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Posts posted by VIVE_chengnay
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Hi @unko,
Could you check your Start function, did it execute from beginning to end?
If yes, could you share your log file?
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Hi @unko,
From other topic, you already can access the storage permission. Is your problem resolved?
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Hi @unko,
Yes, once you allowed the permission, it will only poop once. Unless you uninstall your app and reinstall, then it will popup again.
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Hi @mbennett,
We are still clarifying issues with Steam.
Could you also post this issue to Steam forum?
Thanks!
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Hi @T1786,
For Focus Plus device, I suggest to use a custom height to resolve your issue.
Please refer to Teleport example scene.
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Hi @DRSpearing,
As you mentioned ViveOpenXRGame sample works fine, but after adding your VR content from VR_Template project then it failed.
Do you mind sharing your project to us for further investigation?
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Hi @Tibor,
Could you provide some screenshots to clarify your questions?
Maybe screenshots regarding your current setup environment(Settings, Plugins's version) will be helpful too.
I am not quite sure what do you mean by below statement.
Is it error message show in console?
18 hours ago, Tibor said:"openxrfeature enabled cannot be changed while openxr is running"
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Currently, there is another method is to use VBS.
But, your project will need to switch to PC platform and use SteamVR Unity Plugin for development.
Tips for cross-platform project, you can install Vive Input Utility.
https://github.com/ViveSoftware/ViveInputUtility-Unity
Using the same API to get data information.
You can easily switch plugins without changing your C# code.
Note: If you did install the apk from Direct Preview, please reinstall VBS app.
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Hi @DRSpearing,
Could you double check Default_5_3_2.uproject, is ViveOpenXR enabled?
File path: C:\Users\DanSpearing\Development\Unreal Projects\Templates\Default_5_3_2\Default_5_3_2.uproject
If yes, could you try package our ViveOpenXRGame sample?
Is the issue still exist?
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For now, you might need to build apk and debug in VR.
You can print debug information in VR.
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Hi @fate.hua,
Currently, Direct Preview does not support Ultimate tracker for now.
Support Ultimate tracker is in our roadmap.
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Hi @DRSpearing,
Could you double check if plugin is enabled?
If yes, please uncheck and check then rebuild.
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Hi @Tibor,
If your Unity project calls ViveStreaming service, please ensure you destroy or terminate the service before stopping your app.
You can also share your script to me for further investigation.
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Hi @blongo,
You are required to install Wave XR Plugin to run your app as 3D.
Could you download the latest plugin from GitHub and try again?
https://github.com/ViveSoftware/VIVE-Wave/releases/tag/versions%2F5.6.0-r.10.2
If you get any compile error, please provide your error message to me.
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That's fine if the settings are the same.
We will check the log first.
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Hi @DRSpearing,
Could you share your screenshot of AndroidSDK settings?
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Hi @DRSpearing,
Could you provide apk(required developement build) or log file for further assistance?
C:\Users\<Account>\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+Program+Files+Epic+Games+UE_5.3
Below is an example of our SDK and NDK settings,
You can also checkout below document to setup your SDK and NDK.
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Hi @blongo,
Could you try deleting the AndroidManifest.xml(Under Assets\Plugins\Android\) and try again?
May I know which Wave XR Plugin version did you install?
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Hi @DRSpearing,
Did you try using Vive OpenXR Plugin?
https://developer.vive.com/resources/openxr/unreal/unreal-download/latest/
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Hi @EricLu,
For one wrist tracker and one controller case,
simply click on "Pair New"(Settings>Inputs>Controllers) on either one of the controller, and start pairing your wrist tracker.
What will happen when you do above steps?
how to get head position / rocation / timestamps of log data of headtracking and eyetracking ?
in VIVE Wave SDK
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Hi @unko,
Yes, what works in Editor mode might not be the same as in running on Android device.
And, I look through your code, the filepath and creating file part might need to update.
Could you provide log from Elite?