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Tony PH Lin

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  1. 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
     

     

  2. Hi @RoosterPrincess,

    After internal testing and verification, we narrowed down the crash happened every time at the line “InLayerDesc.HasShape<FCylinderLayer>()”, which is a struct method provided by Unreal Engine. Though we don't confirm the root cause from the UE engine, we try to have workaround for function access and under verification. Should provide the hot-fix UE plugin on the website soon.

    Thanks.

  3. Sample code by using Essence API:

     using Wave.Essence;

                var controller_r = WXRDevice.GetRoleDevice(XR_Device.Right);

               if (controller_r.TryGetFeatureValue(CommonUsages.isTracked, out bool value))

                         string rightControllerInfo = controller_r.name + " is tracked.";

     If you used the InputDevices.GetDevices, you have to check the characteristic of left/right/head devices.

     

     Sample code by using UnityEngine.XR:

                     /// <summary> Wave Head Mounted Device Characteristics </summary>

                         const InputDeviceCharacteristics kHMDCharacteristics = (

                                    InputDeviceCharacteristics.HeadMounted |

                                    InputDeviceCharacteristics.Camera |

                                    InputDeviceCharacteristics.TrackedDevice

                         );

                         /// <summary> Wave Left Controller Characteristics </summary>

                         const InputDeviceCharacteristics kControllerLeftCharacteristics = (

                                    InputDeviceCharacteristics.Left |

                                    InputDeviceCharacteristics.TrackedDevice |

                                    InputDeviceCharacteristics.Controller |

                                    InputDeviceCharacteristics.HeldInHand

                         );

                         /// <summary> Wave Right Controller Characteristics </summary>

                         const InputDeviceCharacteristics kControllerRightCharacteristics = (

                                    InputDeviceCharacteristics.Right |

                                    InputDeviceCharacteristics.TrackedDevice |

                                    InputDeviceCharacteristics.Controller |

                                    InputDeviceCharacteristics.HeldInHand

     

                          var inputDevices = new List<UnityEngine.XR.InputDevice>();

                         InputDevices.GetDevices(inputDevices);

     

                          foreach (UnityEngine.XR.InputDevice id in inputDevices)

                                    bool isRight = id.characteristics.Equals(kControllerRightCharacteristics);

  4. Hello, @JennyKIM,

    It seems that the crash originates from Unity native libraries.

     

    09-01 18:50:47.154 24050 24085 E CRASH   : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***

    09-01 18:50:47.154 24050 24085 E CRASH   : Version '2019.4.18f1c1 (6ddd89a99571)', Build type 'Release', Scripting Backend 'mono', CPU 'armeabi-v7a'

    09-01 18:50:47.154 24050 24085 E CRASH   : Build fingerprint: 'HTC/kona/kona:10/QKQ1.210319.001/2557:user/release-keys'

    09-01 18:50:47.154 24050 24085 E CRASH   : Revision: '0'

    09-01 18:50:47.154 24050 24085 E CRASH   : ABI: 'arm'

    09-01 18:50:47.154 24050 24085 E CRASH   : Timestamp: 2021-09-01 18:50:47+0800

    09-01 18:50:47.154 24050 24085 E CRASH   : pid: 24050, tid: 24085, name: UnityMain  >>> com.dengxianxr.cosmos <<<

    09-01 18:50:47.154 24050 24085 E CRASH   : uid: 10213

    09-01 18:50:47.154 24050 24085 E CRASH   : signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0

    09-01 18:50:47.154 24050 24085 E CRASH   : Cause: null pointer dereference

    09-01 18:50:47.154 24050 24085 E CRASH   :     r0  bd7b3c00  r1  003fffe9  r2  00000001  r3  003fffdc

    09-01 18:50:47.154 24050 24085 E CRASH   :     r4  00000000  r5  00000000  r6  00000010  r7  00003a00

    09-01 18:50:47.154 24050 24085 E CRASH   :     r8  00003947  r9  e5624260  r10 00003957  r11 00001d10

    09-01 18:50:47.154 24050 24085 E CRASH   :     ip  000000ff  sp  ba7e8cd0  lr  badabcb9  pc  bb46f45a

    09-01 18:50:47.154 24050 24085 E CRASH   :

    09-01 18:50:47.154 24050 24085 E CRASH   : backtrace:

    09-01 18:50:47.154 24050 24085 E CRASH   :       #00 pc 0096445a  /data/app/com.dengxianxr.cosmos-d7VdFRBttU6lXG1U342T5w==/lib/arm/libunity.so

    09-01 18:50:47.154 24050 24085 E CRASH   :       #01 pc 002a0cb5  /data/app/com.dengxianxr.cosmos-d7VdFRBttU6lXG1U342T5w==/lib/arm/libunity.so

    09-01 18:50:47.154 24050 24085 E CRASH   :       #02 pc 0029d4e5  /data/app/com.dengxianxr.cosmos-d7VdFRBttU6lXG1U342T5w==/lib/arm/libunity.so

     

    Another finding is that, right before the crash stack, there is this line:

    09-01 18:50:46.834 24050 24080 W VRWatchDog: SUBMIT-TIMEOUT WARNING: 1161 ms

     

    Which might suggest the application was frozen before it crashed.

    However, as suggested at the beginning, the crash stack originates from Unity native libraries which means that it is pretty much impossible for us to find the root cause of this crash.

  5. There are two suggestions

    1.      For Direct Preview, please make sure wvr_plugins_directpreview.dll has loaded successfully.

    1). Try to move the project to somewhere that the path did not include black. (For instance, “Unreal Plugin” include a blank).

    2). Open the Unreal editor, then check the log to see if wvr_plugins_directpreview.dll found.

    The log will show “WVRDllLoader: Load wvr_plugins_directpreview.dll success.” in log if load successfully.

    The following is the failed case.

    LogWindows: Failed to load '../../../../../../Users/Heath/Documents/Unreal Projects/SDK400/Plugins/WaveVR/Source/WVR/lib/Win64/wvr_plugins_directpreview.dll' (GetLastError=126)

    LogWindows: File '../../../../../../Users/Heath/Documents/Unreal Projects/SDK400/Plugins/WaveVR/Source/WVR/lib/Win64/wvr_plugins_directpreview.dll' does not exist

    WVRDllLoader: Failed to load wvr_plugins_directpreview.dll

     

    2.      Please replace the NDK version r23 with r21.

    And here comes the Android settings for reference.

    Platform.png.fdeab649b56a259b97c7ed29631559fe.png

  6. Hi @Knase,

    4x4 is the default range of play arena if you never complete VRS RoomSetup, so we recommend you to finish the process then access the API.

    Furthermore, call WVR_GetArena will only return the inner maximum rectangle by user defined play area.

    Please be noted to use the latest SDK 4.1.0 with the ROM version (after 114) to have this function enable.

    Thanks.

  7. Vive Wave SDK

    Starting from 4.1.0, Wave SDK officially support hand tracking interaction on Vive focus 3 for content creation.

    You can find detail instruction below to enable the Hand Tracking.

    Welcome to join the new adventure of future VR.

     

    More documentations to Getting Started for Unity Developer:

    https://hub.vive.com/storage/docs/en-us/UnityXR/UnityXRHand.html

    More documentations to Getting Started for Unreal Developer:

    https://hub.vive.com/storage/docs/en-us/UnrealPlugin/UnrealHand.html

     

    How to enable hand tracking

    1. In “Connectivity” page of VRS 2.0 setting, switch “Enable Hand Tracking” to ON,
    2. Manually restart the device is a must
    3. Launch hand tracking supported content , put aside the controllers on a stable surface. hand will show up after put hand in front of camera.

    ROM Version Information

         You can have Hand Tracking effective based on ROM Version 2.0.999.114/3.0.999.116 and after.

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