Jump to content

Corvus

Verified Members
  • Posts

    313
  • Joined

  • Last visited

Everything posted by Corvus

  1. @DevDonVive You will need to write a script to record the data in the format you require. You can find example code to get you started in this post: https://forum.vive.com/forums/topic/5897-getting-verbosedata-at-the-fastest-rate-possible/?do=findComment&comment=26428
  2. @dNazarik Can you check what version of SRanipal SDK you're using? Please update to the latest SDK release (SRanipal_SDK_1.1.0.1), the "IsViveProEye" function wasn't included in the initial release version.
  3. @EnduvoJD The update should not effect WebViews. Using Application.OpenURL() won't always close your app, Android will background your app but in my testing it does usually get closed to free up memory.
  4. @atonalfreerider Can you try deleting the Assets/Plugins folder, reimporting the Wave SDK (3.1.1), and rebuilding the apk.
  5. @kai2ser The Vive Pro Eye requires the SRanipal eye tracking runtime which is windows only. You can find the system requirements for Vive Pro Eye on this page under the "Minimum Computer Specs" section. https://enterprise.vive.com/us/product/vive-pro-eye/
  6. Updated calibration troubleshooting instructions have been posted here: https://forum.vive.com/forums/topic/6482-vive-pro-eye-calibration-initialization-error-troubleshooting/ @vkm22 @viehlieb
  7. Updated calibration troubleshooting instructions have been posted here: https://forum.vive.com/forums/topic/6482-vive-pro-eye-calibration-initialization-error-troubleshooting/
  8. Vive Pro Eye Calibration Initialization Error Troubleshooting Problem: Launching calibration shows error: "Initialization Failed" Solutions: - Run "EyeCalibration.exe" manually in C:\Program Files\VIVE\SRanipal\tools\eye_calibration - Power off/on PC & Link Box. - Run 'sr_runtime.exe' as Admin. Default install path: 'C:\Program Files (x86)\VIVE\SRanipal'. - Update SteamVR Runtime. - Update graphics card drivers. - Navigate to "Change User Account Control settings" via Windows Settings search or start menu search. Change to "Never Notify" and click "OK". - Possible issue with some models of MSI laptops fixed with rollback to earlier NVIDIA driver. Fresh install of NVIDIA driver 417.71 (GPU BIOS not being updated and it does not support the latest NVIDIA driver). - Uninstall 'VIVE_SRaniaplInstaller' & 'Tobii VRU02 Runtime'. Restart and Install latest 'VIVE_SRanipalInstaller_1.1.0.1.msi'. Plug in HMD and wait for any updates to complete. - Update motherboard integrated Intel Graphics Driver (fixes system reference to incorrect openCL.dll (intel) instead of NVidia). - Disable integrated graphic card - Possible issue with wireless adapter, try running calibration with wired. - Possible issues with early dev kits. Check System Requirements: - Use DisplayPort, mini-DisplayPort, or USB-C output from the dedicated GPU. - Windows 8.1 or later (64-bit). Problem: Error in logs: "This HMD doest NOT has eye-tracking feature, Error : -5" Solutions: - Launch "SR_Runtime" and start calibration or eye tracking application - Check Device Manager for "EyeChip" under "Universal Serial Bus Devices" - Check Services for "Tobii VRU02 Runtime" - Remove any other Tobii services installed - Disconnect any other eye tracking devices attached
  9. @musk The Focus requires the Wave SDK and we don't have any plans to announce regarding native integration of the Wave SDK in Unity XR at this time.
  10. @Fangh, No, the Wave SDK has not been integrated into native Unity XR. Currently you must integrate with the Wave SDK to support the Focus.
  11. What game engine are you using? Can you share a code snippet that includes the full paths you're testing?
  12. This is just a warning that you will need to resolve before submitting to the store. You should be able to develop and test without any issues. Instructions from the Viveport Submission Guide are below if you want to update the manifest. If you have any questions or need some example manifests let me know. https://developer.vive.com/resources/knowledgebase/viveport-docs-eng/ Below are optional components that we recommend you fill in to help us better understand your content. The meta data might affect how Viveport store distributes your content across different devices. After uploading your APK with correct manifest file to the console, please help confirm the values that we parsed from your APK. Examples are given in each component. Capability of DoF support for the head-mounted display (HMD): <meta-data android:name="com.htc.vr.content.NumDoFHmd" android:value="6DoF"/> Please consider the DoF support of HMD and controller individually for your content. – Set value “3DoF” if your content only considers the rotation pose. – Set value “6DoF” if your content considers both rotation and position pose. – Set value “3,6DoF” if your content is capable of supporting both 3 and 6 DoF playing. Capability of DoF support for the controller: <meta-data android:name="com.htc.vr.content.NumDoFController" android:value="6DoF"/> Total number of controllers that your content supports: <meta-data android:name="com.htc.vr.content.NumController" android:value="1"/>
  13. Generally best practice is to rotate the video not the player. If you need to rotate the player try creating a parent gameobject and rotating it instead.
  14. Do you have "SRanipal_Eye_Framework.cs" attached to a game object in the scene with "Enable Eye" checked?
  15. Currently only the Vive Pro Eye is compatible with the Vive SRanipal SDK. I will follow up with more information about possible compatibility Tobii Eye Tracking.
  16. Here's some sample code to help you get started in Unity. private static EyeData eyeData;private static VerboseData verboseData;private float pupilDiameterLeft, pupilDiameterRight;private Vector2 pupilPositionLeft, pupilPositionRight;private float eyeOpenLeft, eyeOpenRight;void Update(){ SRanipal_Eye.GetEyeData(ref eyeData); SRanipal_Eye.GetVerboseData(out verboseData); // pupil diameter pupilDiameterLeft = eyeData.verbose_data.left.pupil_diameter_mm; pupilDiameterRight = eyeData.verbose_data.right.pupil_diameter_mm; // pupil positions pupilPositionLeft = eyeData.verbose_data.left.pupil_position_in_sensor_area; pupilPositionRight = eyeData.verbose_data.right.pupil_position_in_sensor_area; // eye open eyeOpenLeft = eyeData.verbose_data.left.eye_openness; eyeOpenRight = eyeData.verbose_data.right.eye_openness;}
  17. Howdy, there is another thread where users are experiencing the same issue. Please check this thread for a possible workaround and we will post a fix when available. https://community.viveport.com/t5/Vive-SRanipal-SDK/SRanipal-Start-Calibration-fails/m-p/32508#M88
  18. Have you registered as a developer yet on the viveport console? https://developer.viveport.com/console/
  19. This post has been moved. Follow the link to the new location. Thanks!
  20. Have you added the permissions to the android manifest? <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
  21. This post has been moved. Follow the link to the new location. Thanks!
  22. , What engine are you using? In Unity you can use these two lines to launch the calibration and show the dashboard. SRanipal_Eye.LaunchEyeCalibration(); OpenVR.Overlay.ShowDashboard("com.htc.vive.eyecalibration");
  23. , UE4 manages manifest settings in the AdvancedAPKPackaging section. You cannot edit the manifst xml directly with UE4. Check the UE4 docs for more info. UE4 Android Manifest Docs: https://docs.unrealengine.com/en-US/Platforms/Mobile/Android/AndroidManifestControl/index.html
  24. Dummy eye tracking data is currently not part of the SDK. What kind of dummy data or scenarios would you need for debugging/testing?
  25. SRWorks 0.8.0.2 does not support Turing GPUs yet. Should have an update with support soon. https://community.viveport.com/t5/Vive-SRWorks-SDK/List-of-Supported-GPUs/m-p/30984?
×
×
  • Create New...