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VRGiants

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  1. I have already contacted the VIVE Support directly without any response for week: "A request (277062) has been created by VIVEPORT Help Center." I will send the App Id as response to the Help Center Request. Is this what you meant?
  2. Is anyone receiving/reading this? or has any solution or hint of where I can get more info on what went wrong? An error log or soemthing of the kind?
  3. any update on this? Could really use some help.
  4. Hey DevSupport Team So I uploaded a build with the drm sample implemented that was taken from here: https://developer.vive.com/resources/viveport/sdk/documentation/english/viveport-sdk/apis/drm-api/sample-code/unity/ However I get back an error code: "Error code: -2" in the webinterface with no further description. In the notification email send it says: "The publishing of the beta version of your VR title has failed due to a DRM Wrapper issue. Please make sure your exe binary path is correct; you may refer to the Viveport Submission Guide under “Binary Build Section“ (https://developer.viveport.com/documents/developer-guide-vive)." However I am sure the binary path is correct and also DRM Wrapper should not even be used anymore because I have checked the VIVEPORT SDK DRM instead: "Digital Rights Management (DRM) VIVEPORT SDK DRM -> this one is checked Wrapper-based DRM" I have already tried using the DRM script in a seperate project and uploaded it. It worked immediatly and I got back a success when pushing to beta. However the exact same code and setup doesn't seem to work in my big project. Could this be an issue of filesize? Hope you can help me figure out the problem Best regards Wolfgang
  5. Ok i was able to fix it, the two hero images in /media were missing but it unfortunately didn't tell me so it looked as if those were optional. Now its working.
  6. Judging from my experience with the HTC Vive 1st generation and XR Elite the game works with the normal OpenXR just fine. If I wanna submit to Viveport and Infinity, does it matter if I use the normal OpenXR system for implementation instead of the Vive OpenXR custom one. So is it a requirement for submission to use the custom Vive version?
  7. Hey, So i uploaded a build and saved it as draft. And I wanted to test it inside Viveport by submitting it as beta, the button just stays stuck on Loading forever. I tested it on different devices and different browswer. Can someone help me with this? Is there an error log somewhere that could tell me what I'm doing wrong?
  8. Yes i downgraded to Version 1.0.13 in Unity 2020.3.30f1 and at least the installation works without any problem. But then in the IL2Cpp build I get an error. Do you think 2021.3.3f1 will allow building with Il2Cpp as well without any runtime errors?
  9. So I followed the instructions of the main Tutorial to get Vive OpenXR ready in my project: https://developer.vive.com/resources/openxr/unity/tutorials/how-to-install-vive-openxr-plugin/ https://developer.vive.com/resources/openxr/unity/tutorials/getting-started-with-openxr/ But when i try to build the Game Using IL2CPP I get the following Error (tried in a new project) NotSupportedException: IL2CPP does not support marshaling delegates that point to instance methods to native code. The method we're attempting to marshal is: VIVE.HandTracking.HandTracking_OpenXR_API::intercept_xrWaitFrame_xrGetInstanceProcAddr at UnityEngine.XR.OpenXR.Features.OpenXRFeature.HookGetInstanceProcAddr () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.XR.OpenXR.OpenXRLoaderBase.InitializeInternal () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.XR.OpenXR.OpenXRLoaderBase.Initialize () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.XR.Management.XRManagerSettings.InitializeLoaderSync () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.XR.Management.XRGeneralSettings.InitXRSDK () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.XR.OpenXR.OpenXRLoaderBase:Initialize() UnityEngine.XR.Management.XRManagerSettings:InitializeLoaderSync() UnityEngine.XR.Management.XRGeneralSettings:InitXRSDK() How do I fix this? Using Vive OpenXR Version 1.0.13 in Unity 2020.3.30f1
  10. Hey Folks, maybe someone can help me with this. I've tried to follow this tutorial of installing Vive OpenXR: https://developer.vive.com/resources/openxr/unity/tutorials/how-to-install-vive-openxr-plugin/ I choose: Install or Update to Latest Version, but right after it installs I get this error and don't know what to do about it. Library\PackageCache\com.htc.upm.vive.openxr@3dd72f5f56\Runtime\Features\Tracker\XR\Scripts\ViveXRTracker.cs(1570,34): error CS1501: No overload for method 'Contains' takes 2 arguments I wanted to continue doing htis tutorial: https://developer.vive.com/resources/openxr/unity/tutorials/getting-started-with-openxr/ So I choose a version of Unity that has been Verified for this purpose: in this case it was 2020.3.30f1 But I also got the exact same problem with using Untiy 2020.3.16f1 How can I resolve this and what is the advantage of using the Vive Open XR over the default OpenXR? (just checking if its even woth the effort since the Vive also seems to work with normal openxr) Best regards, Wolfgang
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