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nickmoseley

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Posts posted by nickmoseley

  1. Hi. @ap-voidkindly recommended this thread after I started a separate thread on the same issue - Unity APKs install but won't play on Vive Focus 3 - no issues for same VR app on Quest 2 and Pico Neo 3  

    However I'm not sure how I import WaveDeviceLayouts.cs into the project to register the new layouts. I assumed this meant importing it as a new asset into my project scripts folder but not sure where to go from there. Any help would be much appreciated.

     

  2. Thanks Chengnay. I understood that Vive Wave was now compatible with the Unity XR Plugin Management and the XR Interaction Toolkit, but it looks like the new action-based rig doesn’t work properly on the Vive Focus. I was hoping to create a project that I could deploy easily across different stand alone headsets, but this doesn't now appear to be possible for the Vive Focus 3. I need to press on now with the design and development of the app and will stick to building for just the Quest and Pico Neo 3 for now. Thanks for your help on this.

  3. Hi Chengnay. Thanks for the suggestion. Deleting the AndroidManifest.xml now installs apps into my library but shows a fixed view animated image with a fixed white 'beam' that doesn't change when I move my head or show the controllers.

    image.png.891f5366bcfbb8abaa926e39832b85f5.png

    I have my Oculus headset attached and set up for checking in on PC in Play mode and it works fine when I run the scene with this. Note that Oculus is not selected in the Android settings for XR Plug-in Management.

    Same issue occurs in this simple test scene with just a cube and XR Rig.

    image.png.dd2e6c6cbfcbd99acc504a608eebdd3b.png

    When I test it with my Rift in Play mode on the PC I can move my head and the view changes correctly. When I build the scene and install it on the Vive Focus 3, I get the same fixed view issue with a 'beam'.

    image.png.b898bd667590a921a015b8dedea6c11e.png

  4. I design and develop VR Training apps for the Health sector in the UK and have developed a test version of a new app using the XR Interaction Toolkit using Unity 2020.3.25f1 LTS which I can build and run on both Quest2 and Pico Neo 3 VR headsets without any problem. However after following all of the documented Vive instructions - installing the Vive Wave XR Plug-in with recomended Player settings, the resulting APK installed following the https://business.vive.com/uk/support/focus3/category_howto/installing-apk-on-headset.html instructions, the VR app just shows as a black landscape block and then a portrait transparent block with the Exit/Close X on the bottom. Also happens for a simple scene with just a camera and cube in. I was hoping to run a comparision on the new app across the three headsets and it will be a shame if I can only do with the Quest 2 and Pico Neo 3 headsets for which the VR app runs really well, there are much more detailed and simpler instructions  and I experienced no issues.

    Here are screengrabs showing the issue and Unity settings.

    image.png.0d5b1b542c2a7f16a7e99b33699a9dd3.png

     

    image.png.361365603c995a14324e6e8d09fd655f.png

    image.png.753f526c427fbd6bb5a23c54dcb7a5f0.png

    image.png.93649949fdb9883b6848096ec63b8ff1.png

    image.thumb.png.f11a5b6192c72ca2dc816eb2334dc767.png

    image.thumb.png.aaa4d15ff6f25240d612e3f25e6f5bc0.png

    image.png.b8fa6070ddbe6569d36d5c3dd27b6a89.png

     

     

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