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vethetheth

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Everything posted by vethetheth

  1. There is still a pink color because the Package use the read-only hands, not the ones I modified Maybe we should use a more direct way of communication instead of the forums, because this could take a while
  2. Nothing has changed... I am using the VIU prefab.
  3. Thing is I already tried altering shaders, materials or anything but the hands are in the "Packages" folder of the Wave SDK : it is read only and changes are reloaded after any compilation.
  4. Hi @Alex_HTC, @Lawrence, did the team find out wat was the issue ?
  5. Yeah I am doing the checkout properly but unity can't find the URP package you use I have to import this urp package instead : But I don't mind waiting for an official fix to come out, it is not a breaking bug
  6. Hi Alex, I have the same problem on your project too : here is the screenshot of the scene : I checked that everything was converted in URP twice, but the materials are still pink :
  7. Hi Alex. Thanks for your answer. I sadly still have pink hands at any steps I followed. I am using the prefab VROrigin from the VIU sample, and I re-done the process of the pipeline converter to URP. Sadly no change 😞
  8. Hello. Using the latest Wave package, the hands are pink (missing material) when I use URP whereas the controllers are fine. Could this be looked into? We are re-applying the material each time a hand disappear and this doesn't looks optimized. We can't modify the hands because it is part of the packageCache and is read-only. Using custom hands through the VIU / Wave custom hands doesn't do anything : (this is a blank project, let me know if you can reproduce it on your hand) here the gameobjects are empty because it doesn't work so I removed them, but putting objects in any custom models for the hands / controllers doesn't work, I tried every Wave Vive Hand tracking field. If you have a sample to customize hand / controller models please send it, thank you
  9. Hi @chengnay after further investigation, I had to reinstall completely the VIU and the essence package. I had to tick the Custom Manifest option of the wave XR SDK, even if i thought it was created automatically by the settings / the VIU. This resolved the problem.
  10. Hi. I have a very annoying bug that throws me an error every frame that looks like this : Sometimes the error doesn't pop and this is what is displayed : This basically makes debuging the headset a real pain because there are Wave XR debugs everywhere, what can we do to disable it ?? Override LogFlag does nothing I don't even use wrist trackers, please help me with this I can't work without proper logs @Tony PH Lin @chengnay @Vivi Wu
  11. Hello Tony, is the direct preview update still on track for march ? This feature will be decisive to know if we leave htc for other headsets.
  12. I don't think it works with urp Lots of thing don't work with the preview, even the preview itself.
  13. Hi, any update on this? The page is now in the deprecated Wave Legacy Plugin.
  14. Hi, any answer to the questions I asked previously 🙂 ?
  15. Hello! Glad to see what we can do with our hands now. Game is very smooth, and grabbing is a little bit better. The robot is also very well made 🙂 However, I cannot throw objects (or very rarely) : at the end of the movement, when my arm is extended, my fingers only open 1 second after I opened my hand in front of the headset, making the object fall without momentum. The delay does not happen when I do not have an object in my hand. I have small questions: How did you develop this application internally? Through numerous builds and tests inside the headset or direct preview? Also, how is the 32-bit build different from the 64-bit build, as we use the apk for focus 3 ? Thanks in advance.
  16. Hello. I have been using the Vive Focus 3 because it is the only autonomous headset with handtracking that can be commercialized legally nowadays. It has been a long journey and the state of hand tracking is not very promising : lots of features are not compatible with hand tracking, the tracking itself is laggy, grabbing an object is not always working, hand is disappearing... I would like to know if there was a roadmap or any information on the future of the hand tracking. Thanks for your answer in advance. Please keep me up to date.
  17. Oh okay. Thanks for the answer @Vivi Wu Hope it will be enabled soon.
  18. Hi @chengnay, @Vivi Wu, i have some news : The IP adress was not the right one, now i can test and i found out some things : It is now working, but the hands are stuck on my feet, the controllers are working fine. I am testing with the scene 0 from VIU, did you try hand tracking with direct preview ? Also, sometimes the screen freezes and there is written endlessly in the log files. But before it worked great. Thanks in advance.
  19. @chengnay No problem. Thanks for keeping us up to date 🙂 Good luck!
  20. Hello, thanks for the answer. @chengnay already tried to help me through vbs but the hassle of duplicating every project / changing the platform each time i have to test results in a time loss bigger than building the apks directly to test. Could you please have a look at direct preview ? It would mean a lot. Thx.
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