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Tony PH Lin

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Posts posted by Tony PH Lin

  1. Hi All,

    We'd pleased to share the update of new APK (v.0.0.3) for Vive Reality System (VRS) Studio.

    VRSStudio_0.0.3_20220914.apk

    The main change is to add new mini game: Dice and poker.

    The mini game demos how to use hand to interact with small objects, and how to handle the case when two hands are close.

    Thanks and let us know your feedbacks.

     

    Note: You may need to log in to download the APK.

    • Like 1
  2. 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>
  3. 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. 

  4. 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.

     

  5. 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

  6. 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.

  7. 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.

  8. 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.

    OverlayUnderlay_Black_1.gif.11ef8957daf94ff3d0e07e1bd84fc2f2.gif

    Here are some examples that use Passthrough Underlay, such as VIVE Room Setup, VR boundaries, and 3D Objects.

    OverlayUnderlay_Black_2.gif.1ae5327ca2c416958815c1421bfe4ee9.gif

    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. 

    Overlay_page.gif.f215ba42f793e115d5dbe567390ea71e.gif

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