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  1. I have changed the setting, but it is still the same, and not slight improvement. I will send you the project directly in a moment. Thank you.
  2. @VIVE_chengnay Thank you, I unchecked the Auto Foveation and built an apk and test it but still remains a flicker edge problem.
  3. Hi, I am having a flickering edge problem with objects' textures. I recorded the video from Vive Focus 3 (I built the APK from Unity and loaded it to Focus 3). As you can see in the video, the purple bus object' texture is flickering. You can see it a lot on the left side of the bus. This is just an example, but I have a lot of objects in the other scene, and many objects have flickering problems. I am not using URP and just the Standard Render Pipeline. I googled change the setting of 1. Project setting -> Quality -> Anti Aliasing to 4x or 8x 2. WaveXRSettings -> Foveation mode to Enable changed the ClearVisonFOV 3. WaveXRSe5ttings => ResolutionScale is set to 1 but nothing effect. Is there any solution to fix this flickering problem? flickring.mp4
  4. Is WaveVR_Render.cs changed the name? I can't find the script.
  5. @VIVE_chengnay Yes, only controller modes are invisible, and I am not getting controller modes in the hierarchy, only the first scene. As you can see, there are controller models attached when I moved to the next scene. WaveXR_IniOnLoad contains only the WaveXRRunTimeInitializeOn Load script and it attached when I in first scene and 2nd scene.
  6. I have Rigidbody but not the Ridigidbody script. I haven't tried it yet, but I will try it! Thank you!g
  7. Hi, the controllers are invisible when I start to play a new scene. I have multiple scenes, and the controllers are visible when moved to different scenes. Only both controllers are not showing in the first scene. What possibly causing the problem? Is the WaveXR_InitOnLoad causing this problem? What does WaveXR_InitOnLoad?
  8. I set Tooltips similar to the example scene from the HTC.UnityPlugin > ViveInputUtility > Examples > 10. ControllerTooltips works in the Simulator mode (Unity play mode). However, I didn't see any tooltip component after I built the project. Is there any solution for this? I am wondering why I don't see it in the build.
  9. @VIVE_chengnay yes! This is the one I was looking for! Thank you!
  10. Hi, I am using Wave SDK and no other SDK Native or Essential. I am wondering how I can lock the player's position so that when the user moves in the real environment but keeps the same position in the VR environment. I am not using a teleporter or continuous movement so not worry about disorienting.
  11. I have a cube (wall) with a collider isTrigger not been checked. The player still goes through the cube and does not collide with the cube. How can I make a player collide with the cube and not pass through?
  12. Thank you for this. Do I need to install Wave Native SDK to use this function?
  13. @Alex_HTC, I see! Mine looks like C:\Program Files\Unity\Hub\Editor\2022.2.15f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK so I should set up Variable as Path and the value will be?? "C:\Program Files\Unity\Hub\Editor\2022.2.15f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platform-tools" in the User variables window?
  14. I am following this tutorial Using Direct Preview For Testing On The Headset With Unity - Developer Resources (vive.com), and I am a bit confused about step 6 of Confirm Unity is using the correct Android adb.exe file. Where is the Oath variable? Is it in the System variable or in user variables? I am getting Adb does not exist warning in the DirectPreview window. I did reboot my PC but still getting this.
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