-
Posts
1,069 -
Joined
-
Last visited
Content Type
Profiles
Forums
Gallery
Blogs
Events
Store
Downloads
Everything posted by VIVE_chengnay
-
@毛.sy Could you provide sample project? Thanks!
-
Hi @jboss, I found a post saying to enlarge the drag threshold, and after I tested on UGUI sample scene, it does work.
-
@Stanislav Kostikov Could you provide sample project? Thanks!
-
@AlGolden Thanks for pointing out the bug. Please update Assets/HTC.UnityPlugin/VRModule/Modules/UnityXRModule.cs, Line 661, state.SetAxisValue(VRModuleRawAxis.TouchpadX, primary2DAxis.x); state.SetAxisValue(VRModuleRawAxis.TouchpadY, primary2DAxis.y); Regarding the locomotion, VIU does not have smooth moving with touchpad or joystick, do you need us to provide sample code?
-
@AlGolden Could you list the versions of your plugins including Oculus SDK (Unity XR or Unity Native), VIU, Unity Plugin... etc? Thanks! UPDATE: Regarding the ViveInput.GetPadAxis, did you assign the correct role? I tried using Oculus Rift Controller and Index Controller, I am able to get axis value. Could you provide sample code for debugging?
-
@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.
-
How does one get input from the tracker puck?
VIVE_chengnay replied to EntropicLife's topic in VIVE Input Utility
@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. -
VIU update: support for the OpenVR XR plugin!
VIVE_chengnay replied to dario's topic in VIVE Input Utility
@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 -
@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.
-
@AlGolden As far as I know that Wave SDK cannot run on Pico Neo 2 device. Sorry for the inconvenience.
-
Can't build Vive Wave in existing project
VIVE_chengnay replied to Stanislav Kostikov's topic in VIVE Wave SDK
@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. -
App crashes while playing 4k 360 videos on Vive Focus Plus
VIVE_chengnay replied to tanuj.arora's topic in VIVE Wave SDK
@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)? -
Can't build Vive Wave in existing project
VIVE_chengnay replied to Stanislav Kostikov's topic in VIVE Wave SDK
@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? -
@AlGolden Did you try building with PicoVR SDK?
-
VIU update: support for the OpenVR XR plugin!
VIVE_chengnay replied to dario's topic in VIVE Input Utility
@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! -
VIU update: support for the OpenVR XR plugin!
VIVE_chengnay replied to dario's topic in VIVE Input Utility
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 ^^ -
VIU update: support for the OpenVR XR plugin!
VIVE_chengnay replied to dario's topic in VIVE Input Utility
@mindless2831 You should be able to use SteamVR Plugin v2.6.1 with latest OpenXR Plugin and VIU. -
VIU update: support for the OpenVR XR plugin!
VIVE_chengnay replied to dario's topic in VIVE Input Utility
@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. -
Help with controller model in WaveVR 3.2 with Unity XR
VIVE_chengnay replied to mobfish_cai's topic in VIVE Wave SDK
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. -
Help with controller model in WaveVR 3.2 with Unity XR
VIVE_chengnay replied to mobfish_cai's topic in VIVE Wave SDK
Are you referring to the default controller model that provided by Wave? -
@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.
-
@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"?