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Tony PH Lin

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Everything posted by Tony PH Lin

  1. Hi @sakarigames, Sorry for the late reply. We can’t reproduce it. Could you help to get VBC log back? The log folder is in “C:\ProgramData\HTC\ViveSoftware\VBConsole\Log”. Thanks.
  2. Hello, Sorry that Direct Preview is not workable with URP. Thanks for your feedbacks.
  3. Hi @sparkHoudini, Could you share your execute file for us via PM to verify? We can run sample project on our side smoothly. Thanks.
  4. Hi @charlie_m, Please refer the video tutorial of Direct Preview with USB and WiFi connection. Let us know if it's helpful for you to clarify.
  5. Hi @vethetheth, Here is our latest video tutorial of Direct Preview for your reference. https://forum.htc.com/topic/14037-unity-use-direct-preview-through-usb-or-wi-fi/ Additionally, we're checking your logs and suspect maybe cause by not mapping network card. Will update more investigation result for you soon. Thanks.
  6. Hi @dgmn, According to this path, we think you put WaveVR under the Engine side such as D:/Epic Games/UE_4.27/Engine/Plugins/. UATHelper: Packaging (Android (ASTC)): D:/Epic Games/UE_4.27/Engine/Plugins/WaveVR/Source/WaveVRInput/Classes/WaveVRPawnMotionController.h(41) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module. Please follow the steps: https://hub.vive.com/storage/docs/en-us/UnrealPlugin/UnrealPluginGettingStart.html#prepare-your-development-environment And put WaveVR plugin under <MY_PROJECT/Plugins/> such as <MY_PROJECT/Plugins/WaveVR>
  7. Hi @THubbard, If you don't have preference to develop based on OpenXR, I'd suggest you to start from VIVE Wave XR. https://hub.vive.com/storage/docs/en-us/UnityXR/UnityXRGettingStart.html For the rest from UPM, which are mainly for OpenXR (PCVR or MobileVR) but as you know many of OpenXR features are still under spec. review, discussion or development stage so it depends on your target. Hope this clarification is helpful for you. Thanks.
  8. Hi @ashum, Thanks for your inquiry, and please refer to related info. with video tutorials and webpage. https://developer.vive.com/resources/openxr/openxr-mobile/tutorials/unity/hand-tracking/ Let us know if you need any further info. and topics for development.
  9. Hi @vethetheth, Sorry for the late reply. Thanks for keeping feedbacks about the Direct Preview function. In past periods we remotely worked with some developers to clarify their environments or setup steps, and indeed observed there were some missed points or steps may cause the failure case. So we try to record a video tutorial and rephrase our online document to make it more clearly, and we should share out quite soon. Before that, we'd like to support your case via remote debugging. Please PM me and we can setup if it's okay for you.
  10. Hi All, Update high poly version (18K) of Focus 3 controller. Controller_Focus3 (high poly version)_fbx_220818.zip
  11. Here is the new updated APK (v.0.0.2) for Vive Reality System (VRS) Studio. VRSStudio_64bit.apk You can visit the Github to know more detail change lists and also get access for open source. https://github.com/ViveSoftware/VRS-Studio/releases/tag/v0.0.2 Thanks and let us know your feedbacks. Note: You may need to log in to download the APK.
  12. Hi All, VRS-Studio open source project is opened to all developers on Github. Please visit the link, thanks. https://github.com/ViveSoftware/VRS-Studio
  13. FaceGym is a test application to demonstrate the functionality of the eye and face trackers. You can download APK to have a try first. FaceGym_1.0.11.apk It's an open-source project (private) and put on below link. https://github.com/ViveSoftware/FaceGym How to access Github private open source project 1. Create an account on Github if you don’t already have one. 2. Share your account details with your HTC point of contact. 3. Get access to the FaceGym open-source project! How to control 1. Press and hold grip button of right controller to switch to grid chart 2. Press and hold A button of right controller to enable gaze point 3. Press and hold B button to enable gaze point stabilizer
  14. Hi @Virtual Resolution, Wave SDK doesn't provide or manage this kind of path for Application. Basically the APP should call from Standard Android API to access storage and also do related claim inside Android Manifest file for permission. This is the direction we could suggest, and maybe you could refer some examples from photo capture app. Thanks.
  15. Update one minor change with the orientation. Welcome to use these models in your project development. Thanks. Controller Release_220620.zip
  16. So there are two runtimes installed in PC. In theory, after the new runtime is installed along with VIVE SW, the SRAnipal environment will be change to the it. Some trouble shooting suggestions: 1. Close all SRAnipal runtime, from start-menu click VIVE SRAnipal (NEW one) instead of SRanipal Runtime. This will start the new runtime. Start an SRAnipal App to see if the SRAnipal robot eye is green. 2. If the new runtime still not work, use the SRAnipal robot to pack log and send back to us. Thanks.
  17. Hi @Luky, From your environment info., it's really outdated version either ROM code or SDK version. Currently the generic ROM version is 3.0.999.456, and Wave SDK is 4.5.0. Please upgrade your device first, and PM us the S/N if you can't receive the upgrade successfully since I observed yours was in 2.0.xxx which may be quite early DK version. I think most of your issues may not exist after upgrading, and we can clarify the new issues based on the latest version. Thanks. Note: Please visit a dedicated Wave SDK Forum to discuss the content development experience.
  18. Hello @hyunaseo, There is no Unreal Blueprint function ready to connect passthrough underlay API. Internally it's workable to call native API directly, and please refer below API. https://hub.vive.com/storage/docs/en-us/WVR_ShowPassthroughUnderlay.html Thanks.
  19. Please check it out we have some updates on Wave 4.5.0 Passthrough Overlay.
  20. Hi @aapeli, We're preparing UE 4.27 support for OpenXR and upload shortly. Maybe you can try again based on the latest version to see if it's working. Thanks.
  21. Hi @且试天下, We're going to have newer SDK release next week, and will have Direct Preview to support controller hapics and Hand tracking. Hopefully your issue could be resolved on the update. Keep you posted, thanks.
  22. Sounds like your Firefox doesn’t correctly connect to SteamVR. Not sure if you do not grant this web site the right to access to VR device in Firefox. Just try with Chrome and three.js VR sample. It works to Focus 3 via VBS + SteamVR. Thanks.
  23. Hi @michela, Yes, these APIs are supported on Focus 3 from Wave 4.x series. Let us know if you need further detail info. Thanks.
  24. There’re many inquires on how to use Passthrough image or access raw camera images to create a Mixed Reality experience or MR effects. Due to privacy policy, we do not offer ways to access the raw camera images, but here’re some examples on how to use our existing WAVE Passthrough Underlay/Overlay APIs. The following message will show you the difference between the Passthrough Underlay and Overlay, you may choose which one is best suited for your content design. Passthrough Underlay By calling "WVR _ ShowPassthroughUnderlay" API, you can show the Passthrough images underneath the original rendering content. Here are some examples that use Passthrough Underlay, such as VIVE Room Setup, VR boundaries, and 3D Objects. Passthrough Overlay By calling "WVR _ ShowPassthroughOverlay", the Passthrough image will be showing on top of everything in the scene. [UPDATE] From Wave 4.5.0, it's allowed to set passthrough overlay alpha value.
  25. Hi Sir, You could refer to our document session for detail info. https://hub.vive.com/storage/docs/zh-tw/UnityXR/UnityXRDirectPreview.html In addition, we need to collect more info. for further analysis. Please PM me if you have info. concern, thanks. 1) PC windows version 2) Unity version 3) WaveSDK version 4) Graphic card no. 5) Provide us the log files on C:\Users\UserName\AppData\Local\Unity\Editor 6) Connect via USB or WIFI 7) Make sure HMD and PC connect the same WIFI domain
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