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Posts posted by VIVE_chengnay
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Hi @1099,
Do you have Rigidbody script added to your player?
From my test, I will need to add Rigidbody to my Sphere(player) to prevent it from going through Cube(Wall).
But, if the player keeps going, it will still pass through if it moves in fast speed.
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Hi @AEntropy,
I just tested and I can get inputs from "Held in Hand" role.
Did you test by using SteamVR > Settings > Controllers > Test Controller
NOTE: I just tested with other roles(Left Shoulder) and it did show up in "TEST CONTROLLER", but in content, I couldn't get input.
By the way, I use VIU's UGUI example scene in my test.
If you installed VIU, could you also try this too?
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Hi @1099,
Not sure if I understand your question correctly,
I think you can just do the following and your camera will not update position.
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Hi @AEntropy,
Sorry I was busy, I will check this ASAP.
Just to clarify your question,
Currently, you can get input from pogo pin only from certain role?
And, you would like to get input from all other roles?
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Hi @waveSk,
Is the script works now?
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30 minutes ago, waveSk said:
Unable to add package [https://github.com/ViveSoftware/VIVE-Wave.git?path=com.htc.upm.wave.xrsdk]:
Error when executing git command. fatal: not in a git directoryHi @waveSk,
From this log, it seems like your git command is not set to PATH in environment variable.
Could you double check this part?
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Hi @waveSk,
I had never tried using this method.
Could you try downloading tgz file and "Add package from tarball"?
Will this work without any issue?
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Hi @waveSk,
Yes, WaveXR 5.3.2-r.4 supports Unity Editor 2020.3.
Could you create a new project and try again?
Maybe something is mess up for current project.
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Hi @JulienActiveMe,
May I know is anything malfunction when you see the error message?
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Hi @waveSk,
Are you able to share a copy of your project?
I didn't manage to reproduce the issue that you met.
I am not sure what is the difference between Unity 2019.4.15f1c1 and 2019.4.15f1.
I couldn't find f1c1 version online.
I only installed Wave XRSDK 5.3.2-r4 and PureUnity samples.
Did I miss anything?
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Hi @AEntropy,
May I know what's your project setup environment?
Could you please list the verions for Unity Editor and all installed plugins?
Thanks!
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On 8/24/2023 at 3:09 PM, VIVE_chengnay said:
For URP part (pink),
I found this link, please refer to the shader mappings and manually replace to corresponding URP shader.
Summarized as follows,
1. Make a copy of hand models from VIU or Wave plugin
2. To resolve the pink color issue, please refer to the above link and replace corresponding URP shader.
3. Insert your custom models into RenderModelHook accordingly.
For this case, choose WaveTrackedHandRight and WaveTrackedHandLeft.
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No more pink color?
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Hi @vethetheth,
Could you copy the hand models from PackageCache folder and put them into Assets folder?
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Hi @dhimas aditya,
Did you try VIU sample scene(Teleport)?
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Hi @JulienActiveMe,
I don't think there is bug, it is just how it should work for NetCode.
I reference to some samples online and came up with my own solution.
https://github.com/dilmerv/UnityMultiplayerPlayground/tree/master
https://medium.com/eincode/getting-started-with-multiplayer-player-movement-f9f7f6a4217
By the way, if there is bug, this should be NetCode related bug, you should ask Unity instead. 🙂
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Yes, you don't need it
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For URP part (pink),
I found this link, please refer to the shader mappings and manually replace to corresponding URP shader.
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public class PlayerControl : NetworkBehaviour { public int speed; // Update is called once per frame void Update() { if (!IsOwner) return; var hmdPose = VRModule.GetCurrentDeviceState(0); if (!hmdPose.isPoseValid) return; transform.position = hmdPose.position; transform.rotation = hmdPose.rotation; } }
By the way, I am using Vive Input Utility.
Let me know if you have further question. 🙂
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For my scene, my player prefab did not have TrackedPoseDriver.
The only TrackedPoseDriver is attached to scene's camera itself.
For my player prefab for HMD,
I create a PlayerControl script, and in Update() function, I will get HMD pose and assign to transform.position and transform.rotation.
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For pose, it should matter how you exchange data between players.
I did play abit with Unity Netcode, I can get correct HMD height.
54 minutes ago, JulienActiveMe said:but I think that was due to correction I made when it spawned
You should check this part, maybe the correction has bug? 🙂
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To clarify your question,
You get the event(status of proximity sensor) and do Application.Quit().
I assume you will get status from proximity sensor right after you took off the HMD?
You mentioned three more mins(should be the same as I mentioned above that OnApplicationPause will take 3 mins to trigger after HMD off).
May I know the LBE settings, what is this about?
Is this settings in Vive headset?
Controllers are invisible at first scene
in VIVE Input Utility
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Hi @1099,
Could you show more detailed information for your first scene?
Is it just controller models are invisible?
Could you provide what scripts are attached to WaveXR_InitOnLoad gameobject?