Jump to content

KyleC

Verified Members
  • Posts

    37
  • Joined

  • Last visited

Posts posted by KyleC

  1. 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.

  2. 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?

     

  3. @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.

  4. @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.

     

  5. @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.

    image.png.a2342acdb5483ad23d7e2976e1ebc897.png

    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

     

     

  6. 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.

    image.jpeg.8954f18774d66dd4046c46e675dea1d9.jpeg

     

    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?

    image.png.4665b81c4ec9a82adf9b840bd58b48ba.png

     

    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".

  7. 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.

  8. 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.

     

×
×
  • Create New...