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Posts posted by Fangh
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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 ?
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
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Hello.
I can see that in the Unreal SDK there is a teleport method but I can't find one in the Unity3D SDK.
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 :
- Let's say X is my origin, where the player start
- My player move 1m to the right (X+1)
- Then the player point with its controller somewhere in the scene, let's call this point P.
- Then the player push a button of its controller. At that time I do something like WaveVR.position = P.position
- My player is now 1m to the right of P (P+1). Not P.
What can I do ?
Thank you
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Maybe you should use
private WaveVR_Controller.Device nonDominantController; Start() { nonDominantController = WaveVR_Controller.Input(WaveVR_Controller.EDeviceType.NonDominant); nonDominantController.TriggerHapticPulse(); }
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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.
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When Installing Unity 2019 you could have checked this :
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
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It's working with the 3.1.1.
But it seems that the FoV is smaller than a quest app without the waveSDK. -
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 !
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Hello.
I tried to use "Screen.sleepTimeout = SleepTimeout.NeverSleep;" in a Start() function in Unity3D but it does not seems to prevent the headset to go asleep.https://docs.unity3d.com/ScriptReference/Screen-sleepTimeout.html
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Hello everyone.
For any headset, with Unity, it's possible to use XRDevice.userPresence to get the status of the proximity sensor.
How can I have access to the proximity sensor with my Vive Focus ? I did not find any clue in the SDK Docs.
Thank you. -
Hello everyone.
For any headset, with Unity, it's possible to use XRDevice.userPresence to get the status of the proximity sensor.
How can I have access to the proximity sensor with my Vive Focus ? I did not find any clue in the SDK Docs.
Thank you. -
3.1.1 has been released yesterday. : https://developer.vive.com/resources/knowledgebase/vive-wave-sdk-3-1-1-unity-beta/
Is there any patchnote ?
Why is it in beta ?
Thank you ! -
Hello.
I would like to have supersampling to render my game twice the default resolution. I think I will use XRSettings.eyeTextureResolutionScale.
Can I use XRSettings.eyeTextureResolutionScale with Unity 2018.2 + Wave SDK 3.0.2 ?https://docs.unity3d.com/ScriptReference/XR.XRSettings-eyeTextureResolutionScale.html
Thank you
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Hello.
I have completly crash my HTC Vive Focus, I have :- Vive logo
- Then the spaceship
- Then black Screen.
So I want to factory Reset. This is what I tried :
- Press volume down + power button
- A menu appear with "System info, barcode, reboot to bootleader, reboot to download mod"
- I try reboot to download mod but nothing happens. What shoud I do ?
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So the 2018.3 & 2018.3 are not supported too? @Tony PH Lin
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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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Hello.
Is there any known issue while using Unity 2019.1 ? Thank you
Vive Wave XR Plugin does not compile with Unity 2020.2 & XR Plugin Management 4.0.1
in VIVE Wave SDK
Posted
Hello.
I have started a Unity 2020.2.6f1 project.
Then I downloaded XR Plugin Mangement 4.0.1 (also tried with 3.2.13)
Then I added the scoped registry.
Then I downloaded Vive Wave XR Plugin 1.0.1
Then it does not compile.