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  1. Hi Julien, I guess you used the "Runtime Model" in "Hand Mesh Renderer". Maybe you can try below settings.
  2. Hi Gabriel, I tried the same environment (ROM & SDK) as you used and configured as below photo. I used this sample: Everything is fine. So I need your crash log for analysis. Please help record the log with this command: # adb logcat -v threadtime 2>&1 | tee crash_log.txt and provide the "crash_log.txt" to us. Thank you very much.
  3. Hi Gabriel, Which sample did you use? If you wrote a personal sample, could you provide your sample code? Also, please provide the ROM version of your HMD (Vive Focus 3?). You can check the ROM version at Settings > Common > About. Thanks.
  4. Sample code: public static bool IsUserPresence() { #if UNITY_ANDROID if (ProximitySensor.current != null) { if (!ProximitySensor.current.IsActuated()) InputSystem.EnableDevice(ProximitySensor.current); return ProximitySensor.current.distance.ReadValue() < 1; // near p-sensor < 1cm } else { return false; } #else return true; #endif }
  5. About the recenter API usage, please refer to https://hub.vive.com/storage/app/doc/en-us/WVR_InAppRecenter.html?highlight=wvr_inapprecenter In Unity Wave SDK, you can call this API like below code: using Wave.Native; Interop.WVR_InAppRecenter(WVR_RecenterType.WVR_RecenterType_RotationAndPosition); // recenter rotation & position
  6. @parthnaik You can try the blueprint function FString UWaveVRBlueprintFunctionLibrary::GetRenderModelName(EWVR_Hand hand)
  7. @jwatson Maybe you can try using Wave.Native; // must have the Wave native package uint runtimeVersion = Interop.WVR_GetWaveRuntimeVersion();
  8. Hi Ozan, Wave Unity SDK doesn't provide any API for upgrading the install Android application. BTW, maybe you can refer to https://docs.unity3d.com/Manual/AssetBundlesIntro.html https://www.youtube.com/watch?v=TA8B_jmjhX8 https://developer.android.com/guide/playcore/in-app-updates/unity
  9. Hi FracEdd, Thank you for informing us this issue. Your workaround is right. We will fix this issue in next release.
  10. Hi Evan, It looks like your environment is "your plugin + Wave SDK" on Focus3. So now you have two native plugins to interact with the Unity EGL context, right? I am not sure how your plugin works. For Wave native plugin, this error log is only a transition period condition while Unity interacting with Wave plugin. It is not an issue and usually happens at the Unity starting and stopping rendering phase
  11. Hi ggspringbok, 1. About the blue screen issue. We haven't met this issue before. Could you provide the version information (like version.png) from "Settings > General > About"? Also, could you report this issue? (refer to https://forum.vive.com/topic/9820-how-to-report-issues-inside-focus-3/) 2. About the controller issue. Did this issue happen in your scene or Focus3 lobby? Could you provide more information about the "don’t work with left controller only" issue? Is that a button/pose/model issue? Also, could you report this issue or retrieve the log by # adb logcat -v threadtime 2>&1 | tee left_controller_only_issue and provide the left_controller_only_issue file to us? Thanks.
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