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  1. Hello everyone, I'm working on some VR game and one of it's elements in interactive banner which has to display some hits and storyline text. Displayed text should be well readable from max. 4 units of distance. I cant manage to make it good quality. I'm using TextMeshPro to render text and I tried to: - play with scale of canvas / tmp and font size (current settings are 0.05 scale of canvas, 1 scale of tmp and 12 font size) - changing dilate of tmp - changing text size in dynamic resolution settings (20 - 30 -40) - changing background and foreground color - playing with z-order of text - adding outline and underline but text still seems to be not good. It' blinking and shimmering. Am I missed something? In comparison to text in Flow menu, text in my game looks very bad. I have a good experience in Unity but this is my first VR project. Please, help me with some advice.
  2. Hello, I am trying to access files on the local storage of the Focus 3, namely the Download, DCIM or any folder accessible when connecting the headset to a computer. I am using the PermissionManager from the Wave SDK to request the permissions READ_EXTERNAL_STORAGE & WRITE_EXTERNAL_STORAGE (PermissionManager.instance.isPermissionGranted return true for both these permissions), I also added the following lines in the AndroidManifest.xml <uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" /> <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" /> but I get the following error when I try to access to the folder: 2022/01/19 18:42:26.516 7851 7893 Error Unity IOException: Permission denied 2022/01/19 18:42:26.516 7851 7893 Error Unity Rethrow as UnauthorizedAccessException: Access to the path '/storage/emulated/0/DCIM' is denied. 2022/01/19 18:42:26.516 7851 7893 Error Unity at System.IO.Enumeration.FileSystemEnumerator`1[TResult].CreateDirectoryHandle (System.String path, System.Boolean ignoreNotFound) [0x00000] in <00000000000000000000000000000000>:0 2022/01/19 18:42:26.516 7851 7893 Error Unity at System.IO.Enumeration.FileSystemEnumerator`1[TResult]..ctor (System.String directory, System.IO.EnumerationOptions options) [0x00000] in <00000000000000000000000000000000>:0 2022/01/19 18:42:26.516 7851 7893 Error Unity at System.IO.Enumeration.FileSystemEnumerable`1+DelegateEnumerator[TResult]..ctor (System.IO.Enumeration.FileSystemEnumerable`1[TResult] enumerable) [0x00000] in <00000000000000000000000000000000>:0 2022/01/19 18:42:26.516 7851 7893 Error Unity at System.IO.Enumeration.FileSystemEnumerable`1[TResult]..ctor (System.String directory, System.IO.Enumeration.FileSystemEnumerable`1+FindTransform[TResult] transform, System.IO.EnumerationOptions options) [0x00000] in <00000000000000000000000000000000>:0 2022/01/19 18:42:26.516 7851 7893 Error Unity at System.IO.Enumeration.FileSystemEnumerableFactory.UserFiles (Syst Has someone else succesfully access these folders? Am I missing something? Thanks in advance for the help. @Alex_HTC
  3. So, I'm deep down a debugging rabbit-hole debugging the effect that Vive drivers are having on my Unity application. At runtime, my Unity app loads mycustom.dll. And it can do this successfully, unless I've got Vive-console installed and a headset plugged in. It doesn't matter if I'm even trying to initialize OpenXR in Unity, if ViveOpenXR.dll can be found at runtime while a headset is plugged in, mycustom.dll can't be found. Historically, for us, 'Can't be found' actually means "You forgot to install an MSVC redist" but that doesn't make sense here, since the redists are fine obviously fine because it runs without the headset. According to our QA, this started happening around driver version x.20.x maybe x.19.x. Any leads? I've spent way more time on this than I've wanted to.
  4. Hi. I have different applications that call themselves through code. I use a launcher that launches an app, the app then launch the launcher, and the launcher calls another app. I am experiencing random crashes and I think it is because i don't quit / call the apps correctly. Is there a way to do it properly through WAVE code ? I am using unity What I want is do it properly : I am in the launcher, i want to quit the launcher, then launch the app. Quit the app, then launch the launcher etc... I need to completely quit my game : the Unity Application.Quit() doesn't "kill the application" so I had to use these lines of codes. Thanks in advance. Here is my code to launch a game : public static void NextGame(string gameName) { AndroidJavaClass up = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); AndroidJavaObject ca = up.GetStatic<AndroidJavaObject>("currentActivity"); AndroidJavaObject packageManager = ca.Call<AndroidJavaObject>("getPackageManager"); AndroidJavaObject launchIntent = packageManager.Call<AndroidJavaObject>("getLaunchIntentForPackage", gameName); ca.Call("finishAndRemoveTask"); ca.Call("startActivity", launchIntent); up.Dispose(); ca.Dispose(); packageManager.Dispose(); launchIntent.Dispose(); } And to stop it : public static void StopGame() { AndroidJavaClass up = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); AndroidJavaObject ca = up.GetStatic<AndroidJavaObject>("currentActivity"); ca.Call("finishAndRemoveTask"); up.Dispose(); ca.Dispose(); }
  5. Hi all, Just posting to look for any guidance about an issue we've recently run into with APKs we're building for the Focus 3 in Unity. A while ago we updated our Editor version to 2020.3.33 from 2020.3.26 and nothing seemed to break. However, I've since realized that APKs we build in anything 2020.3.33 or newer (including 2021.x releases) seem to soft-lock the Focus 3 headset into a black screen if this is the first time an APK with that namespace is being launched on that headset. If we build an APK with the same namespace in 2020.3.26 and launch it for the first time, all of the proper permissions dialogues, folder structures, etc. seem to execute correctly and we are then safe to install APKs built in newer versions of Unity over the previous version. But, if we were to delete the version installed on the headset at any time and then attempt a fresh install with the newer versions, the issue will persist and the only way to regain control of the headset is by cycling the power. If these builds were just for internal-use only it wouldn't be a huge deal to just make note of this going forward and tough it out, but we need to upgrade Unity versions to make use of some of the features in 2021.x soon and any new builds that we try to push out via the VIVE Business Device Management System will break on any headsets we are enrolling for the first time. I'm going to try reaching out to Unity about this as well but was wondering if anyone here had any similar troubles or if anyone from HTC would be able to hazard a guess about what may be going on under the hood and if there may be a way around it. Thanks!
  6. Hello. I am using Wrist Trackers to track external elements in my app (the trackers are not placed on my wrist: they are placed on a tracked extinguisher). I am also using hand tracking. It was working fine until recently. However, since the last Wrist Trackers update (3.0.0.009), whenever I am using them, they also change the position of the hands (The position of the hands returned by the hand tracking system) and place them next to the tracker. Please note that I have the same behavior in Unity using the Wave SDK and in the Focus 3 main menu (the virtual hands are placed next to their corresponding trackers). In the previous version, there was a popup allowing us to choose if the Wrist Trackers were used to enhance the hand tracking or as external tracker (this second option being what we were using). However, this pop up is no longer displayed when I pair the trackers and I couldn't find an option to disable this feature anywhere. Is there any way to go back to the old behaviour? I have a headset with Firmware version 3.3.999.446 and the Wrist Trackers are on 3.0.0.009 Thank you in advance for your help. @C.T.
  7. In my project, it is very important to use separate cameras for each eye. Any camera with the Target Eye set to Both or Left appears to work as intended, but when set to Right, the result on the Android HMD is like a left-eye camera; only the left part of the display renders, and the right side does not render. My project has successfully used per-eye cameras on other platforms previously. This is the first time implementing Wave platform. I can't see how to fix this issue, which is probably not a concern for most developers, but for me it is critical. I am using Wave XR Plugin 1.0.0 (com.htc.upm.wave.xrsdk) on Unity 2019.4.8 LTS. @Tony PH Lin
  8. Hello, In my Unity project, there is a problem that has been bothering me for some time, and I can't solve it: As you can see. The object I am tracking is upside down. Yet I assure you that the object in real life is right side up. The tracker is also well positioned in relation to real life. However, here is my object in "Scene" mode when I don't launch my game, as you can see, it is right side up: (The red square represents the tracker, as I understood that you shouldn't move the tracker, but move the object to position it on it) : Why is the object upside down? Is it possible that it is the "real" tracker that is upside down? Is there a way to place the trackers? My map is, I think, right side up because the sky is well "up". I'd like to point out that I wouldn't just put the gun upside down in the scene mode. I'd like it to be correctly positioned to facilitate future creation steps. Thank you in advance for your answers.
  9. Vive Cosmos OpenXR Feature package for Unity After installing the Unity OpenXR plugin you can add the HTC Vive Cosmos Controller Support Feature to OpenXR Features as shown: You can download the HTC Vive Cosmos Controller package preview as a tarball file here: UPDATE: v1.0.0 Unity issues from latest plugin resolved. Download: com.htc.upm.vive.openxr.controllers-1.0.0.tgz previous update: Add common usage “gripButton” for grip-pressed input. Add common usage “triggerButton” for trigger-pressed input Use the package manager to install as either a tarball or if you run into any issue you can unzip it and use the from disk option and point to the json file. Unity includes several samples with their OpenXR package so be sure to install the Controller Sample. This sample will display all the controller's inputs visually for almost all the input because the Cosmos controller has an additional "bumper" button next to the trigger button. As shown you can run in editor connecting to the OpenXR PC runtime. In this case it's the "Default" Vive Cosmos OpenXR runtime. To set it as the default you should select it as the default when you first run the runtime from the Vive Console. This will set the default Windows registry values. To install the Vive Cosmos OpenXR runtime please see: https//forum.vive.com/forum/92-vive-openxr/ Now as you may have noticed above I've added an indicator for the Bumper button status (green when pressed) for both left and right hand controllers for this sample. You can add them with the following steps. 1) Once you've enabled the feature (first screen shot above) we can edit the Controller sample to include the additional indicator by duplicating the Trigger Press visual element, renaming it as "Bumper Press" and moving it slightly to the right of Trigger Press (remember to do likewise for RightHand). 2) To edit the Action binding for this new indicator first double click on the Action Reference field of the Action to Button ISX script component in the inspector as shown above. Once you get the following Input Actions window, you can add the new actions and bind them to the appropriate binding path that the Vive Cosmos Controllers feature provided as shown below and while this window is open also add one for the right hand controller. And with that you can start using all the Vive Cosmos controllers inputs for your OpenXR applications! Note: screen shots don't reflect the latest Unity OpenXR plugin version and will be updated
  10. Hello We are currently using Vive Focus 3, using LBE Hybrid mode through our test account, and testing the Map Sharing functionality through the attached guide. The function that we want in map sharing is to share one map within the same group, and we are testing whether the users in the shared map recognize each other. Also, I wonder if it can look UI-like if it is recognized. Furthermore, I would like to know if the app made with Unity can be shared and all of them can enter one VR Unity space when map sharing. I think it's like making a multiplayer game. If possible, please let me know how.
  11. 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.
  12. For the recent SteamVR version, the OpenXR tracker extension as come to be supported. The OpenXR tracker extension is called "XR_HTCX_vive_tracker_interaction". Regarding Unity OpenXR support, will there be a tracker interaction profile for Unity, as it was for the Cosmos controller ? Looking forward to it.
  13. Hey, I've been trying to get hand tracking working on my Vive Focus 3 in Unity while using VBS. These are the docs I'm currently using Setup — Vive Hand Tracking SDK 1.0.0 documentation. I've not been able to get SteamVR to detect the cameras on the headset through VBS, am I right in assuming that is not supported by VBS currently and that hand tracking is Android only? Thanks in advance for any responses.
  14. VIVE Pro 2 VIVE Console 2.0.18.2 SteamVR 1.18.7 Unity Engine 2021.1.0f1 OpenXR plugin 1.3.1 Open a Scene (can be completely empty) Go to project settings Go to XR Plug-in Management Enable OpenXR Go to OpenXR Set Play Mode OpenXR Runtime to SteamVR (or System Default if SteamVR is the System Default OpenXR runtime) Click the Play button in the Editor Observe crash The crash logs which I am unable to provide indicate a Segmentation Fault. This is a frequent, intermittent issue. Unity generally crashes every 3 play attempts give or take. Any help is greatly appreciated. Thank you.
  15. 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.
  16. VIVE Pro 2 VIVE Console 2.0.18.2 SteamVR 1.18.7 Unity Engine 2021.1.0f1 OpenXR plugin 1.3.1 Open a Scene (can be completely empty) Go to project settings Go to XR Plug-in Management Enable OpenXR Go to OpenXR Set Play Mode OpenXR Runtime to SteamVR (or System Default if SteamVR is the System Default OpenXR runtime) Click the Play button in the Editor Observe crash The crash logs which I am unable to provide indicate a Segmentation Fault. This is a frequent, intermittent issue. Unity generally crashes every 3 play attempts give or take. Any help is greatly appreciated. Thank you.
  17. Hello. On previous headset models (tested on Focus plus), the Unity Monobehaviour method "OnApplicationPause" was called when taking off & putting back on the headset. It seems to not be the caseanymore with the Focus 3. Same thing for "OnApplicationFocus". Is there another way to know when the user is taking off the headset?
  18. 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);
  19. Hi, I am trying to follow what a user is looking at in a unity world scene, more precisely I am using a lineRenderer which needs 2 points to be drawn, the first point would be the gaze origin that I get from SRanipal sdk using structure.combined.eye_data.gaze_origin_mm (where structure contains the verbose data), the end point would be the gazeOrigin+gazeDirection * lengthOfLine (where I used structure.combined.eye_data.gaze_direction_normalized). The problem is that it does not work It gets me a point far where it shold be. I heared that unity uses a left-handed coordinate system whereas SRanipal uses right-handed coordinate system so I tried to manipulate the vectors but I still did not manage to achieve it, here is a screenshot of my code ? can I have some directions please ?
  20. Hi, I am trying to follow what a user is looking at in a unity world scene, more precisely I am using a lineRenderer which needs 2 points to be drawn, the first point would be the gaze origin that I get from SRanipal sdk using structure.combined.eye_data.gaze_origin_mm (where structure contains the verbose data), the end point would be the gazeOrigin+gazeDirection * lengthOfLine (where I used structure.combined.eye_data.gaze_direction_normalized). The problem is that it does not work It gets me a point far where it shold be. I heared that unity uses a left-handed coordinate system whereas SRanipal uses right-handed coordinate system so I tried to manipulate the vectors but I still did not manage to achieve it, here is a screenshot of my code ? can I have some directions please ?
  21. When I import Vive-SRWorks-Unity-Plugin.unitypackage, the editor throws me these errors: Assets\ViveSR\Editor\ReconstructedAssetImporter.cs(24,17): error CS0200: Property or indexer 'ModelImporter.importMaterials' cannot be assigned to -- it is read only Assets\ViveSR\Editor\ReconstructedAssetImporter.cs(26,17): error CS0619: 'ModelImporter.importMaterials' is obsolete: 'importMaterials has been removed. Use materialImportMode instead.' Assets\ViveSR\Editor\ReconstructedAssetImporter.cs(26,17): error CS0200: Property or indexer 'ModelImporter.importMaterials' cannot be assigned to -- it is read only Assets\ViveSR\Editor\ReconstructedAssetImporter.cs(34,17): error CS0619: 'ModelImporter.importMaterials' is obsolete: 'importMaterials has been removed. Use materialImportMode instead.' Assets\ViveSR\Editor\ReconstructedAssetImporter.cs(34,17): error CS0200: Property or indexer 'ModelImporter.importMaterials' cannot be assigned to -- it is read only Could you tell me what I can do? I use Unity 2020.3.28f1 LTS.
  22. Hello, I am trying to build a VR application using Unity 2019.4.1 and Vive Eye Pro. Assume I have a "red" sphere in the scene, I want to check when the user looks at the sphere and change its color to green. Using the following libraries ViveSR.anipal.Eye, ViveSR.anipal, ViveSR I can read and check the data eyeData.verbose_data including gaze direction, gaze origin, eye openness and many more. I would appreciate any guidance and support to implement the example explained above. Thanks.
  23. When using OpenXR with SteamVR as the default system OpenXR runtime and using multiple SteamVR supported devices together e.g. Vive Cosmos and Vive Trackers/Oculus Quest and Vive Trackers, the play mode/headset view will be black with SteamVR reporting ' CEF Local Resource Load Error: http://localhost:27062/app/image?app_key=system.generated.unity.exe&version=1.21.6 -> 404 (Not Found)' See a video of this happening here, it is blocking me from working on a tool for using Vive trackers in OpenXR. I stress that this worked fine for me before I moved to using OpenXR, using OpenVR for this works totally fine but I want to support OpenXR for Vive trackers in Unity for my tool! https://www.youtube.com/watch?v=3hVtffm324s How can we reproduce it: Download this repro project: https://drive.google.com/file/d/1Qv0bpq4ZdZoCQU5A7edSoBQeCrl3CYe_/view?usp=sharing 1. Install Unity 2021.2.8f1 2. Install SteamVR Beta 1.21.6 3. Set up your Oculus Quest 2 via Oculus Link or Vive Cosmos (without SteamVR tracking faceplate) 4. Set up at least 1 SteamVR base station and Vive tracker Now to set up multiple drivers with SteamVR, this is a supported feature of SteamVR Below steps you can follow this video if it helps, it is a popular setup for steamVR games that use Unity like VRChat where people use multiple steamvr supported devices in the same play space as kit is interchangeable https://www.youtube.com/watch?v=JnX8NK-lsPY 5. Install OpenVR space calibration - https://github.com/pushrax/OpenVR-SpaceCalibrator/releases 6. Go to your steam installation e.g. C:\Program Files\Steam\steamapps\common\SteamVR\resources\settings 7. Open default.vrsettings with notepad or VS Code to edit 8. Change 'requireHmd' value from true to false 9. Change activateMultipleDrivers from false to true 10. Save the file 11. Open SteamVR with your tracker and headset of choice switched on + the steamVR base station 12. Goto SteamVR settings - Startup/Shutdown - Choose startup overlay apps - enable Space Calibrator 13. Goto SteamVR settings - Advanced settings - show 14. Goto SteamVR settings - set steamvr as Current OpenXR runtime if it isn't already. 15. Open OpenVR Space Calibrator through the steamVR overlays menu (SteamVR menu - third dot on the bottom right from the right, looks like a compass) 16. Select reference space - your headset controller you are holding and choose the vive tracker in the target space. 17. Choose calibration speed - slow and click start calibration to calibrate the play spaces then hold the tracker and controller together while drawing an infinity symbol with your hand in your play space to help calibration. 18. Verify the tracker and controllers line up in the same play space, if not try calibration again or refer to this clip of the video: https://youtu.be/JnX8NK-lsPY?t=308 (We are nearly there!) You can watch my repro video of this here https://www.youtube.com/watch?v=3hVtffm324s 19. To repro now, turn on SteamVR, turn off the vive tracker and base station, just keep your headset on or ready 20 Open the project in Unity 2021.2.8f1 21. Verify in Project settings - XR Plug-In Management that OpenXR is the default target 22. Verify in Project settings - XR Plug-In Management - OpenXR - Play Mode OpenXR Runtime set to System Default 23. Also verify in Project settings - XR Plug-In Management - OpenXR that Oculus Touch Controller Profile and HTC Vive Tracker profile is in the list if you are using Oculus, if you are using Cosmos (make sure it is without the steamvr tracking faceplate add-on), you can add the Vive Cosmos controller profile but it will cause an error with SteamVR as SteamVR OpenXR doesn't support the Cosmos controller profile yet somehow so leave that off but make sure HTC Vive Tracker Profile is in the list 24. Open Scenes - Controller sample, with just your headset on click play and verify the scene opens SteamVR for OpenXR and works fine for at least the headset tracking, Vive Cosmos as mentioned the controllers will not track either way (I will report that as a separate bug). 25. Now, keep the scene running and switch on the SteamVR base station and Vive Tracker, wait for them to connect. If you open the steamVR overlay you should see the tracker show up while connected. 26. Now the scene view should go black, open SteamVR - Developer - WebConsole to see logs for this reporting this error 'CEF Local Resource Load Error: http://localhost:27062/app/image?app_key=system.generated.unity.exe&version=1.21.6 -> 404 (Not Found)' 27. If you stop play mode and try again the view will be black and nothing tracks, this will continue until you close SteamVR + Unity and just with only the headset on (no base station or trackers on) and repeat from step 19 of this repro. Refer to this repro video to see it at this timestamp exactly as soon as the vive tracker connects it all goes black https://youtu.be/3hVtffm324s?t=37
  24. Good Afternoon. Is there a best way to get the headset ROM version. I'm currently using UnityEngine.SystemInfo.operatingSystem which provides the build number (verified against headset stats) and a second code. I haven't been able to find any connection from that info to the normal naming of Focus 3 Versions however (https://business.vive.com/release-notes/vive-focus-3/). My current idea is to use the build number as a minimum value but I'd rather something with a little more veracity. Thanks!
  25. Hello everybody. I am writing to ask for your assistance. I want to develop AR applications for Vive Pro in Unity. Although I read the documentations in HTC Vive website, I did not find any related docs for say superimposing a virtual object onto real world. I would be grateful If you could help me with that.
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