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jboss

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  1. Hi @MarcusN, It happened when I followed the steps in this instruction: https://developer.vive.com/resources/vive-wave/tutorials/installing-wave-xr-plugin-unity/ But I tried to replicate it just now and now I do get the other packages as well. So I don't know what may have gone wrong last week.
  2. Ok, I finally got it to work. After removing the AndroidManifest and building my own scene with the WaveRig and the Interaction Mode manager as described in the first tutorial I could build and run to my device. It's also confusing that the first tutorial starts with an empty project and the second one using the VR template. I tried a new project using the second tutorial and there also after removing the AndroidManifest it works. Although the interactables button did not seem to do anything. So I guess someone should check the AndroidManifest file to make sure it is working. Sorry for getting upset, I tend to get frustrated if tutorials don't work as described.
  3. There are a lot more problems with the SDK. I removed the line about the theme from the AndroidManifest and had to remove the line with tools:replace as well. Then I got a mesage saying that you can not set minSdk in the AndroidManifest (see attachment), so I had to comment out that line as well. Then I could finally run the scene on my headset, but it ws unusable. The SeaofCubesMain scene shows a menu where I need to select from 3DOF or 6DOF. I can point the reticle on the options using the headset, but I can not select them. I tried the ControllerSample scene and this shows a menu that is stuck to the headset, so when Imove my head it moves with me. And here as well, I can not select anything. This is becoming very disappointing, coming from the ease of developing for the Vive Pro Eye. I haven't even bothered to unpack the Ultimate trackers that were included in the bundle.
  4. I did not have the Wave Essence package installed. After I installed it I could find the Wave Rig. So that was the missing part. It is not mentioned in the links I gave in my first post, so I think it should be added there. But.... I tried to Build and Run one of the Wave XR sample scenes, ControllerSample and I get this build error: And when I click on Troubleshoot I get to a non-existing page: https://docs.unity3d.com/Manual/Manual/android-gradle-troubleshooting.html.html I downloaded the AndroidManifest from the Tutorial in my first post, step 5a. It's attached. AndroidManifest.xml
  5. Thanks for your reply. Even when I set it to All the rig is not there:
  6. I am trying to start working with the Wave SDK by following this page: https://developer.vive.com/resources/vive-wave/tutorials/getting-started-wave-unity-developers/ The Project Settings section works fine, but in the Setup HeadsetTracking the Wave Rig is not present. I also found this tutorial: This tells me to install the Wave XR Plugin through the Package Manager, but it seems to be already installed (which is correct, I installed it as part of the previous getting Started part). I installed the samples, but still the Wave Rig is not in the project. So something must be missing in the tutorials. Please help.
  7. I'm referring to the PCVR Vive (Vive Pro Eye).
  8. I am testing the possibility to switch my projects to OpenXR and have one project for both Vive and Quest. But I can't get the popup keyboard for the InputField to work. Neither in my own scene with the OverlayKeyboardSample script, nor in the UGUI example scene. I tried both Android (Quest) and Windows (Vive) build platforms, but neither works. In the 'traditional' VR (as far as I remember) it worked right out of the box on the Vive, using the SteamVR plugin and I got it to work on the quest by setting Requires System Keyboard to true in the OVRManager. But with OpenXR neither the SteamVR plugin, nog the Oculus Integration package are needed anymore. So how can I get the popup keyboard to work? Do I need to set a scripting parameter? Or something in the Player settings?
  9. Well, Unity blows my mind again. It was the scripting symbols. The last one related to SteamVR and VIU in the project was VIU_STEAMVR_1_2_1_OR_NEWER. The error was related to VIU_STEAMVR_1_2_3_OR_NEWER, but as I mentioned when I added that the editor crashed and after reopening the new symbol was gone. I tried adding both VIU_STEAMVR_1_2_2_OR_NEWER and VIU_STEAMVR_1_2_3_OR_NEWER and then it worked. Nothing in the script or anywhere suggested that I would have to add this 1_2_2 version, but apparently I had to. Sorry I wasted your time to investigate, but it helped me get my thoughts straight 🙂
  10. This thing is starting to freak me out Tried copying the two folders, no effect. Found an OpenVR folder in /Assets/Plugins and copied that, no effect. Decided to bite the bullet and upgrade to SteamVR 2.7.3 and VIU 1.17.0 and as expected got a bunch of compile errors, not only in NewtonVR, but also in my own scripts and, surprisingly, in VIU scripts. Something with ExternalCameraHook. Finally decided to simply comment out the line with the error and replace it with 'return false' and then Unity crashed and now the project will not start again. The same thing actually happened when I added the VIU_STEAMVR... scripting symbol. Unity crashed and the change was not made. So there's something really weird with this project, and probably not related to VIU at all.... I'll keep on digging. Edit after posting: I noticed that my earlier reply from today is marked as hidden, so I don't know if you're able to see it. This one seems to be posted right away.
  11. Hi @chengnay, Unfortunately upgrading the SteamVR plugin breaks the NewtonVR package that I use for real-time collision detection. And I haven't found a good alternative for it. It would be great to be able to use the VIU StickyGrabbable component, but then I would need a solution for questions/feature requests I posted earlier 🙂 After a night's sleep I realised my other big project is also using VIU with SteamVR 1.2.3 and there I don't get the error. I'll see if copying the VIU folder and SteamVR foledr solves it in this project.
  12. Yes, it's PC VR for the Vive. SteamVR 1.2.3 VIU 1.17.0 (I think.... it does not show up as package in the project, only in My Assets, and when I click import it keeps telling me the binding_ui_icons.png is changed) NewtonVR, but I can't find a version of this. And a bunch of others for SQL, Licensing, cones or multilingual support, but I don't expect them to be relevant fro this error. I tried adding the scripting symbol VIU_STEAMVR_1_2_3_OR_NEWER, to the player settings, so that it would not even get to the error line, but when I reopened the project it was gone again. Oh, and it's Unity 2019.4.39f1
  13. Hi, I am getting this compile error in my project. I tried to install the latest version of the package from the assetstore, but that did not solve the issue. Assets\HTC.UnityPlugin\VRModule\Modules\SteamVRModule.cs(583,32): error CS1061: 'CVRSystem' does not contain a definition for 'IsInputFocusCapturedByAnotherProcess' and no accessible extension method 'IsInputFocusCapturedByAnotherProcess' accepting a first argument of type 'CVRSystem' could be found (are you missing a using directive or an assembly reference?) Please let me know how to fix this. Thanks!
  14. I checked my project for XR_HTCX_vive_tracker.extension, but it's not found. I upgraded the OpenXR package to version 1.3.1, but still it's not there. My main question is if XRI supports it, since then I won't need SteamVR (and VIU, although I really like that utility 😃) So, yes, I'll wait for it to become supported as a Tracker prefab in the same way as the Controller prefab and stick to SteamVR and VIU for now.
  15. @Dario I realise support for the trackers is still under development as I saw in the thread about the pogo pins. Can you give some guidance on how to handle this in the meantime? Can we use the SteamVR plugin in the same scene as the OpenXR and XR Interaction Toolkit stuff? Use OpenXR for the controllers and SteamVR for the trackers? Or should we stick completely to SteamVR and in my case VIU for the interaction? Thanks!
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