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Jmangles

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Everything posted by Jmangles

  1. Tried replacing the plugin from this thread with the OpenXR plugin you suggested and I get the same error.
  2. Just updated VIVE Console today from the previous version to 2.0.20.2 and now I get this error: Failed to suggest bindings for interaction profile '/interaction_profiles/htc/vive_cosmos_controller' with result 'XR_ERROR_PATH_UNSUPPORTED'. Everything was working fine yesterday, wanted to make sure it wasn't my Unity project so I hopped on an earlier commit where I knew everything was working and it's broken there as well. Unity 2020.3.30f1, XR Interaction Toolkit 2.0.0, XR Plugin Management 4.2.1. I see the controllers working just fine in Viveport and SteamVR home.
  3. We're mostly remote right now but when I'm there in person again I'll bring that adapter home and see if it's something that works with just that laptop or if I can get it to work on my desktop as well. I fixed my problem by realizing that 1440p 144Hz is still within HDMI spec so I'm just running one of my monitors off that leaving a DP for my Cosmos. I was looking at A-series and Quadro cards for a minute there...
  4. The exact model of adapter I had at work was this one and I didn't even plug the USB part in. I found a picture someone had taken of me testing it and you can see behind the laptop the DP to HDMI converter with the USB portion left unplugged and yet the Cosmos is working fine in AC's VR mode with no framerate issues or anything.
  5. I'm confused by this thread since at work I used a simple non-powered DP to HDMI dongle on a Dell Precision 7560 laptop (3060 mobile) with a Cosmos two days ago and it worked flawlessly testing it in Assetto Corsa. I'm getting conflicting info now since I want to do VR dev on my home machine but all three of my DP outputs on my 1080 are taken up by my monitors. The only remaining option is the HDMI or DVI outputs. This wasn't an issue before since I had one DVI monitor, I was just going to buy a DP to HDMI dongle but this thread has me second guessing despite seeing this idea working for that laptop.
  6. I have now tried installing the 3 Wave SDK packages from the scoped registry and running the game with the WaveXR plugin checked in the XR Integration Toolkit however it crashes every time I click play. I set the platform to Android from Windows Standalone and changed all the settings as suggested by the WaveXR dialog.
  7. Trying to figure out how to port a game made using the Unity XR Integration Toolkit and an Action-based XR Rig over to the Focus 3 in PC streaming mode. Previously it was using the Oculus plugin. I've gotten the Focus 3 headset to track but I cannot get the controllers to be recognized by Unity. Current Setup is Business Streaming->SteamVR->Unity. I'm using the OpenXR plugin in the XR Integration Toolkit with SteamVR set as my runtime. I've tried enabling the VIVE Controller Profile in the OpenXR settings and have also tried downloading the custom VIVE Cosmos Controller Support and enabling that. I would like to avoid having to download the Wave SDK unless I know it won't require a complete redo of my the existing XR Rig and Input Action mappings. My problem is not that the controllers aren't tracking correctly but that they're not recognized by Unity whatsoever. I'm on Unity 2020.3.2f1 with XR Integration Toolkit 1.0.0-pre.5.
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