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Alex_HTC

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  1. Cosmos controller profile should work, as well as vive controller
  2. @위대한코끼리 Go to library, click the upper right button, and you should see options, including 'unknown sources'. https://www.vive.com/us/support/vive-xr/category_howto/accessing-apps-in-library.html Thanks for asking!
  3. Howdy @cheesepants It looks like the interface has changed a bit, depending on the unity version. Is the current equivalent drop down if you're using our openxr 2.0 package here https://developer.vive.com/resources/openxr/unity/tutorials/how-to-install-vive-openxr-plugin/ Likely older versions of the openxr plugin would work, but we do fix things when we make these updates 🙂 Likely this is just the ui change in unity, depending on your unity version. Regardless, we'll take a look at this - I appreciate the feedback! -Alex
  4. Can you also try the face gym sample for reference? https://github.com/ViveSoftware/FaceGym
  5. @Ilia Howdy, I'm inquiring further, but I believe eye tracking with the focus 3 is a fairly common configuration. 1) What version of the focus3 system software are you on? 2) What version of VBS are you currently on? Can you try accepting the eula by launching sranipal app instead of modifying the configuration? There have been a few updates where you may need to be on newer vbs and system versions I'm unsure if it works in the editor, so can you try a pc build (with wave enabled on both android and pc) and tell me if you get the same error? Thanks, Alex
  6. @MiyiiCan you help me understand why it would say that it thinks that the headset is not plugged into the same graphics card as your primary monitor?
  7. @jbossThe android manifest issues you're seeing are from using wave 3.x features in the manifest. I'm guesing you got a manifest from an old version of the manifest guide, as the current one is using the 4x features and uses the theme android:theme="@style/Theme.WaveVR.Black". This gets auto-added to your manifest by current apis, and the only thing you should need to add for store submission are the controller section: <!-- Disable Controller Pairing (set to 'true' to skip controller pairing dialog) --> <meta-data android:name="no_controller_pairing" android:value="false" /> <!-- Documentation: https://hub.vive.com/storage/app/doc/en-us/ConfigureAppCapabilities.html --> <!--Please consider the DoF support of HMD and controller individually for your content.--> <!--Set value “3DoF” if your content only considers the rotation pose. --> <!--Set value “6DoF” if your content considers both rotation and position pose. --> <!--Set value “3,6DoF” if your content is capable of supporting both 3 and 6 DoF playing. --> <meta-data android:name="com.htc.vr.content.NumDoFHmd" android:value="3,6DoF"/> <meta-data android:name="com.htc.vr.content.NumDoFController" android:value="3,6DoF"/> <!--The value could be 0, 1 or 2. Use comma(,) between value if your content can support multiple cases.--> <!--Set value “0” if your content supports gaze mode only. --> <!--Set value “1” if your content only supports playing with one controler. --> <!--Set value “1,2” if your content supports playing with either one controler or two controlers. --> <!--Set value “0,1,2” if your content supports all cases, which mean user can play by gaze mode, one controller or two controllers. --> <meta-data android:name="com.htc.vr.content.NumController" android:value="1,2"/> <!-- The maximum Wave SDK API level which your app uses, default value is 1. --> <!-- https://hub.vive.com/storage/docs/en-us/Sdk_WvrVersionCheck.html --> <meta-data android:name="minWaveSDKVersion" android:value="1" /> For development, you shouldn't need to add the manifest, so deleting it for now will work fine.
  8. @Ronan13 Howdy! I'm guessing there's a button mapping issue? What button or action causes you to get to the next screen? I believe I had success running https://github.com/GodotVR/godot-xr-template Two thing to check: 1)Turn off meta plugin compatibility - as the xr loader for meta causes havoc with other xr plugins. you may need to restart steamvr 2)Try changing to steamvr openxr runtime(or visa-versa)
  9. @ruiyingWhat link did you use to buy the eye tracker that's being used with the flow? If my memory serves me, we only have an eye tracker accessory for the focus3 and not the flow.
  10. @ruiying this is the section that shows the eye tracker setup is in the menu What link did you use to purchase the eye tracker? This might help me understand if there is some other issue.
  11. @ruiying The ipd is set on the headset, to be clear not the unity project (unless doing multipass rendering). So try single pass rendering, otherwise your ipd won't match your physical ipd. The eye calibration I was referring to previously will be under settings->inputs->eye tracker. A more full list of steps is here https://business.vive.com/us/support/focus3-eye-tracker/category_howto/calibrating-eye-tracker.html
  12. @ruiying Have you run the eye calibration? This likely would be a little weird without it. Are you on single pass rendering? In multi-pass rendering, the eye distance is set by the developer by manually moving the two cameras apart, but this is an unusual configuration In single pass rendering, it is my understanding that this is set by the system IPD settings and the eye calibration setup
  13. @weigo Hi, Ideally, the developer opts in to the vive business app store when releasing the product, this is done on https://developer.viveport.com/console/ The developer then need to check this box: And then it will go through QA and review. You can contact the company at https://www.seevividly.com/contact In addition, with some effort there may be a way to sideload the application You could always try to side load the application using adb or sidequest advanced installer. -Alex
  14. Can you check the network signal strength using a tool like wifi analyzer https://play.google.com/store/apps/details?id=com.farproc.wifi.analyzer and maybe alter the channel that your router is on in response to one with less interference?
  15. @aaaqw wave: https://hub.vive.com/storage/app/doc/en-us/UnityXR/UnityXREyeTracking.html https://developer.vive.com/resources/vive-sense/eye-and-facial-tracking-sdk/videos/intro-vive-eye-tracking-sdk/ https://hub.vive.com/storage/app/doc/en-us/UnityXR/UnityXREyeExpression.html openxr: https://developer.vive.com/resources/openxr/openxr-mobile/tutorials/unity/getting-data-eye-gaze/
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