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MartinEklund

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  1. * It is a bit confusing to look at the SDK overview as a new user - there are multiple scripts doing the same things for different SDK versions - it's not clear which scripts are "core", and which are built on top of "core" * I used Camera.main for a number of things, it took a while to debug and understand it is not possible to use Camera.main with WaveSDK, and I then had to make a new global wrapper class for all usage of Camera.main. * I was not able to log using Debug.log()/adb logcat on the device (not even with a development build) * I ended up using: - Input: WaveVR_Controller.Input(...).GetPress... - Display controllers: WaveVR_ControllerLoader - Controller Transforms: WaveVR_Controller.Input(...).transform - Camera Transform: WaveVR_InputModuleManager.Instance.gameObject - prefabs: [WaveVR], WaveVR_ButtonList, WaveVR * I think there is a bug in the WaveVR_ControllerLoader script, hiding the beam works for the 6dof Focus Plus controller, but it fails for the 3dof controller on Focus. (I already have a customized beam, so I don't want to have a second one) * I tried the simulator but concluded it mostly runs in the editor and did not help me with any of the issues I had running on the device
  2. How can I change the appearance of the 6dof controllers? (while still keeping the button visualizations enabled by using WaveVR_ControllerLoader) Our app uses sparse lighting for a more mystical atmosphere, and ideally we would like to tweak the appearance controllers to make them darker. I managed to do that easily for the 3dof focus controller (by changing the texture inside the sdk), However I was not able to do the same for the new 6dof Focus Plus controllers. (I found and changed 2 textures, but the appearance don't seem to change)
  3. Documentation says: "if your app invokes an API effective with Runtime version 2 and this API is “MUST HAVE” for your content" But it is not clear what is the required API version for individual scripts / prefabs etc I currently use: - Input: WaveVR_Controller.Input(...).GetPress... - Display controllers: WaveVR_ControllerLoader - Controller Transforms: WaveVR_Controller.Input(...).transform - Camera Transform: WaveVR_InputModuleManager.Instance.gameObject - prefabs: [WaveVR], WaveVR_ButtonList, WaveVR
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