Jump to content

VIVE_chengnay

Employee
  • Posts

    754
  • Joined

  • Last visited

Everything posted by VIVE_chengnay

  1. Hi @gray6, For Vive Pro, if you don't use SteamVR Unity Plugin, what other plugin did you install in your project?
  2. Hi @Justine, Do you mean you try the EyeTracker.cs and it couldn't work? I suggest add some debug logs to find out the root cause why you cannot extract eye data using that script. I look through the script and it looks ok to me.
  3. Hi @Justine, It is glad to hear that your issue is resolved. Thanks for sharing the information. Unfortunately, there is no other method to enable OpenVR without using SteamVR Unity Plugin. May I know why you don't want to use SteamVR Unity Plugin?
  4. Hi @Nipsh, Someone did post the same issue, could you look through all the replies and see if anything that can help you resolve?
  5. Hi @Justine, Sorry I don't have other advice for now. Not sure if it is hardware related issue. Could you share your PC's hardware configuration(those you have tested) to me? Thanks!
  6. Hi @vethetheth, It is your choice to use Interaction Toolkit or Unity XR methods for your development. There shouldn't be any difference for handtracking. If you plan to distribute your projects for multiple platforms, it is best to use VIU.
  7. Hi @vethetheth, You need to install com.unity.xr.interaction.toolkit from Unity Package Manager. Just now I tested with Unity 2021.3.0f1, and I couldn't see it from the list. I manually add it to the Packages\manifest.json, and Unity will automatically download it. "com.unity.xr.interaction.toolkit": "2.0.2",
  8. Hi @vethetheth, Did you manage to get the VBS working on your PC and headset by using the methods I sent you in private message? If you are still having issues, please let me know. Thanks!
  9. Hi @vethetheth, After some testings, I found below result. For Wave sample scene (ControllerTipsTest), if problem existed, could you try to restart Unity and try DirectPreview again? For VIU example scene, you need to power OFF controllers instead of leaving them idle. Whenever you meet the problem, you need to restart Unity to recover.
  10. Hi @vethetheth, Could you try below environment setup? 1. Downgrade your Unity version to 2019.4.xx 2. Upgrade the Wave SDK to latest version(4.5.0-r.3) I just tested with Unity 2019.4.28f1(ControllerTipsTest scene), Wave SDK 4.5.0-r.3 and DirectPreview(HMD+Controller) works fine. I also tested with VIU's sample scene(UGUI), you MUST turn off your controllers, if not, you cannot move your head. Let me know if you problem still exists, thanks! UPDATE: I found a quick temporary solution to above issue regarding VIU's sample scene, You need to modify in Assets\HTC.UnityPlugin\VRModule\Modules\WaveVRModule.cs, line 76, #if VIU_WAVEXR_ESSENCE_CONTROLLER_MODEL && !UNITY_EDITOR If you install VIU using Package Manager, you NEED to copy to Packages folder. I tested your project(HTCLinkTest), it can run with the above temporary solution.
  11. Hi @Justine, Unfortunately, my colleague did not find any issue using the project you provided. Could you try uninstall the SRanipal runtime and reboot your PC and try again?
  12. Hi @vethetheth, I think I got the same result as yours. Get back to you ASAP when I find the root cause, thanks!
  13. Hi @Justine, Sorry for the slow response. I am still not able to get the device to try. But, I did ask my colleague to help out. He should be helping out soon. Get back to you ASAP!
  14. Hi @vethetheth, Could you paste what's in your server console window? The attached file is what I see from my server console window after I start the device apk.
  15. Hi @Justine, Is it possible to share your project with me? I would like to try your project on my PC whether it works or not.
  16. @Justine, Could you try below setup environment, 1. Unity Editor 2020.3.32f1 2. VIVE Eye and Facial Tracking SDK 1.3.3.0 3. SRanipal Runtime (1.3.2.0) Is the error still occur?
  17. Hi @Justine, Currently, I don't have Vive Pro Eye device with me. I will check it after I get back to office.
  18. Hi @Justine, I might need time to check what is happening after you includes SaccadeVR-mobile together with SRanipal SDK. Just to double check your setup environment, 1. Unity Editor 2020.3.32f1 2. VIVE Eye and Facial Tracking SDK 1.3.3.0 3. SRanipal Runtime (1.3.2.0) 4. SaccadeVR-mobile Is that correct?
  19. Hi @dev_imag-ing, A quick fix to your issue as below, Assets\HTC.UnityPlugin\ViveInputUtility\Scripts\Editor\VRPlatformSettings\WaveVRSettings.cs, line 517, var allScopes = HTC.UnityPlugin.Utility.ListPool<string>.Get(); line 546, HTC.UnityPlugin.Utility.ListPool<string>.Release(allScopes);
  20. Which Unity Editor version did you use? Which sample scene did you launch?
  21. Could you list the steps and any error message you got after the SRanipal program failed to launch?
  22. I think that might be the reason why your facial tracker won't work. I did not try the Valve Index's facial tracker with SRanipal. May I know which facial tracker you use for your Valve Index?
  23. Hi @nargon10, You did install the SDK and also the SRanipal Runtime? By the way, you mentioned the facial tracker, is it Vive Pro Eye?
×
×
  • Create New...