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VRDevelopper

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  1. Hello, I have some Vive trackers (3.0 and 2.0) with liighthouses 2.0 which I used successfully with a Vive ProEye. Now, I want to use them with a Vive Elite XR, How do I do that ? I found that it is possible to use the trackers 2 and 3 without a VR headset. So, my idea was that I could disable the ProEye, pair the trackers with a bluetooth dongle and then restart SteamVR using Vive Bussiness streaming to enable the EliteXR. Here are the instruuctions I found: You can use Vive trackers without an HMD (Head-Mounted Display) by following these steps: Shut down SteamVR: Make sure SteamVR is not running. Edit the SteamVR settings: Locate the default.vrsettings file in the SteamVR directory (usually found in Steam\steamapps\common\SteamVR\resources\settings). Open the file with a text editor and find the requireHmd key under the steamvr section. Set the value of requireHmd to false. Enable multiple drivers: In the same default.vrsettings file, add activateMultipleDrivers set to true in the steamvr section. Add a driver_null section with enable set to true. Restart SteamVR: After making these changes, restart SteamVR. Pair the trackers: Connect the Vive tracker dongles to your PC and pair the trackers. This setup allows you to use the Vive trackers for various applications without needing the full VR headset123. If you need a visual guide, there are helpful video tutorials available, such as this one on YouTube4. What do you plan to use the Vive trackers for? At some point I got one the Trackers successsfully paired with no headset, but I did not see the Lighthouses. And when Vive Businesss Streaming restarted SteamVR, the tracker diisappeared but still kepy its light green aas if it was paired. In fact, is that possible aat all to achieve what I want to do ? I remember at some point I had seen seen a kind of stick sold bby HTC which allowed to calibrate the old trackers visually with the ElireXR by moovving it around. But I can find it anywhere. Thannk you for any help or suggestion, Christian
  2. Hello, I think I got it ! I upgraded to API Level 30 instead of 29 in Peoject settings->Abdroid and it compiled with no error: Sorry for the noise. I got confused by this Gradle thing. In fact it has never been clear to me if in Unity we have to manage Android API versions manually or if Unity was managing it automatically. Thanks for the answer ! 🙂
  3. Hi, I am trying to build a very simple Unity project. Unity version: 2022.3.41f1 Wave package version: 6.1.0-r8 I have properly set-it-up for Android and before importing Wave package, I have been able to build my app into an APK. Then I imported Wave as described in: Getting Started with Wave for Unity Developers - Developer Resources (vive.com) When I clic on Wave->Preference->Custom Gradle version, I get the following message: Then I clic "Configure unity environment", which got me the following window: I then clicked to import the Android manifest features. When I try to build my project, I get the following errors: Checking the license for package Android SDK Platform 30 in C:\Program Files\Unity\Hub\Editor\2022.3.41f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\licenses License for package Android SDK Platform 30 accepted. Preparing "Install Android SDK Platform 30 (revision: 3)". Warning: Failed to read or create install properties file. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) FAILURE: Build failed with an exception. * What went wrong: Could not determine the dependencies of task ':launcher:lintVitalReportRelease'. > Failed to install the following SDK components: platforms;android-30 Android SDK Platform 30 The SDK directory is not writable (C:\Program Files\Unity\Hub\Editor\2022.3.41f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK) * Try: > Run with --stacktrace option to get the stack trace. > Run with --info or --debug option to get more log output. > Run with --scan to get full insights. * Get more help at https://help.gradle.org BUILD FAILED in 10s UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) CommandInvokationFailure: Gradle build failed. C:\Program Files\Unity\Hub\Editor\2022.3.41f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK\bin\java.exe -classpath "C:\Program Files\Unity\Hub\Editor\2022.3.41f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-7.5.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "assembleRelease" Environment Variables: SHIM_MCCOMPAT = 0x810000001 PROCESSOR_ARCHITECTURE = AMD64 AMPLITUDE_API_KEY_YELLOWBUCKET_DEV = 48835b4d1f5e342aefe5f016324d296a ANDROID_NDK_ROOT = C:\Program Files\Unity\Hub\Editor\2022.3.41f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK DriverData = C:\Windows\System32\Drivers\DriverData USERDOMAIN = DESKTOP-CNV8AIP CommonProgramFiles(x86) = C:\Program Files (x86)\Common Files COMPUTERNAME = DESKTOP-CNV8AIP DEBUG_ENV_VAR = UnityHub LOGONSERVER = \\DESKTOP-CNV8AIP AMPLITUDE_TOKEN_GREENBUCKET_PROD = ZpUcbAdZXJYzNSoHsAWtL_s_JppwWid9 NDK_ROOT = C:\Users\chris\AppData\Local\Android\Sdk\ndk\25.1.8937393 PUBLIC = C:\Users\Public ProgramData = C:\ProgramData SESSIONNAME = Console AMPLITUDE_TOKEN_YELLOWBUCKET_PROD = UYDQtPOw83dIfVy3SrW5oMyo7ru4PRkV NVIDIAWHITELISTED = 0x01 ANDROID_HOME = C:\AndroidSDK APPDATA = C:\Users\chris\AppData\Roaming SystemRoot = C:\Windows windir = C:\Windows AMPLITUDE_API_KEY_REDBUCKET_DEV = 46b8b46515e7632fc42a504b72e05fd0 ProgramFiles(x86) = C:\Program Files (x86) ProgramW6432 = C:\Program Files OS = Windows_NT PROCESSOR_IDENTIFIER = Intel64 Family 6 Model 165 Stepping 2, GenuineIntel HOMEPATH = \Users\chris FPS_BROWSER_USER_PROFILE_STRING = Default AMPLITUDE_TOKEN_REDBUCKET_DEV = U4PSN7S7PuYVRODivvdcFwbu8R6IHGqa CHROME_CRASHPAD_PIPE_NAME = \\.\pipe\crashpad_20556_DLYDFRVZBRNSABWT MOZ_PLUGIN_PATH = C:\Program Files (x86)\Kofax\Power PDF 31\Bin NDKROOT = C:\Users\chris\AppData\Local\Android\Sdk\ndk\25.1.8937393 KMP_DUPLICATE_LIB_OK = TRUE CommonProgramFiles = C:\Program Files\Common Files MKL_SERIAL = YES VS140COMNTOOLS = C:\Program Files (x86)\Microsoft Visual Studio 14.0\Common7\Tools\ JAVA_HOME = C:\Program Files\Unity\Hub\Editor\2022.3.41f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK USERDOMAIN_ROAMINGPROFILE = DESKTOP-CNV8AIP TEMP = C:\Users\chris\AppData\Local\Temp ProgramFiles = C:\Program Files CommonProgramW6432 = C:\Program Files\Common Files AMPLITUDE_TOKEN_YELLOWBUCKET_DEV = wKi8foVigDditGFvmZewRFWsEbX9Y0YO AMPLITUDE_API_KEY_GREENBUCKET_DEV = 3ded2a762163603391a425f688f990c8 PyCharm Community Edition = C:\Program Files\JetBrains\PyCharm Community Edition 2022.1.2\bin; AMPLITUDE_API_KEY_REDBUCKET_PROD = ca12bb461ea96f9bdf5df4ded7d52994 HOMEDRIVE = 😄 AMPLITUDE_API_KEY_STAGING = 83ee04fccc67e4fcc7dd527c4c6f1e21 USERNAME = chris OneDrive = C:\Users\chris\OneDrive AMPLITUDE_API_KEY_YELLOWBUCKET_PROD = e03a9bbe92dc38a88cdb068d24c65b46 PATHEXT = .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC AMPLITUDE_TOKEN_REDBUCKET_PROD = jTIgKs5KTZOjiqEEVdZFbgo_VRhABduL OculusBase = C:\Program Files\Oculus\ NUMBER_OF_PROCESSORS = 12 AMPLITUDE_TOKEN_GREENBUCKET_DEV = 84H2gMm_FJzhr3mBaX1lM1JVukmCM7d9 AMPLITUDE_DEPLOYMENT_KEY_RED_BUCKET_DEV = client-wbjHYrmeSR87GmWOE7LDpf7sUySOIKHm PROCESSOR_LEVEL = 6 AMPLITUDE_API_KEY_GREENBUCKET_PROD = c86fea37a9e1d3f0878b96e15b111c7c ORIGINAL_XDG_CURRENT_DESKTOP = undefined PROCESSOR_REVISION = a502 AMPLITUDE_DEPLOYMENT_KEY_RED_BUCKET_PROD = client-zH8Y7OK1i331EKuG77C6UxN8ygcM6LzS TMP = C:\Users\chris\AppData\Local\Temp SystemDrive = 😄 AMPLITUDE_API_KEY = 28f3cae0b33b8b3702120c9ed1a935aa FPS_BROWSER_APP_PROFILE_STRING = Internet Explorer SENTRY_ACCESS_TOKEN = 3df78d9e53f8456aa90fbae044ce1a6261421ab1d0014674bc2e933477289017 ALLUSERSPROFILE = C:\ProgramData Path = C:\Program Files\Eclipse Foundation\jdk-8.0.302.8-hotspot\bin;C:\Program Files\Oculus\Support\oculus-runtime;C:\Program Files\Common Files\Oracle\Java\javapath;C:\Program Files\Microsoft\jdk-11.0.16.101-hotspot\bin;%C:\Program Files\Python39\Scripts\;C:\Program Files\Python39\;C:\Windows\system32;C:\Windows;C:\Windows\System32\Wbem;C:\Windows\System32\WindowsPowerShell\v1.0\;C:\Windows\System32\OpenSSH\;C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\Program Files\dotnet\;C:\Program Files\Microsoft SQL Server\130\Tools\Binn\;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\170\Tools\Binn\;C:\Program Files\NVIDIA Corporation\NVIDIA NvDLISR;C:\Program Files (x86)\Windows Kits\10\Windows Performance Toolkit\;C:\Program Files (x86)\Common Files\Acronis\SnapAPI\;C:\Program Files (x86)\Common Files\Acronis\VirtualFile\;C:\Program Files (x86)\Common Files\Acronis\VirtualFile64\;C:\Program Files\Git\cmd;C:\Program Files\Git\bin\;C:\Program Files\Git\cmd\;C:\Users\chris\AppData\Local\Programs\Python\Python39\Scripts\;C:\Users\chris\AppData\Local\Programs\Python\Python39\;D:\Program Files2\Scripts\;D:\Program Files2\;C:\Users\chris\AppData\Local\Microsoft\WindowsApps;C:\Users\chris\.dotnet\tools;C:\Program Files2\JetBrains\PyCharm Community Edition 2021.2\bin;C:\Users\chris\AppData\Local\atom\bin;C:\Program Files\JetBrains\PyCharm Community Edition 2022.1.2\bin;;C:\Users\chris\.dotnet\tools;C:\Users\chris\AppData\Local\Android\Sdk\platform-tools;C:\Users\chris\AppData\Local\Android\Sdk\tools;C:\Users\chris\AppData\Local\Android\Sdk\platform-tools;C:\Users\chris\AppData\Local\Android\Sdk\tools;C:\Users\chris\AppData\Local\Android\Sdk\platform-tools;C:\Users\chris\AppData\Local\Android\Sdk\tools;C:\Users\chris\AppData\Local\Android\Sdk\platform-tools;C:\Users\chris\AppData\Local\Android\Sdk\tools PSModulePath = C:\Program Files\WindowsPowerShell\Modules;C:\Windows\system32\WindowsPowerShell\v1.0\Modules LOCALAPPDATA = C:\Users\chris\AppData\Local USERPROFILE = C:\Users\chris WOOTRIC_CLIENT_TOKEN = NPS-aa8be4c3 stderr[ FAILURE: Build failed with an exception. * What went wrong: Could not determine the dependencies of task ':launcher:lintVitalReportRelease'. > Failed to install the following SDK components: platforms;android-30 Android SDK Platform 30 The SDK directory is not writable (C:\Program Files\Unity\Hub\Editor\2022.3.41f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK) * Try: > Run with --stacktrace option to get the stack trace. > Run with --info or --debug option to get more log output. > Run with --scan to get full insights. * Get more help at https://help.gradle.org BUILD FAILED in 10s ] stdout[ Checking the license for package Android SDK Platform 30 in C:\Program Files\Unity\Hub\Editor\2022.3.41f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\licenses License for package Android SDK Platform 30 accepted. Preparing "Install Android SDK Platform 30 (revision: 3)". Warning: Failed to read or create install properties file. ] exit code: 1 UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <9cedf0d52e2b458485a933e93180d3da>:0) UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <9cedf0d52e2b458485a933e93180d3da>:0) UnityEditor.Android.Command.Run (System.String command, System.String args, System.String workingdir, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <9cedf0d52e2b458485a933e93180d3da>:0) UnityEditor.Android.AndroidJavaTools.RunJava (System.String args, System.String workingdir, System.Action`1[T] progress, System.String error) (at <9cedf0d52e2b458485a933e93180d3da>:0) UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, Unity.Android.Gradle.AndroidGradle androidGradle, System.String workingdir, System.String task, System.Action`1[T] progress) (at <9cedf0d52e2b458485a933e93180d3da>:0) Rethrow as GradleInvokationException: Gradle build failed UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, Unity.Android.Gradle.AndroidGradle androidGradle, System.String workingdir, System.String task, System.Action`1[T] progress) (at <9cedf0d52e2b458485a933e93180d3da>:0) UnityEditor.Android.PostProcessor.Tasks.BuildGradleProject.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <9cedf0d52e2b458485a933e93180d3da>:0) UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <9cedf0d52e2b458485a933e93180d3da>:0) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
  4. Hello, I got it working with Vive Business Streaming along with OpenXR. I also got MR working as an app downloaded inside the Vive Elite XR using Wave VR plugin. My question is why is it not possible to compile the OpenXR version illustrated in this discussion for Android ? I am able to package it for Android, but the APP does not appear in the installed APPs if I do not use the Wave VR plugin. And I do not like the Wave VR plugin because it is not standard. It requires changing several things in the project. To add a precision: I am Using Unreal Engine 5.2.
  5. And also that link: Unreal Plugin Getting Started — Wave VR 5.6.0 documentation (vive.com)
  6. I found the answer at the link below: Setting Up Unreal Engine Projects for Android Development | Unreal Engine 5.2 Documentation Hope this to be usefull for other people like me who have the same issue 🙂
  7. Hello, I just made a very simple mixed reality APP using Unreal 5.3 and the Vive Elite XR. It is just a simple cube in the middle of the room. I am streaming using Vive business Sreaming. It works well. The problem I have is when I walk, I see the cube oscillating up and down at the rythm of my steps. I understand it is created because there is a lag between the Vive sensor transmission of data and the computer generating the next image frame. It is caused by the streaming. I bet if the APP would be running inside the HMD instead of streaming from the PC I would not have this issue. When we walk in VR only (no mixed reality), this phenomenon is les observable because the VR world is not confronted with the real world. When we are in mixed reality, the realworld is instantly updated from the camera, but the VR objects are updated with a delay if we stream from the PC which creates the illusion the objects are jumping. This is a huge problem. Regards
  8. Hello, I have on my disposition a Vive Focus 3 as well as a Vive Elite XR. I want to package my project to run inside yje HMD (Android platform) instead of streaming from the PC. How to I do that ? I have experienced doing that with the META Quest products. I imagine this must be similar. I just need the platform settings for it to work with the HTC vive products. Is there any tutorial or documentation on it ? Thanks and regards !
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