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Posts posted by BabelSW
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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.
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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.
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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
}
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About the recenter API usage, please refer to
https://hub.vive.com/storage/app/doc/en-us/WVR_InAppRecenter.html?highlight=wvr_inapprecenterIn 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
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You can try the blueprint function
FString UWaveVRBlueprintFunctionLibrary::GetRenderModelName(EWVR_Hand hand)
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@jwatson Maybe you can try
using Wave.Native; // must have the Wave native packageuint runtimeVersion = Interop.WVR_GetWaveRuntimeVersion();
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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 -
Hi FracEdd,
Thank you for informing us this issue. Your workaround is right. We will fix this issue in next release.
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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
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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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No collider event in build ?
in VIVE Focus 3
Posted
Hi Julien,
I guess you used the "Runtime Model" in "Hand Mesh Renderer".
Maybe you can try below settings.