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dario

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Posts posted by dario

  1. Most of our effort is going into the new Wave XR plugin (2019.3+) especially since the current XR support is deprecated and will be removed in 2020.1 which is also forthcoming.  It was only via the new XR architecture (2019.3+) that we are able to support LWRP/URP.  Unity kept LWRP to not break the namespace for existing apps.

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  2. Hi @razoredge

    Thanks for the feedback, many of these settings depends on the applicaiton. Additionally for best performance, both Unity plugins Wave and VIU will prompt you for recommended settings that you can accept or ignore. For the most part these haven't been changing with each Unity release. Please do note if using recent Unity features like ECS or DOTS you many need to change your backend scripting to IL2CPP and .NET to 4.x. (e.g. our latest SRWorks SDK now requires .NET 4.x).

    Most of the time following Unity's defaults (and Wave SDK's recommended defaults) should suffice depending on your application's requirements. Unity documentation:here: 
    https://docs.unity3d.com/Manual/class-PlayerSettingsAndroid.html#Configuration

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  3. Good news on the URP and single-pass support, the current early access SDK (3.1.94) and preview rom (see pinned thread for details on how to access) has it working with the Mock HMD XR plugin (Wave XR plugin is still forthcoming).  As with all transitions to URP it depends on your shaders (if you haven't transitioned yet) the shader graph is tested as working and URP does improve performance.

    Here's a couple screenshots of project settings for enabling URP as well as XR plugin settings:

    projectsetting-graphics.PNG.c96b329cc267f33b0eeaed306ca95455.PNG

     

    ProjectSettingsXRPlugin.PNG.9b06a6aa7eb6cf4e6dccc822793797a8.PNG

     

    Here's a quick review on how to add URP to your project (after installing URP and the Mock HMD XR plugin via the package manager):


    1) Create a pipeline asset under Assets
    - right click on Assets-> Create->Rendering->URP

    2) add it to Graphics project setting (top screenshot)

    3) optionally convert shaders for specific materials or whole project. 
    - Edit->Render Pipeline -> URP...

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  4. It shouldn't be necessary to modify androidmanifest dynamically, you should be able to edit the one in your project (e.g. to add permissions etc). Or you can avoid the manifest way of doing this and just call the api directly. 

    wvr.Interop.WVR_SetInteractionMode(wvr.WVR_InteractionMode.WVR_InteractionMode_Gaze);

  5. Please check out last year's GDC Vive Developer day presentations and we'll have a new GDC 2020 sessions shortly as webinars. You're not limted to that old Unity blog anymore (plus OpenVR has changed since).

    Again the SRWorks SDK is your best bet for Vive Pro and Vive Cosmos and the upcoming XR faceplate for Cosmos.

    Upcoming webinar sessions:
    https://blg.vive.com/us/2020/03/24/htc-vives-gdc-sessions-go-live/

    Last year's sessions:
    https://www.youtube.com/watch?list=PL1JC6N9u4ERirCMPljaSzud3UNNrM2PNB

     

    Again this is AR for developers to include in their apps - for overlay solutions that work arcoss any app I would recommend the aardvarkxr project: https://github.com/aardvarkxr/aardvark

    You can always play games currently with the pass through games on if you set the mode to transparent (no filter effects) for applications with black backgrounds it works well - e.g. TiltBrush.

     

     

     

     

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  6. Hi @jakelogg,

    For MR to be properly managed in your application you need the camera characteristics and ability as you mentioned to manage undistorted and distorted images. There's limited support in OpenVR APIs for all things XR that can be done with the front facing cameras. Starting with the Vive Pro we introduced our AR/MR "XR" SDK called SRWorks. You can read more here with example videos: https://developer.vive.com/resources/knowledgebase/intro-vive-srworks-sdk/  This SDK supports, Vive Pro, Vive Pro Eye and Vive Cosmos as well as Vive Cosmos + XR face plate (higher res cameras).

    You can even manage the calibration between the camera positions and store them so that every app can use that calibration.
     

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  7. Gaze control (cursor in center of view based on head tracking) is available if the application developer adds it. We have sample code for this with the Wave SDK for developers.  Ideally developers should consider fall back support for controllers -> hand tracking-or eye tracking or basic gaze support (somewhat in that order based on hardware),

    @Keane0411

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