StrangerGames
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Fixed build using the following steps
- Open "SteamVR Setting" Panel, and show advance setting
- Click "Developer" Module, and set current OpenXR runtime as SteamVR
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When I changed Play Mode OpenXR Runtime to SteamVR it worked, but this would only work in editor not in build. The build still doesn't work.
Here're the settings I have in XR Plug-in Management and the image above shows the settings of OpenXR
If I leave "Play Mode OpenXR Runtime" to "System Default", it doesn't work and below is the console log.
How to make it work without forcibly changing "Play Mode OpenXR Runtime" to "SteamVR"?
How to make it work with the build?
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Solved by removing OpenVR Loader (steam vr), but now I am getting the following error.
Even though I don't have facial module I have vive pro eye.[url=https://ibb.co/q9xkGmw][img]https://i.ibb.co/wCYMHp1/image.png[/img][/url]
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I have removed the ViveSR SDK completely and installed from VIVE Wave OpenXR Plugin - Windows from package manager and imported facial tracking example.
When I ran the example, nothing moved at all (by the way, the way the example setup is really not intuitive), so it didn't run out of the box.
I tried adding Eye_Framework script and checking 'Enable Eye', but I got this null exception.
[url=https://ibb.co/6ZCJ0Pn][img]https://i.ibb.co/RSw4T0v/image.png[/img][/url]
I have tried uninstalling and reinstalling the whole vive software and made sure that SRanipal is running and I tried VCC which ran fine and the eye tracking worked on it, so SRanipal and the service seem to be working correclty.
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Hi,
Thank you for this update.
However, I noticed that the latest SRanipal Runtime makes the applications built using the SDK to always give the error EULA NOT ACCEPTED. I imported the SDK 1.3.3.0 to unity and got the error EULA NOT ACCEPTED.
I had to delete the service of SRanipal and install it from VIVE_SRanipalInstaller_1.3.2.0.msi which is an older version in order for SDK 1.3.3.0 to work and in order for Virtual Motion Capture eye tracking to work.
(SDK and installer downloaded from https://hub.vive.com/en-US/profile/material-download).
I have few questions:
- Is there a way to make apps compiled using the SDK to run with the updated version of SRanipal runtime without the EULA NOT ACCEPTED error.
- Is SDK 1.3.3.0 the latest version before moving to OpenXR?
- Using SDK 1.3.3.0 I noticed brow tracking to be extremely lacking. SingleEyeExpression.eye_frown and SingleEyeExpression.eye_squeeze is always zero. SingleEyeExpression.eye_wide is 1 by even when I am not raising my eye brows, and it becomes 0 when I frown. Even when both of my eye brows are in the same position, the weights for eye_wide sometimes change between them significantly. Am I doing something wrong, or are those known issues? Is SingleEyeExpression.eye_frown and SingleEyeExpression.eye_squeeze supported by vive pro eye? If so whey am I always getting 0?
- Is it recommended to use Tobii SDK? Will it solve those problems?
Thank you for advance.
[ PC VR / Windows ] VIVE OpenXR Tutorials and Plugin (Update for Fota5.3)
in VIVE OpenXR
Posted
Hi @Vivi Wu
Thank you, I appreciate this update. It would help save time as most developers would have multiple headsets with multiple runtimes.
OpenXR unity package has a sample with Controller.scene in it. It has EyeGaze setup like this, but it doesn't seem to track with vive pro eye.
Is this not supported yet, or am I doing something wrong?