Jump to content

Search the Community

Showing results for tags 'build'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • VIVE
    • VIVE Community Forums
    • VIVE Technical Support
    • VIVE Developer Forums

Blogs

  • Viveport Blog
  • Viveport Reviews
  • Viveport SDKs and Downloads
  • Developer Blog
  • Vive Blog

Categories

  • Files

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me

Found 5 results

  1. I'm trying to test a VR scene in Unity by building and running the APK on my XR Elite headset, but every time I build the APK, it comes up as a 2D app on the headset instead of a normal VR application. All of my build settings appear to be correct, and I can test-run the scene while tethered to my PC, but there has to be something wrong that I didn't catch. I checked the XR Plug-In Management and Initialize XR On Startup is checked for PC and Android. Any ideas?
  2. Hi Vive Community, I'd like to poke around anyone's brain if they ran into an issue with .apk packaging with gradle. I've been able to make standalone Android packages on Unreal Engine 5.1 with the Wave SDK before since last week. But without touching anything to the Android SDK/NDK/JDK settings as far as I know. I haven't been able to successfully make either a Development or Shipping build on my project. Here's a screenshot of the packaging log, and I've attached the log file here if further detail is needed. Thank you all and I look forward to any responses as to why this may be the issue. Best regards, Vincent Ho ChimeraMixedReality.log
  3. I am getting this error" NotSupportedException: XR Management package couldn't be found, please make sure you have the XR Management package added to your project through the Package Management window." when trying to build into VIVE focus 3 even though I already have the package installed. Any idea why I would get this error? Thanks!
  4. Hi, it's been very nice to see the OpenXR support launch to beta. I applied and got the beta update on my Focus 3, and I've been trying to get my Unreal project run on the device. I've made a successful build in UE and transfered and installed it on the headset, but it launches as a 2D application and complains about OBB and Play Store things. What am I missing? I have disabled all other VR related plugins but the Vive OpenXR and the native OpenXR ones I have start in VR ticked JDK version is 1.8.0_242 Thanks, Aapo M.
  5. Hello everybody, This is not really a message for support but mostly to help others since I resolved my issues after many tryouts. I converted an Oculus Quest project (with dedicated sdk and all) to OpenXR to allow Oculus/Vive support. My old project was running smoothly on Oculus Quest without any issue. After reworking everything to work without any dedicated SDK and installing the proper packages (WaveXR, XR Plug-in Management) I tried to build on Vive Focus 3. The result was that the build was successful without any error. The unity logo started correctly and then I could see a single frame of my application before having a black screen and a lot of perfomances issues (I could hardly exit to go back to the menu). The app would generaly quit after 5 to 10 seconds to go back to the HTC menu (sometimes the audio of the app would stay). I tried many things and the resolution was actually super simple. On Oculus project it is required to go with Anti-Aliasing x4. On HTC Vive Focus 3 it seems that the Anti-Aliasing is simply not supported at all. So I just went into the URP settings and disable the anti-aliasing. Everything was done using : - Unity 2019.4.14f1 - Universal RP 7.5.1 (and 7.5.3) - XR Plugin Management 3.2.16 - Vive Wave XR Plugin 4.1.1 (and 1.0.1) I suggest that you add a critial error before any build to inform the user that Anti-aliasing is done directly by the SDK and cannot be added in the URP. Unity always display a warning when using Anti-aliasing with an Android platform. For Oculus Quest 1 and 2 and Pico 3 neo, Anti-aliasing is recommanded in build.
×
×
  • Create New...