Jump to content

Search the Community

Showing results for tags 'focus3'.

  • 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

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 11 results

  1. Hi, I have some questions/problem about the Focus3's Wrist Trackers, just got my 2 trackers today, and plan to use those for 'object' tracking questions : -Could we have the geometric tracking ref for those? (rotation centers, and "0" position.... we just need this info instead of 'bad' measurements) -Why provide an object tracker if you can only link 2 trackers to the HMD ? (make no sense to have Hand/controller tracking OR object tracking, cause of course we need both at the same time) -Is there any possible input on those trackers ? (OG vive trackers had some possible connection for buttons/trigger/ect and a possible com link with USB.... At this point, i seen NONE of this on the 'wrist tracker'.... does it mean i have to dev mysel a BT/Wifi board and a complete api in order to get a simple 'button' on a tracked object?) -Is there any 'official' documentation for those trackers ? I'm looking for a 'real' project description for this kind of use case all i find on HTC's website is using 'OG trackers'
  2. I've been trying to get my headset out of the focus3 beta program but for some reason it is not working. I go to Settings > Advanced > Beta features, and click quit Beta program. It will re-install me back to 5.0.999.514 but then when the headset comes back up, it says the only update avaialable is 5.3.999.514 which drops me right back into the beta. Is there a way to get out of this beta?
  3. I have been experimenting with Aruco Markers and Marker Based Location Sharing. After I start a scan and it detects the Aruco Marker, I would like to get the Pose of that Marker before it swaps the coordinate system origin over to that Aruco Marker. I can see in logcat where it prints the Matrix that is used to apply an offset but I cannot find any API or Event that will return the offset being applied to my application. Is there an API or some other creative way to get that pose for the Aruco Marker?
  4. Hello, my OpenXR app on Focus 3 crashes on start-up due to the following linker error: library "/vendor/app/openxr_runtime/lib/arm64/libopenxr_wave.so" ("/vendor/app/openxr_runtime/lib/arm64/libopenxr_wave.so") needed or dlopened by "/data/app/com.alvr.alxr_client-TmMRAcd2udgNGwvW9mmgTg==/lib/arm64/libopenxr_loader.so" is not accessible for the namespace: [name="sphal", ld_library_paths="", default_library_paths="/vendor/lib64:/vendor/lib64/hw", permitted_paths="/odm/lib64:/vendor/lib64:/system/vendor/lib64"] Tue Jul 12 2022 23:57:45 GMT+0300 (Москва, стандартное время):error7230/5741 OpenXR-Loader Error [GENERAL | xrEnumerateInstanceExtensionProperties | OpenXR-Loader] : RuntimeInterface::LoadRuntime skipping manifest file , failed to load with message "dlopen failed: library "/vendor/app/openxr_runtime/lib/arm64/libopenxr_wave.so" needed or dlopened by "/data/app/com.alvr.alxr_client-TmMRAcd2udgNGwvW9mmgTg==/lib/arm64/libopenxr_loader.so" is not accessible for the namespace "classloader-namespace""<br> hello_xr (both gles & vulkan versions) runs fine, I assume the reason why this happens with my app is due to my app setting the minimum-sdk api level to greater than 24/25 according to this? the problem seems to be that the path /vendor/app/openxr_runtime/* is not in the permitted_paths. I really can't make my app go lower than API level 26 without doing major changes to my code base.
  5. I have a need to use a few Native Library calls when dealing with Aruco Markers in the headset. However, I found that when I import both the "OpenXR Plugin - Android" & "OpenXR Plugin - Native" packages I get compile errors in the project. It looks like there is some type of conflict in the package definitions. Is this a known problem? Is there any way to get around this?
  6. Hey, I'm very happy to get in touch and also hopefully get some feedback/help. We are currently experiencing couple of issues when porting our application to Focus 3 using the WaveVR plugin for Unreal Engine. We might be able to workaround some of them but it would be great to know if they are known, solved or any thoughts on the matter. Setup Unreal Engine 4.26 - WaveVR Plugin 4.1.1-r.3.1 - OpenGL ES rendering backend VIVE Focus 3 Devkit - system 2.0.999.132 kernel 4.19.81-perf-dirty Issues Whenever a Text Input field is focused an overlay input box appears and the screen darkens even though we have our virtual keyboard input system in place. Also this overlay is not properly stereoscopically rendered, appears in both eyes separately and is flipped upside down. We could never see it whole but it looks like some blank default with just an Input field and OK/Cancel Buttons. I struggled to connect our DevKit to the PC correctly only to find out that some of USB ports don't interface with the device at all. There is a post on this forums that mentions that system version 3.+ would solve this issue and should be already release. The post was quite old and my device is still telling me that it is running the latest version of the system which is 2.0.999.132. Do I have an outdated device? Changing WorldToMeters setting in the WorldSettings does not update the HMD transformation. We are using this value on other platforms to scale the world around the player up or down appropriately to his needs. Is there a way to debug running application on the device? Our shipping builds are randomly crashing in the OpenGL ES rendering backend. This is the issue we might not be able to workaround and I'm struggling to find out what is causing it. It looks like texture streaming code might suffer some race condition? Our project doesn't use anything fancy, no complex materials, only simple opaque and masked, no crazy texture swapping or custom render passes. The engine is clean without modifications. Any clue or idea is very welcome. 07-27 21:18:42.423 25459 25459 F DEBUG : Build fingerprint: 'HTC/kona/kona:10/QKQ1.210319.001/2557:user/release-keys' 07-27 21:18:42.423 25459 25459 F DEBUG : Revision: '0' 07-27 21:18:42.423 25459 25459 F DEBUG : ABI: 'arm64' 07-27 21:18:42.424 25459 25459 F DEBUG : Timestamp: 2021-07-27 21:18:42+0200 07-27 21:18:42.424 25459 25459 F DEBUG : pid: 23105, tid: 23289, name: RenderThread >>> com.mai.bodymap <<< 07-27 21:18:42.424 25459 25459 F DEBUG : uid: 10138 07-27 21:18:42.424 25459 25459 F DEBUG : signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x8 07-27 21:18:42.424 25459 25459 F DEBUG : Cause: null pointer dereference 07-27 21:18:42.424 25459 25459 F DEBUG : x0 0000000000000000 x1 0000007d99794240 x2 0000000000000000 x3 0000000000000000 07-27 21:18:42.424 25459 25459 F DEBUG : x4 0000007cd3dc0580 x5 0000000000000000 x6 00000000ffff7aea x7 00000000ffff7aeb 07-27 21:18:42.424 25459 25459 F DEBUG : x8 0000000000000000 x9 0000000000000000 x10 0000000000000001 x11 0000000000000058 07-27 21:18:42.424 25459 25459 F DEBUG : x12 0000007d310cd1e8 x13 0000007cd3dc0580 x14 00000000ffff88cb x15 000000000000806f 07-27 21:18:42.424 25459 25459 F DEBUG : x16 0000007d9144ad58 x17 0000007e2d83d080 x18 0000000000000038 x19 0000007d99794240 07-27 21:18:42.424 25459 25459 F DEBUG : x20 0000007d310cb140 x21 0000007d08c5f708 x22 0000000000000001 x23 0000000000000000 07-27 21:18:42.424 25459 25459 F DEBUG : x24 0000000000000000 x25 0000000000000001 x26 0000000000000000 x27 00000000ffffffff 07-27 21:18:42.424 25459 25459 F DEBUG : x28 0000000000000000 x29 0000007d08c5f6e0 07-27 21:18:42.424 25459 25459 F DEBUG : sp 0000007d08c5f550 lr 0000007d911db3b8 pc 0000007d911db3d8 07-27 21:18:42.487 25459 25459 F DEBUG : 07-27 21:18:42.487 25459 25459 F DEBUG : backtrace: 07-27 21:18:42.487 25459 25459 F DEBUG : #00 pc 000000000020e3d8 /vendor/lib64/egl/libGLESv2_adreno.so (!!!0000!4ecf3032464df959aad423cba1a73c!6a8731606c!+456) (BuildId: 3331a15a9595b2e7053655a8f2b8b19b) 07-27 21:18:42.487 25459 25459 F DEBUG : #01 pc 0000000000225eac /vendor/lib64/egl/libGLESv2_adreno.so (!!!0000!8a230fae9f27181d9d97eb278ea540!6a8731606c!+220) (BuildId: 3331a15a9595b2e7053655a8f2b8b19b) 07-27 21:18:42.487 25459 25459 F DEBUG : #02 pc 0000000000131188 /vendor/lib64/egl/libGLESv2_adreno.so (glCompressedTexSubImage2D+144) (BuildId: 3331a15a9595b2e7053655a8f2b8b19b) 07-27 21:18:42.487 25459 25459 F DEBUG : #03 pc 00000000089429e4 /data/app/com.mai.bodymap-962817ni2jt3PKrf6AU6bw==/lib/arm64/libUE4.so (TOpenGLTexture<FOpenGLBaseTexture2D>::Unlock(unsigned int, unsigned int)+580) (BuildId: 6c875daccdc7e65c57d4cc0664fa4156f17e40d0) 07-27 21:18:42.487 25459 25459 F DEBUG : #04 pc 0000000008946b94 /data/app/com.mai.bodymap-962817ni2jt3PKrf6AU6bw==/lib/arm64/libUE4.so (FOpenGLDynamicRHI::UnlockTexture2D_RenderThread(FRHICommandListImmediate&, FRHITexture2D*, unsigned int, bool, bool)+768) (BuildId: 6c875daccdc7e65c57d4cc0664fa4156f17e40d0) 07-27 21:18:42.487 25459 25459 F DEBUG : #05 pc 00000000083560d4 /data/app/com.mai.bodymap-962817ni2jt3PKrf6AU6bw==/lib/arm64/libUE4.so (FTexture2DStreamIn::DoUnlockNewMips(FTexture2DUpdateContext const&)+188) (BuildId: 6c875daccdc7e65c57d4cc0664fa4156f17e40d0) 07-27 21:18:42.487 25459 25459 F DEBUG : #06 pc 0000000008368fd4 /data/app/com.mai.bodymap-962817ni2jt3PKrf6AU6bw==/lib/arm64/libUE4.so (FTexture2DStreamIn_IO_AsyncReallocate::Finalize(FTexture2DUpdateContext const&)+180) (BuildId: 6c875daccdc7e65c57d4cc0664fa4156f17e40d0) 07-27 21:18:42.487 25459 25459 F DEBUG : #07 pc 000000000836aa00 /data/app/com.mai.bodymap-962817ni2jt3PKrf6AU6bw==/lib/arm64/libUE4.so (TRenderAssetUpdate<FTexture2DUpdateContext>::TickInternal(FRenderAssetUpdate::EThreadType, bool)+528) (BuildId: 6c875daccdc7e65c57d4cc0664fa4156f17e40d0) 07-27 21:18:42.487 25459 25459 F DEBUG : #08 pc 0000000008360e3c /data/app/com.mai.bodymap-962817ni2jt3PKrf6AU6bw==/lib/arm64/libUE4.so (BuildId: 6c875daccdc7e65c57d4cc0664fa4156f17e40d0) 07-27 21:18:42.487 25459 25459 F DEBUG : #09 pc 0000000008360f9c /data/app/com.mai.bodymap-962817ni2jt3PKrf6AU6bw==/lib/arm64/libUE4.so (BuildId: 6c875daccdc7e65c57d4cc0664fa4156f17e40d0) 07-27 21:18:42.487 25459 25459 F DEBUG : #10 pc 0000000005b92e58 /data/app/com.mai.bodymap-962817ni2jt3PKrf6AU6bw==/lib/arm64/libUE4.so (FNamedTaskThread::ProcessTasksNamedThread(int, bool)+244) (BuildId: 6c875daccdc7e65c57d4cc0664fa4156f17e40d0) 07-27 21:18:42.487 25459 25459 F DEBUG : #11 pc 0000000005b929d8 /data/app/com.mai.bodymap-962817ni2jt3PKrf6AU6bw==/lib/arm64/libUE4.so (FNamedTaskThread::ProcessTasksUntilQuit(int)+108) (BuildId: 6c875daccdc7e65c57d4cc0664fa4156f17e40d0) 07-27 21:18:42.487 25459 25459 F DEBUG : #12 pc 00000000065d607c /data/app/com.mai.bodymap-962817ni2jt3PKrf6AU6bw==/lib/arm64/libUE4.so (FRenderingThread::Run()+132) (BuildId: 6c875daccdc7e65c57d4cc0664fa4156f17e40d0) 07-27 21:18:42.487 25459 25459 F DEBUG : #13 pc 0000000005c090a0 /data/app/com.mai.bodymap-962817ni2jt3PKrf6AU6bw==/lib/arm64/libUE4.so (FRunnableThreadPThread::Run()+96) (BuildId: 6c875daccdc7e65c57d4cc0664fa4156f17e40d0) 07-27 21:18:42.487 25459 25459 F DEBUG : #14 pc 0000000005b91530 /data/app/com.mai.bodymap-962817ni2jt3PKrf6AU6bw==/lib/arm64/libUE4.so (FRunnableThreadPThread::_ThreadProc(void*)+68) (BuildId: 6c875daccdc7e65c57d4cc0664fa4156f17e40d0) 07-27 21:18:42.487 25459 25459 F DEBUG : #15 pc 00000000000e68a0 /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+36) (BuildId: 21847aa9757f000b0461310a9f5e6e51) 07-27 21:18:42.487 25459 25459 F DEBUG : #16 pc 0000000000084b6c /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+64) (BuildId: 21847aa9757f000b0461310a9f5e6e51) Any feedback or help would be much appreciated. Thank you!
  7. 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.
  8. Hello, I have a Focus 3, and I want to develop on it using Unity. The only issue now is that I cannot use the headset directly in Play Mode, and building everytime I want to test something is tedious. I tried the Direct Preview, over Wifi and USB, and the connection always Timeout. I tried using Vive Business Streaming over SteamVR as well but to no avail (using SteamVR as the OpenXR execution environment). I use: - Unity 2020.3.29f1 with OpenXR and WaveXR checked in the XR Management System. SteamVR being the Play Mode OpenXR Runtime. - VIVE Wave XR Plugin - Essence 4.4.0-r.8 GPU: NVidia Quadro P5200 (in the nvidia control pannel, all of steam, vive and unity softwares are already set to use the GPU only) CPU: Intel i9-8950HK How can I do to dev and test pleasantly ? Thanks and have a nice day, cheers.
  9. Hi, is it possible to access android libraries such as "android.speech.tts.TextToSpeech" for android plugin/library to be used with Unity. I was able to use the speech synthesis in my android library (aar library) and import in Unity to create an apk and run on Android phone. But if I export for focus3, I cannot hear any speech synthesis. Is this because there is no TTS engine installed on Focus3 by default? Is it even possible to install one? Thank you.
  10. Apk downloads normally, but when installing starts, 2d system window pops up so i can't do anything. How it can be fixed? Help please This is installing script. AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); AndroidJavaObject currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity"); AndroidJavaObject unityContext = currentActivity.Call<AndroidJavaObject>("getApplicationContext"); string packageName = unityContext.Call<string>("getPackageName"); string authority = packageName + ".provider"; AndroidJavaClass intentObj = new AndroidJavaClass("android.content.Intent"); string ACTION_VIEW = intentObj.GetStatic<string>("ACTION_VIEW"); AndroidJavaObject intent = new AndroidJavaObject("android.content.Intent", ACTION_VIEW); int FLAG_ACTIVITY_NEW_TASK = intentObj.GetStatic<int>("FLAG_ACTIVITY_NEW_TASK"); int FLAG_GRANT_READ_URI_PERMISSION = intentObj.GetStatic<int>("FLAG_GRANT_READ_URI_PERMISSION"); AndroidJavaObject fileObj = new AndroidJavaObject("java.io.File", apkPath); AndroidJavaClass fileProvider = new AndroidJavaClass("androidx.core.content.FileProvider"); AndroidJavaObject uri = fileProvider.CallStatic<AndroidJavaObject>("getUriForFile", unityContext, authority, fileObj); intent.Call<AndroidJavaObject>("setDataAndType", uri, "application/vnd.android.package-archive"); intent.Call<AndroidJavaObject>("addFlags", FLAG_ACTIVITY_NEW_TASK); intent.Call<AndroidJavaObject>("addFlags", FLAG_GRANT_READ_URI_PERMISSION); currentActivity.Call("startActivity", intent);
  11. I am using VIU's "Examples-> 4. Teleport" with Vive Focus plus. And I'm porting from Vive Focus plus to Focus 3. In Focus3, I changed to jyoistick because there is no pad for the controller, but it didn't work. How can I get "Examples-> 4. Teleport" to work in Focus3?
×
×
  • Create New...