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VIVE_chengnay

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  1. Hi @crdm21, Yes, you are right. You can setup your own target. SceneMeshAnchor PlaneSpatialAnchor To allow developer to get scan mesh result to do whatever they want. That's why we did not add collider initially. Sorry for the inconvenience.
  2. Hi @crdm21, From your screenshot, it looks like you are using 5.6.0-r.10.2? Could you share the console log after you clicked "OK"? Thanks!
  3. Hi @crdm21, There is newer version of Wave SDK available. Feel free to update to the latest one. And, below is the quick patch for adding MeshCollider for your need. I modified the GeneratedSceneMeshContainer.cs file. private GameObject GenerateNewGameObject(SceneMesh sceneMesh) { //Log.d(LOG_TAG, "Add new scene mesh"); GameObject newSceneMeshGO = ScenePerceptionObjectTools.GenerateSceneMesh(scenePerceptionManager, sceneMesh, generatedMeshMaterialWireframe, false, context.GetTrackingOrigin()); if (newSceneMeshGO == null) return null; //Process Mesh For Wireframe rendering MeshFilter generatedSceneMeshFilter = newSceneMeshGO.GetComponent<MeshFilter>(); if (generatedSceneMeshFilter && generatedSceneMeshFilter.mesh) { Mesh generatedSceneMeshInstance = generatedSceneMeshFilter.mesh; generatedSceneMeshFilter.mesh = ProcessSceneMeshForWireframe(generatedSceneMeshInstance); // Add below two lines var meshCollider = newSceneMeshGO.AddComponent<MeshCollider>(); meshCollider.sharedMesh = generatedSceneMeshInstance; } return newSceneMeshGO; } Let me know if you have questions, thanks! NOTE: I test and verify with Wave SDK 5.6.0-r.10.1.
  4. Hi @crdm21, Could you screenshot what you see in your app? Are you referring to ScenePerceptionDemo(SceneMeshAnchor) sample scene?
  5. Hi @Romain, This issue will be fixed in Wave SDK 6.0 which is scheduled to release in early April. Sorry for the inconvenience.
  6. Hi @Semianimis, May I know is it always the same Vive wand that will jitter?
  7. Hi @p4ckrat @gringo420, The mail system is fixed, but you might need to re-register. Sorry for the inconvenience.
  8. Hi @p4ckrat, The system is down for now. Need to wait until engineer fixed the issue. Sorry for the inconvenience.
  9. Hi @Romain, Regarding the "PoseControl" error is caused by OpenXR 1.6.0 or newer version. Please make sure you uninstall the OpenXR package cleanly. After uninstalled, please go to the menu Edit > Preferences and click "Regenerate project files". If there is still compiled error, use the code below: #if USE_INPUT_SYSTEM_POSE_CONTROL // Scripting Define Symbol added by using OpenXR Plugin 1.6.0. using PoseControl = UnityEngine.InputSystem.XR.PoseControl; #else using PoseControl = UnityEngine.XR.OpenXR.Input.PoseControl; #endif About the controller pose issue after suspend/resume, this is known issue of Unity Input System. So far, we don't have any solution, you need to reboot your controller to recover.
  10. Hi @RMFoley92, Could you try the method in below link?
  11. Hi @gringo420, I know there is "Comments" at the bottom of the htcdev.com website. After you click it, it required you to enter SN or IMEI, then you can proceed from there. Not sure if this helps.
  12. Hi @dilab, You can reference to this script, StoragePermissionManager.cs. https://github.com/icosa-foundation/open-brush/blob/platform/wave/Assets/Scripts/StoragePermissionManager.cs Please note that after you added correctly, you open your app, it will request for permission. If don't see this, then there is problem. For AndroidManifest.xml, plea se place the file attached to Assets\Plugins\Android folder. Let me know if you have further questions. AndroidManifest.xml
  13. Hi @dilab, 1. I am not sure if you place WaveRig in your scene? If yes, then you can get it by using WaveRig.Instance.transform. But, it should be the same as getting it from Camera.main. 2. I might need to check internally whether DirectPreview supports eyetracking. Like I said before if you would like to output your data, just save them as string then output as csv. UPDATE: 3. For frequency, you can simply collect your data in Update function but in specific time. For example, if you would like to get 60Hz, it will be 0.0167s. So you can calculate the delta time greater than 0.0167s then collect your data. OR You can collect data by frame count, like collect once per 10 frames. To get frame count by Time.frameCount. 4. I am not quite sure about using callback to collect eyetracking data. According to Wave SDK's EyeManager.cs, it is also calling in Update function. I will get back to you when I have any updates. UPDATE: No callback. By looking at the script you provided, so you should be collecting your data when it hits the object?
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