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Everything posted by VIVE_chengnay
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Hi @MarijnSELink, Please update your Wave XR Plugin to latest version and try again to see if your 3D model will move abit when you walk around.
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Hi @MarijnSELink, May I know which Unity and Wave SDK versions you used for your project?
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Hi @Ring, For myself, I will do the followings, private Color? recOriginalColor = null; //In your show passthrough underlay function, add below code before calling Interop API Camera.main.clearFlags = CameraClearFlags.SolidColor; if (recOriginalColor == null) recOriginalColor = Camera.main.backgroundColor; Camera.main.backgroundColor = Color.white * 0; //In your hide passthrough underlay function, add below code before calling Interop API Camera.main.clearFlags = CameraClearFlags.Skybox; if (recOriginalColor.HasValue) Camera.main.backgroundColor = recOriginalColor.Value; else Camera.main.backgroundColor = new Color(49f / 255f, 77f / 255f, 121f / 255f, 5f / 255f); Let me know if you still have issues.
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Hi @Jasonwithabs, You can refer to the scripts in Assets\ViveHandTracking\Scripts\CustomGesture folder. I suggest to install VIU which supports multi-platforms, so that your project can switch to other platform seemlessly. You can refer to ScissorsPaperRock which I wrote to recognize user throwing Scissors, Paper and Rock gestures. Feel free to ask questions if you have any. NOTE: Do not import multiple SDKs in single project
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How to Check if Your Vive Controllers are Working Properly
VIVE_chengnay replied to CarolJenkins's topic in VIVE & VIVE Pro
Hi @CarolJenkins, Please check this out. Feel free to ask questions if you have any. -
WVR_Event when headset is removed and put back on by user
VIVE_chengnay replied to Romain's topic in VIVE Wave SDK
Hi @Romain, According to the document, you should not use WVR_PollEventQueue. To receive the WVR_EventType_RenderingToBePaused and WVR_EventType_RenderingToBeResumed you refer to the WaveEssence.cs. Instead of listening to events, you can check the CommonUsages.UserPresence value. -
VIU update: support for the OpenVR XR plugin!
VIVE_chengnay replied to dario's topic in VIVE Input Utility
Hi @jboss, The Vive you are referring to AIO(mobile) or PCVR? -
eye tracking Vive focus 3 eye tracker connected to a pc
VIVE_chengnay replied to Marius's topic in Developer Support
Hi @houb3, SRanipal is for PCVR. For Focus 3, you will need to use Wave SDK. Of cause, you still can use SRanipal's sample scene(including scripts) for development. Just you will need to spend some time to update the script to run on AIO device. -
eye tracking Vive focus 3 eye tracker connected to a pc
VIVE_chengnay replied to Marius's topic in Developer Support
Hi @houb3, Yes, you can connect eye tracker to the bottom port of the headset and use another cable to connect to PC using the side port. For SDK, please use the latest Wave SDK (5.2.0-r.8). -
Failed to load display system / Unable to start Wave XR SDK Plugin
VIVE_chengnay replied to JHibbins's topic in VIVE Wave SDK
Hi @JHibbins, Do you mean the Quality Settings was changed from Medium to Very Low? -
Hi @1099, Yes, you are able to use a virtual keyboard in the sample scene (IMETest). There is no prefab included. You can refer to the script for reference. Assets\Samples\VIVE Wave XR Plugin - Essence\<your sdk version>\Essence\IMEMgr_Test\Scripts\IMETest_Manager.cs
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Failed to load display system / Unable to start Wave XR SDK Plugin
VIVE_chengnay replied to JHibbins's topic in VIVE Wave SDK
Hi @JHibbins, Could you try with a new Unity project and import Wave XR SDK? Please double check your project is using Android platform, thanks! -
Hi @1099, Please refer to this link, and under Installation>Adding the Vive Registry.
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Hi @1099, Please refer to below screenshots and import the samples. You can find it at Assets\Samples\VIVE Wave XR Plugin - Essence\<SDK version>\Essence\IMEMgr_Test\.
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Hi @1099, You will need to implement virtual keyboard for AIO devices such as Oculus headsets or VIVE headsets. UGUI example scene only supports PCVR device. For VIVE Focus device, you can refer to this link.
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[BUG] Focus 3 input lost after waking from sleep mode - Unity
VIVE_chengnay replied to tamasa's topic in VIVE Wave SDK
Hi @tamasa, Regarding cross platform, I recommend you to use Vive Input Utility(VIU) which can lighten your work. One time coding and you can build your project for PCVR or mobile VR. -
[BUG] Focus 3 input lost after waking from sleep mode - Unity
VIVE_chengnay replied to tamasa's topic in VIVE Wave SDK
Hi @tamasa, It looks like you use the Assets > Samples > Wave > XR > XR > Controller > ControllerSample scene to test. This is a known issue caused by Unity Input System Since you already imported the Essence package, you can refer to another controller sample, e.g. Assets > Wave > Essence > Controller > Model > {version} > Demo > Scenes those will not encounter this issue. Sorry for the late response. -
[BUG] Focus 3 input lost after waking from sleep mode - Unity
VIVE_chengnay replied to tamasa's topic in VIVE Wave SDK
Hi @tamasa, Could you provide log for further investigation? Thanks! By the way, are you using Input Action to get controller position? -
How can I add rotation to the Quest 2 and Focus 3 controllers?
VIVE_chengnay replied to 1099's topic in VIVE Input Utility
Hi @1099, Here is a sample code that you can do snap turn. private float prePadXAxis = 0f; void update() { var padXAxis = ViveInput.GetAxisEx(ControllerRole.RightHand, ControllerAxis.PadX); if (prePadXAxis == 0f && padXAxis < 0f) { transform.Rotate(0f, -10f, 0f); prePadXAxis = padXAxis; } else if (prePadXAxis == 0f && padXAxis > 0f) { transform.Rotate(0f, 10f, 0f); prePadXAxis = padXAxis; } else prePadXAxis = padXAxis; } You need to attach this script to the root(VROrigin) of your ViveCameraRig. All the children(like pointers) will take effect to the rotation. -
How can I add rotation to the Quest 2 and Focus 3 controllers?
VIVE_chengnay replied to 1099's topic in VIVE Input Utility
Hi @1099, May I know what is your goal? In Simulator, we added rotate feature due to user has no actual HMD. But in Quest 2 or Focus 3, user can rotate HMD by turning the head. Are you looking for something like snap turn? -
How can I add rotation to the Quest 2 and Focus 3 controllers?
VIVE_chengnay replied to 1099's topic in VIVE Input Utility
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Wave Keyboard callbacks not getting called on Focus 3
VIVE_chengnay replied to saltyseabeard's topic in VIVE Wave SDK
Hi @saltyseabeard, Do you mind sharing a sample project for further investigation? Thanks!