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rio_nkwt

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Everything posted by rio_nkwt

  1. I am trying to use hand tracking with Unreal Engine 5.2 to capture hand movements and a wrist tracker to capture foot movements simultaneously, and I want to get separate positional data for each. However, I am facing some issues. Here’s what I have done so far: I set up the Wrist Tracker to emulate as a VIVE tracker using VBS. In SteamVR, I assigned the Wrist Tracker to the right foot and left foot respectively. I enabled the OpenXRVIVETracker plugin. In UE, I set the Motion Controller source to the right foot and left foot, and confirmed that the positions are being tracked correctly. The problem: When I add both the Motion Controller for hand tracking and the Motion Controller for foot tracking to the same Pawn, the Motion Controller for the feet stops working. Setup: UE5.2 SteamVR Beta 2.6.2 VBS 1.14.8a Is this not possible to achieve? Can someone please help me?
  2. For those of you who are watching this if The version at the time of writing this is UE5.3.1 VIVE OpenXR version 2.3.0 SteamVR Beta 2.6.1  VBS 1.14.8a VBS 1.14.8a Please update your SteamVR or join the Beta! That solved everything!
  3. Hello, I am currently trying to create an application using Unreal Engine that can switch between desktop mode and VR mode. The target is PCVR using Focus3. However, for about a month now, there has been an issue with switching between desktop mode and VR mode in applications using Unreal Engine. While it usually starts correctly in VR Viewer, the following problems occur: Standalone: VR does not start Freezes after a brief moment when switching to VR mode Package (Development): When starting VR mode from desktop mode and then switching back to desktop mode, it freezes on the VR mode screen Package (Distribution): VR does not start, VBS freezes, and the PC application also freezes This issue occurs not only in custom projects but also in the Collab template. Also, it is happening on 5.1,5.2, not an individual problem, but multiple PCs, Forcus3! I remember it worked when I created another application about six months ago, and the package completed at that time still runs smoothly. Has there been any disruptive change that I am unaware of? Any information, no matter how small, would be appreciated.
  4. Apologies for the very beginner question, but is there anything required to transition VIVE Cosmos into hand tracking mode? Unlike VIVE Focus 3, it doesn’t seem sufficient to simply wave your hand in front of the camera. Where can I find the settings?
  5. According to past documents, it says that enabling the camera in SteamVR is necessary. However, is this still the case? SteamVR version 2.4.4 doesn’t seem to have such settings, so is it not required anymore? Can someone please help?
  6. Yesterday, I searched through past documents and other resources. However, I couldn’t get either of the following methods to work: 1.Uninstalling VIVE Console: Uninstalling all VIVE-related applications and then reinstalling only BusinessStreaming. 2.Switching RunTimeOpenXR in OpenXR Explorer: Note that the explorer only recognizes SteamVR. Is it possible to run the tutorial on a PC with only Unreal Engine, Visual Studio, SteamVR, and BusinessStreaming? Do I also need to set up Android SDK if I’m using VBS?
  7. My apologies, somehow it seems to have been posted as translated Thank you for the information. Although I had already installed Business Streaming, I was unaware of the need for additional installation based on the version information. I promptly tried it out. (It displayed that the installation was complete, yet the installation button still appears, allowing multiple presses, which is puzzling.) However, it did not work. Could there be something wrong with my settings? According to the tutorial, the template should function without requiring any edits. Yes. As mentioned in the previous post, the image link displays the following information: BusinessStreaming is via USB. BusinessStreaming is up-to-date, and streaming app installation is complete. The current OpenXR runtime for SteamVR is active. The OpenXR API is enabled only for hand tracking. If there is a need to configure the current OpenXR runtime for SteamVR, could you please provide any up-to-date documentation or instructions? The steps on the page you linked seem outdated https://www.vive.com/us/support/vs/category_howto/trouble-with-openxr-titles.html
  8. こんにちは @Johnson_Wu 情報ありがとうございました。 Business Streaming を既にインストールしていましたが、バージョン情報からは追加インストールの必要性を認識していませんでした。早速試してみました。 (インストールが完了したと表示されているのに、インストールボタンが表示されて何度も押せるのが不可解です。) しかし、うまくいきませんでした。私の設定に何か問題があるのでしょうか?チュートリアルによると、テンプレートは編集を必要とせずに機能するはずです。 https://d.kuku.lu/zxn8a3mfb 画像の貼り方が分からないのでURLを直接貼り付けます。これが現状です。
  9. I have attempted to enable the “HandTracking” feature in the SteamVR settings under OpenXR API Layer to play a sample. However, it appears that the finger values are not being input. While the “Get Motion Controller Data” function does return the controller’s position, all the arrays related to the fingers remain at zero (which should ideally output an array corresponding to the number of joints). Does anyone have any insights on this issue?
  10. The VIVE OpenXR Hand Tracking sample is not functioning properly. I downloaded version 2.2 of the UE5.2 version from the VIVE website: https://developer.vive.com/resources/openxr/unreal/unreal-download/latest/ However, after connecting my Focus 3 and opening the Hand Tracking sample, the "Get Motion Controller Data" function always fails, and the hands are not displayed. Of course, on the VIVE side, it recognizes my hands as controllers, and when I point my hands towards the HMD, only the VIVE icon appears floating. Is it possible that the sample does not work just by opening it? Could you please provide guidance on how to get Hand Tracking working properly?
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