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The version number of my streaming app has updated from 1.14 to 1.15, as I've been keeping up with the updates. However, these version updates don't seem to have addressed the issue I've been mentioning.
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The version of the Vive OpenXR Plugin I'm using is 2.3.0, and the Wave SDK version is 5.6.0. I haven't tried the latest version of the former yet. The Unity version I'm using is 2022.3.17f1c1, and version 2022.3.34f1c1 also doesn't work.
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Please don't send me direct tutorials, as they tend to be outdated. Also, through practical testing, the VBS hand tracking feature only works on Unreal Engine and not on Unity. Just tell me whether it supports this feature or not – it's either supported or not.
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Hello, I've found that when developing hand tracking features on PC, neither Vive OpenXR nor Wave can achieve this through wireless or wired streaming. Instead, it seems I must build an Android package and install it on a VR all-in-one device to make it work. Is hand tracking functionality limited to the Android native environment? When will it support hand tracking in a streaming environment?
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I attempted to run two gesture tracking examples under the VIVE OpenXR Plugin: one is the "hand tracking sample" and the other is the "hand interaction sample." Unfortunately, neither of them functioned properly and failed to capture my gestures. Notably, the former did not display the virtual hands. What could be the reason for this? I run these two Unity samples on my computer and then streamed them to the VIVE Focus 3 via VIVE Business Streaming (VBS).
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- hand tracking
- hand interaction
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I'm developing a PC VR application through Unity, and using VIVE Business Streaming (VBS) to stream it on the VIVE Focus 3. I attempted to register the VBS OpenXR extension under the Advanced settings in the VBS application, but clicking the registration button does nothing. I would like to know what might be causing this issue. Additionally, if the registration is not enabled, will it affect the performance of my application that is based on the VIVE OpenXR Plugin? The settings interface is as shown in the image below.
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- vive business streaming
- openxr
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I am developing a PC VR application that runs on my HTC VIVE Focus 3 via Vive Business Streaming. During the development of hand gesture recognition by OpenXR, InputDevices.GetDeviceAtXRNode(node) cannot detect my input device, and handDevice.TryGetFeatureValue(CommonUsages.grip, out float gripValue) fails to return the value of my pinch gesture. However, handDevice.TryGetFeatureValue(CommonUsages.devicePosition, out position) is able to retrieve my hand position. Why is this happening? Is there something I haven't configured correctly? Or is it possible that I wrote the code to retrieve the pinching state incorrectly? In the code where I retrieve the gesture's position, handDevice = InputDevices.GetDeviceAtXRNode(handNode)
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So VBS does not support hand tracking developed by Wave SDK?" To be able to use streaming to run gesture recognition, can I only use OpenXR?
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Any gesture. Even the samples provided by official did not work properly. So is it that my device does not support it, or is there a problem with my configuration somewhere?
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I want to develop a PCVR app. Just run the Unity 3D project on my computer, and stream to my HTC VIVE Focus 3 by Vive Business Streaming.
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Why can't my HTC VIVE Focus 3 capture gestures using the PC VR program (Unity) running through VIVE Business Streaming? I developed it using the waveXR SDK 5.6.0.