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Everything posted by VIVE_chengnay
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An error occurred while using the Wave case
VIVE_chengnay replied to fate.hua's topic in VIVE Wave SDK
Hi @fate.hua, Under Project Settings>XR Plug-in Management, go to Windows tab, did you check WaveXR? -
External camera be displayed on the Focus 3 display
VIVE_chengnay replied to Amir Gharghabi's topic in VIVE Input Utility
Hi @Amir Gharghabi, Does the external camera comes with SDK for development? I am not sure if there is driver ready for Unity to detect your device when it is connected through wireless connection. You can check out the logs after you connected to headset. -
Hi @Deyu, Sorry for the late reply. We do have a sample project to demonstrate Eyetracking. https://github.com/ViveSoftware/FaceGym/ Feel free to try this out and ask questions if you have any.
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Error while importing the scene perception sample
VIVE_chengnay replied to EricLu's topic in VIVE Wave SDK
Hi @EricLu, Sorry for the late reply. Have you tried the latest version(5.6.0-r.10.2)? This version should fix the issue but you might still need to manually import the samples from XRSDK. -
Hi @EliotR, Sorry for late reply. Currently there is no workaround and the error logs shouldn't cause any problem to your content. Or your content is having issues due to those error logs?
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Hi @yl3466, Sorry to reply you late. Could you try deleting the AndroidManifest.xml from C:\Users\YitingLIU\Repos\CA-TS\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\library_manifest\debug\AndroidManifest.xml? Then rebuild your project again.
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- focus 3
- eye tracking
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Htc vive pro eye + OpenXR + Unity, Hmd cant display at release
VIVE_chengnay replied to zjj's topic in VIVE OpenXR
Hi @zjj, Sorry to reply you late. Are you able to see SteamVR Home in your Vive Pro Eye headset? -
Hi @fate.hua, Wave SDK only supports running on Android platform. May I know what's your reason for running on Windows platform?
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Hi @fate.hua, How did you import the Wave SDK? By unitypackage? Did you import XRSDK and Native?
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For developing PCVR, you will need to use VIVE OpenXR Plugin. Currently, VBS only supports OpenXR XR_EXT_hand_tracking. For pinch and fist gestures will be mapping to controller's trigger and grip button. For other gestures, you can follow the methods in below script, https://github.com/ViveSoftware/VRS-Studio/blob/main/VRS_Studio/Assets/Scripts/ScissorsPaperRock/ScissorsPaperRock.cs
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Hi @jwatson, You can use below code to get the language and country to differentiate between Spanish (Latin America) and Spanish (Spain). string GetSystemLanguage() { AndroidJavaClass lc = new AndroidJavaClass("java/util/Locale"); AndroidJavaObject dl = lc.CallStatic<AndroidJavaObject>("getDefault"); string language = dl.Call<string>("getLanguage"); string country = dl.Call<string>("getCountry"); return language + "-" + country; } For Spanish (Latin America), you will get es-419.
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WVR_Event when headset is removed and put back on by user
VIVE_chengnay replied to Romain's topic in VIVE Wave SDK
Hi @Renan Viewport, Not sure if below solution OK for you, It required to install Unity Input System plugin. bool IsUserPresence() { if (ProximitySensor.current != null) { if (!ProximitySensor.current.IsActuated()) InputSystem.EnableDevice(ProximitySensor.current); return ProximitySensor.current.distance.ReadValue() < 1; } return false; } Hi @JulienActiveMe, I forgot to reply your question. Sorry about that and please try the solution. -
Hi @crdm21, There is newer version of Wave SDK available. Feel free to update to the latest one. And, below is the quick patch for adding MeshCollider for your need. I modified the GeneratedSceneMeshContainer.cs file. private GameObject GenerateNewGameObject(SceneMesh sceneMesh) { //Log.d(LOG_TAG, "Add new scene mesh"); GameObject newSceneMeshGO = ScenePerceptionObjectTools.GenerateSceneMesh(scenePerceptionManager, sceneMesh, generatedMeshMaterialWireframe, false, context.GetTrackingOrigin()); if (newSceneMeshGO == null) return null; //Process Mesh For Wireframe rendering MeshFilter generatedSceneMeshFilter = newSceneMeshGO.GetComponent<MeshFilter>(); if (generatedSceneMeshFilter && generatedSceneMeshFilter.mesh) { Mesh generatedSceneMeshInstance = generatedSceneMeshFilter.mesh; generatedSceneMeshFilter.mesh = ProcessSceneMeshForWireframe(generatedSceneMeshInstance); // Add below two lines var meshCollider = newSceneMeshGO.AddComponent<MeshCollider>(); meshCollider.sharedMesh = generatedSceneMeshInstance; } return newSceneMeshGO; } Let me know if you have questions, thanks! NOTE: I test and verify with Wave SDK 5.6.0-r.10.1.