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Alex_HTC

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Everything posted by Alex_HTC

  1. Hi, I've never seen the usage of REQUEST_INTALL_PACKAGES before, but it does look like according to the documentation that it's not designed for regular application developers like you or me. https://developer.android.com/reference/android/Manifest.permission#INSTALL_PACKAGES In other words, if android itself isn't denying you, it seems likely we are for security reasons. I'm really not sure about the valid usecases for something like this nor what the pitfalls might be. sometimes there are additional android manifest entries, but this seems like a really specific ask with a very specific set of idiosyncratic issues. I'm not sure that helped, but what drives the need for this permission? -Alex
  2. @Beta_Tester @psychic-yamaguchi The underlay does not work on the flow right now. I double checked with the latest rom (1.23.8888.02) and 4.2sdk and the sample https://github.com/hardcoded2/WavePassthroughOverlayExample did not seem to work. My understanding was that flow featureset was initially locked into the earlier 4.0 sdk featureset, and I will try to find out more information as to when this will change.
  3. Hi @SimoneSantillo The simplest way to get MR example working is with the call: Wave.Native.Interop.WVR_ShowPassthroughUnderlay(show); Which is shown in a working example project here: https://github.com/hardcoded2/WavePassthroughOverlayExample Thanks, Alex
  4. Hi @Ozan Thanks for reaching out! I'm hoping to clean this up and get something more formal in the future, but here's some proof of concept code that I've used for my own testing purposes: The "sdcard" branch of this URP-example here is a full project: https://github.com/hardcoded2/URP-Example/tree/sdcard The relevant code bits are here: https://github.com/hardcoded2/URP-Example/blob/sdcard/Assets/SampleInit.cs android manifest: https://github.com/hardcoded2/URP-Example/blob/sdcard/Assets/Plugins/Android/AndroidManifest.xml Thanks, Alex
  5. Hi there! Are you looking to stream from Vive sync or something similar? I will test this out today, but I think one could simply run it without the sdk, and the mappings should work well. This is how vr apps that don't include the sdk are able to use something like Vive Sync to run on the f3 headset with usb or wifi. I see this is unreal 4.26 and I'll double check to see if there are other libraries/options needed to make sure that steamvr starts when the app starts, which is usually where any issues could crop up when building a standard pc app for use with vive sync can come up. Always glad to hear from our devs and help out! Thanks, Alex
  6. We really do appreciate the feedback and interactions with devs! You shouldn't need anything other than enabling the "OpenXR" plugin in your xr settings after importing the plugin. The external depedencies are vive console and vive business streaming app. As a quick point of reference on direct preview, one quick test is to connect the device over usb and run "adb shell cat /sdcard/DirectPreview/config.json" to print out information about the config file on your device. i do think you'd hit the 2020 issue before you'd run into this, but this may provide more information to send to our team
  7. I hear you and this sort of feedback can help us immensely. There is a distinct active issue with 2020. I'm hoping that we can get a fix in the future, but the last beta didn't fix it as intended. I'll check on the status today. I have seen issues with directpreview that i have yet to overcome, but I am led to believe are being worked on. having a game preview window that doesn't have an even height/width divisible by two can cause no rendering having a game preview window too large and/or too different from the aspect ratio of the target device may cause issues Not having adb in your path will cause it to fail silently with only warnings in the console not having your device connected over usb when running the "install apk" will cause the apk not to be installed not running "install apk" after changing the configuration (with an active usb connection) will not change your device's configuration, as it pushes a configuration file at that step Errors are not obvious to the developer, windows popping up and immediately closing with no visible output is a likely error The wave xr plugin installed on pc as well was a requirement that you got It seems that it is not connecting to the device, can you try a)pinging the device from your pc to make sure it's reachable and b) disabling your firewall The android manifest must also be configured to include entries like https://github.com/hardcoded2/VBS-Example/blob/master/Assets/Wave/XR/Platform/Android/AndroidManifest.xml I've had more success* with VBS streaming in general, so I've started putting together a "known good" example here https://github.com/hardcoded2/VBS-Example, and hope to do a tutorial soon. I'm going to go over this again soon, but if you have issues with that buttons not being recognized try installing vive console https://store.steampowered.com/app/1635730/VIVE_Console_for_SteamVR/ *--(More a personal note here....) Well more success, until I started manually mucking around with my windows registry to work around an unrelated issue from testing some alpha-level features. XRNodes rotation/position get updated but the buttons and axes are not being read regardless of input system
  8. It's been a little while since I've used the startsubystem syntax for some of this stuff, but I remember it requiring a bit of extra paranoia due to timing/threading issues. Seemed to work when I attached+ran it on a scene with a stock xr rig with 2019.4.30f1 I put up a version of it at https://github.com/hardcoded2/URP-Example for comparison I pulled a copy with 2019.4.24f1 and it isn't loading a shader. I assume it's just bedtime 🙂 I'll look at it in the morning, but try 2019.4.30f1 or higher to start along with the above modified init
  9. Hi, Can you try adjusting the WaveXRPlayerSettingsConfigDialog two different ways: A) No AA on all quality settings B) Consistent AA on all quality settings. There is an issue with the latest wave sdk and switching AA settings which causes a crash. There are also different issues with specific versions of the URP and corerp library which cause crashes with XR packages. I'm guessing that is not the issue, but for the sake of completeness it's worth bringing up. There are other possibilities, and if the above doesn't work, I'd love to have a minimal project setup that reproduces this crash. Thanks, Alex Edit: Do you have "Initialize XR on Startup" unchecked in Project Settings->XRPluginManagment->android?
  10. We were updating our upm this week to ensure that the latest versions were selected as the default. The times seem to correlate roughly when this work was happening, from my best understanding. Thank you for your patience 🙂
  11. Using unity to build content using the latest Unity XR Interaction toolkit can be a quick way to build content that can work in a wide variety of ways, and be supported well into the future as unity builds new features. So today, we're going to take the "Escape Room" example provided by unity and get it working with WaveXR, step by step. Step 0: Install the latest Long term support version of unity - at the time of writing, this was unity 2020.3.16f1 Step 1: Open unity hub select "New", and create a blank project Click "Create" and you should have a project you can start working from! Step 2: Open up the web page https://assetstore.unity.com/packages/templates/tutorials/vr-beginner-the-escape-room-163264 a) select the "Add To assets" blue button b) Select "Open in unity" to add it to your open project created in step 1. You may also have to select "Open Unity Editor" to allow the web page to perform this action. Step 3: In Unity, you should see a window titled "Package Manager" and it should select "VR Beginner: The Escape Room" a) Select "Import" at the bottom right of the Package manager window (pictured above) b) Select "Import" at when the window pops up indicating that "importing a complete project will overwrite your current project settings". Since we have just set this project up, this is not a problem c) Select "Install/Upgrade" to install the dependencies d) Select "Import" at the bottom right to bring the assets into your project Step 4) Configure Wave XR plugin a) In Unity, Select Edit->Project Settings. In that window Select "Package Manager", and add A new entry Name "HTC", URL "https://npm-registry.vive.com" and Scope(s): "com.htc.upm" like the image below. Then hit "Apply" b) Go back to the project manager and select "My Registries" from the dropdown Which should lead you to a screen that looks something like this: c) Select "Install" on both the Wave XR Plugin d) Inside of the "Project Settings" window, select "Wave XR" and click the "PlayerSettings Configure Dialog" button, then "Accept all" to configure the project for focus3 development. After it is done changing settings (this may take a little while), you should see a dialog saying "You made the right choice" e) Go to "Project Settings"->"Wave XR"->"XRSDK" and click on the "Import Feature - Custom Android Manifest" button, and import the package assets f) Enable Wave as an XR plugin - Go to "Player Settings"->"XR Plugin-in Management" and enable WaveXR for both PC and Android
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