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KyleC

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Everything posted by KyleC

  1. @Brian-HTX Yes, we have just updated the new integrated plugin for UE 5.1 and 5.2. Please find it here - https://developer.vive.com/resources/openxr/openxr-2in1-plugin/unreal/overview/.
  2. @Brian-HTX we are planning to release Vive OpenXR plugin for UE 5.2 in coming weeks. Please stay tuned.
  3. @Nick A. May I know what is your target for utilizing front camera passthrough on Vive Cosmos? Actually, we did not publish any SDK to retrieve the camera passthrough of Cosmos. But it depends whether your requirement can be supported from OpenXR interface.
  4. Hi @且试天下, We did find a compatibility issue within Unity OpenXR plugin. When Unity OpenXR plugin is upgraded to 1.6.0, they require a new version of input system plugin where one of the interface "PosControl" is deprecated. Our plugin has to manage this deprecated interface and release a new version to fix it. It is on our plan now. If you are not really requiring the new version of Unity OpenXR plugin (1.6.0 or newer), I suggest you to use 1.5.3 which is the official public version and is working perfectly.
  5. @marianna_pizzo, we have a detailed tutorial for this on our developer resource - https://developer.vive.com/resources/openxr/openxr-pcvr/tutorials/unity/interact-real-world-openxr-scene-understanding/ Please check it to see if it gives what you would like to know. Hope it serves you.
  6. @marianna_pizzo, did you see "MeshingFeatureaPlugin" shown in Assets? This pluing should be imported as well when you import our scene understanding example. I guess some error happens before this "MeshingFeatureaPlugin" is successfully copied to Assets.
  7. @Jacktionman Could you share which headset you're using? (VIVE Pro or VIVE Cosmos) And which active OpenXR runtime you have set?
  8. Hi @vrp_vh, After reading your reproduce steps, there is one thing I cannot figure out - how do you mean VBS running without SteamVR? Since VBS is not a OpenXR runtime, if you would like to run a OpenXR App, you must need SteamVR as a OpenXR runtime to get it work. But from your reproduce step 4, you mentioned about vrserver which is one component of SteamVR and that means SteamVR is running at that time, amm I right? Just want to confirm that SteamVR is running or not when you play the Unity OpenXR App and whether SteamVR is set to be OpenXR active runtime?
  9. Thanks for reporting this. This is our design but we are considering to change it by a hardware detection instead of a software intiailization.
  10. @maxxsby We do have our hand tracking engine in VIVE OpenXR API layers (a library to be accompanied with any OpenXR runtime) and retrieve camera image from SteamVR to provide the hand tracking data. Besides, SteamVR OpenXR runtime also has its own hand tracking engine; however, it turns out to simulate hand tracking from the motion of controller instead of a natual hand tracking.
  11. @maxxsby Glad to hear good news from you. To show the mesh, please connect a controller and press "grip" key. As to the passthrough, currently we only support to show it on our Cosmos HMD. For VIVE Pro series HMD which use SteamVR runtime, you might ask Valve that how to enable/open passthrough in OpenXR. As I know, Unity does not open environment blend mode API in OpenXR (which is used for AR mode) for developers, so it is hard for you to enable passthrough through OpenXR interface for now.
  12. @maxxsby Thanks for sharing the reproduce steps. We've tried to follow the steps to reproduce the issue but with no luck. But one suspect point is did you get an pop out window like below to tell you to restart the editor when you imported the scene understanding sample. And then click on Yes. However, I think you might have done it right. Secondly, could you try to create an new project but only do step 2 to step 4 to make sure eveything is new. At the same time, check the srwork runtime is in the system tray. Besides, here are the versions of each package when we tried to reproduce the issue: com.unity.xr.management : 4.2.1 com.unity.xr.interaction.toolkit : 2.0.4 com.htc.upm.vive.openxr : 1.0.10
  13. @maxxsbyWe are trying to reproduce the issue on our side and figure it out. Will get back to you soon.
  14. Hi @maxxsby, Firstly, we would like to check the environment on your PC where we can make the SRWork run successfully by following trouble-shooting: 1. Which headset were you using? If it was VIVE Pro, please make sure the camera is enabled as below. 2. When you play SRWork sample or OpenXR scene understanding, does SRWork runtime show in the system tray as below? If no, could you share what installation you've made to install our VIVE SW? Is it from VIVE official installer or from steam App? 3. If the above two items are all correct, please help to provide the logs for us to analyze it furthermore. => Right click on system tray of SRWork runtime and then "Pack log".
  15. @Pinkrush We could not reproduce this issue on our side. Could you try our new sample App of OpenXR eye gaze in our latest VIVE OpenXR Unity Plugin 1.0.10 to see if the same symptom still can be reproduced?
  16. @Pinkrush May I know what is your target HMD?
  17. Hi @kusomaigo, We've just fixed another issue and update it on Beta. (Since we cannot reproduce your issue on our side, just wondering if this fix also has good luck on yours) If you are available to try it, it will be appreciated.
  18. @IgorP Anything further information you would like to know in addition to the intial post? There are two interfaces - SRAnipal and OpenXR now support facial tracking (eye tracking and lip tracking) with both VIVE Pro series and Focus3.
  19. May I know what extensions and features you are trying to use in MRTK3 on Focus3? For Focus3 via VBS, it does not support all of the OpenXR features provided by Vive OpenXR plugin. You can refer to this page for those supported features on Focus3 via VBS. Could you also share the OpenXR settings in project setting if possible? It may give us more hints for this issue.
  20. Hi @kusomaigo, We have just updated the fix on Beta line. (Version: 2.0.22.2/2.1.22.2) Hoping there is a good news if you would like to give it a try.
  21. @MGordonIMVR Sorry, this link is out of date. We now integrate the installtion/update of SRAnipal runtime into our SW package. You need to install our VIVE SW (VIVE Console) to get your SRAnipal runtime update-to-date.
  22. Hi @MGordonIMVR, Yes, you will need to upgrade SRAnipal runtime to latest version (1.3.6.8). As stated in the post, you need to update the SRAnipal runtime below: Install Runtime (Please joint Beta program) Install or update the latest VIVE Software form SteamVR (2.1.22.1 or later)or OOBE (2.0.22.1 or later), and check your SR_Runtime (SRanipal Runtime Version : 1.3.6.8 or later)
  23. Hi @kusomaigo, We have found an issue with older version of another dll on supporting VBS. Could you help to replace both dlls - SRAnipal.dll and ViveSR_Client.dll (updated in the first post) and see if the situation you met can be fixed? Thanks.
  24. No, I think it is just because you are on Beta Program, so it starts from 5.3 but the core version 646 is the same. There supposed to be no issue within your environment. Therefore, we might need logs to clarify is furthermore. Could you help report issue by right-clicking on the system icon of Vive Console? And share us the report number. Thanks.
  25. Hi @Ryam, Let us clarify more about the situation your are facing. ViveOpenXR and SRAnipal are the two interfaces which support facial tracking either from Vive Pro Eye or Vive Focus3 via VBS. You should choose only one of it to develop your game. As the post said, you install the corresponding plugin when you have chosed one of the interface you would like to develop with. (OpenXR interface is recommanded) For example, if you choose OpenXR interface to develope with, you don't have to install any SRAnipal SDK or plugins, you just need to download the OpenXR plugins and start to develop as described in the OpenXR tutorial. And please do not enable SteamVR plugin when you are using OpenXR plugin. One thing needs to be mentioned here - Vive OpenXR plugin provides the OpenXR facial tracking (the blend shapes of facial expression) while eye gaze is provide by Unreal OpenXR plugin. Hope these could help you step forward.
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