nickmoseley Posted December 30, 2021 Share Posted December 30, 2021 I design and develop VR Training apps for the Health sector in the UK and have developed a test version of a new app using the XR Interaction Toolkit using Unity 2020.3.25f1 LTS which I can build and run on both Quest2 and Pico Neo 3 VR headsets without any problem. However after following all of the documented Vive instructions - installing the Vive Wave XR Plug-in with recomended Player settings, the resulting APK installed following the https://business.vive.com/uk/support/focus3/category_howto/installing-apk-on-headset.html instructions, the VR app just shows as a black landscape block and then a portrait transparent block with the Exit/Close X on the bottom. Also happens for a simple scene with just a camera and cube in. I was hoping to run a comparision on the new app across the three headsets and it will be a shame if I can only do with the Quest 2 and Pico Neo 3 headsets for which the VR app runs really well, there are much more detailed and simpler instructions and I experienced no issues. Here are screengrabs showing the issue and Unity settings. Link to comment Share on other sites More sharing options...
VIVE_chengnay Posted December 31, 2021 Share Posted December 31, 2021 @nickmoseley Could you try delete the AndroidManifest.xml file under Assets\Plugins\Android folder and try again? Link to comment Share on other sites More sharing options...
nickmoseley Posted December 31, 2021 Author Share Posted December 31, 2021 Hi Chengnay. Thanks for the suggestion. Deleting the AndroidManifest.xml now installs apps into my library but shows a fixed view animated image with a fixed white 'beam' that doesn't change when I move my head or show the controllers. I have my Oculus headset attached and set up for checking in on PC in Play mode and it works fine when I run the scene with this. Note that Oculus is not selected in the Android settings for XR Plug-in Management. Same issue occurs in this simple test scene with just a cube and XR Rig. When I test it with my Rift in Play mode on the PC I can move my head and the view changes correctly. When I build the scene and install it on the Vive Focus 3, I get the same fixed view issue with a 'beam'. Link to comment Share on other sites More sharing options...
VIVE_chengnay Posted January 1, 2022 Share Posted January 1, 2022 @nickmoseley It seems like you are using XR Interaction Toolkit. Are you using device based or action based? I suggest you can use Vive Input Utility for cross-platform project. If you still run into issues, could you share a sample project for us to check? Thanks! Link to comment Share on other sites More sharing options...
nickmoseley Posted January 1, 2022 Author Share Posted January 1, 2022 Thanks Chengnay. I understood that Vive Wave was now compatible with the Unity XR Plugin Management and the XR Interaction Toolkit, but it looks like the new action-based rig doesn’t work properly on the Vive Focus. I was hoping to create a project that I could deploy easily across different stand alone headsets, but this doesn't now appear to be possible for the Vive Focus 3. I need to press on now with the design and development of the app and will stick to building for just the Quest and Pico Neo 3 for now. Thanks for your help on this. Link to comment Share on other sites More sharing options...
ap-void Posted January 5, 2022 Share Posted January 5, 2022 @nickmoseley I had this same issue but figured it out using this thread. Had to make a script called WaveDeviceLayouts.cs found in that thread and then add the input action for position/rotation of the controllers/HMD. Also had to use the unity specific TrackedPoseDriver Link to comment Share on other sites More sharing options...
nickmoseley Posted January 12, 2022 Author Share Posted January 12, 2022 Many thanks @ap-voidI assumed importing WaveDeviceLayouts.cs into the project to register the new layouts meant importing it as a new asset into my project scripts folder. I managed to see the controllers moving but still have the Vive Focus headset with a fixed view. Link to comment Share on other sites More sharing options...
1099 Posted June 8, 2023 Share Posted June 8, 2023 @chengnay "Could you try delete the AndroidManifest.xml file under Assets\Plugins\Android folder and try again?" What happens if I delete the AndroidManifest.xml file? Will it automatically generate the file somewhere else? I deleted it, and it worked, but I don't see the AndroidManifest.xml file anymore. Link to comment Share on other sites More sharing options...
Alex_HTC Posted June 8, 2023 Share Posted June 8, 2023 @1099 the android manifest.xml gets regenerated if there is not one already in the project by the build process Link to comment Share on other sites More sharing options...
1099 Posted June 8, 2023 Share Posted June 8, 2023 @Alex_HTC Great, thank you for your reply! Do you know where it will be generated? I didn't see the exact location where I deleted it. Link to comment Share on other sites More sharing options...
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