Jump to content

Fangh

Verified Members
  • Posts

    45
  • Joined

  • Last visited

Everything posted by Fangh

  1. if I follow the documentation here : https://hub.vive.com/storage/docs/en-us/UnityXR/UnityXRButton.html#unity-input-system I should have Wave XR Controller in the Other tab : But there isn't I use Unity 2020.3.35 + Vive Wave XR Plugin 4.5.0-r.3
  2. Hello. I am using Wrist Trackers to track external elements in my app (the trackers are not placed on my wrist: they are placed on a tracked extinguisher). I am also using hand tracking. It was working fine until recently. However, since the last Wrist Trackers update (3.0.0.009), whenever I am using them, they also change the position of the hands (The position of the hands returned by the hand tracking system) and place them next to the tracker. Please note that I have the same behavior in Unity using the Wave SDK and in the Focus 3 main menu (the virtual hands are placed next to their corresponding trackers). In the previous version, there was a popup allowing us to choose if the Wrist Trackers were used to enhance the hand tracking or as external tracker (this second option being what we were using). However, this pop up is no longer displayed when I pair the trackers and I couldn't find an option to disable this feature anywhere. Is there any way to go back to the old behaviour? I have a headset with Firmware version 3.3.999.446 and the Wrist Trackers are on 3.0.0.009 Thank you in advance for your help. @C.T.
  3. I just tested the CommonUsages.userPresence: It works like a charm on Focus 3. Thanks for the quick answer.
  4. Hello. On previous headset models (tested on Focus plus), the Unity Monobehaviour method "OnApplicationPause" was called when taking off & putting back on the headset. It seems to not be the caseanymore with the Focus 3. Same thing for "OnApplicationFocus". Is there another way to know when the user is taking off the headset?
  5. I am not sure to understand. The code I am using for this test (minus the use of PermissionManager) is working fine on an other Android device (tested on my phone). I can access the folder </storage/emulated/0> I only have this "IOException: Permission denied" on Focus 3, presumably because I didn't set the permissions correctly even when the PermissionManager.instance.isPermissionGranted return true for READ_EXTERNAL_STORAGE & WRITE_EXTERNAL_STORAGE. Does the limitation you speak of only impact the Focus 3 ?
  6. Understood, thanks for the answer. Is there a plan to implement a solution to enable access to DCIM or other local folder on the device on Focus 3 (if that is doable)?
  7. Hello, I am trying to access files on the local storage of the Focus 3, namely the Download, DCIM or any folder accessible when connecting the headset to a computer. I am using the PermissionManager from the Wave SDK to request the permissions READ_EXTERNAL_STORAGE & WRITE_EXTERNAL_STORAGE (PermissionManager.instance.isPermissionGranted return true for both these permissions), I also added the following lines in the AndroidManifest.xml <uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" /> <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" /> but I get the following error when I try to access to the folder: 2022/01/19 18:42:26.516 7851 7893 Error Unity IOException: Permission denied 2022/01/19 18:42:26.516 7851 7893 Error Unity Rethrow as UnauthorizedAccessException: Access to the path '/storage/emulated/0/DCIM' is denied. 2022/01/19 18:42:26.516 7851 7893 Error Unity at System.IO.Enumeration.FileSystemEnumerator`1[TResult].CreateDirectoryHandle (System.String path, System.Boolean ignoreNotFound) [0x00000] in <00000000000000000000000000000000>:0 2022/01/19 18:42:26.516 7851 7893 Error Unity at System.IO.Enumeration.FileSystemEnumerator`1[TResult]..ctor (System.String directory, System.IO.EnumerationOptions options) [0x00000] in <00000000000000000000000000000000>:0 2022/01/19 18:42:26.516 7851 7893 Error Unity at System.IO.Enumeration.FileSystemEnumerable`1+DelegateEnumerator[TResult]..ctor (System.IO.Enumeration.FileSystemEnumerable`1[TResult] enumerable) [0x00000] in <00000000000000000000000000000000>:0 2022/01/19 18:42:26.516 7851 7893 Error Unity at System.IO.Enumeration.FileSystemEnumerable`1[TResult]..ctor (System.String directory, System.IO.Enumeration.FileSystemEnumerable`1+FindTransform[TResult] transform, System.IO.EnumerationOptions options) [0x00000] in <00000000000000000000000000000000>:0 2022/01/19 18:42:26.516 7851 7893 Error Unity at System.IO.Enumeration.FileSystemEnumerableFactory.UserFiles (Syst Has someone else succesfully access these folders? Am I missing something? Thanks in advance for the help. @Alex_HTC
  8. Hello. Is there a way to play in the editor inside the headset ? I mean, with an oculus quest you can create an oculus link then, when you press PLAY in Unity, it does connect though USB or Wifi and you can test your app ineditor. Is there a way to make this with Focus 3 ? I tried Vive Business Streaming but my headset seems to simulate a Vive Cosmos and the Unity Wave XR Plugin does not work. I tried DirectPreview but it stays stuck on "connecting...." in the headset. What is the process ? Thank you
  9. c) Select "Install" on both the Wave XR Plugin but there is 3 : XR Plugin, XR Essence and XR Native. Which minimal setup should we do ? @Alex_HTC
  10. Previous code work on the Oculus Quest without the Oculus SDK but it needs the Oculus XR Plugin.
  11. It's now working. (reminder : I don't have the Oculus SDK in my project) This is what I did : Remove Vive Wave Essence Remove Vive Input Utility Remove Vive Wave Native Remove Plugins/Android/CustomManifest.xml Remove Wave/XR/Platform/Android/CustomManifest.xml Using a XRRig (Device Based) Kept only Vive Wave XR Plugin 4.1.1-r3.2 Use the codebase found here : https://hub.vive.com/storage/docs/en-us/UnityXR/UnityXRButton.html#unity-input-helper Here is my code which work both on Oculus Quest and HTC Vive Focus Plus : using UnityEngine; using UnityEngine.InputSystem.XR; using UnityEngine.XR; public class WaveControllerTest : MonoBehaviour { public TextMeshPro debugText; public XRNode node; // Update is called once per frame void Update() { InputHelpers.IsPressed(InputDevices.GetDeviceAtXRNode(node), InputHelpers.Button.Trigger, out bool triggerValue, 0.5f); if (triggerValue) { debugText.text = $"{node}-trigger"; } InputHelpers.IsPressed(InputDevices.GetDeviceAtXRNode(node), InputHelpers.Button.Grip, out bool gripPressed, 0.5f); if (gripPressed) { debugText.text = $"{node}-gripPressed"; } InputHelpers.IsPressed(InputDevices.GetDeviceAtXRNode(node), InputHelpers.Button.PrimaryAxis2DUp, out bool touchpadValue, 0.5f); if (touchpadValue) { debugText.text = $"{node}-touchpad"; } InputHelpers.IsPressed(InputDevices.GetDeviceAtXRNode(node), InputHelpers.Button.PrimaryButton, out bool primaryButton, 0.5f); if (primaryButton) { debugText.text = $"{node}-primaryButton"; } } } Obviously, the primarybutton works only with the Quest but I expected that and that's fine.
  12. I tried to delete only the first one? It did not work. I deleted both of them. It's working now ! Yes 4.1.1-r3.2
  13. There is one in Plugins/Android There is another one in Wave/Xr/Platform/Android shoud I delete both ? or only the first one ?
  14. When I try to build for my HTC Vive Focus Plus, I have this error. Unity 2019.4.29f1 Minimum API Level 7.1 (25) Target API Level (Automatic) IL2CPP .Net 4.x New Input System > Task :launcher:preBuild UP-TO-DATE > Task :unityLibrary:preBuild UP-TO-DATE > Task :unityLibrary:preReleaseBuild UP-TO-DATE > Task :launcher:prepareLintJar UP-TO-DATE > Task :unityLibrary:checkReleaseManifest UP-TO-DATE > Task :unityLibrary:processReleaseManifest T:\Mes documents\Unity Project\svodvrxp\Temp\gradleOut\unityLibrary\src\main\AndroidManifest.xml:3:3-19:17 Warning: application@android:theme was tagged at AndroidManifest.xml:3 to replace other declarations but no other declaration present > Task :unityLibrary:compileReleaseAidl NO-SOURCE > Task :unityLibrary:packageReleaseRenderscript NO-SOURCE > Task :unityLibrary:compileReleaseRenderscript NO-SOURCE > Task :unityLibrary:generateReleaseBuildConfig UP-TO-DATE > Task :unityLibrary:generateReleaseResValues UP-TO-DATE > Task :unityLibrary:generateReleaseResources UP-TO-DATE > Task :unityLibrary:packageReleaseResources UP-TO-DATE > Task :unityLibrary:generateReleaseRFile UP-TO-DATE > Task :unityLibrary:prepareLintJar UP-TO-DATE > Task :unityLibrary:generateReleaseSources UP-TO-DATE > Task :launcher:preReleaseBuild > Task :launcher:compileReleaseAidl NO-SOURCE > Task :launcher:compileReleaseRenderscript NO-SOURCE > Task :launcher:checkReleaseManifest UP-TO-DATE > Task :unityLibrary:javaPreCompileRelease UP-TO-DATE > Task :launcher:generateReleaseBuildConfig UP-TO-DATE > Task :launcher:generateReleaseSources UP-TO-DATE > Task :launcher:mainApkListPersistenceRelease UP-TO-DATE > Task :launcher:generateReleaseResValues UP-TO-DATE > Task :launcher:generateReleaseResources UP-TO-DATE > Task :unityLibrary:compileReleaseJavaWithJavac UP-TO-DATE > Task :unityLibrary:bundleLibCompileRelease UP-TO-DATE > Task :unityLibrary:prepareLintJarForPublish UP-TO-DATE > Task :unityLibrary:mergeReleaseShaders UP-TO-DATE > Task :unityLibrary:compileReleaseShaders UP-TO-DATE > Task :unityLibrary:generateReleaseAssets UP-TO-DATE > Task :launcher:mergeReleaseResources UP-TO-DATE > Task :launcher:javaPreCompileRelease UP-TO-DATE > Task :launcher:createReleaseCompatibleScreenManifests UP-TO-DATE > Task :unityLibrary:packageReleaseAssets > Task :launcher:processReleaseManifest > Task :unityLibrary:bundleLibRuntimeRelease UP-TO-DATE > Task :unityLibrary:processReleaseJavaRes NO-SOURCE > Task :unityLibrary:bundleLibResRelease UP-TO-DATE > Task :unityLibrary:mergeReleaseJniLibFolders UP-TO-DATE > Task :unityLibrary:transformNativeLibsWithMergeJniLibsForRelease UP-TO-DATE > Task :unityLibrary:transformNativeLibsWithStripDebugSymbolForRelease UP-TO-DATE > Task :unityLibrary:transformNativeLibsWithIntermediateJniLibsForRelease UP-TO-DATE > Task :launcher:processReleaseResources FAILED Deprecated Gradle features were used in this build, making it incompatible with Gradle 6.0. Use '--warning-mode all' to show the individual deprecation warnings. See https://docs.gradle.org/5.1.1/userguide/command_line_interface.html#sec:command_line_warnings 31 actionable tasks: 5 executed, 26 up-to-date UnityEngine.GUIUtility:ProcessEvent (int,intptr) FAILURE: Build failed with an exception. * What went wrong: Execution failed for task ':launcher:processReleaseResources'. > Android resource linking failed T:\Mes documents\Unity Project\svodvrxp\Temp\gradleOut\launcher\build\intermediates\merged_manifests\release\AndroidManifest.xml:38: AAPT: error: resource style/Theme.WaveVR.Loading (aka com.sixfreedom.svodvrxp:style/Theme.WaveVR.Loading) not found. error: failed processing manifest. * Try: Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights. * Get more help at https://help.gradle.org BUILD FAILED in 2s Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8 UnityEngine.GUIUtility:ProcessEvent (int,intptr) > Task :launcher:preBuild UP-TO-DATE > Task :unityLibrary:preBuild UP-TO-DATE > Task :unityLibrary:preReleaseBuild UP-TO-DATE > Task :launcher:prepareLintJar UP-TO-DATE > Task :unityLibrary:checkReleaseManifest UP-TO-DATE > Task :unityLibrary:processReleaseManifest T:\Mes documents\Unity Project\svodvrxp\Temp\gradleOut\unityLibrary\src\main\AndroidManifest.xml:3:3-19:17 Warning: application@android:theme was tagged at AndroidManifest.xml:3 to replace other declarations but no other declaration present > Task :unityLibrary:compileReleaseAidl NO-SOURCE > Task :unityLibrary:packageReleaseRenderscript NO-SOURCE > Task :unityLibrary:compileReleaseRenderscript NO-SOURCE > Task :unityLibrary:generateReleaseBuildConfig UP-TO-DATE > Task :unityLibrary:generateReleaseResValues UP-TO-DATE > Task :unityLibrary:generateReleaseResources UP-TO-DATE > Task :unityLibrary:packageReleaseResources UP-TO-DATE > Task :unityLibrary:generateReleaseRFile UP-TO-DATE > Task :unityLibrary:prepareLintJar UP-TO-DATE > Task :unityLibrary:generateReleaseSources UP-TO-DATE > Task :launcher:preReleaseBuild > Task :launcher:compileReleaseAidl NO-SOURCE > Task :launcher:compileReleaseRenderscript NO-SOURCE > Task :launcher:checkReleaseManifest UP-TO-DATE > Task :unityLibrary:javaPreCompileRelease UP-TO-DATE > Task :launcher:generateReleaseBuildConfig UP-TO-DATE > Task :launcher:generateReleaseSources UP-TO-DATE > Task :launcher:mainApkListPersistenceRelease UP-TO-DATE > Task :launcher:generateReleaseResValues UP-TO-DATE > Task :launcher:generateReleaseResources UP-TO-DATE > Task :unityLibrary:compileReleaseJavaWithJavac UP-TO-DATE > Task :unityLibrary:bundleLibCompileRelease UP-TO-DATE > Task :unityLibrary:prepareLintJarForPublish UP-TO-DATE > Task :unityLibrary:mergeReleaseShaders UP-TO-DATE > Task :unityLibrary:compileReleaseShaders UP-TO-DATE > Task :unityLibrary:generateReleaseAssets UP-TO-DATE > Task :launcher:mergeReleaseResources UP-TO-DATE > Task :launcher:javaPreCompileRelease UP-TO-DATE > Task :launcher:createReleaseCompatibleScreenManifests UP-TO-DATE > Task :unityLibrary:packageReleaseAssets > Task :launcher:processReleaseManifest > Task :unityLibrary:bundleLibRuntimeRelease UP-TO-DATE > Task :unityLibrary:processReleaseJavaRes NO-SOURCE > Task :unityLibrary:bundleLibResRelease UP-TO-DATE > Task :unityLibrary:mergeReleaseJniLibFolders UP-TO-DATE > Task :unityLibrary:transformNativeLibsWithMergeJniLibsForRelease UP-TO-DATE > Task :unityLibrary:transformNativeLibsWithStripDebugSymbolForRelease UP-TO-DATE > Task :unityLibrary:transformNativeLibsWithIntermediateJniLibsForRelease UP-TO-DATE > Task :launcher:processReleaseResources FAILED Deprecated Gradle features were used in this build, making it incompatible with Gradle 6.0. Use '--warning-mode all' to show the individual deprecation warnings. See https://docs.gradle.org/5.1.1/userguide/command_line_interface.html#sec:command_line_warnings 31 actionable tasks: 5 executed, 26 up-to-date UnityEngine.GUIUtility:ProcessEvent (int,intptr)
  15. I don't need the Oculus Integration SDK to make a functionnal build for the Oculus Quest. The Oculus XR Plugin is sufficient. My build works well in the Oculus Quest if I remove everything about the WaveXR.
  16. @chengnay I don't have the Oculus SDK in the project
  17. Thank you. It works on the HTC Vive Focus Plus. But the app crash (and even the play mode) on Oculus Quest. I have renamed the AndroidManifest.xml to AndroidManifest.htc and putted in the Plugins/HTC Folder so it is not build on the Quest apk
  18. I imported the WaveDeviceLayouts.cs in my project and created my action map like this : But it doesn't work on the HTC Vive Focus Plus (but it's working on Oculus Quest). Moreover I don't have the rotation of the head, only the position with this setup : Can someone explain me how to make the XRRig Input Base working with HTC Vive Focus Plus ? Thank you Unity 2019.4.29 HTC Vive Focus Plus XR Plugin Management 4.1.0 Vive Input Utility 1.13.4 Vive Wave XR Plugin 4.1.1-r3.2 Vive Wave XR Plugin - Essence 4.1.1-r.3.2
  19. Hello. This piece of code works on Oculus Quest but not on HTC Vive Focus Plus (the debugtext stays empty) Unity 2019.4.29 Vive Input Utility 1.13.4 Vive Wave XR Plugin 4.1.1-r3.2 Vive Wave XR Plugin Essence 4.1.1-r3.2 XR Plugin Management 4.1.0 I need a solution to make a way to get the input from Oculus Quest AND HTC Vive Focus Plus. Thank you
  20. Hello, I want to know when the HDM lost tracking (because the user has put their hand in front of the camera for example) I tried this, but it doesn't work, the debug log never shows up.
  21. On mobile, when you want to access the camera API, it asks the user to accept the access to the camera. I imagined it could be the case for the camera pass-trough API as well. It seems to be the simplest way to have something that protect the privacy of users while making the API accessible.
  22. You can find some help here : https://hub.vive.com/storage/docs/en-us/WaveVR_CameraTexture.html
  23. @HackPerception does the HTC Vive Focus Plus will still support this feature ?
  24. Hello Everyone, with the Vivecon going on, we know that the Focus 3 will be available soon and that's a greate news. However, this source, states that it will be no more possible to get access to the camera video stream. It is a shame because, as a developer, I use this camera stream to do some Mixed Reality. I use it to read a QR-Code to be able to read the position of a real object and position the virtual one at the same place. The camera stream was very useful to make some Mixed Reality app and be able to merge the real and virtual world. If it is not possible, I have to sell or dump all my HTC Vive Focus Plus in order to buy some PicoVR headset or another non-HTC headset. But I love the fact that the Focus 3 is way better in term of view quality. Question to HTC : Do you confirm this information ? We will no more have access to the camera ? Question to the community : What do you think about this ? Are you ready to make your voice count and tell HTC we need access to the camera stream in order to make our Mixed Reality app working ?
  25. Hello. Does OpenXR is planned for the Vive Focus Plus ? If yes, when do you think a first version (alpha ?) will be released ? Thank you.
×
×
  • Create New...