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Stanislav Kostikov

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  1. Try those steps: 1. Turn on device 2. Wait till device is loaded and you see lobby 3. Remove device and close frontal camera with hand. 4. Wait for 10 seconds 5. Wear device and try look on lobby
  2. After that update I got some problem. If device report "tracking is lost" and than restore tracking, device enable frontal cameras so i can see surrounding area but I don't see any way how disable that mode. Only what I can do at this point restart or power of device. Do I miss some settings?
  3. Now after update 4.14.623.1. If device detect "tracking lost" when device restore tracking it will enable external cameras and I can't find way to go back to game or lobby. Only what I can do at this point power off or restart device. @Tony PH Lin
  4. When device report "tracking lost" it move camera position in different place. We need manually return it to desired coordinates. Is there any way to detect that event? Or there some other solution we can use? (It easy to repro even in standard lobby, just put device on and wait till lobby on. Than remove device and close cameras for a few seconds (like 10-20 sec) Than next time you wear device camera will be somewhere in random position)
  5. In game I see picture much larger (about 10 times larger) than on different devices. Is there any way how can I scale image? I need keep camera at the current position but make picture smaller. (Except scale down entire scene)
  6. Also question. Is it possible to move device camera to world zero coordinates?
  7. Thanks for answer. It took me a while to understand what you mean. Can you explain how calibrate room? Floor height set by Custom Device Height? Game can be used both as sitting and as stand experience.
  8. Hello! Have problem with camera. I currently porting existing unity game. When game run camera put above point where it expected., For me it seems that camera have some offset. Look like camera initially above ground level. Is it so? And if so can I disable that and put camera initially in zero coordinates?
  9. Don't know what was reason of the problem. But after I remove WaveVR and HTC.UnityPlugin. And re-add them back my problem was solved.
  10. Guys, working with Vive Wave SDK. In AndroidManifest : <activity android:name="com.htc.vr.unity.WVRUnityVRActivity" android:configChanges="density|fontScale|keyboard|keyboardHidden|layoutDirection|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen" android:enableVrMode="@string/wvr_vr_mode_component"> <meta-data android:name="unityplayer.UnityActivity" android:value="true" /> <meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="true" /> </activity> If I add Vive Wave SDK into plain unity project everything fine and project build and run. But if I add this into existing project that “@string/wvr_vr_mode_component” data can't be resolved and unity generates error : “Failed to re-package resources.”. Anyone have such problem? (Existing project have some custom steps for Android packing. I think it may be connected ) Anyone have idea what could be wrong? Thank you!
  11. Yes, my problem was that I haven't use Vive Wave SDK. Now it almost as it should. But just each eye see only half of screen. Left eye see left half, and right eye see right half. Did I miss something in settings?
  12. When I start game it create window with button "back" under that. It's look like game run in window mode. I haven't used Vive Wave yet. Might be that issue?
  13. Hello! I currently working on game and need run it in full screen. But instead game run in window mode. I tried use full screen theme but seems it doesn't help at all. Screen.fullScreen = true; also no affect. Any suggestions what the problem?
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