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reneeclchen

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Posts posted by reneeclchen

  1. @JerOhm,

    It's most likely just how Unity's binaryreader and -writer work in different machines or operation systems. 

    Since the calibration tool is an old feature and will be removed in later versions, I suggest these two steps:

    (1) Remove the .bin file, and

    (2) In ViveSR_DualCameraCalibrationTool.cs, slash out line 159 like this:

    //SaveParamValue(relative_angle, absolute_angle);

    The .bin file will then not be saved or loaded. It's not used anyway.

    • Thanks 1
  2. Hi  @njs528,

    In Unity 2019, though the Accept button doesn't work, it does properly set the layer names.

    However, a function of the window is indeed bugged in Unity 2019–enabling VRSetting. Try enabling it manually. In Player Settings/XRSettings, check Virtual Reality Supported.

    Cheers,
    Renee

  3. Hi @okocha1337,

    Is there a specific effect you would like to achieve?

    In general, you can look into Sample2 in the Demo project and the script ViveSR_Experience_DepthControl.cs.

    To change the the look of depth image, you can modify the shader script colormapShader.shader. 

    As for your last question, it looks unstable because the depth module updates every frame. You can limit the max fps by calling SRWorkModule_API.SetDepthMaxFps(int max_fps).

    Regards,
    Renee

     

  4. The nature of Semantic Segmentation is to recognize and categorize real objects in the images captured by Vive Pro's front cameras. In other words, it's an AR feature.

    To categorize virtual objects, try looking into Unity's documentation Object.FindObjectsOfType.

    As for mode switch, try looking into Sample1_Effects_SwitchMode.unity and the script ViveSR_Experience_SwitchMode.cs.

    Cheers,
    Renee

  5. 21 hours ago, sbouilland said:

    Please, read the first post and watch th video.  The problem is why the object seems to move while it should be static. Thanks.

    @sbouillandIn the video, it appears that you attempt to place the object on the desk without performing a mesh scan. 

    Could you kindly clarify the effect you would like to achieve?

    Still, it is recommended to look into the Experience Demo package, a project made with SRWorks Unity Plugin.

    Cheers,
    Renee

  6. On 9/16/2019 at 8:49 PM, sbouilland said:

    Hello,

    I have added a virtual object in the real scene captured by vive cameras. By the way, this object supposed to be static seems to move in the real scene, especially if I translate (see attached video). Is there a way to correct this ? Thanks a lot by advance !

    https://youtu.be/RroyXI95EmY

    @Daniel_Y @Jad

    Are you trying to place the cauldron on the desk? It appears to be on the floor.

    To place it on a real world desk, a mesh scan of the desk is required.

    As for mesh scan, try looking into Sample4 in the Experience Demo package.

    Cheers,
    Renee

  7. 20 hours ago, sbouilland said:

    Hello,

    It seems the "See Through" module doesn't work any more with my new version of Unity 2019.2.6.f1, did someone encounter the same problem ? 

    For my part, as the new version is no available and without any answer from the support team, I'm afraid I have to find another product...

     

    After upgrading your project with Unity 2019.2.6f1, have you tried deleting & reimporting the SRWorks Plugin package?

    This is the first time I saw this exact question on this forum. If there are any other questions that haven't been properly answered, kindly share the link; we will be more than happy to respond to it.

    Regards,
    Renee

    • Thanks 1
  8. @okocha1337,

    Each portal prefab has a component "ViveSR_Portal", in which the Vector4 variable "planeEquation" has to be kept consistent with the normal direction of the portal. The function "UpdatePlaneNormal()" is for this purpose. Execute this function on Awake() and whenever the portal's transform is changed.

    Renee

  9. Hi @okocha1337,

    To replace the shape of the prefab "DefaultPortal" or "PortalWithParticle", the replacement of mesh are required in three places:
    (1) in Circle/MeshFilter,
    (2) in RealWTrigger/PortalTrigger/MeshCollider,
    (3) in VirtualWTrigger/PortalTrigger/MeshCollider.

    After that, make sure the colliders (1) cover an area of the portal mesh you would like the portal effect to be effective and (2) have some thickness.

    Renee

    • Like 1
  10. Hi ,

     

    You're welcome! And this is what I figured the easiest way to add new throwable objects that work with SRWorks' portal:

    (1) In Sample7, in the gameobject "DartGenerators", you'll see an array called "Dart_prefabs".

    (2) Duplicate one of those prefabs in your project window and replace its mesh, collider, and material with anything you want.

    (3) Add the duplicated & modified prefab to the "Dart_prefabs" array.

     

    Cheers,

    Renee

  11. As discussed in my previous comment, since Experience Demo project is a demo project built upon SRWorks SDK Plugin, having the Experience Demo project alone is insufficient. Without adding SRWorks SDK Plugin to it, there will certainly be reference missing.

     

    Do you have SRWorks SDK Plugin in the Plugins folder of the Experience Demo project?

     

    The plugins folder should look like this:

     

    Cheers,

    Renee

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