stevewheeler1
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Posts posted by stevewheeler1
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On 11/1/2018 at 11:05 PM, reneeclchen said:
Hi Eugee,
The mesh file and its texture are saved at "Project Folder > Recons3DAsset." They can be loaded in Unity if you move Model.obj and Model0.png into your Assets folder.
Hope this helps!
-renee
Hi @reneeclchen,
What is the process of doing this now for SRWorks 0.9.3?
-Steve
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Hi all,
I cannot get the SRWorks 0.9.0.3 SDK working with Unity 2017. I have enabled the camera in SteamVR settings (however the interface looks different from here: https://developer.vive.com/resources/knowledgebase/vive-pro-srworks-sdk-qa/).
I have enabled:"Enable Camera", "Show Camera on Controller", "Show Camera on Room Edge", "Enable Room View".
"Start test" shows the camera image fine and passes.
My directory structure is as follows:
SteamVR
SteamVR_Input
SteamVR_Resources
StreamingAssets
ViveSR
ViveSR_Experience(I have imported the SRWorks unity plugin, SRKWorks Unity Experience and Steam VR from the asset store).
When I try to run any scene text appears in the game view "SRWorks Plugin Initial Fail:
I am running on Windows 10 and I have an RTX 2070 Super.
Errors/Warnings:
[SteamVR Interaction]</b> Hand is on default layer. This puts unnecessary strain on hover checks as it is always true for hand colliders (which are then ignored).
UnityEngine.Debug:LogWarning(Object, Object)
Valve.VR.InteractionSystem.<Start>c__Iterator0:MoveNext() (at Assets/SteamVR/InteractionSystem/Core/Scripts/Hand.cs:822)
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[SteamVR Interaction]</b> Hand is on default layer. This puts unnecessary strain on hover checks as it is always true for hand colliders (which are then ignored).
UnityEngine.Debug:LogWarning(Object, Object)
Valve.VR.InteractionSystem.<Start>c__Iterator0:MoveNext() (at Assets/SteamVR/InteractionSystem/Core/Scripts/Hand.cs:822)
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)[SRWorkModule] Initial SEETHROUGH : -1
UnityEngine.Debug:LogWarning(Object)
Vive.Plugin.SR.ViveSR:InitialModule() (at Assets/ViveSR/Scripts/ViveSR.cs:163)
Vive.Plugin.SR.ViveSR:StartFramework() (at Assets/ViveSR/Scripts/ViveSR.cs:137)
Vive.Plugin.SR.ViveSR:Start() (at Assets/ViveSR/Scripts/ViveSR.cs:67)[ViveSR Experience] ViveSR initial fail. Quitting Game
UnityEngine.Debug:Log(Object)
Vive.Plugin.SR.Experience.<_CheckViveSRStatus>c__Iterator0:MoveNext() (at Assets/ViveSR_Experience/Scripts/ViveSR_Experience_Initialization.cs:56)[SRWorkModule] Release SEETHROUGH : 0
UnityEngine.Debug:Log(Object)
Vive.Plugin.SR.ViveSR:StopFramework() (at Assets/ViveSR/Scripts/ViveSR.cs:146)
Vive.Plugin.SR.ViveSR:OnDestroy() (at Assets/ViveSR/Scripts/ViveSR.cs:117)[SRWorkModule] Release SEETHROUGH4K : 0
UnityEngine.Debug:Log(Object)
Vive.Plugin.SR.ViveSR:StopFramework() (at Assets/ViveSR/Scripts/ViveSR.cs:146)
Vive.Plugin.SR.ViveSR:OnDestroy() (at Assets/ViveSR/Scripts/ViveSR.cs:117)[SRWorkModule] Release CONTROLLER_POSE : 0
UnityEngine.Debug:Log(Object)
Vive.Plugin.SR.ViveSR:StopFramework() (at Assets/ViveSR/Scripts/ViveSR.cs:146)
Vive.Plugin.SR.ViveSR:OnDestroy() (at Assets/ViveSR/Scripts/ViveSR.cs:117)
SRWorks 0.9.0.3 Unity Experience Not Working ""SRWorks Plugin Initial Fail"
in VIVE SRWorks SDK
Posted
Hello again,
I managed to get this working now. As soon as I set up the controllers for the Vive Pro it worked fine.
-Steve