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sn6783

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  1. Hi there, I want to use hand gesture only in my application built by OpenXR, so I tried the sample scene in OpenXR toolkit 1.0.5 first. When the app starts, a message shows that "This application does not support hand tracking" and ask for controller connection. (I use to use hand gesture only with my headset) It shows that I could not continue with the app without controllers. But after controllers connect, the app still works successfully with both my hands detected. Since hand tracking works, why the message of hand tracking unsupported still shows? Is there any way to turn off the controller detection? My Unity version is 2020.3 LTS. Thank you.
  2. Hi Alex, Thanks for the reply. The XR Interaction Toolkit seems work. BTW, in my first project, I tried to set an input action for trigger and set it to some player input component and use the Fire event callback. (which I missed to post the setting in the first post) The following was my input action. (A mouse left button action was used for testing the event in Unity Editor, which did work.) Also, I used the input system device tracker (as the first post) to do controller position tracking. Both the trigger and the position tracker seemed not reacted. Anyway, since the XR interact toolkit works, I will work with the toolkit first and leave this input system question behind. Thanks for your help.
  3. Hello, I'm new with OpenXR and trying to build APP with standalone mobile mode on Focus 3. I've followed the tutorial at https://developer.vive.com/resources/openxr/openxr-mobile/tutorials/unity/getting-started-openxr-mobile/ and OpenXR https://docs.unity3d.com/Packages/com.unity.xr.openxr@1.3/manual/input.html to make a simple scene just try to catch the right-hand controller position and trigger pressed. I could successfully build the apk and run the APP in VR mode. BUT nothing happened when I moved the controller nor pressed the trigger. Then I tried to use the controller example of OpenXR plugin. Still, nothing worked with the controllers. Could anyone give some suggestion how could I trouble shooting? Thank you. The following are my project settings, with Unity 2020.3.24f1, VIVE OpenXR plugin - Android 1.0.5 and OpenXR plugin 1.3.1 : And the tracking settings for my own game object (if you need so):
  4. Hi there. Sorry for dig out the old post. We bought several VIVE Focus about 2 years ago, and have not changed the app contents for nearly 1 year. Recently MANY of them start to stuck in the reboot loop. Try to enter the reboot menu but could do nothing with download mode (according to the message, the mode might be locked), and neither with bootloader recovery mode (shows a big warning icon (!) without any text). Our headsets are with firmware 2.12.1303.5 9.0_g CL1111925 and 3.13.623.1 9.0_g CL1119322. Is there any recovery suggestion? Thank you.
  5. Hello, could you tell if there is any MTP related change in this version? Our headsets cannot be shown in Windows file manager after update firmware. The Focus 3 icon just pops up for only a few seconds then disappears (while adb still works). Thank you
  6. OK, I found the issue could be using Unity 2020. After downgrade Unity to 2019.4 LTS , everything seems fine now. (Except that I need to say goodbye to some new cool asset I want to try)
  7. Hi there, I have a 360 video player with Unity Video Player with Wave SDK which I used to work with Focus in legacy plugin v3.1.6 with Unity 2018. (In fact, my project was based on the sample video player scene in v3.1.6 package.) Recently I got a Focus 3 and tried to update to player to the newest XR plugin v4.3.0. It plays just good on Focus 3. However, when I try to put this new APP to the old Focus, Adreno error happens occasionally, and sometimes even crash the APP. The normal error may look like this : And after other error grows like the following, the APP crashed : According to the adaptive quality log, the performance before APP crash looks normal, with CPU_Level and GPU_Level about 1 or 2, and FPS over 60. (For example : I [VRPerfMgr][AQ]: FPS: 75 CPU_Usage: 47 CPU_Level: 1 GPU_Usage: 60 GPU_Level: 2, GPU_Bound: 0, FOVED:0, AMC:0) And no other certain messages or logs appear with the error. BTW, I also got the same issue when working on with the old APP (with v3.1.6 and Unity 2018), which was solved by deleted the default defined symbol of single pass and made the project to multi pass. But switching between single pass and multi pass does not solve the problem this time. Now I'm wondering what to try next to dig out the possible cause. Any suggestion would be appreciated. Thank you.
  8. Hi all, We are trying to migrate our Unity app from Focus to Focus 3. However, the "out of boundary" message (and the area reset procedure) is quit annoying in Focus 3, which could be solved in the original Focus by turning on passenger mode. Is there anything similar to passenger mode in Focus 3? Or in any way the boundary detection could be disable? Thank you.
  9. Hey, Have you tried long press HMD volume button and controller system button at the same time ? This works for me when my Focus controller's out of pairing (which happen a lot these days and I can't figure out why...)
  10. Hi there, We've bought several Vive Focus for our project. Recently, after the HMDs restart, we found that some of them may not be able to pair with their original HMDs. This may include two situation: 1. HMD A and HMD B exchange their pairing controllers after restart. (HMD A with controller B, HMD B with controller A) 2. The controllers are not exchanged, but HMD A still cannot pair to controller A, even after press volume+menu button. We can still pair the controllers back by taking off the batteries -> put back the batteries -> press volume+menu button. But since we bought several HMDs, the action could be quite annoyed. We first assumed this has something to do with the controller batteries, but this can still happen even when the batteries are full. And the cases happen with no rule and on no particular HMD. Could anyone give some suggestion for us to reduce the problem? Thank you.
  11. After several trying, I finally run the experience demo successfully with SRWorksRuntume run as administrator. And it seems like the previous hanging had nothing to do with the VRCompositor message -- even I can run the program now, the error still exists. So the root error may be at some steps after the VRCompositor allocation but the log didn't show. Anyway, it can basically work now : )
  12. Hi there, I've installed SRWorks SDK version 0.9.3.0 and tried to run both the sample experience Unity project and the pre-build Unity demo, and it turned out they both hanged when trying to call SRWorks SDK. In the log of sdk_SRWorks_Runtime_srworks, it always ended with : ERROR SDK] [HTC_VR_Init] VRCompositor is NOT allocated. , app type :22. And in sdk_ViveVRCompositor, I got : ERROR SDK] [HTC_VR_Init] VRCompositor is NOT allocated. , app type :3 I'm new to VR development, and with no idea where to continue the trace. Could anyone give any suggestion about this? Oh, and my system is Win10 64bit with a RTX 2070 and SteamVR version 1.13.10. Other VR applications without SRWorks just look fine so I suppose the basic HMD setting is fine (?) Thank you.
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