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VIVE_chengnay

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Everything posted by VIVE_chengnay

  1. Hi @JoostPixnami, Are you trying to access the path /sdcard/ in Focus 3? Could you reference to this commit that I submit to OpenBrush? Let me know if you still have issues.
  2. Hi @jboss, I thought VIU will add the scripting symbols automatically. That's weird! It is glad that you solve the problem, let me know if you still have questions.
  3. Hi @jboss, Are you able to upgrade your project to latest SteamVR Unity Plugin? It seems like using VIU v1.17.0 with SteamVR 1.2.3 has unexpected errors. From my side, I didn't see compile error, but lots of "Cannot set VR devices because the platform passed isn't supported by Unity." and obsolete warnings.
  4. Hi @jboss, Your project is for PC VR? Could you please list the version number of all the plugins you install/import in your project? Thanks!
  5. Hi @Zosya, Thanks, and I found out that SRanipal_EyeShapeTableDrawer also needs to add that code too.
  6. Hi @Yuuki Ishimaru, May I know what's the version of plugins(SteamVR Unity Plugin... etc) that you installed in your project? And, you mentioned after you upgraded to VIU v1.17.0 then it didn't work for TouchPad. But later on you also tried reverting and it didn't work either. Did you try to restart your SteamVR?
  7. Hi @ashum, Could you try to build the project and check if AndroidManifest.xml under Assets\Plugins\Android folder did include "<uses-feature android:name="wave.feature.tracker" android:required="true" />"? If yes, you should be able to connect Tracker and see it in your scene. If no, you could manually add that line by yourself. I provide a sample for you below. <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.unity3d.player" xmlns:tools="http://schemas.android.com/tools"> <application android:icon="@drawable/app_icon" android:label="@string/app_name" android:theme="@style/Theme.WaveVR.Black" tools:replace="android:theme"> <!--You can use your theme here.--> <activity android:name="com.htc.vr.unity.WVRUnityVRActivity" android:label="@string/app_name" android:configChanges="density|fontScale|keyboard|keyboardHidden|layoutDirection|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen" android:enableVrMode="@string/wvr_vr_mode_component"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> <category android:name="com.htc.intent.category.VRAPP" /> </intent-filter> <meta-data android:name="unityplayer.UnityActivity" android:value="true" /> <meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="true" /> </activity> </application> <uses-feature android:name="wave.feature.tracker" android:required="true" /> </manifest>
  8. Hi @ashum, After opening up your project, it seems fine on my side. Did you try restarting Unity?
  9. Hi @ashum, My test result is different from yours. I can see Vive Controller model and there is camera tracking. Would you share your project for further investigation? Thanks!
  10. Hi @ashum, Could you provide this project to us for further investigation? VIU just reads the "Menu>Wave>Tracker>Enable Tracker" value, it shouldn't have any dependency to enable tracker.
  11. Hi @AdamCheng, Are you still have issues when using Wave XR SDK + Unity 2021.3.2f1 on Focus 3?
  12. Hi @ashum, May I know which Wave OpenXR plugin did you install? And, which Unity and OpenXR Plugin version?
  13. @AdamCheng, Which Unity 2021 version are you referring to? For me, I did use 2021.3.3f1 and it is ok. Let me know if you have issues. Thanks!
  14. Hi @Adam Stepinski, Which Unity Editor version are you using? I think you can try using keyword to filter the console log.
  15. Hi @Adam Stepinski, What type of logging are you referring to?
  16. Hi @Veyond_Jimmy, This is known issue and it was fixed in GitHub but not release yet. Could you manually update the script and try again? Thanks!
  17. @AdamCheng If you would like to use SRWorks SDK, it ONLY supports Unity 2019 which I just tested OK. There is another option for you if you would like to develop using Unity 2020, 2021 which is OpenXR version. Please let me know if you have questions or issues, thanks!
  18. Did the SRWorks sample work for you? Did you see camera image inside the VR headset?
  19. @AdamCheng Did you ever try Vive_SRWorks_Demo.exe in SRWorks_v0.9.7.1_Unity_Prebuild_Samples? If yes, could you paste your result? Thanks! I am trying to clarify and resolve your problem.
  20. Hi @Veyond_Jimmy, After you updated to latest version, is the issue still existed?
  21. @Veyond_Jimmy Could you try update VIU to latest version and try again? Thanks! And, which VR device? VIVE Focus 3? Oculus Quest? You mentioned "Play" mode, could you list detailed information(Installed package versions)?
  22. Hi @Veyond_Jimmy, Sorry for the late reply. I just tried using VIU's 3DDrag example scene and use Mouse with Simulator mode and I can drag object by clicking left mouse button. For VR grab, it is different story. Not sure if this is what you need? In Simulator mode, I will replace raycaster pose by using HMD pose. Replace ViveRaycaster with StandaloneRaycaster Let me know if you still have questions, thanks!
  23. @vethetheth Direct Preview owner is checking this issue. SW PM will get back to you later, sorry for the inconvenience.
  24. Hi @Emagine, Could you share your apk file for further investigation? Previous case, you can try delete the AndroidManifest.xml file and build again. Please also list the versions of Unity Editor, Wave XR Plugin and any other plugins that you have imported/installed in your project, thanks!
  25. Hi @Veyond_Jimmy, Sorry for the long wait. It is harder than I thought, I am not able to write the sample script for you. Could you describe what you really wanna do? Maybe there is other method or solution to resolve your problem.
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