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VIVE_chengnay

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Everything posted by VIVE_chengnay

  1. @Reply Lives Matter I will borrow Quest 2 device next Monday and test on my side. Sorry for the inconvenience.
  2. @Reply Lives Matter Could you list all the plugin versions that you installed in your project? For example, VIU, Oculus Integration... etc.
  3. @Reply Lives Matter How about add this patch to your project? Will it work?
  4. @Reply Lives Matter Is VIU's example scene work fine on your Oculus Quest 2? Just want to be double check that your project can get all button inputs with VIU.
  5. @12345678912345678912345678 My test result as follows, Install Essence package, then it will use runtime controller model, that's why you cannot load hand model. If you switch to new project, is there any other issue that you might need my help?
  6. @12345678912345678912345678 @Naukri @Reply Lives Matter The maximum number of posts is increased. I will get back to you ASAP after I tried your project setup on my PC.
  7. @12345678912345678912345678 Could you list all the versions of Unity Editor and Plugins + SDK? For your original project, are you able to share it for further investigation? If not, just move to new project and move on.
  8. @12345678912345678912345678 Could you re-open your Unity project again? Or could you verify on new project with my patch? I tested with VIU's example scene(UGUI).
  9. @12345678912345678912345678 It seems your path is correct, you should have permission to edit the file. Before you edit the SimulatorModule.cs, did you see any model? From my side, I see Focus's finch controller model when I set it to Vive Hand Tracking Track Hand Right/Left.
  10. @Naukri Which lines did you edit? I tried below changes and it works. In SimulatorModule.cs line 422 and 441, Change the deviceClass to TrackedHand.
  11. @Naukri In SimulatorModule.cs, Change the deviceClass to TrackedHand instead of Controller. BTW, Simulator cannot control via your hand, just like controller cannot control by your controller too. What's your main purpose of using Simulator? Do you just want to run your project with Unity Editor while using Focus 3? Like a PC VR?
  12. @12345678912345678912345678 How about add below code? public ViveRoleProperty role = ViveRoleProperty.New(); And set role in Unity Editor.
  13. @12345678912345678912345678 I suggest that you can write another script, and you can get joint pose from below API. For example, var indexProximal = default(JointPose); VivePose.TryGetHandJointPose(role, HandJointName.IndexProximal, out indexProximal);
  14. @12345678912345678912345678 You can calculate the curl angle for each finger. For example, private float GetFingerCurl(Vector3 root, Vector3 node1, Vector3 top) { return Vector3.Angle(node1 - root, top - node1); } GetFingerCurl(hand.points[2], hand.points[3], hand.points[4]); For thumb, you can use Promixal, Distal and Tip. For rest of the fingers, you can use Proximal, Intermediate and Tip. You can check the float value when you open or close your fingers. Let me know if you still have issues, thank
  15. @12345678912345678912345678 Currently, VIU is not supporting static gesture like fist, five, ok... etc. We are planning to add this in the future. Will keep you updated when it is ready.
  16. @tonkso You will need to install Native + Essence in order to load runtime controller model.
  17. @tonkso Could you try using VIU's example scene? For example, UGUI scene. Which Wave XR Plugin version did you install?
  18. Hi @Santheep, Are you able to provide a sample project for reference and debug?
  19. Hi @Santheep, It seems the orientation of Vive Trackers did not change no matter which role you choose. But, would you tell me what problem you're actually facing? The thread you mentioned was a year ago which uses different version of SteamVR. We don't know if anything changes in SteamVR runtime. We can try to resolve your issue from this version onwards.
  20. Could you double check your scene with example scene whether there is any script or something is missing?
  21. @12345678912345678912345678 Are you able to grab in VIU example scene, 5.ColliderEvent? Or could you share your project for us to check?
  22. If your Unity setup is correct, you can "Build and Run" without problem and which also can resolve your install fail issue. Please check your settings for external tools(Edit>Preferences>External Tools).
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