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VincentCXR

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Everything posted by VincentCXR

  1. Hi Tony, Launch Image is set to disabled as well after testing. still nothing. log.txt Attached is a log I tried to activate by using Sidequest. Once it started outputting logs, I then ran the app, it crashed and brought me back to the main menu screen, then I halted the log output process. Thank you for your support.
  2. Hi Eric, I gave the toggling of Mobile Multi-view off a shot and enabled Mobile HDR but my project still wouldn't launch in a Shipping build. Even tried with Mobile HDR off and still no favorable results What I did was copy and pasted the DefaultEngine.ini files from the WaveVR sample project to my project. Wanted to give this a try because this method did manage to work with a blank project (did have to change things like my project name, setting the appropriate target API levels and making sure the appropriate maps were being packaged). However the results were inconsistent to say the least. Thank you for your time though. I think for now I will stick to OpenXR Android for Mixed Reality for the time being.
  3. Hi HTC Dev Community, For this post, I'm hoping to receive some guidance on a current task. I'm in the process of making a Mixed Reality application with the Vive XR Elite using Unreal Engine 5.1 with the intent of having hand-tracking and wrist trackers as interaction methods. The project is initially using the Vive OpenXR Android Plugin as the back-end, but I deliberated on wanting to switch my existing project over from OpenXR to the Wave VR SDK (ver. 5.3.1 r2) as I wanted to make use of the DirectPreview functionality of the WaveVR library for debugging use. For the process of transition, I disabled OpenXR and enabled WaveVR, additionally deleting any old nodes from my existing blueprints that originated from the Vive OpenXR Android plugin. The was able to compile on the .sln side (after deleting intermediate, saved and .vs files and regenerating VS files). After that, as a test, I wanted to package an android build and place the .apk in my headset using the SideQuest app (as I was able to do packaging and running the executable when OpenXR was running before so my Android SDK + NDK + java locations check out), but the project was unable to launch in my headset. As a stress test, I downloaded the VRTestApp sample project from the Vive Wave documentation, did a package, and it was able to launch on my XR Elite. So maybe there is something missing from my project that the sample project has. The question at hand being is there any critical from the project settings side that I may need to adjust in order to get an android package with the WaveVR plugin launching properly on my headset? The screenshots below show my current project settings. p1 and p2 are my android settings, and p3 is my WaveVR settings. Thank you so much for your time and I look forward your response at the earliest convenience Best regards
  4. Hello HTC Forums, The purpose of this post came aftter attempting to do some research on Vive Tracker 3.0's. I've been wondering if it was possible if we can pair the Vive Tracker 3.0's/Base Station 2.0's through Vive Business Streaming while connecting the Vive Focus 3 through the application? I've been assisting in the development of a PCVR application that utilizes the Vive trackers for equipment usage, and I'm curious whether or not that through the use of Business streaming, we can still utilize the Vive Tracker 3.0's with the Focus 3. Thank you for your time and I look forward to a response at any time of early convenience. Best regards
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