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Posts posted by VIVE_chengnay
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Hi @YVORI,
I was told that pupil diameter is not mapping to SR runtime.
You're developing AIO or PCVR content?
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Hi @Klary,
SRanipal does support data from XR Elite's face tracker mapping to SR runtime.
But, it does not support OpenXR.
My colleague told me that Wave plugin does support right and left wide values.
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Hi @YVORI,
You can access data through streaming by using SR runtime,
but I was told that not all data from XR Elite mapping to SR runtime.
And, is your content running on XR Elite or PC?
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Hi @Klary,
Maybe I am wrong with SRanipal statement.
I will double check again today and reply you later.
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Hi @Klary,
SRanipal only works for Vive Pro Eye hardware.
11 hours ago, Klary said:Does the hardware of the face tracker not support it, or is it just not connected in software?
I was told that those two values are not supported now.
I will check internally.
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Hi @deSchot,
There are two SDKs for VIVE Focus 3, You can check the VR features of them below:
WaveVR(https://hub.vive.com/storage/docs/en-us/UnrealPlugin/UnrealPlugin.html) and ViveOpenXR(https://developer.vive.com/resources/openxr/unreal/unreal-overview/). ViveOpenXR depends on the OpenXR plugin.
I recommend you to use ViveOpenXR SDK, the WaveVR SDK might be deprecated in a year except the features ViveOpenXR SDK offered is not fit your requirement. That means the features in WaveVR are more than ViveOpenXR SDK.
If you need to use the Ultimate tracker, WaveVR is supported. ViveOpenXR will support it in next release.
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After your covering up the camera around your headset for awhile,
An overlay will popup to do "Draw new boundary".
After room setup is completed, you can redo scan room.
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I suggest to redo scan room process to create a new tracking map.
Covering up headset's cameras to make your headset lost tracking.
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Hi @fate.hua,
If your tracker is positioned around waist height, will it lost tracking too?
Or it will lost tracking when you placed tracker around ground level?
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Let me try to get Windows 11 and try. Will keep you updated.
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Hi @unko,
Could you share your purpose of getting real time pupil data?
50Hz is for each eye? or both eyes?
If 50Hz each eye means 1 sec update 50 times.
For both eyes means 1 sec update 25 times per eye.
Which is your need?
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Hi @vrgh,
If you're using Wifi ADB, battery tends to drain faster, it is recommended to connect your device to power cable.
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May I know your ROM version?
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Hi @unko,
Could you fix this error?
04-25 21:04:21.279 4592 4623 E Unity : NotSupportedException: Encoding 932 data could not be found. Make sure you have correct international codeset assembly installed and enabled.
04-25 21:04:21.279 4592 4623 E Unity : at System.Text.Encoding.GetEncoding (System.Int32 codepage) [0x00000] in <00000000000000000000000000000000>:0
04-25 21:04:21.279 4592 4623 E Unity : at Wave.Essence.Eye.WaveMain.Start () [0x00000] in <00000000000000000000000000000000>:0There should be some problem with the method you use for StreamWriter.
I searched online, and I found out that you might need FileStream before using StreamWriter?
Both logs, internal and external, show "Storage permission granted!".
After you resolved above issue, please check below error,
04-25 21:04:21.283 4592 4623 E Unity : NullReferenceException: Object reference not set to an instance of an object.
04-25 21:04:21.283 4592 4623 E Unity : at Wave.Essence.Eye.WaveMain.SaveData (System.String a, System.String b, System.String c, System.String d, System.String e, System.String f, System.String g, System.String h, System.String i, System.String j, System.String k, System.String l, System.String m, System.String n, System.String o, System.String p) [0x00000] in <00000000000000000000000000000000>:0
04-25 21:04:21.283 4592 4623 E Unity : at Wave.Essence.Eye.WaveMain.FixedUpdate () [0x00000] in <00000000000000000000000000000000>:0 -
Hi @unko,
Before launching your app, you can type "adb logcat > filename.txt" on command console.
Getting Pupil Diameter From Vive XR Elite (Unity)
in VIVE Eye and Facial Tracking SDK
Posted
I will check internally and get back to you later.