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dario

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Posts posted by dario

  1. On 6/3/2021 at 8:04 AM, Monarch Studio said:

    OpenXR 1.2.2 is now out and verified.

    And it's also working fine - I think what's tripping people up is a Unity bug:

    InputSystemPackage.thumb.png.75d08bc5390f359add647ef17ec2c474.png

    Also it's "verified" in 2020.3.11 and not .10 and it forces you to come off of the verified version of Input System with no way to go back - so I wouldn't call it "verified" 


     

  2. On 6/1/2021 at 12:41 PM, Monarch Studio said:

    As of OpenXR version 1.2.0, the vive cosmos profile can no longer be added to the interaction profiles. It appears in the list to add (new UI) but doesn't actually add to the "Interaction profiles" list.

    It's there and moreover 1.2.2 is working - mke sure you don't move location of the tar ball....

     

    xrpluginmgnt-openxr.thumb.PNG.7c159e8d88e0610f683b30a26388b7a8.PNG

  3. Sorry for the delay - we will be reviewing this asap - is this the same exact issue from the Unity forum? Same versions of all the packages?

    As I tried clarifying in the Unity forum, Vive's OpenXR support is for the Vive Cosmos (not Elite which uses SteamVR's).  OpenXR apps using the SteamVR OpenXR runtime (including Vive, Vive Pro) should also seek support on their OpenXR support forum as well. Pleae note that both implementations have passed conformance tests and are official adopters.

  4. @Poodyand anyone else using Cosmos or Cosmos Elite to clarify:

    Vive OpenXR runtime is for the Cosmos (inside out tracking)

    SteamVR OpenXR runtime is for the Cosmos Elite (outside in tracking - SteamVR Tracking with basestations)

    If you upgraded your Cosmos to the Elite (using removable faceplate) the same applies. If this is your case, then try going back to Cosmos by swapping back the original faceplate and try again.

     

     

  5. We worked with Valve to get pogo pin working for any number of trackers (not just as hand L/R) - I have a Unity project I can share to demonstrate this.

    If you're  asking about in OpenXR - we're working on a vendor extension currently and hope we can complete it soon.

     

  6. We are commited to support OpenXR in additional devices (not just the Vive Cosmos) and have a roadmap. You should be able to use existingi tools such as UE or Unity with their corresonding OpenXR plugins to begin development.

  7. Let's step through an existing complete working Unity application and port it to OpenXR using the OpenXR Unity XR plugin (now out of preview v1.0.3).  This has been tested on two runtimes, the SteamVR OpenXR runtime as well as the Vive OpenXR rumtime (for Cosmos). 

    For this port let's try to find a canonical beginner complete working project. Like this one from Unity: 
     VR Beginner: The Escape Room 

    screenshotIDEOPENXR.thumb.PNG.29c2a45aa2f1ee1d70875a6fc64f0955.PNG

    The main scene is found in Assets/VR Beginner/Scenes/Final/EscapeRoom

    This sample uses Unity's XR Interaction Toolkit - but instead of targeting devices in the XR Management Settings we'll be selecting OpenXR (install from Unity Registry in Package Manager)  After you install  it you may see a yelloe warning as shown above - open it and select to fix all issues.  Likely you need to select Features to use controllers in OpenXR.

    OpenXR-Features.thumb.PNG.a3c0ab340221a7e0c776b03a1c67d379.PNG

    Under Project Settings -> XR Plug-in Management Settings -,> OpenXR->Features

    Now you should always support as many feature as possible - this include the Vive Cosmos support which you need to install as a package in package manager from a tar zip file - found in a pinned post in this forum - or below:
     

     

     

     

    Now to make sure you're in sync with my package versions (working build) see below:

    Note XR Interaction version (this project hasn't been updated to later versions)

     

    openxr-packages.thumb.PNG.02d99ebd490979921e1b0ab0edd264f6.PNG

     

    At this point, give it a try - it should work in editor and as a build.

     

    escaperoom.PNG.f639b2f154cc5f6ece2514063ad408ea.PNG

     

    Stay tuned for more on input and how to port over other apps using other toolkits (other than XR Interaction).

    For the most part any tolkit using the Unit XR plugin framework (XR Management) should be able to work or will soon support it explicitly (e.g. VIU toolkit). thus depending on the app, in this case nothing additional was needed to be modified.  As long as you move to Unity XR plugin  (default now) you should be able to use the OpenXR plugin with the latest LTS (long term support) version of Unity: 2020.3.x   "Porting" made easy.

    If you run into any issues feel free to respond here.

     

     

     

  8. For those who have moved to 2020.x  (2020.3 is the new LTS so I  recommend that one):

    For Wave SDK 3.2 as a temporary workaround you'll need to edit the following to see Wave listed in XR Management. Make the edit in Project->Packages and not in Library/PackageCache (where Console points to) and clear the package cache and previously installed samples and then restart Unity.

    Editor/WaveXRPlayerSettingsConfigDialog.cs

    Quote

     

    public static string[] GetVirtualRealitySDKs(BuildTargetGroup group)
    {
      return null;// PlayerSettings.GetVirtualRealitySDKs(group);
    }

    public static void SetVirtualRealitySDKs(BuildTargetGroup group, string[] devices)
    {
    //PlayerSettings.SetVirtualRealitySDKs(group, devices);
    }

     

     

  9. 1 hour ago, Funny_guy6996 said:

    Can I beta test the console? College question I may be going to UAT and use advanced Vr learning techniques. 

    Of course, again this runtime is for the Vive Cosmos and available for free when you select the beta program in the console. You can also use SteamVR's OpenXR runtime - the OpenXR plugin for Unity (or Unreal) should support all the runtimes out there (except Android runtimes on Unity  currently)

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