on Unity and need to modify C# code to achieve. Thanks.
  4. Hi , Good to know you have worked with Finch 6Dofs controller. As you mention since Finch app doesn't build on Wave SDK so Launcher can't retrieve any related information to show in Library. That's why you can sideload app via adb since it's supported by Android, but can't show in Launcher. However I think Finch should eventually build their app by using Wave SDK to run on Focus.
  5. Hi , What kind of apps do you install on Focus? In currently design, only app built by Wave SDK can run on Focus otherwise it may just close to see nothing. Is this the case you mentioned? Thanks.
  6. Hi , Currently it doesn't work if you revise the vaule of UnityEngine.XR.XRSettings.eyeTextureResolutionScale, since no corresponding implementation on our Unity plugin. Could you describe more how the use case to change resolution so we can add the proper API in our planning? Thanks. 不會去吃UnityEngine.XR.XRSettings.eyeTextureResolutionScale,所以直接改這個參數並沒有作用。 目前沒開放讓使用者透過改參數的方式修改,一定是要改C#的code
  7. Hi , Let me know if you still have questions, thanks.
  8. Hi (James), You can use below command in your Manifest if you only need to disable controller pairing UI. <meta-data android:name="no_controller_pairing" android:value="true" /> However if your application require to use the feature of Kiosk Mode, thenit can only be activated by Advantage pack. Please let me know your requirements, then I'll pass your request to my colleagues since it's more business oriented and ask them to contact you. Thanks.
  9. Hi , I'm thinking if you hit previous controller issue. Please refer previous discussion topic to see if it helps you to clarify your case. Thanks. http://community.viveport.com/t5/Vive-Wave-SDK/Controller-isn-t-recognize-by-headset/m-p/22205#M329
  10. Hi , This inquiry is more business oriented, and I'll pass internally to my colleague then to contact you for the feedback soon. Thanks.
  11. Hello , This feature is provided in enterprise solution. Please visit below link to get more info. https://enterprise.vive.com/us/ Thanks.
  12. Hi All, If you'd like to Factory Reset the device, then: 1.) Make sure that the Focus is powered off. 2.) Hold the volume up/down keys at the same time and at the same time press the power button. 3.) You should see a bootup menu. 4.) Press the volume buttons to cycle through the menu (go to Reboot to Download mode). 5.) Use the power key to confirm your selection. 6.) Inside the headset you should see an option for "Factory Reset". 7.) Select that option, by using the volume keys. 8.) Press power key to confirm. 9.) If successful you should see the Vive logo and a percentage counter. Within 30-60 seconds you will be taken to setup screen with Chinese text and an English VO called Vive Dimensions.
  13. Hi , Instant Play is enabled in Unreal Plugin from SDK2.1.8. For Unity one it's supported from SDK 2.1.0 and bugs fix on the new release. "Fixed Simulator not working when WIFI is connected." Thanks.
  14. Hi , After checking your ROM version, we have built 1.53.1400.2->1.58.1400.4 for you to FOTA. Please check , thanks.
  15. Hi , Our coming SDK version (2.1.8) support 4.20, so 4.21 is planning on next release. We have bug fixed and function enhancement, and you can check Release Note for detail items. Thanks.
  16. Hello , , This is Tony from HTC and we'd like to notify you that we have a new ROM version that aims to improve this distortion symptom. I understand this issue has been existing for a long time for developers; please kindly do us a favor and preview the fix on your device to check if the final result is good and resolves your previous concerns. We'll need your device serial no. for FOTA usage. Please send back your device S/N from adb and we will notify you again once we release the FOTA recently. Thanks for your sincerely support. Best regards, Tony
  17. Hi , Thanks for showing this good information with us. We agree your feature request suggestion since it definitely brings more advantages for development.
  18. Hi , Yes, we do have plan to live play from unity editor directly to HMD. But it still take some time for implementing both on PC and device side. Thanks.
  19. Hello , Yes, the simulation is displayed on PC Unity Editor with the real pose data from HMD. Thanks.
  20. Hi All, We have clarified most failure cases existed if Headset already connected with other WiFi (for example you already log in Viveport or have WiFi connection). We will phase in solution and upgrade on next formal release (the end of Oct.) For your short-term workaround, you may disable WiFi connection first and use USB cable for the Simulator. Hope this is workable on your working environment. Thanks.
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