-
Posts
649 -
Joined
-
Last visited
-
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.
-
Hi @Romain, This issue will be fixed in Wave SDK 6.0 which is scheduled to release in early April. Sorry for the inconvenience.
- 3 replies
-
- unity
- controllers dont work
-
(and 1 more)
Tagged with:
-
Hi @Semianimis, May I know is it always the same Vive wand that will jitter?
-
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.
- 3 replies
-
- unity
- controllers dont work
-
(and 1 more)
Tagged with:
-
XR Elite - Passthrough Underlay not working
VIVE_chengnay replied to RMFoley92's topic in VIVE Wave SDK
Hi @RMFoley92, Could you try the method in below link? -
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
-
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?