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KnowledgeCenter

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  1. If we put the plugin in Engine folder we have the following error : ERROR: Missing precompiled manifest for 'WaveVR'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in WaveVR.build.cs to override.
  2. Hi there ! We have great troubles building our apk on Unreal 4.26 for Vive Focus 3, here is the unsolvable problem : Execution failed for task ':app:compileDebugAidl'. UATHelper: Packaging (Android (ASTC)): > Could not resolve all files for configuration ':app:debugCompileClasspath'. UATHelper: Packaging (Android (ASTC)): > Could not find any matches for com.htc.vr:wvr_client:+ as no versions of com.htc.vr:wvr_client are available. UATHelper: Packaging (Android (ASTC)): Required by: UATHelper: Packaging (Android (ASTC)): project :app UATHelper: Packaging (Android (ASTC)): > Could not find any matches for com.htc.vr:wvr_permission_client:+ as no versions of com.htc.vr:wvr_permission_client are available. UATHelper: Packaging (Android (ASTC)): Required by: UATHelper: Packaging (Android (ASTC)): project :app UATHelper: Packaging (Android (ASTC)): > Could not find any matches for com.htc.vr:wvr_resource:+ as no versions of com.htc.vr:wvr_resource are available. UATHelper: Packaging (Android (ASTC)): Required by: UATHelper: Packaging (Android (ASTC)): project :app If someone can help us troubleshooting this. We don't know what to do, documentation seems incomplete & outdated and the plugin not stable (we have a new bug everyday).
  3. Hello everyone ! We are playing with our new Focus 3, it's a nice headset but in our Unity App we can't get to access Joytick data on controlers. Buttons inputs works fine but no axis data. As our moving system is based on axis input, we can't get our app to run correctly. We tried with Unity Input system and Wave SDK, nothing to do it doesn't work. Here is our basic script (translation only) : public class PlayerController : MonoBehaviour { VRControls controls; public Rigidbody Player; public enum ControlerType { ViveFocus3, OculusTouch, Gamepad, Hands } public ControlerType controlertype; [Range(2.0f, 20.0f)] public float Sensibility = 5.0f; public Vector2 translate; public Vector2 rotate; void Start() { controls = new VRControls(); } void FixedUpdate() { controls.ViveFocus3.Movement.performed += cntxt => translate = cntxt.ReadValue<Vector2>(); controls.ViveFocus3.Movement.canceled += cntxt => translate = Vector2.zero; controls.ViveFocus3.Rotation.performed += cntxt => rotate = cntxt.ReadValue<Vector2>(); controls.ViveFocus3.Movement.canceled += cntxt => rotate = Vector2.zero; // translate = WXRDevice.ButtonAxis(Wave.Native.WVR_DeviceType.WVR_DeviceType_Controller_Right, Wave.Native.WVR_InputId.WVR_InputId_Alias1_Thumbstick); Vector3 translation = new Vector3(translate.x * Sensibility, 0, translate.y * Sensibility); Player.velocity = translation; } } translate vector is linked to right thumbstick axis input in unity input system. We also put the code in an Awake method, not working. Thanks !
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