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FracEdd

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  1. On the Focus 3, both in the Wave SDK and the OpenXR Toolkit samples the controller visuals do not align with real controllers. You can easily determine this by touching the controllers together at various angles. In the sample Unity file you can see there is a few magic number in there to offset the controller, but they are clearly not correct. It can be seen in other apps too, the Vive Browser for example is way out of alignment. Is there a proper solution to this? One would expect this to be correct in the samples at the very least.
  2. We have passthrough working with URP both in our app and in the Toolkit sample. Unity 2022.3.22 URP 12.1.10
  3. We've been looking at this recently. We can get it to run with Vulkan and OpenXR, but we've noticed a significant decrease in performance when running on Vulkan over OpenGLES. It's only running at 60 fps with an empty scene. The profiler indicates that it's GPU bound. Have you had any issues with performance? If not what exact Unity version are you?
  4. I couldn't find any sensible place to report bugs, so putting it here. Please let me know if there is more suitable place. Repro steps: Install com.htc.upm.wave.xrsdk package to Unity project. Build for UWP platform from Unity. Open visual studio solution. Right click on main project. Publish -> Create app packages Choose "Sideloading" and follow through process until apps, msix, appxbundle or msixbundle is produced Run Windows App Cert Kit and choose generated package, follow steps to run tests App will fail on "Support API Tests" siting use of restricted APIs in 3 DLLs. wvr_plugins_directpreview.dll, RRServerReportAPI.dll and RRServerManageAPI.dll Expected result: UWP apps can be built including the com.htc.upm.wave.xrsdk package without failing certification. Additional information: This can be worked around by creating a copy of the com.htc.upm.wave.xrsdk package and modifying the offending DLL import settings in Unity to exclude the UWP platform.
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