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Tony PH Lin

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Everything posted by Tony PH Lin

  1. Hi All, We did observed Simulator NOT work on some environment combinations and it's under investigation on engineering team. Will update once we have further solutions. Thanks.
  2. Hi , What is your WaveVR SDK version and .NET framework version? Thanks.
  3. Hi , Currently we don't enable connection from wifi since the performance isn't good for feature support. Please make sure your USB connection is established successfully first so you can use adb to connect. Thanks.
  4. Simulator is the function to provide you to see the result (simulate) without building apk under Unity Editor if you just change some setting, parameters etc. This means when you change something from Editor, you could see the change result on HMD.
  5. In order for security protection, we don't provide option to enable/disable P sensor for external developer and customers. That's why your HMD goes into suspend very soon so the connection is broken. Please use a sticker to block P sensor to disable auto-detect suspend/resume, so the HMD will always be ON then you can enjoy simulator function. Let me know if it works for you or not. Thanks.
  6. From your screenshot, it seems there is no connection between Unity and HMD. Please make sure following things: USB line is plugin between HMD and PC. adb devices is workable. Simulator server is started. (yellow page should be shown on the HMD, and don’t go to suspend/pause) <- very important After all above things are ready, please try again. Thanks.
  7. Hi, What kind of error code you have from WVR_Init_S? Normally it should be SIM_InitError_None.
  8. To Developers, Here is 3D Model of Headset including white/blue textures, and also separate two parts for your animation (main headset + head strap). You can download zip files and there is one unitypackage inside. It's welcome if you have any revision version and please share yours here based on original one.
  9. [NOTE] For developer who use the patch: WaveSDK-UnrealPlugin-binary-1.0.zip, Please copy plugin_binary/Binaries and plugin_binary/Plugins to your original plugin folder. So it looks like as below: plugin/Binaries plugin/Plugins/WaveVR/Binaries
  10. Hi , It's just simple steps to use from instruction. What kind of issue you encounter? Thanks.
  11. For All, Here comes the patch for the developer who don't have binary files and don't like to build your own on your zip files. https://hub.vive.com/en-US/profile/material-download/WaveSDK-UnrealPlugin-binary-1.0.zip Thanks.
  12. If you directly open SDK folder, it's on the path: SDK/docs/en/Simulator.html Or you just use online document website and search from key word. https://hub.vive.com/en-US/profile/documents I also upload simulator.html (only) here if you can't find from both site. Briefly speaking: After you connect HMD via USB, you just need to click menu item on Unity WaveVR to start simulator and click play to get information (Event, HMD/Controller pose, button status ... etc). Let me know if you'd like to know any more information regarding to simulator. Thanks.
  13. You can use "Simulator" as search key word on documentation. As for Unity version, we suggest you take version before 2018.1.2f1 since we find you might hit black screen when first time launch app on version after 2018.1.2f1 or even 2018.2.x. This symptom can be recovered by suspend/resume once, so you can keep development. It's under investigation now. Thanks.
  14. To All, "It still says that I need to rebuild from source manually.." This is the reason if developer don't build the binary from source code. We will provide a patch to include the binary files soon. Thanks.
  15. Hi , Any new progress to connect to external controllers? Thanks.
  16. Sorry for misleading you. I know the cause. The Steam controller (suppose it's Vive one) is using BT over proprietary protocol so it can't be recongized and treated as normal BT devices from Phone. So if you replace with other general BT devices, it should be connected. BTW, the BT setting is pop-up as 2D (not 3D in VR) so you need to use Vysor via USB from PC to select and do pairing etc. This setting page is default hidden to avoid user to disable BT, and you can use command I provide to launch back as 2D. Hope this info. is helpful.
  17. You may take a reference from below link, and let me know if you meet other problems. https://android.gadgethacks.com/how-to/android-basics-connect-bluetooth-device-0163780/ Does your controller in pairing mode?
  18. Yes, the controller is pairing under BT protocol so you can connect additional controller just like connect other BT devices. Thanks.
  19. Since there is no 2D Android Setting AP on your ROM, please try this command adb shell am start -a android.intent.action.MAIN -c android.intent.category.LAUNCHER com.android.settings If this command does not work, try install the Android Setting AP. You can search from internet how to get Android Setting AP. Thanks.
  20. Thanks for your suggestions regarding to GC. Yes, we also observe internally and have fixed on code base. It will be included on next release (target the end of July)
  21. Is it possible to run wavevr_settings-release.apk on a HMD? [Vive] Using adb command: you have to install setting AP first. Find it in SDK release folder wavevr_settings.apk is in 2.0.xx\HVR_SDK\SDK\tools\ adb shell am start com.htc.wavevr.settings/.MainActivity I did it. But when I ran this service after apk installation, I understood that this service can work only on a phone, because form of this service was only for one eye, not for two and there was no control on the form (on the service) at all. May be I did something wrong? [Vive] after launch the wavevr setting AP. You can install Vysor AP to your PC/NoteBook then link the Miac to your PC/NoteBook. You can select the device service in PC side. Am I right that string "<category android:name="com.htc.intent.category.VRDEV" />" mean that we instantiate one device, but ANY device? [Vive] We define below categories in our Wave VR. com.htc.intent.category.VRDEV indicates Device Service com.htc.intent.category.VRAPP indicates VR AP Define this mean you instantiate a DeviceService and this device Service can contain a HMD or one controller or two controllers Where and what should be to instantiate concrete device (I have several), for example my steamVR controller with concrete serial number or smthg like that? [Vive] Not quite sure about this question. You can call him to see our Device example. SDK\samples\SimpleDevice\app And how many of controllers could be used together? [Vive]Two controller could be used together. But these two controllers must write in the same Controller DeviceService.
  22. Send to vive_care@vive.com with an RMA request. Let me know if it works, or I can help to request further information.
  23. What is "Settings AP"? Setting AP is in release SDK path: SDK\tools\wavevr_settings-release.apk Developer can use this tool to select his Controller or HMD DeviceService And what shoud I write in Android manifest instead this <category android:name="com.htc.intent.category.VRDEV" /> 2.0.37/docs/en/PluginkitSdk.html Please refer SDK release Device sample code: (1) SDK\samples\SimpleDevice\app\src\main\AndroidManifest.xml <service android:name=".ControllerService" android:label="@string/service_controller" android:exported="true" > <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="com.htc.intent.category.VRDEV" /> </intent-filter> <meta-data android:name="supportController" android:value="true" /> </service> (2) DeviceService sample code. SDK\samples\SimpleDevice\app\src\main\java\htc\com\vr\sample\simpledevice\
  24. I haven't tried it. But theoretically from architect design if you implement "Device service" to pass Key events, pose info. etc, then it's possible to connect SteamVR Controller. In our Labs, we have successfully connect with HTC U12+ as another controller, also our partner connect their propietary 6-Dof controllers via "Device service".
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