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dario

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Everything posted by dario

  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?
  16. Just want to point out with regard to comfort and display quality, it's certainly a matter of opinion and we've gotten the opposite response frequently - your best bet is to try it out for yourself and compare.
  17. You can search this forum (and additional developer forums) to find answers - XRI is supported by the Wave platform the support is in the "Essence" package which includes a sample. Between blogs, forums and the website you should be able to find what you seek - we are currently revamping the website and you'll hear more announcements soon. As you know, the Focus 3 is an official adopter of OpenXR (beta already accessible) and it's not just us going through this transition - relatively soon OpenXR will become the defacto approach for all XR development and expect us and others to focus on OpenXR in a big way.
  18. Oh plenty to worry about when not going with the Focus 3 - we're official OpenXR adopters (i.e. passed the conformance test suites) for both the PC and Android OpenXR runtimes (see openxr.org). Hand tracking now includes full support for total occlusion (with the wrist trackers) and docs are indeed improving as we're making it easier to find and we've been presenting at events and videos are forthcoming. Direct Preview should be working with the latest SDK and you can also use VBS for in editor previewing. Developers really only need to visit 2 sites: forum.vive.com and developer.vive.com. If you have specific recent issues we'd like to know the details.
  19. Unfortunately only the Vive Focus 3 can run the Khronos OpenXR Android loader at this time. I'll certainly update this here should this change for the Vive Focus Plus, Vive Flow or other Wave based devices.
  20. HI @Norlesh I agree, no company should claim OpenXR compatibility and not use it per the specifications (or use it without official approval). If you look at the list of conformant runtimes, we are on there for passing the conformance test suite (CTS) for both our PC and Android (Focus 3) OpenXR runtimes. We passed the Focus 3 CTS and became an official adopter back in Feb but kept the beta label to continually improve the runtime based on direct developer feedback. As you can see, there aren't many official adopters with Android OpenXR runtimes yet and we do use the official Android OpenXR loader. As mentioned, we're working closely with the Khronos OpenXR group to finalize any remaining features needed in the spec for Android. Currently we have an accessible runtime for the Focus 3 (for now as a beta feature that only needs you to send us your serial number to enable the firmware switch). Please feel free to DM me to send me a sample build apk to test and to discuss your application directly. best, Dario
  21. Hi, to clarify the Wave-OpenXR runtime beta support is currently only for the Focus 3 and only when you select the beta feature. Currently there's not need to create another entire code branch anyway even if just targeting Wave and Quest. OpenXR is supported by Unity and Unreal (though work by the Khronos group re: androidmanifest.xml is still wip). OpenXR in Unity e.g. is a target platform much like Quest or Wave. So only one code branch is really needed if you use Unity ProjectSettings->XR Management and a cross platform toolkit like Unity's XRI or Vive Input Utility (VIU).
  22. If you're using C++ I'm assuming you're running your own rendering loop or are you integrating a game engine (e,g, Unreal, Unity, others)? There isn't a difference between OpenXR and VIVE OpenXR - Vive's OpenXR runtime is conformant as an official adopter (there are currently only 2 conformant Android runtimes). OpenVR is already deprecated, you best choice is OpenXR (with extensions of course - e.g. eye tracking). best, Dario
  23. Hi all, we're close to a public beta (the early preview was a private alpha) - thanks for your patience. There'll be some news this week.
  24. Hello, stay tuned! We'll be providing more information and a dedicated forum here soon!
  25. The SteamVR OpenXR runtime supports the XR_HTCX_vive_tracker_interaction.extension. So I guess the question is does SteamVR's toolkit or XRI or VIU support it when targeting OpenXR? Did you try the sample scene that uses VIU? Technically if the toolkit supports it, it should be able to use XR Management to support the OpenXR target platform. I'll check with VIU, but otherwise unless you implement the extension interface yourself (or one of these toolkits work) you may need to wait until it's readily avaiable Same goes with handtracking extension and others until Unity adds the subsystem support. @jboss
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