Jump to content

Corvus

Verified Members
  • Posts

    313
  • Joined

  • Last visited

Everything posted by Corvus

  1. @harryh2019 There is a fix for this issue in the latest SteamVR Beta.
  2. @paul It looks like there is a a bug in your manifest. Specifically the "android:configChanges" line is in the wrong section and the activity tag is closed twice. Can you try again with these changes: <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.unity3d.player" xmlns:tools="http://schemas.android.com/tools"> <application android:icon="@drawable/app_icon" android:label="@string/app_name" android:theme="@style/Theme.WaveVR.Loading" android:resizeableActivity="false" android:configChanges="density|fontScale|keyboard|keyboardHidden|layoutDirection|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen" tools:replace="android:theme"> <!--You can use your theme here.--> <activity android:name="com.htc.vr.unity.WVRUnityVRActivity" android:label="@string/app_name" android:screenOrientation="landscape" android:theme="@android:style/Theme.NoTitleBar.Fullscreen" android:enableVrMode="@string/wvr_vr_mode_component"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> <category android:name="com.htc.intent.category.VRAPP" /> </intent-filter> <meta-data android:name="unityplayer.UnityActivity" android:value="true" /> <meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="true" /> </activity> <meta-data android:name="minWaveSDKVersion" android:value="1" /> <meta-data android:name="com.htc.vr.content.NumDoFHmd" android:value="6DoF"/> <meta-data android:name="com.htc.vr.content.NumDoFController" android:value="6DoF"/> <meta-data android:name="com.htc.vr.content.NumController" android:value="2"/> </application> <uses-permission android:name="vive.wave.vr.oem.data.OEMDataRead" /> <uses-permission android:name="vive.wave.vr.oem.data.OEMDataWrite" /> </manifest>
  3. @harryh2019 Is the offset you're experiencing only during the calibration screen? And what version of SteamVR are you using?
  4. @paul Can you share the androidmanifest.xml file here so we can take a look?
  5. @imarin18 That is correct, the function is not supported yet and it will be made clear in the next release.
  6. @Nastaran That's correct, the bug is only with the calibration test shown in the OpenVR overlay. The offset bug should not occur in the SDK samples or other content.
  7. @aarelovich You will want to use the OpenVR SDK to render to the HMD. For using eye tracking you will want to use the SRanipal Native SDK. https://github.com/ValveSoftware/openvr https://developer.vive.com/resources/knowledgebase/vive-sranipal-sdk/
  8. Hey everyone, thanks for reporting this issue. It appears to be a bug introduced with SteamVR 1.8.20 and we are working on a fix.
  9. @Annabell The HMD position is tracked with the Unity Camera so you can use that to detect head rotation (nodding/shaking).
  10. @mjean No, Viveport does not currently have Cloud saves. You can use the Stats API if the functionality works for your use case.
  11. @Claud I was able to reproduce the issue with accepting the license agreement. It wont allow you to accept the license and calibrate unless running as an admin account. Once I tried running as admin it allowed the license and calibration.
  12. @Claud It doesn't matter what account you use to download the installer. It seems the issue/bug is with accepting the license agreement. The calibration button will be grayed out until you have accepted the agreement. @Daniel_Y
  13. @Claud Can you check this troubleshooting guide and see if any of the suggestions work for you: https://forum.vive.com/forums/topic/6482-vive-pro-eye-calibration-initialization-error-troubleshooting/
  14. @Claud Can you try disabling any antivirus before the SRanipal installation? Some antivirus may corrupt the installer.
  15. @huiwang Did you receive a dev kit before release or is this a release version of the HMD? Also, what are your system specs?
  16. @RobertsonLab Thanks for the feedback. Currently the SDK does not support customizing the calibration process but we are looking at potentially adding this feature in the future.
  17. @ScottHerz Thanks for reporting this we will look into it. Just to confirm is it working for you now?
  18. @ScottHerz What version of the installer are you using? and do you have any antivirus enabled? If so please try disabling antivirus as it may corrupt the installer.
  19. @dNazarik No that functionality is currently not possible. Thanks for the feedback.
  20. @Tatiana_K Please see this post about getting tracking data at 120hz in Unity: https://forum.vive.com/forums/topic/5897-getting-verbosedata-at-the-fastest-rate-possible/?do=findComment&comment=26428
  21. @hamdo1986 Edit > Project Settings > Other Settings section Uncheck 'Auto Graphics API' Select 'Vulkan' and click '-' minus button to remove
  22. @Lian If you aren't using the Unity or Unreal plugins you will need to create a native application that initializes the SRanipal runtime and captures any data required.
  23. @MacBread If you are a beginner in Unity and VR I would suggest checking some of the blogs that have been posted about using the camera for pass through. This one I'm linking is by @Dario and should help you get started but there are many others if you search around. https://medium.com/@dariony/about-mixed-reality-part-2-4a371f03d910
  24. @dNazarik It looks like you're checking the Tobii XR SDK. I cannot offer support for the Tobii SDK but there is a VIVE eye tracking SDK called "SRanipal" which you can download the SDK and documentation here: https://developer.vive.com/resources/knowledgebase/vive-sranipal-sdk/ The SRanipal SDK provides support for tracking each eye position separately, I would start by checking the "ViveSR.anipal.Eye.SingleEyeData" Struct Reference.
×
×
  • Create New...