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Posts posted by VIVE_chengnay
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21 hours ago, JulienActiveMe said:
How can I catch the event of the HMD going to sleep, or the user taking off the HMD ?
You can put some code under OnApplicationPause(), for examples,
void OnApplicationPause(bool pause) { if (pause) { // when HMD goes to sleep } else { // when user puts on HMD } }
Could you try above code? Thanks!
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Hi @JulienActiveMe,
May I know which Wave SDK version did you install? Thanks!
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Hi @yijing,
Wave XR is only for Android platform.
May I know what's your goal?
And, to develop OpenXR, you don't have to install Wave XR plugins.
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Hi @yijing,
I saw you have been posting several posts in different topics.
For XR Elite, please use https://hub.vive.com/storage/docs/en-us/UnityXR/UnityXRSdk.html.
Feel free to ask questions if you have any.
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Hi @1099,
Are you able to provide sample project for further investigation?
It is hard to get full picture from some screenshots.
From my understanding as follows,
You have multiple scenes, and each scene has player prefab(what is in the prefab? ViveCameraRig includes camera and left/right hand?).
Your app will switch scene by reloading each scene?
The issue comes after unloading from A scene to B scene?
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Hi @1099,
Not sure if the error occurrs because of multiple scenes and each scene has a player.
How did you load each scene, by additive?
Could you explain what is the purpose of the player for each scene?
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Hi @Pin-Yen,
Sorry for the late response.
For Vive Hand Tracking SDK, it required WaveVR 3.2.0 which was out dated and not supported on XR Elite.
May I know what's your purpose for using Vive Hand Tracking SDK?
If you just want to enable handtracking for your app, you can refer to below link.
https://hub.vive.com/storage/docs/zh-tw/UnityXR/UnityXRHand.html?highlight=handtracking
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Hi @HANAMA_JP,
Good luck and feel free to ask any questions if you have any. 🙂
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Hi @HANAMA_JP,
Your project can use SteamVR Unity Plugin + VIU.
You can launch VIU's sample scene, for example, UGUI.
You could be able to see your Vive Tracker once it is connected.
From here, you can do a simple UI by modifying UGUI scene.
Let me know if you have questions.
NOTE: Please follow this guide
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Hi @HANAMA_JP,
It is depending on your needs.
I saw you want to use Unity's Input System.
If your project can switch to SteamVR's Input System, that's also possible.
Switching to SteamVR's Input System, is your previous problem still exists?
On 7/2/2023 at 6:16 PM, HANAMA_JP said:However, I have one concern.
Adding the Steam VR_Tracked Object (Script) Component was required to move the Cube with the Tracker's Position and Rotation.
Is this correct?I also tried with InputSystem only, but I couldn't get the Tracker's Position/Rotation.
Position/Rotation
Action Type: value
Control Type: Vector3 / Quaternion
Binding Path : devicePosition[XYZ HTC Vive Tracker (OpenXR)]
/deviceRotatio[XYZ HTC Vive Tracker (OpenXR)]And, I also see that you have VIU installed which helps you do cross-platform.
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Hi @HANAMA_JP,
I will need sometime to check, get back to you when I done checking.
Haven't been using Input System for long time.
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Hi @HANAMA_JP,
For Vive Tracker, your project needs to install SteamVR Unity Plugin, and it should be using PC Standalone platform.
Then you need to stream your content to XR Elite via Vive Streaming.
There is no direct connection between Vive Tracker and XR Elite.
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Hi @HANAMA_JP,
Which plugins did you import to your project?
Could you list all the versions including Unity Editor? Thanks!
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Hi @vethetheth,
I just checked internally, and the issue you met should be resolved in latest Wave SDK (5.3.1-r.2).
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11 hours ago, vethetheth said:
I had to tick the Custom Manifest option of the wave XR SDK
Where is this option?
Glad to hear that your problem is resolved. 🙂
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Hi @VRDeveloper2219,
I wrote that and deleted because I will let PM to reply you after we sync internally when we have the schedule for OpenXR.
Sorry for the inconvenience.
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Hi @arbh,
You did not see the particle is because the shader that you have chosen is not compatible.
I change Shader to "Unlit/Transparent" and it can be seen in passthrough.
First, you might need to create a new material, and replace the default one.
Not sure if this resolved your problem? Feel free to ask question if you have any. Thanks!
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Hi @cluelou,
May I know your application just needs file path to play?
On 6/19/2023 at 8:53 PM, cluelou said:You can push the video files to Downloads folder like before.
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Hi @1099,
You are not allowed to use WaveXR provider for Oculus, that's why the app cannot be launched.
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Hi @arbh,
Could you share a sample project for further investigation?
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Hi @cluelou,
Your apk includes 3 min of video? That's why it gets so large?
I suggest that you might need to retrieve video from storage instead of pack them into apk.
This way, your apk is lightweight and not too large.
You might need to do some research on how to read files from storage.
Here is some information regarding how to grant permission.
Feel free to ask questions if you have any.
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Hi @cluelou,
After you transfer the large apk to the device, did you see it in Downloads folder?
WVR_Event when headset is removed and put back on by user
in VIVE Wave SDK
Posted
Sorry, I forgot to mention it takes 3 mins to trigger OnApplicationPause after HMD is off.