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MarcusN

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Posts posted by MarcusN

  1. Hi @Ronan13,

    What version of Godot are you using? I was testing Godot last week and wasn't able to make a working apk with Godot 4.2.1. I was able to get a working apk with Godot 4.1.3 and was able to test on XR Elite, Focus 3 and Quest 1. I also used the Godot XR Template sample app. Downgrading the Godot XR Template sample app to Godot 4.1.3 caused a compatibility issue with the OpenXR Android plugin, but I was able to remove the plugin and download a compatible version.

    I would also recommend using adb to troubleshoot the app issue if you aren't using it already. I use this command when testing a Godot app:

    adb logcat -s godot

  2. Hi @jboss,

    No need to apologize. I'm happy to hear that you were able to get up and running with the tutorial. I'm not familiar with the AndroidManifest issues you were seeing. The VIVE Wave XR Plugin installs all 3 packages including the Essence package. I'm curious as to how your project was in a state where the VIVE Wave XR Plugin was installed, but your project didn't have the Essence package.

  3. Hi @jboss,

    I'm having difficulty reproducing your issue. I used Unity 2021.3.29f1 to create a new project and downloaded version 5.5.0-r.10 of the VIVE Wave Installer. I have pasted a screenshot of what the plugin looks like in Package Manager. I have also pasted a screenshot of the location of the Wave Rig. Based on your screenshot, can you confirm that you have the VIVE Wave XR Plugin - Essence package installed?

    image.png.0f40778b270ed630790a34ba54b98ca1.png 

    image.png.4369ef317ee3e9c6c7fe5998b4ec3c4b.png

  4. Hi @jboss,

    If I understand your question correctly, you are searching for the Wave Rig prefab inside of the Search window of the project folder, seen in the screenshot below, correct? If that is the case, can you confirm that you have your Search window set to All or In Packages. If you have it set to In Assets, you will not be able to locate the Wave Rig because it inside the packages.

    image.png.7179d20806f1d146bd43ea5c1c3be1d3.png

    • Like 1
  5. Hi @Radicals,

    Here is a link to getting OpenXR working on the Focus 3. This was created late last year, so it should be up to date right now.  https://developer.vive.com/resources/openxr/openxr-mobile/tutorials/unity/getting-started-openxr-mobile/

     

    I also downloaded VIVE OpenXR Plugin - Android and VIVE OpenXR Toolkit Samples - Android. Inside the VIVE OpenXR Toolkit Samples, there is a sample scene called OpenXRInput. I was able to test out controllers with this scene. Does this not work for you?

    image.png.52e7246b39d213f50703e6d4ca64923c.png

    image.png.6a29a30328670f255b1cbe2a49df299a.png

  6. Hi @taa11,

    My apologies. Referring back to a screenshot you posted earlier, it appears that your project is using VIVE Wave OpenXR Plugin - Android 1.0.2 and not the VIVE Wave XR Plugin 5.0.2.014. I have reposted that screenshot below. If this is the package that you are using, have you tried importing the samples from the VIVE Wave OpenXR ToolKit Samples - Android 1.0.2 package? If those samples work for you, are you able to compare your scene to one of the scenes in the samples?

    Vive Packages Installed.png

  7. Hi @taa11,

    I would like to provide some assistance if you are still having an issue. I was informed that your environment is the following:

    1. Headset software version 5.0.999.624
    2. Unity Version 2020.39LTS
    3. Headset Wave SDK version 5.0.2.014

    Have you tried comparing your project to the HandInput and ControllerInput sample scenes found in the VIVE Wave XR Plugin - Essence package? Have you tried updating to the latest version of the VIVE Wave XR Plugin? If you have already tried these troubleshooting steps, then I would ask if you could provide a sample project that reproduces the issue or provide some steps that would help me reproduce the issue in a sample project.

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