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  1. I ended up solving this by using a free Android proximity sensor package (https://assetstore.unity.com/packages/tools/integration/pa-proximity-25685) that allows us to easily detect when the user puts the HMD on or off, allowing us to detect how long it was removed for, which was what we needed. Thanks HTC!
  2. I have tried the methods of using: CommonUsages.userPresence To no avail. I notice as soon as I remove the headset the music stops, implying the app stops running. On other headsets like Quest 2, we subscribe to OVRManager.HMDMounted and OVRManager.HMDUnMounted, but we are using Wave SDK and not Oculus SDK for this project. I searched the forums and found at least 2 other unresolved posts for this issue. How do you detect headset removal!?
  3. We were experiencing a bug where the headset audio would stop playing after we started screen recording on our app (made in Unity). We spent a long time troubleshooting. The issue was a permission issue, we did not know that we needed to add this line to our Android Manifest file: <uses-permission android:name="android.permission.CAPTURE_AUDIO_HOTWORD"/> Which apparently you need to do from Android v29 onwards. We added this line, built out, and now audio remains on while screen recording. Hope this helps someone.
  4. Thanks, Mark - I have good news - turns out we don't need hand tracking on the XR Elite in this particular project after all, so that is a load off my mind. But for those who find this thread and do need it - at the last second I managed to get hands and controllers working via the package "Vive OpenXR Toolkit Samples - Android" - this package contains a sample scene for both hands and controllers working simultaneously, granted they are with skeleton hands, but it's a start.
  5. I am on a time-sensitive project to get our VR Unity app working on the Vive XR Elite headset (From the Quest2 build we have), ideally in the next few weeks as it is released during that time. I notice that on boot, the XR Elite headset says “Vive Focus 3” so I have been developing the port under the presumption that this headset is a Focus 3 (as there are virtually zero relatable results for “XR Elite” on the Vive developer forums.) Our app uses both controllers and hand-tracking on the Quest 2, and we’d like for it to be able to use them both on the XR Elite. Therein lies our trouble… Originally our app was built in Unity 2019.4.2, however I could not get controllers working in this version of Unity. I upgraded to 2021.3.12 and have eventually managed to get the XR Elite’s controller-tracking working in the app. Now that I am trying to get hand-tracking working, I am at my wits end. I have tried following all of the following guides and tutorials to get hand tracking working in our app, to no avail: https://developer.vive.com/resources/openxr/openxr-pcvr/tutorials/unity/how-integrate-hand-tracking-data-your-hand-model/ https://www.youtube.com/watch?v=OnM58__AmQQ&t=119s&ab_channel=HTCVIVE https://hub.vive.com/storage/docs/en-us/UnityXR/UnityXRInteraction.html https://forum.htc.com/topic/12959-tutorial-focus3-openxr-getting-started-in-unity/ https://developer.vive.com/resources/openxr/openxr-mobile/tutorials/unity/getting-started-openxr-mobile/ https://forum.htc.com/topic/6959-wave-android-manifest-guide/?ct=1677534281 https://github.com/ViveSoftware/ViveInputUtility-Unity/wiki https://hub.vive.com/storage/docs/en-us/UnityXR/UnityXRHand.html As you can imagine, we’re quite frustrated...! Current Status of what works/what doesn’t: So far the only way I can get hand-tracking working at all (outside of our app), is to create a brand new empty project in Unity; 2019.4.40 I can get the demo scene (From the Essence package) for hand tracking working, but not controllers 2021.3.12 I cannot get the hand demo scenes to work (that come with the Essence package) BUT I can spawn a bunch of cubes to each joint on the hand via the tutorial that I can’t find right now, spawning each cube joint of the hand dynamically. Though this is good, it’d mean I’d have to write my own grab/gesture code, which would be a bit much at this stage of the project, when all those things are already (apparently) working from the Vive SDK, I’d really rather just get the SDK hand tracking to work… What actually happens: (In Unity 2021.3.12) When you load into the app and put down the controllers, and wave your hands around in front of the camera, nothing happens/appears, no hand model, etc. The controllers just stay visible on the ground where you put them. Can anyone help me? Here are all my settings for our 2021.3.12 Unity project. These screenshots below reflect just one of the many, many iterations I’ve tried, I don’t know if I’m supposed to be using the InteractionModeManager script, or the Wave SDK and the Open XR SDK with the Wave SDK Android Plugin or the Wave SDK Android Toolkit, or the PoseTracker script, or the HandManager script, the list goes on, as there have been so many versions of the Vive SDK and associated packages that I don’t know which one I should be using in this particular instance. Any help is appreciated!! AndroidManifest: <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.unity3d.player" xmlns:tools="http://schemas.android.com/tools"> <application android:icon="@drawable/app_icon" android:label="@string/app_name" android:theme="@style/Theme.WaveVR.Black" tools:replace="android:theme"> <!--You can use your theme here.--> <activity android:name="com.htc.vr.unity.WVRUnityVRActivity" android:label="@string/app_name" android:configChanges="density|fontScale|keyboard|keyboardHidden|layoutDirection|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen" android:enableVrMode="@string/wvr_vr_mode_component"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> <category android:name="com.htc.intent.category.VRAPP" /> </intent-filter> <meta-data android:name="unityplayer.UnityActivity" android:value="true" /> <meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="true" /> </activity> </application> <!-- <uses-permission android:name="android.permission.CAMERA" /> --> <!-- <uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" /> --> </manifest>
  6. To add: I am using the guide at: https://developer.vive.com/resources/openxr/openxr-mobile/tutorials/unity/hand-tracking/see-your-hands-xr/ But when I try their sample code, I get "not found" errors for: using Wave.OpenXR.Toolkit; using Wave.OpenXR.Toolkit.Hand; And: HandJoint joint = HandTracking.GetHandJointLocations(isLeft ? HandFlag.Left : HandFlag.Right)[jointNum]; (It can't find the hand toolkit nor the reference to "HandJoint", even though I followed all the steps and have the "VIVE Wave OpenXR Toolkit - Android" installed, v1.0.4 Edit: Wait, I had the "VIVE OpenXR Plugin - Android" installed, not the "VIVE OpenXR Toolkit - Android" installed....So confusing. I will keep trying. Edit: Still no luck, same issues even with the Toolkit installed. Edit: Wait, restarting Unity fixed the above not found errors. Continuing...
  7. Thank you, I did eventually manage to get it to work, I tried everything and eventually it came good. I am now struggling to get hand tracking working in Unity 2021.3.12, but it works in 2019.4.40, any advice? (This is using the Wave-Essence package, and the demo scene "HandModelTest")
  8. Like dev_imag-ing said above me, I just can NOT get this to work. I have downloaded all the linked github sample projects, I can get the sample scene working with my headset affecting the camera, but no controllers, that's it. When I add the "Interaction Mode Manager" in an attempt to get controllers working, this causes a crash on startup off the app in the headset. The HTC tutorial page refers to things that just do not exist in the SDK, like an XR rig, I am so lost, for the love of God can someone please tell me how to get this working in Unity.
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