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dario

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  1. Many times it's the wrong AndroidManifest.xml or a failed merge of one Take a look at the final one in the APK with either Android studio or apktool
  2. What's Direct Preview : In the development process, building APKs repeatedly in Unity is time-consuming. Direct Preview lets developers skip the build process by letting developers preview in both the Unity Editor and their headset simultaneously. DP.mp4 https://hub.vive.com/storage/docs/en-us/wavevr_DirectPreview.html
  3. I've seen this myself and the fix was to make sure you selected Wave in XR Plugin Management for both Android and PC tabs. (Project Settings)
  4. Also make sure to select Wave in both Android and PC tabs of XR Plugin Management in Project Settings. When it's "waiting for SteamVR", it's waiting for you to hit the Play button in the editor.
  5. Yes, use only the server and client provided in the Direct Preview Control Panel - they are a different even though the client has the name "Vive Business Streaming" in the device's Library listing. Also ignore the "waiting for SteamVR" message, SteamVR is not needed. Make sure adb is in your system path and that you project path doesn't have spaces.
  6. @DanMeeks Support for passthrough underlay is forthcoming for Vive Streaming, thanks for your patience. @shukenmg hand tracking should already be supported just as is Vive trackers.
  7. The links (except for Unreal docs) are all working as are the attachments above.
  8. OpenXR support for both Focus 3 and XR Elite have been released - no need to enter an early access private forum. Please see the corresponding getting started post on this forum.
  9. Passthrough with overlay/underlay support is already available just not raw access - let us know what the specific use cases needed are - I'm sure we'll be providing MR capabilities that you'll need as we did on the PC. AIO passthrough support is already available with Wave, OpenXR support forthcoming.
  10. Whose terms? Technically the OpenXR Loader is not the standard Android one from the Khronos OpenXR group (unlike Focus 3 that does use the standard one) otherwise Unity's OpenXR plugin could deliver multi platform/device support for Android.
  11. dario

    NEW HEADSET

    Wolvic can be founf in the Viveport Store (Flow) and the Vive Business app store (Focus 3):
  12. Yes it's a bit plain, enough so that optical inside out tracking may not find enough unique points to track unfortunately. Most LBE installations nowadays will add patterns to plain walls and floors to assist with tracking, see if stickers will do the trick (just enough for the fov of the cameras to have something to track) they can be just a shade off.
  13. Hi, is this re: the mixing OpenXR and OpenVR thread on Unity forums? It's not recommended to use both runtime's interfaces in the same app.
  14. Additionally, the latest CloudXR client source for the latest CloudXR and Wave SDKs is found here: https://github.com/ViveSoftware/Wave-CloudXR-Sample/releases/tag/v1.2
  15. I've seen this when you have bad tracking data or the scene has changed (e.g. sunlit room over time). Does redoing the tracking space correct the problem? Do other spaces have the same issue?
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