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BelleGueule

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Everything posted by BelleGueule

  1. so when i try to install the ViveWireless driver i get the message "vive wireless needs SteamVR Installed first." as you can see on the picture i have steam vr 1.3.23 installed, ( i have also tried the Beta version with the same result) anyone has an idea how to fix that.? can you move this post in Dev support Thanks :P
  2. it might not be the best solution but we've worked around the issue by tweeking openvr_api.cs public class OpenVRInterop{/* [DllImportAttribute("openvr_api", EntryPoint = "VR_InitInternal", CallingConvention = CallingConvention.Cdecl)] internal static extern uint InitInternal(ref EVRInitError peError, EVRApplicationType eApplicationType); [DllImportAttribute("openvr_api", EntryPoint = "VR_InitInternal2", CallingConvention = CallingConvention.Cdecl)] internal static extern uint InitInternal2(ref EVRInitError peError, EVRApplicationType eApplicationType,[in, MarshalAs(UnmanagedType.LPStr)] string pStartupInfo); [DllImportAttribute("openvr_api", EntryPoint = "VR_ShutdownInternal", CallingConvention = CallingConvention.Cdecl)] internal static extern void ShutdownInternal(); [DllImportAttribute("openvr_api", EntryPoint = "VR_IsHmdPresent", CallingConvention = CallingConvention.Cdecl)] internal static extern bool IsHmdPresent(); [DllImportAttribute("openvr_api", EntryPoint = "VR_IsRuntimeInstalled", CallingConvention = CallingConvention.Cdecl)] internal static extern bool IsRuntimeInstalled(); [DllImportAttribute("openvr_api", EntryPoint = "VR_RuntimePath", CallingConvention = CallingConvention.Cdecl)] internal static extern string RuntimePath(); [DllImportAttribute("openvr_api", EntryPoint = "VR_GetStringForHmdError", CallingConvention = CallingConvention.Cdecl)] internal static extern IntPtr GetStringForHmdError(EVRInitError error); [DllImportAttribute("openvr_api", EntryPoint = "VR_GetGenericInterface", CallingConvention = CallingConvention.Cdecl)] internal static extern IntPtr GetGenericInterface([in, MarshalAs(UnmanagedType.LPStr)] string pchInterfaceVersion, ref EVRInitError peError); [DllImportAttribute("openvr_api", EntryPoint = "VR_IsInterfaceVersionValid", CallingConvention = CallingConvention.Cdecl)] internal static extern bool IsInterfaceVersionValid([in, MarshalAs(UnmanagedType.LPStr)] string pchInterfaceVersion); [DllImportAttribute("openvr_api", EntryPoint = "VR_GetInitToken", CallingConvention = CallingConvention.Cdecl)] internal static extern uint GetInitToken();*/ [DllImportAttribute("__Internal", EntryPoint = "VR_InitInternal", CallingConvention = CallingConvention.Cdecl)] internal static extern uint InitInternal(ref EVRInitError peError, EVRApplicationType eApplicationType); [DllImportAttribute("__Internal", EntryPoint = "VR_InitInternal2", CallingConvention = CallingConvention.Cdecl)] internal static extern uint InitInternal2(ref EVRInitError peError, EVRApplicationType eApplicationType, [in, MarshalAs(UnmanagedType.LPStr)] string pStartupInfo); [DllImportAttribute("__Internal", EntryPoint = "VR_ShutdownInternal", CallingConvention = CallingConvention.Cdecl)] internal static extern void ShutdownInternal(); [DllImportAttribute("__Internal", EntryPoint = "VR_IsHmdPresent", CallingConvention = CallingConvention.Cdecl)] internal static extern bool IsHmdPresent(); [DllImportAttribute("__Internal", EntryPoint = "VR_IsRuntimeInstalled", CallingConvention = CallingConvention.Cdecl)] internal static extern bool IsRuntimeInstalled(); [DllImportAttribute("__Internal", EntryPoint = "VR_RuntimePath", CallingConvention = CallingConvention.Cdecl)] internal static extern string RuntimePath(); [DllImportAttribute("__Internal", EntryPoint = "VR_GetStringForHmdError", CallingConvention = CallingConvention.Cdecl)] internal static extern IntPtr GetStringForHmdError(EVRInitError error); [DllImportAttribute("__Internal", EntryPoint = "VR_GetGenericInterface", CallingConvention = CallingConvention.Cdecl)] internal static extern IntPtr GetGenericInterface([in, MarshalAs(UnmanagedType.LPStr)] string pchInterfaceVersion, ref EVRInitError peError); [DllImportAttribute("__Internal", EntryPoint = "VR_IsInterfaceVersionValid", CallingConvention = CallingConvention.Cdecl)] internal static extern bool IsInterfaceVersionValid([in, MarshalAs(UnmanagedType.LPStr)] string pchInterfaceVersion); [DllImportAttribute("__Internal", EntryPoint = "VR_GetInitToken", CallingConvention = CallingConvention.Cdecl)] internal static extern uint GetInitToken(); }
  3. When in the editor i sometime get Framework init -1, to fix the issue i would simply reboot unity and it would work. i started building today to see if the issue was only in the editor and i was greeted with the DllNotFoundException: ViveSR_API PC Spec: GTX1080 I7-7820HK 16Go Ram I've i done something wrong? unity log Mono path[0] = 'C:/Users/[REDACTED]/Desktop/New/[REDACTED]_Data/Managed'Mono config path = 'C:/Users/[REDACTED]/Desktop/New/MonoBleedingEdge/etc'PlayerConnection initialized from C:/Users/[REDACTED]/Desktop/New/[REDACTED]_Data (debug = 0)PlayerConnection initialized network socket : 0.0.0.0 55361Socket: bind failed, error: An attempt was made to access a socket in a way forbidden by its access permissions.(10013) (Filename: C:\buildslave\unity\build\Runtime/Network/Sockets.cpp Line: 415)Multi-casting "[iP] [Redacted] [Port] 55361 [Flags] 3 [Guid] 719054361 [EditorId] 2044941076 [Version] 1048832 [id] WindowsPlayer(OMEN-01) [Debug] 1 [PackageName] WindowsPlayer" to [225.0.0.222:54997]...Waiting for connection from host on [0.0.0.0:55361]...Timed out. Continuing without host connection.Started listening to [0.0.0.0:55361]Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,server=y,suspend=n,address=0.0.0.0:56361PlayerConnection already initialized - listening to [0.0.0.0:55361]Initialize engine version: 2018.3.13f1 (06548a9e9582)GfxDevice: creating device client; threaded=1Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce GTX 1080 (ID=0x1ba0) Vendor: VRAM: 8079 MB Driver: 25.21.14.1967Begin MonoManager ReloadAssembly- Completed reload, in 0.123 seconds<RI> Initializing input.<RI> Input initialized.<RI> Initialized touch support.OpenVR initialized! (Filename: C:\buildslave\unity\build\Runtime/VR/OpenVR/OpenVR.cpp Line: 728)Created eye textures with a "separate" layout. The "multi-pass" stereo mode will be used. (Filename: C:\buildslave\unity\build\Runtime/VR/VRDevice.cpp Line: 2264)WARNING: Shader Unsupported: 'Hidden/PostProcessing/Uber' - Pass '' has no vertex shaderWARNING: Shader Unsupported: 'Hidden/PostProcessing/Uber' - Pass '' has no vertex shaderWARNING: Shader Unsupported: 'Hidden/PostProcessing/FinalPass' - Pass '' has no vertex shaderWARNING: Shader Unsupported: 'Hidden/PostProcessing/FinalPass' - Pass '' has no vertex shaderUnloadTime: 0.739900 ms<b>[steamVR]</b> Successfully loaded 10 actions from action manifest into SteamVR (C:/Users/[REDACTED]/Desktop/New/actions.json)UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])UnityEngine.Logger:Log(LogType, Object)UnityEngine.Debug:Log(Object)Valve.VR.SteamVR_Input:IdentifyActionsFile(Boolean) (at [REDACTED]\Assets\SteamVR\Input\SteamVR_Input.cs:1270)Valve.VR.SteamVR:CreateInstance() (at [REDACTED]\Assets\SteamVR\Scripts\SteamVR.cs:179)Valve.VR.SteamVR:Initialize(Boolean) (at [REDACTED]\Assets\SteamVR\Scripts\SteamVR.cs:98)Valve.VR.SteamVR_Behaviour:InitializeSteamVR(Boolean) (at [REDACTED]\Assets\SteamVR\Scripts\SteamVR_Behaviour.cs:116)Valve.VR.SteamVR_Behaviour:Awake() (at [REDACTED]\Assets\SteamVR\Scripts\SteamVR_Behaviour.cs:97) (Filename: [REDACTED]/Assets/SteamVR/Input/SteamVR_Input.cs Line: 1270)<b>[steamVR]</b> Initialized. Connected to lighthouse:LHR-9BDCF81DUnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])UnityEngine.Logger:Log(LogType, Object)UnityEngine.Debug:Log(Object)Valve.VR.SteamVR:.ctor() (at [REDACTED]\Assets\SteamVR\Scripts\SteamVR.cs:618)Valve.VR.SteamVR:CreateInstance() (at [REDACTED]\Assets\SteamVR\Scripts\SteamVR.cs:201)Valve.VR.SteamVR:Initialize(Boolean) (at [REDACTED]\Assets\SteamVR\Scripts\SteamVR.cs:98)Valve.VR.SteamVR_Behaviour:InitializeSteamVR(Boolean) (at [REDACTED]\Assets\SteamVR\Scripts\SteamVR_Behaviour.cs:116)Valve.VR.SteamVR_Behaviour:Awake() (at [REDACTED]\Assets\SteamVR\Scripts\SteamVR_Behaviour.cs:97) (Filename: [REDACTED]/Assets/SteamVR/Scripts/SteamVR.cs Line: 618)Plugins: Failed to load 'C:/Users/[REDACTED]/Desktop/New/[REDACTED]_Data/Plugins/ViveSR_API.dll' with error 'The specified procedure could not be found.'.System.Runtime.InteropServices.Marshal:GetFunctionPointerForDelegateInternal(Delegate)System.Runtime.InteropServices.Marshal:GetFunctionPointerForDelegate(UnityRenderEvent)Vive.Plugin.SR.ViveSR_DualCameraImageRenderer:Start() (at [REDACTED]\Assets\ViveSR\Scripts\ViveSR_DualCameraImageRenderer.cs:92)[C:\buildslave\unity\build\Runtime/Misc/Plugins.cpp line 233] (Filename: [REDACTED]/Assets/ViveSR/Scripts/ViveSR_DualCameraImageRenderer.cs Line: 92)Fallback handler could not load library C:/Users/[REDACTED]/Desktop/New/[REDACTED]_Data/Mono/ViveSR_APIFallback handler could not load library C:/Users/[REDACTED]/Desktop/New/[REDACTED]_Data/Mono/ViveSR_API.dllFallback handler could not load library C:/Users/[REDACTED]/Desktop/New/[REDACTED]_Data/Mono/ViveSR_APIFallback handler could not load library C:/Users/[REDACTED]/Desktop/New/[REDACTED]_Data/Mono/libViveSR_APIFallback handler could not load library C:/Users/[REDACTED]/Desktop/New/[REDACTED]_Data/Mono/libViveSR_API.dllFallback handler could not load library C:/Users/[REDACTED]/Desktop/New/[REDACTED]_Data/Mono/libViveSR_APIDllNotFoundException: ViveSR_API at (wrapper managed-to-native) System.Runtime.InteropServices.Marshal.GetFunctionPointerForDelegateInternal(System.Delegate) at System.Runtime.InteropServices.Marshal.GetFunctionPointerForDelegate[TDelegate] (TDelegate d) [0x00013] in <d7ac571ca2d04b2f981d0d886fa067cf>:0 at Vive.Plugin.SR.ViveSR_DualCameraImageRenderer.Start () [0x0000c] in [REDACTED]\Assets\ViveSR\Scripts\ViveSR_DualCameraImageRenderer.cs:92 (Filename: <d7ac571ca2d04b2f981d0d886fa067cf> Line: 0)Setting up 4 worker threads for Enlighten. Thread -> id: 648 -> priority: 1 Thread -> id: 4e98 -> priority: 1 Thread -> id: 4720 -> priority: 1 Thread -> id: 472c -> priority: 1 d3d11: failed to create buffer (target 0x2 mode 0 size 0) [0x80070057] //This message repeated 333 times Plugins: Failed to load 'C:/Users/[REDACTED]/Desktop/New/[REDACTED]_Data/Plugins/ViveSR_API.dll' with error 'The specified procedure could not be found.'.Vive.Plugin.SR.ViveSR:ViveSR_InitialFramework() (at [REDACTED]\Assets\ViveSR\Scripts\ViveSR.cs:179)Vive.Plugin.SR.<StartFrameworkCoroutine>d__27:MoveNext() (at [REDACTED]\Assets\ViveSR\Scripts\ViveSR.cs:78)UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)[C:\buildslave\unity\build\Runtime/Misc/Plugins.cpp line 233] (Filename: [REDACTED]/Assets/ViveSR/Scripts/ViveSR.cs Line: 179)Fallback handler could not load library C:/Users/[REDACTED]/Desktop/New/[REDACTED]_Data/Mono/ViveSR_APIFallback handler could not load library C:/Users/[REDACTED]/Desktop/New/[REDACTED]_Data/Mono/ViveSR_API.dllFallback handler could not load library C:/Users/[REDACTED]/Desktop/New/[REDACTED]_Data/Mono/ViveSR_APIFallback handler could not load library C:/Users/[REDACTED]/Desktop/New/[REDACTED]_Data/Mono/libViveSR_APIFallback handler could not load library C:/Users/[REDACTED]/Desktop/New/[REDACTED]_Data/Mono/libViveSR_API.dllFallback handler could not load library C:/Users/[REDACTED]/Desktop/New/[REDACTED]_Data/Mono/libViveSR_APIPlugins: Failed to load 'C:/Users/[REDACTED]/Desktop/New/[REDACTED]_Data/Plugins/ViveSR_API.dll' with error 'The specified procedure could not be found.'.Vive.Plugin.SR.ViveSR_Framework:Initial() (at [REDACTED]\Assets\ViveSR\Scripts\ViveSR_Framework.cs:58)Vive.Plugin.SR.ViveSR:ViveSR_InitialFramework() (at [REDACTED]\Assets\ViveSR\Scripts\ViveSR.cs:179)Vive.Plugin.SR.<StartFrameworkCoroutine>d__27:MoveNext() (at [REDACTED]\Assets\ViveSR\Scripts\ViveSR.cs:78)UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)[C:\buildslave\unity\build\Runtime/Misc/Plugins.cpp line 233] (Filename: [REDACTED]/Assets/ViveSR/Scripts/ViveSR_Framework.cs Line: 58)Fallback handler could not load library C:/Users/[REDACTED]/Desktop/New/[REDACTED]_Data/Mono/ViveSR_APIFallback handler could not load library C:/Users/[REDACTED]/Desktop/New/[REDACTED]_Data/Mono/ViveSR_API.dllFallback handler could not load library C:/Users/[REDACTED]/Desktop/New/[REDACTED]_Data/Mono/ViveSR_APIFallback handler could not load library C:/Users/[REDACTED]/Desktop/New/[REDACTED]_Data/Mono/libViveSR_APIFallback handler could not load library C:/Users/[REDACTED]/Desktop/New/[REDACTED]_Data/Mono/libViveSR_API.dllFallback handler could not load library C:/Users/[REDACTED]/Desktop/New/[REDACTED]_Data/Mono/libViveSR_APIDllNotFoundException: ViveSR_API at (wrapper managed-to-native) Vive.Plugin.SR.ViveSR_Framework.ViveSR_Initial() at Vive.Plugin.SR.ViveSR_Framework.Initial () [0x00001] in [REDACTED]\Assets\ViveSR\Scripts\ViveSR_Framework.cs:58 at Vive.Plugin.SR.ViveSR.ViveSR_InitialFramework () [0x00003] in [REDACTED]\Assets\ViveSR\Scripts\ViveSR.cs:179 at Vive.Plugin.SR.ViveSR+<StartFrameworkCoroutine>d__27.MoveNext () [0x00088] in [REDACTED]\Assets\ViveSR\Scripts\ViveSR.cs:78 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <780acbdfab1d441d95f18133007790cd>:0 (Filename: <780acbdfab1d441d95f18133007790cd> Line: 0)A Canvas named "debug canva" with a render mode of ScreenSpaceOverlay is being used while VR is also enabled. This Canvas will continue to incur a rendering cost, but will not be visible while in VR. Is this intentional? (Filename: C:\buildslave\unity\build\Runtime/UI/CanvasManager.cpp Line: 922)
  4. Sorry for the double post, i have a deadline pretty close and would love to have more info before saying "WNF third party Limitation"
  5. How can I prevent srwork to play with the position of the scene in unity, an exemple would be to pass from a standing position to a crouch or prone position, you can clearly see the scene moving on the y axis as you do Aka hmd goes down the scene follow It's also noticeable when doing fast movement right left but less Than up down The result I would like is to have an object at 0,0,0 That never move is it possible? might be related to https://community.viveport.com/t5/Vive-SRWorks-SDK/Parallax-effect-when-using-depth-camera-and-virtual-objects/m-p/19502#M388
  6. i use some type of clamp like those one, it works perfectly for my needs, if you have a place to clamp them it would be the best non permanent solution exemple( i picked the first one but i'm sure you can find cheaper one if you search) https://www.amazon.ca/Hyperkin-Clamp-Mount-Vive-Oculus/dp/B01MG4D3O5/ref=sr_1_fkmr2_1?keywords=HTC+Vive+Wall+Mount+Kit&qid=1555602502&s=gateway&sr=8-1-fkmr2 also if you don't have the place to use the clamp, you could use the wall mount with strong double sided(2m kind) tape but i wouldn't try that as my first option i think the wall mount was included with the vive, (i don't remember how we got ours but they look like that)
  7. this message is only a translation of 's message Hi, I get the following error during reconstruction when trying to export as .obj [cudaReconstruction Engine ] [error 2019-04-18 04:07:45C:/Users] /liyi_zheng/Desktop/GIT/mr[-!-ERROR-!-] _engine/[code: 0xModule/Mi0013]rageDualCameraAPI_Module_Depth/MirageDualCameraAPI/src/multiscale_combine.cu : 256 unspecified launch failureOpenCV: terminate handler is called! The last OpenCV error is:OpenCV(3.4.2) Error: Gpu API call (unspecified launch failure) in cv::cuda::GpuMat::upload, file C:/Users/liyi_zheng/Desktop/opencv342/modules/core/src/cuda/gpu_mat.cu, line 236 Graphic card: NVIDIA 1080 Driver version : 425.31 this graphic card is Pascal compatible normaly. I've tried to compile the source code of the Exemple in C with the version 4.1.0 of OpenCV but it still doesn't work I've tried Debug and Release but both crashes Maybe i've not installed Cuda correclty ? the program works with a small capture like 1000 frames but between 4000 and 24000 it crashes. [Reconstruction Engine] [2019-04-18 04:06:48] [LOG] Frame:24050, FPS:18.082373, #Vert:18625, Stride:16, #Idx:90999
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