Jump to content

VIVE_chengnay

Employee
  • Posts

    940
  • Joined

  • Last visited

Everything posted by VIVE_chengnay

  1. @AlGolden Please manually add below code to RenderModelHook.cs, Line 157, public enum OverrideModelEnum { ... ViveFocusChirp = VRModuleDeviceModel.ViveFocusChirp, } We miss to add it to the list, sorry for the inconvenience. You can look up the Wiki in the VIU GitHub, or feel free to ask if you need help.
  2. @EntropicLife You can use below API to get the trigger press value. public ViveRoleProperty role = new ViveRoleProperty .New(); ViveInput.GetPress(role, ControllerButton.Trigger); NOTE: remember to set the role to Tracker Role and also double check your tracker settings in SteamVR.
  3. @mindless2831 To get the latest SteamVR Unity Plugin (v2.6.1), please click on the link. In VIU Settings, it will show OpenVR XR Plugin button first, after you install it then SteamVR button will show up after you check the OpenVR checkbox. NOTE: VIU v1.12.0 will download beta version as SteamVR Unity Plugin v2.6.1 was not released yet when VIU v1.12.0 was released
  4. @AlGolden Yes, you can use VIU for cross platform between VIVE Focus/Focus Plus and Quest, but not Quest2 for now. We will add support to Quest2 in the future when we get the device.
  5. @AlGolden As far as I know that Wave SDK cannot run on Pico Neo 2 device. Sorry for the inconvenience.
  6. @Stanislav Kostikov Glad to hear that your problem is resolved. 😅 Please don't hesitate to ask for help if you encounter issues in the future.
  7. @tanuj.arora If you are using Wave SDK (unitypackage) version, you may encounter a Unity memory leak issue. https://hub.vive.com/storage/docs/en-us/UnityVRSdk.html Could you try switching to VIVE Wave XR Plugin or use older version of Unity Editor(not newer than 2019.3.6f1)?
  8. @Stanislav Kostikov Could you double check the folder "Assets\Plugins\Android"? There might be some additional files that causes the errors. If you still cannot resolve the errors, could you provide sample project which can reproduce the errors?
  9. @AlGolden Did you try building with PicoVR SDK?
  10. @mindless2831 I never heard of the black screen patches. Please follow below steps, 1. Import VIU v1.12.0 2. Install OpenVR XR Plugin v1.0.1 from VIU Settings 3. There should be a warning message telling you to install SteamVR Plugin in VIU Settings, click the button next to it. If you run into any issue do let me know, thanks!
  11. With latest VIU, you should be able to download OpenVR XR Plugin package(v1.0.1) from VIU Settings (Edit>Preferences>VIU Settings). Are you using VIU v1.12.0? I am located in Taiwan, it is 2pm here ^^
  12. @mindless2831 You should be able to use SteamVR Plugin v2.6.1 with latest OpenXR Plugin and VIU.
  13. @mindless2831 Actually VIU v1.12.0 already published to Asset Store as well as Unity Package Manager. You don't need that zip file if you updated VIU to latest version.
  14. You need to find a VIVE Focus or Focus plus to run the hellovr.apk that you built. Xiaomi or other brand Android mobile phone are not supported.
  15. Which Android Phone? You can only use Wave SDK on Wave devices (Focus/Focus Plus).
  16. Have you tried using the VIVE Wave XR Plugin - Essence? By installing the Essence, you can "import Feature - Controller" from Edit>Project Settings>Wave XR>Essence. But I am not sure if this will add Pico g2 controller model, I don't have this device.
  17. Are you referring to the default controller model that provided by Wave?
  18. @PJninja I did manage to get input event from Tracker role that are not set as Held in Hand. You need to modify your tracker json file to corresponding role. For example, { "name": "Default bindings for Vive Trackers", "controller_type": "vive_tracker_left_knee", "last_edited_by": "UnrealEngine", "bindings": { "/actions/main": { "sources": [ { "mode": "trigger", "path": "/user/knee/left/input/trigger", "inputs": { "click": { "output": "/actions/main/in/GrabLeft" } } } ], "poses": [ { "output": "/actions/main/in/special4", "path": "/user/knee/left/pose/raw", "requirement": "optional" } ] } }, } Please note that you cannot set more than 1 tracker to same Tracker role. Even if the tracker is disconnected, you need to set the Tracker role to DISABLED.
  19. @PJninja I don't quite get what do you mean by "don't come with a signature just passing a generic trigger event". By the way, what role did you set for your trackers in SteamVR's "Manage VIVE Trackers"?
  20. @Sylus Steam plugin are you referring to SteamVR Unity Plugin? Or OpenVR Desktop Plugin from Unity Package Manager? Are you able to play the examples(Assets\HTC.UnityPlugin\ViveInputUtility\Examples\) in VIU? Does it work?
  21. Hi all, In order to use VIU (v1.11.0) to work with SteamVR Unity Plugin (v2.6.0b2/v2.6.0b3) and OpenVR XR Plugin preview4/preview5, below quick fix is required. Replace 2 files from the attached file viu_v1.11.0_patch.zip Assets/HTC.UnityPlugin/VRModule/Modules/SteamVRModule.cs Assets/HTC.UnityPlugin/ViveInputUtility/Scripts/Editor/VRPlatformSettings/OpenVRSettings.cs NOTE: OpenVR XR Plugin preview4 and preview5 CANNOT run without SteamVR Unity Plugin (v2.6.0b2/v2.6.0b3)
  22. Good to hear that! It is supposed to work like what you did which is described in VIU's Wiki. But, that didn't work for me when I use 1.12.5. I will try again to see if it actually works. UPDATE: Just double check, it also works for me when using SteamVR 1.12.5. I tried with 2 controllers + 2 Vive trackers.
  23. @InfiniteVR I will take a look at your project. BTW, I am looking for this setting window, Would you mind share the same screenshot to me for all the trackers? Thanks! UPDATE: After checking the latest SteamVR, it does not support tracker to get input if there are 2 controllers connected! I will need time to do more investigation on this, get back to you when I have final result. @InfiniteVR By using SteamVR beta 1.13.8, I am able to use multiple trackers with input. Could you try with this version and provide your result? Thanks!
  24. @clk1999 Are you using Vive Input Utility(VIU) for your development? For the popup part, you can check whether the trackers are connected or not. For example, var deviceState = VRModule.GetCurrentDeviceState(ViveRole.GetDeviceIndexEx(TrackerRole.Tracker1)); Debug.Log("Is Tracker1 connected? " + deviceState.isConnected); Next, you could use "BindDeviceToRole" api for assigning them to certain game objects. 1. Making your game objects to certain role 2. When you detected trackers are connected 3. Assign them to the role that you have assigned for those game objects All above code could be found in VIU.
  25. @InfiniteVR Could you provide the screenshot of your "Manage Vive Trackers" (See attached image) in SteamVR Settings? If you could provide your Unity project for further investigation, it will be helpful too. By the way, did you revert the changes you made to your tracker's json file? >> VIU plugin : could reproduce the problem on v1.0.6, v1.0.7 and v1.0.11 (downloaded directly on Github page) Do you mean VIU version 1.10.6, 1.10.7 and 1.11.0?
×
×
  • Create New...