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VIVE_chengnay

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Everything posted by VIVE_chengnay

  1. 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.
  2. 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.
  3. @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?
  4. Hi @Justine, Currently, I don't have Vive Pro Eye device with me. I will check it after I get back to office.
  5. 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?
  6. 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);
  7. Which Unity Editor version did you use? Which sample scene did you launch?
  8. Could you list the steps and any error message you got after the SRanipal program failed to launch?
  9. 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?
  10. 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?
  11. Hi @WWU, Please try to clean up your defined symbols and let your project recompile. Go to Edit>Project Settings>Player>Scripting Define Symbols, clear this field and let Unity recompile. Another method is add "VIU_WAVE_XRSDK_4_2_90_OR_NEWER" to your Scripting Define Symbols list.
  12. Hi @MaxenceQNT, In VIU, there is a teleport example scene(Assets\HTC.UnityPlugin\ViveInputUtility\Examples\4.Teleport\). I think you could refer to the teleportable.cs. Please try that scene using controller to teleport, let me know if you have questions, thanks!
  13. @jwatson Just curious why you will need to check headset's ROM version. Could you briefly list in what situation you will need to set a minimum value for your case? Thanks!
  14. @jboss Just to clarify that VIU did not have popup keyboard. VIU only adds overlay keyboard when using SteamVR Plugin. Other SDKs such as Oculus or Wave, VIU did not provide any. Your statement "If Requires System Keyboard is disabed the VIU popup keyboard will not work" is not true. 😅
  15. @jboss After comparing between your project and mine, I can confirm that VIU is not the root cause to this issue. I did upgrade your project to latest VIU v1.14.1 and everything works fine. After comparing your Oculus plugin with mine, I found below difference and it is the root cause to the virtual keyboard issue. Let me know if you still got other issue, thanks!
  16. @jboss I just private message you, please check your Messages, thanks!
  17. @nickmoseley It seems like you are using XR Interaction Toolkit. Are you using device based or action based? I suggest you can use Vive Input Utility for cross-platform project. If you still run into issues, could you share a sample project for us to check? Thanks!
  18. @nickmoseley Could you try delete the AndroidManifest.xml file under Assets\Plugins\Android folder and try again?
  19. @DDFS Are you referring to VIVE Plugins means Wave SDKs and Vive Input Utility? For Windows platform, you don't have to install Wave SDKs as it is for Android platform. For Vive Input Utility, it can help you for cross-platform projects. Selecting which building platform doesn't matter. Just change to correct platform when you want to build and run on your device. NOTE: if your project wants to run on Oculus device, I suggest to remove Wave SDKs entirely
  20. @jboss Unfortunately, I couldn't get VIU v1.12.2 to show virtual keyboard in UGUI sample scene. I am not sure what is missing or different from yours. Or are you able to share a sample project that can show virtual keyboard in UGUI sample scene? Thanks!
  21. @jboss Thanks for your information, I will check and see if I can find the root cause ASAP. For wrapper version 1.52.0, Oculus Integration version is 20.1. I think you forgot to list the Oculus XR Plugin(Package Manager) version that you installed in your both projects.
  22. @DDFS Yes, that's correct, and are you able to build apk and run on your device?
  23. @jboss You mentioned using VIU v1.12.2 works for input field overlay keyboard. Did you try with UGUI sample scene with VIU v1.12.2 too? It will work fine? If it works in v1.12.2, I will try to find the root cause and fix it ASAP. Please list your versions(Unity Editor and installed/imported SDKs) too, thanks!
  24. @DDFS After adding scope registry, you can go to Window>Package Manager>My Registries (dropdown list from top left corner). Let me know if you still have problem accessing the latest Wave SDK.
  25. @DDFS You can refer to this guideline for building apk and install on Focus 3 headset. I see that your plugin is kinda old, 3.2.0. Let me know if you have questions, thanks!
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