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Test12134234

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  1. Hello, Im currently creating a Unity game for the Focus 3. We want it to use the computer graphics card and CPU as its a very resource intense project. I am currently trying to setup a test-project to connect the VR glasses to Unity. Currently I am using Vive Wave XR plugin 4.5.0-r.3 (+ essence and Native) and I am not able to run it through Windows. I would like to test it with the Play button in the Editor and would expect it to show in the VR glasses. It works as expected if I switch plattform to Android and build, then it ships the build and runs it in VR and I can run it withouth the PC being connected. But this will not work for my full project as the integrated graphics will not be enough and we bought a top-notch PC just for this use. Can anyone guide me along how to make this work? I have followed multiple tutorials but with all the different SDKs of Vive it has become a bit messy and nothing works for me. I am using Unity 2021.3.4f1. As I've said I have tried many times and made a new project to start from scratch a few times, I currently have the error: DllNotFoundException: wave_api assembly:<unknown assembly> type:<unknown type> member:(null) Wave.Native.Log.__log_print (System.Int32 prio, System.String tag, System.String fmt, System.IntPtr ptr) (at Library/PackageCache/com.htc.upm.wave.native@4.5.0-r.3/Runtime/Scripts/WVR_Log.cs:73) Wave.Native.Log.i (System.String tag, System.String message, System.Boolean logInEditor) (at Library/PackageCache/com.htc.upm.wave.native@4.5.0-r.3/Runtime/Scripts/WVR_Log.cs:106) Wave.Essence.InputModule.ControllerInputModule.INFO (System.String msg) (at Assets/Wave/Essence/InputModule/4.5.0-r.3/Scripts/ControllerInputModule.cs:35) Wave.Essence.InputModule.ControllerInputModule.OnEnable () (at Assets/Wave/Essence/InputModule/4.5.0-r.3/Scripts/ControllerInputModule.cs:579) If someone could help with these problems, I would be very grateful Thanks, Eirik
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