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henrikvrtraveler

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Everything posted by henrikvrtraveler

  1. @Cory_HTC Unreal Engine 4.21 Code snippet: FString filePath = FString(FileLocation); IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile(); if (PlatformFile.FileExists(*filePath)) { But it will return false on the sd card. Works for files on the inbuilt storage, we are using kiosk mode with that SD card, would that interfere? The paths are like before: /storage/ext_sd/ /sdcard2 Or more specifically paths like: /sdcard2/images/1.png /storage/ext_sd/images/1.png Using ADB the paths exists and files are found from my windows machine.
  2. @Tony PH Lin Any further ideas? 🙂
  3. Indeed! I've also ran the commands: adb shell pm grant APP android.permission.READ_EXTERNAL_STORAGEadb shell pm grant APP android.permission.WRITE_EXTERNAL_STORAGE To no avail. I fear the paths might not be working, or the app doesn't have permissions. We're running Kiosk, do you think that may be altering permissions or something?
  4. Can confirm, we also experience the UI bug inside of Unreal Engine while having the Wave plugin enabled.
  5. Hi! I am attempting to access the sdcard2 folder from inside my application, I've tried many different paths however I am not sure if my app is allowed to access this folder / sd card. Any tips on what I can do to access the sdcard2? :) I've tried the following paths: /storage/ext_sd/ /sdcard2
  6. Did you attempt to edit the manifest file directly or did you edit through the packaging settings inside UE4?
  7. Regarding Firmware there seems to be a firmware release planned for end of july :D
  8. Correction, I had to use the thumbstick and press that down to click. The trigger doesn't give any input, is this intended?
  9. Hi! I've pressed the power button and then "Leave Kiosk mode" the prompt appears with numbers, however no button works not even "Cancel". Any tips?
  10. Hi! The "*******" is something I put in to hide my sn data, it's infact 173 characters long. So I do not believe you can't recreate this string without downloading.
  11. <?xml version='1.0' encoding='UTF-8'?><configurations> <sn_list> <sn>*****</sn> </sn_list> </configurations> Although, I believe the serial number is formatted in a way so just copying the serial number won't work. You do have to download it, I downloaded it as recently as today and all seems to be working for me. Perhaps you could try again today?
  12. No plans to be able to buy the Plus with a finchdash? In which case we would have to keep going for the regular focus.
  13. That could mean the Vive Browser doesn't register as a browser in the system? That's something that should be rectified quite easily by changing the AndroidManifest with intents by HTC. ( tag added by moderator)
  14. Hm, our project specifically requires the finchdash design. The Focus Plus doesn't have BLE support?
  15. Indeed, we would in this case want the HTC Focus Plus with a FinchDash controller. If the HTC Focus Plus is that much of an improvement from the regular HTC Focus.
  16. We would rather use the controller that is not 6DoF with the focus plus, if that makes sense? We do not want 6DoF freedom controllers, we want the focus HMD controller with the Focus Plus HMD.
  17. Hi! Sorry for the late reply, was home sick with a cold. Funny how that happens when the summer arrives with hot weather, hehe. We use the Regular Focus, with the single controller. Our project requires the single controller, we do not want nor need two controllers, our project is specifically designed for the one controller in mind. And the less stress for our users when using our application the better, hence why the one controller is perfect. So we use the regular Focus kit. If the Plus has hardware changes, perhaps an option to purchase with the standard controller would be an option? Edit: I also want to mention I went on the live chat with you before buying, and both I and the customer support representative could not find any changes other than the controllers. That also affected the decision to purchase the regular kit, we did want to confirm the hardware was the same.
  18. Hi! After spending some time with this new headset, I have a few things to mention. We experience a bit of a blurry and distorted feeling from the screen, to my knowledge this has been reported by others and the fix is to squeeze the headset closer to the face. I've heard you are working on this, that's great! The other feeling I have is that the leather ring contacting the face might be a bit too hard, the notches on each side (What I think are for glasses) let light through. I wear glasses myself, but I do believe we can easily live without the notches. A softer ring without the notches would probably be the best idea to get a better seal around the face. The light is very annoying, as it reflects on the lenses. The controller is not very good at being tracked, I don't understand exactly what is causing this. As I don't believe this is tracked from the headset anyway? It's just pure sensors in the controller? Perhaps some kind of filter where it would try to detect false data in real time, would be something that either we could implement in our game engine or you in the firmware. The back strap becomes very loose quickly, at this point it's not very reliable. We don't know if it will keep the tight grip, or just spin back and fall off. (HTC Vive seems to work nicely, perhaps the same system as implemented there would be better?) Other than that, great headset I love the features and I believe some small tweaks in the software and on the headset itself would make this the best headset on the market right now for stand alone applications. Perhaps you could shed some light on the plans for these issues, so that we can plan our strategy ahead accordingly? (tag added by moderator)
  19. Perfect, thanks! And I appriciate the quick response with solutions, I'll test this solution out in the next few days. Passenger mode is sufficient right now untill we start preparing for multiple devices. Stored the solution for reference till then!
  20. Thank you! Passenger mode is exactly what I was looking for, is there anyway to automate / modify this on runtime? We do aim to have multiple headsets, and the less manual interference the better. Either through ADB command or editing a config file? Anything that can be automated :)
  21. We also experience this in our headset, we also for some reason have distortions like white and black lines, a couple pixels in height and up to the entire width of the Vive UI. This does not occur on our own app, and only happens to the vive UI when it shows but most of the time its just black. I have not tested this that much, although it seems to occour when I click launch in VR and launch the app through unreal engine. havent tested enough when I launch the app normally on the device. I am however able to click on the buttons, I just cant see them. So if you remember where the buttons are they seem to be acting like normal. I'd share a screenshot, however at this time we do not share the images from the app. However it's quite self explanatory, the UI is completely black, the controller shows just fine. The functionality of the UI is there, you can click buttons if you guess where they should be Edit: added screenshot with censored surroundings, hope it comes in helpfull :D
  22. Sorry if I wasnt specific enough, I am referring to the headset and not the controller. :) We currently dont want the user to be able to walk around, only look around. Edit: Typos and more information.
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