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dario

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Everything posted by dario

  1. Are you also seeing a similar issue with the SteamVR settings popup? Sounds like a file permissions issue - can you share your workaround to help others who may be having a similar issue?
  2. Make sure you can see the popup dialog that asks you save and generate the actions
  3. This has been already added to WaveVR @ArjenVeenhuizen
  4. htcdev.com has the unlockbootloader tool for all HTC Android devices. Again I warn against rooting your device as this will void all warrantys and enterprise support. You should know what you are doing (i.e. have an expert who knows how to replace a bootloader or other partition with one that allows you to root). @henrikvrtraveler
  5. Hi all, this is a basic aspect ratio question - each eye does not get the standard TV/film aspect ratio. What you are seeing is a 1:1 crop of the original circle from one eye to get the most of the original content. Are you asking to crop the top and bottom to better fit the TV aspect ratios e.g. 4:3 or 16:9 (and which would work for you)? This is what you are seeing others doing btw. @Insightful Environments
  6. This is handled by Role mapping in VIU - please check out the UI that's built in to do the mapping (right shift B). https://github.com/ViveSoftware/ViveInputUtility-Unity/wiki/Embedded-Binding-Interface Under the covers it's bound by serialnum - so doesn't matter what order you turn on trackers or if hmd falls asleep etc. No need to deal with device ids You may even map 2 trackers to the same role as a backup tracker to quickly replace at runtime when one runs low on battery. And you can actually physically label the trackers to make it easier. I've seen live performances use 10+ trackers, with the ability to do mapping while the app was running using the role mapping interface. @mgyeung @jboss
  7. Where on your waist did you place the tracker? I'm asking because it's more likely that a waist tracker be occluded than a foot tracker. Do you have a 2 or 4 lighthouse setup? One way to confirm that it's occlusion is if you place an additional tracker on your waist (front and back for instance) does the loss of tracking alternate depending on where you are facing? One way to handle occlusion (using 2 waist trackers) would be to defer to the one that is still tracking, i.e. when tracking is lost (you can get that as a callback) you would switch to the other tracker for your position/rotation - keeping in mind the distance to the body center for accurate IK. @LXVII
  8. There's several ways, one is Texture2D.LoadRawTextureData but more efficient would be Texture2D.setPixels32 (after resizing, converting to argb and mempy in C++) or you can use some utils in libraries like opencvsharp. @Æber
  9. RTX 2080 support was _added_ to SRWorks, SRWorks has been around for some time prior to RTX @Bino1622
  10. As long as you consider all the caveats (e.g. voiding warranty) you could use our unlock bootloader tool for Android devices. @henrikvrtraveler
  11. @mmorselli, Please don't use the Role Changer, that was retired for good reason, the proper way when using SteamVR is to map the input binding "as hand". However you can only use 2 devices as "hands" at a given time (i.e. use of controller equivalent input via the tracker's pins).
  12. Look into how Unity can handle this for you, even 6.1 cubic rendering is handled. For stereo, just make a layer for each eye.
  13. Could also be missing bindings, if using the latest steamvr plugin make sure your build has the binding files in the new location (StreamingAssets) instead of the root folder.
  14. I've used both SteamVR's for cross PC-Mobile without issues - yes there's some namespace clashes that can be fixed manually with the 1.x plugin, but you should not have any issues with the develop branch of VIU from github and Steam (latest Steam beta plugin is still being tested). No longer need to change any settings other than VIU Settings now. @ben-FLOAT
  15. Hi, @MacBread, Tutorials are dated, there's now support for both cameras not just with SRWorks but with the OpenVR API as well (though I haven't checked if the SteamVR Unity plugin has been updated) - I plan to get back to this via OpenVR for Vive Pro however I do recommend that using SRWorks will be the easier route. One approach is to take the textures or the quads from one or both of the eyes and simply move them to the object you want to project on. Currently the best way to learn how the SRWorks framework works is to use the inspector during runtime to see how it's laid out and then you'll know what parts to use or copy. I do plan to get to new tutorials - please feel free to ask for help on getting started on the SRWorks SDK forum best, Dario
  16. Yes, the sample will be updated to both latest SRWorks and Unity shortly, sorry for the inconvenience. Support for older versions of SRWorks will probably be dropped.
  17. Hi @Greg Corson, were you able to figure out delaying pose data? I would collect the poses (maybe a circular queue) and simply play them back on a model that's not attached to the live poses.
  18. Hi, Miracast is the supported streaming protocol - so no, Chromecast won't work currently. There are inexpensive Miracast dongles (tested and works) or you can cast to a PC and then from there cabst to whichever display you can from the PC. best, Dario
  19. When they updated the rom to suport Go they broke all unpublished apps because you now need to add to the Android Manifest: <uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true"/>
  20. Have you tried placing a green sphere resized to the depth you want and centered to follow the camera?
  21. Today we are announcing to developers an early access release of the Vive Hand Tracking SDK for the Vive, Vive Pro and the Vive Focus (Wave platform). This SDK will provide the ability to track your hands, recognize gestures and on the Vive and Vive Pro track your fingers as well (21 point tracking). For more info please attend the sessions at GDC on Vive Developer Day, Monday March 18. Or just try out the SDK available now here: https://developer.vive.com/resources/
  22. Yes, VIU will be supporting future devices. As a open source project on Github there shouldn't be concern over long term support, As for performance, we did performance tests early on with no degradation of performance, it's essentially wrapping the underlying SDKs (e..g Wave SDK, Unity XR APIs, SteamVR Unity plugin) as you would likely do when using the SDKs directly. We just opened a dedicated forum for VIU - so please post questions here: https://community.viveport.com/t5/Vive-Input-Utility/gp-p/ViveInputUtility
  23. Can you share the android manifest snippet ? Normally adding to the manifest prevents the dialog from appearing. Note to all: This is more of a reminder than a build error - you can safely ignore (close) while developing. This is used by the store and thus is very important to add before publishing so that your application gets listed in the appropriate sections. The recommendation is to do your best to support both 3DOF and 6DOF controller(s) for wider reach.
  24. Does not work with Experience demos which require the SteamVR Unity plugin. The core package doesn't require the SteamVR Unity plugin
  25. Please consider using the VIU plugin to save you from managing different code bases for each platform! It let's you support e.g. Vive(or Rift) and switch to mobile platforms (like WaveSDK) by simply changing the build target! More information in our developer blog (getting started entry): https://community.viveport.com/t5/Developer-Blog/bg-p/devblog
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