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MPOT_uniroma2

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  1. I understood that the platform tab does not exclude streaming via PC. In the Android tab, the following components appear (https://ibb.co/Wym9nbB) : VIVE XR Composition Layer; VIVE XR Composition Layer (Passthrough). I then switched the build to Android and checked the two options mentioned above in the Project Settings, but despite that, the error "CompositionLayerPassthroughAPI HTC_Passthrough feature instance not found." persists. I’m probably missing some settings.
  2. Hi everybody, For the HTC VIVE XR Elite, I found a possible solution to use the XR Interaction Toolkit and XR Hands without the VIVE OpenXR Plugin and Wave. I'm using this setup in an application streamed from the PC via SteamVR and VIVE Streaming Hub. The images speak better than words, so I'll try to explain using the images: Install the XR Interaction Toolkit and XR Hands (it's recommended to install the samples, particularly the Hands Interaction Demo from the XR Interaction Toolkit package). In Project Settings > XR Plug-In Management > OpenXR, check the option for "Hand Tracking Subsystem", and in the Interaction Profiles, add the "HTC VIVE Controller Profile" option. This is the image to reduce misunderstandings: https://ibb.co/b51gyQ2 (the option "HTC VIVE Tracker Profile" does not pertain to Hand Tracking). At this point, without any other settings, the device detects hands, and the application shows them, but the interactions are managed by the controllers. By using the following simple script, it's possible to change the interactions from controllers to hands, as expected by the XR Hands package: public class Hand_XR_Origin_Activator : MonoBehaviour { public GameObject RightController; public GameObject LeftController; public GameObject RightHand; public GameObject LeftHand; void Update() { if (RightController.activeSelf) { RightController.SetActive(false); } if (!RightHand.activeSelf && !RightController.activeSelf) { RightHand.SetActive(true); } if (LeftController.activeSelf) { LeftController.SetActive(false); } if (!LeftHand.activeSelf && !LeftController.activeSelf) { LeftHand.SetActive(true); } } } The public GameObjects are shown in this image: https://ibb.co/drGmxdL. With these settings, I use XR Hands with the VIVE XR Elite without any problems.
  3. Hi @VIVE_chengnay I need to stream the application from the PC and i can't switch it. I tried using an Android tablet to stream some time ago, but the application was lagging. Do you know why the components are missing? Thank you for your support.
  4. Hi! I'm developing a Mixed Reality application in Unity (2022.3.10f1) using the XR Interaction Toolkit and XR Hands plugins. To introduce Mixed Reality into the app, I'm using the VIVE OpenXR Plugin, following the procedure described here: https://developer.vive.com/resources/openxr/openxr-pcvr/tutorials/unity/installing-vive-openxr-pc-vr-plugin-npm/ I've noticed a slight difference regarding the plugin, but I believe it's the same one. Here's the image: https://ibb.co/SVCT2yC I followed this guide (https://developer.vive.com/resources/openxr/unity/tutorials/passthrough/) for the setup, but the main issue is that, as you can see here (https://ibb.co/pRx6Pnj), the following components are missing: VIVE XR Composition Layer; VIVE XR Composition Layer (Passthrough). As a result, I encountered the error that has been mentioned in this forum before: "CompositionLayerPassthroughAPI HTC_Passthrough feature instance not found.". I also tried the Plugin Samples about Passthrough, but they didn’t work for the same reason (I wanted to verify that the issue wasn't caused by something else). What might be causing this issue? Am I making some setup errors that I don’t know about? Thank you for the help!
  5. Hi! I'm developing a Mixer Reality application in Unity (2022.3.10f1) using XR Interaction Toolkit and XR Hands plugins. To introduce the Mixed Reality in the app, i'm using the VIVE Open XR Plugin following the procedure described here: https://developer.vive.com/resources/openxr/openxr-pcvr/tutorials/unity/installing-vive-openxr-pc-vr-plugin-npm/ Here i've seen a difference about the Plugin, but i think that is the same Plugin. Here the image: https://ibb.co/SVCT2yC Then i've used the guide (https://developer.vive.com/resources/openxr/unity/tutorials/passthrough/) for the setup, but here there is the main issue: how you can see here (https://ibb.co/pRx6Pnj), the following components are missing: VIVE XR Composition Layer; VIVE XR Composition Layer (Passthrough). The conseguence, obviously, is the error which i've just seen in this forum: "CompositionLayerPassthroughAPI HTC_Passthrough feature instance not found." Also i've tried the Plugin Samples about Passthrough, and they don't work for the same reason (i wanted check that the isseue wasn't due to other reasons). What might be an issue there? Please help! Hi! I'm developing a Mixed Reality application in Unity (2022.3.10f1) using the XR Interaction Toolkit and XR Hands plugins. To introduce Mixed Reality into the app, I'm using the VIVE OpenXR Plugin, following the procedure described here: https://developer.vive.com/resources/openxr/openxr-pcvr/tutorials/unity/installing-vive-openxr-pc-vr-plugin-npm/ I've noticed a slight difference regarding the plugin, but I believe it's the same one. Here's the image: https://ibb.co/SVCT2yC I followed this guide (https://developer.vive.com/resources/openxr/unity/tutorials/passthrough/) for the setup, but the main issue is that, as you can see here (https://ibb.co/pRx6Pnj), the following components are missing: VIVE XR Composition Layer; VIVE XR Composition Layer (Passthrough). As a result, I encountered the error that has been mentioned in this forum before: "CompositionLayerPassthroughAPI HTC_Passthrough feature instance not found.". I also tried the Plugin Samples about Passthrough, but they didn’t work for the same reason (I wanted to verify that the issue wasn't caused by something else). What might be causing this issue? Am I making some setup errors that I don’t know about? Thank you for the help!
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