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Fangh

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Posts posted by Fangh

  1. Hello.
    I will start a new application for HTC Vive Focus Plus with hand tracking and I don't know which SDK should I use ?

    The WaveVR Hand Tracking documentation says that it's only experimental so I think I should use the Vive hand Tracking SDK ?

    image.png.abfcf56be7d08e29398f3a279c6bd82b.png

    Is there any plan of get rid of one of them ? Or HTC will maybe mix them ?

    What is the best plan if I'm starting a fresh professional project ? I won't use any wired headset for this project. @chengnay @Corvus @Tony PH Lin

  2. Hello.

    I can see that in the Unreal SDK there is a teleport method but I can't find one in the Unity3D SDK.

    image.png.a835cc872e65c5b7bfe759275d3cd49c.png

    When I try to move the "head" object, it doesn't work, it goes back to it previous position. I think this is because I can't move the head of the player, it seems normal.

    When I try to move the "WaveVR" object, it works but it move the "play area" not the player. 

    Example :

    1. Let's say X is my origin, where the player start
    2. My player move 1m to the right (X+1)
    3. Then the player point with its controller somewhere in the scene, let's call this point P.
    4. Then the player push a button of its controller. At that time I do something like WaveVR.position = P.position
    5. My player is now 1m to the right of P (P+1). Not P.

     

    What can I do ?

    Thank you

     

    @Tony PH Lin

  3. I manage to get the Touchpad by doing this :

    controllerRight.GetPressDown(WaveVR_ButtonList.EButtons.Touchpad)

     

     

    but

    controllerRight.dominantController.GetPressDown(WaveVR_ButtonList.EButtons.Menu)

    and

    controllerRight.GetPressDown(wvr.WVR_InputId.WVR_InputId_Alias1_Trigger)

    and

    controllerRight.GetPressDown(WaveVR_ButtonList.EButtons.Trigger)

    doesn't seems to work.

     

    @Tony PH Lin @Cotta

  4. When Installing Unity 2019 you could have checked this

    image.png.b5336751170efeca164f838ccb1d9508.png

     

    If yes, your SDK and JDK is located somewhere in this folder  : C:\Program Files\Unity3D\2019.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer

    if you have only installed Android studio, your SDK is located here : C:\Users\USERNAME\AppData\Local\Android\Sdk

     

  5. Hello.

    I wanted to make an app that works with an Oculus Quest AND a Vive Focus Plus.


    I drag & dropped the wave_sdk.unitypackage (3.0.2) in an empty Unity3D 2018.3.14f1 project, then I modify my project settings as you can see in the pictures.

    Then I build the project in my Oculus Quest and when I launch the app, it crashes, return to menu.

     

    I did not even put the WaveVR prefab in the scene. What should I do to make an app that works with Oculus Quest AND HTC Vive Focus Plus ?

    Thank you !

    2019-09-11 11_34_18-Films et TV.png

    2019-09-11 11_34_29-Unity 2018.3.14f1 - SampleScene.unity - Test - Android _DX11 on DX9 GPU_.png

    2019-09-11 11_35_20-Unity 2018.3.14f1 - SampleScene.unity - Test - Android _DX11 on DX9 GPU_.png

  6. Hello.
     

    Maybe you know that if I create an empty scene in Unity with only a Camera and a cube, then import the correct Oculus Package (android) in the package manager then check "Support Virtual Reality" inside the Player Settings I can build an APK for an Oculus Quest without using any SDK.

    Can we do the same with the Vive Focus ?

     

    Thank you

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