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Everything posted by VIVE_chengnay
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@Annabell ViveInput.cs does provide following APIs, ViveInput.GetPress ViveInput.GetPressDown ViveInput.GetPressUp For example, ViveInput.GetPress(role, ControllerButton.Trigger);
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@jboss Are you able to share your sample project? Or simply screenshot(scripts and key components) what you have in your scene? Did you try VIU example scene (7.RoleBindingExample)? Does it work?
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@jboss Regarding the version still shows 1.10.6, it is because VIUVersion.cs is not updated to 1.10.7. Please ignore this part. To bring up the binding interface window, may I know which scene did you test on? Could you refer to this wiki page and try again? Please note that "Make sure your app gets input focus (by clicking the app preview window or editor scene window)"
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The default height for headset is 175cm, not 160cm. I might need you to provide log for further investigation. Thanks!
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@h-shirakami Did you put on the headset while it is in suspended mode and standing up? The 1st image, 21cm and 171cm, is it before teleportation? So, the 2nd image shows after teleportation? So, headset values increases from 171 to 179 after teleport? EDIT: Could you provide log for our WaveSDK team to investigate? Record the log before you launch apk until you puts your controller on the floor and also after teleportation. > adb logcat -v threadtime 2>&1 | tee logcat log will be saved in filename logcat If there is no log appear, please use this command, > adb shell setprop log.tag.Unity DEBUG
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@h-shirakami What do you mean by it doesn't become zero? Zero for HMD means your headset puts on the ground? Please test below apk, it will have controller and headset height. teleport4.apk BTW, have you tried before DirectPreview with latest WaveVR SDK? It might be an alternative method to debug too.
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From the number that it is not really a big increase in Y axis, but your camera(head) seems a little too high compare to the one before teleport. Are you looking down from the same height as before teleportation? I will provide you with another apk that shows the height of the head. Same steps as before, but this time recording the height of the head, thanks! teleport3.apk
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Could you try my apk, and tell me what's the result after following my steps? teleport2.apk 1. Stand up and put on your headset (Make sure your headset is in suspend mode) 2. After launch the content, put your controller on the floor and record the height 3. Teleport then put the controller on the floor and record the height Thanks! NOTE: If the controller model is missing, it doesn't matter, this is a debug mode.
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@ben-FLOAT Which scene should I play?
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I would like to double check again, Before you teleport, you put the controller on the ground In the content, is it also lying on the ground? So, after you teleport once, your controller will be floating in the air and cannot lie on the ground? Could you also send me a copy of your apk? I would like to test on my device.
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I mean the height will keep increasing after every teleport? Or the height will be fixed after 1st teleport?
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Does the height go higher and higher everytime you teleport? Or just once after the 1st teleport? This issue happens on VIU's example scene?
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URGENT - Why Vive Tracker Role Change alone ?
VIVE_chengnay replied to iMMERGENCE's topic in VIVE Input Utility
@iMMERGENCE Which version of Windows? If you try to allow your application to run as administrator, will this error occurs? -
Touchpad click registered multiple times in FixedUpdate
VIVE_chengnay replied to jboss's topic in VIVE Input Utility
@jboss Does it happen everytime when you pressed on the Pad? I tested on my side, it seems only a couple of times(not very easily to reproduce, probably 1 out 10 or less) it will false trigger twice in a row. And, I found out that there is thread for people complaining that FixedUpdate will execute twice. Either you can use a flag to avoid this to happen or use Update instead. -
Controller button timing fidelity
VIVE_chengnay replied to burkedrane's topic in Developer Discussion
@burkedrane Are you working in 2D or 3D? For getting the time, you want to get a time when you pressed on trigger, then get another time when you released it? You can simply get the time from the system by using the Time class. If I misunderstood your question, please provide an example, thanks! -
@h-shirakami If your controller lies on the floor, but in your scene, your controller seems to float in the air, it is because the height is not adjusted correctly. Previously, in this post, I did mention about how is the height setup in Vive Focus Plus, Since the default value of Vive Focus Plus is 175cm, it might depends on how you put on the HMD. If you are putting on while standing up, and the floor is still not the right height, you simply can adjust by using the Assets\HTC.UnityPlugin\ViveInputUtility\Examples\Shared\Scripts\CustomDeviceHeight.cs from VIU. You can refer to VIU's example scene, Teleport scene, VROrigin>DeviceHeight, here is the script that you can adjust the height. NOTE: Remember to add below code EDIT: @h-shirakami To double confirm I understood your question, You mean after you teleport, then your position seems to move higher than original position? Before you teleport, does your controller floating in the air or lie on the ground?
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@ben-FLOAT Do you mind updating your VIU to latest version and check again if the issue still occurs? In your project, you only import VIU and run under VIU's simulator mode? What else I need to take note to reproduce the issue?
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Comparison of vive focus and vive focus plus
VIVE_chengnay replied to h-shirakami's topic in VIVE Wave SDK
@h-shirakami After changing the source code, your Vive Focus Plus still getting low performance? -
Just to let you know that this might not be fast and quick. It is not under my control. Sorry for the inconvenience. Do you have other alternative way to do it? XD
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I heard from Tony a few days ago that there might be some security concern. It requires additional information from our security team to double check.
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How to get input from tracker when the controllers are connected
VIVE_chengnay replied to arjun's topic in VIVE Input Utility
@Pandiabolism If you update your SteamVR Plugin to 2.0 and above, I don't think using the DeviceID to get the button input will still work. What is your SteamVR Plugin and VIU version? -
Comparison of vive focus and vive focus plus
VIVE_chengnay replied to h-shirakami's topic in VIVE Wave SDK
@h-shirakami Actually VIU camera will attach WaveVR_Render.cs. Could you try adding the code provided by Tony and try again? -
@h-shirakami Please update your SDKs (VIU v1.10.6 from Asset Store and WaveSDK 3.1.4) to the latest version. And add below code, Under Assets\HTC.UnityPlugin\VRModule\Modules\WaveVRModule.cs, line 771 after the override function TriggerViveControllerHaptic, #if VIU_WAVEVR_3_1_0_OR_NEWER public override void TriggerHapticVibration(uint deviceIndex, float durationSeconds = 0.01f, float frequency = 85, float amplitude = 0.125f, float startSecondsFromNow = 0) { var deviceInput = WaveVR_Controller.Input(s_index2type[deviceIndex]); if (deviceInput != null) { if (0 <= amplitude || amplitude <= 0.2) { Interop.WVR_TriggerVibration(deviceInput.DeviceType, WVR_InputId.WVR_InputId_Alias1_Touchpad, (uint)(durationSeconds * 1000000), (uint)frequency, WVR_Intensity.WVR_Intensity_Weak); } else if (0.2 < amplitude || amplitude <= 0.4) { Interop.WVR_TriggerVibration(deviceInput.DeviceType, WVR_InputId.WVR_InputId_Alias1_Touchpad, (uint)(durationSeconds * 1000000), (uint)frequency, WVR_Intensity.WVR_Intensity_Light); } else if (0.4 < amplitude || amplitude <= 0.6) { Interop.WVR_TriggerVibration(deviceInput.DeviceType, WVR_InputId.WVR_InputId_Alias1_Touchpad, (uint)(durationSeconds * 1000000), (uint)frequency, WVR_Intensity.WVR_Intensity_Normal); } else if (0.6 < amplitude || amplitude <= 0.8) { Interop.WVR_TriggerVibration(deviceInput.DeviceType, WVR_InputId.WVR_InputId_Alias1_Touchpad, (uint)(durationSeconds * 1000000), (uint)frequency, WVR_Intensity.WVR_Intensity_Strong); } else if (0.8 < amplitude || amplitude <= 1) { Interop.WVR_TriggerVibration(deviceInput.DeviceType, WVR_InputId.WVR_InputId_Alias1_Touchpad, (uint)(durationSeconds * 1000000), (uint)frequency, WVR_Intensity.WVR_Intensity_Severe); } } } #endif Now you can trigger vibrate by calling ViveInput.TriggerHapticVibration(role, hapticValue). hapticValue is in seconds, if you set it to 1 sec, it will roughly be alittle bit more than 1 sec up to 2 sec. I double check internally that Vive Focus Plus' controller does not have any intensity level, I hope this new API is enough for your development.