Vivi Wu Posted July 28, 2022 Share Posted July 28, 2022 For PC VR content, we provide more plugin and tutorials for OpenXR PC VR on VIVE official developers website. Now, for Focus 3, user can connect PC VR content by using VIVE Business Streaming . Supported Devices: Vive Cosmos series, VIVE Pro series, VIVE Focus 3+VBS Tutorials: Unity: Installing VIVE OpenXR PC VR Plugin Getting Data of Facial Tracking - Developer Resources (vive.com) Hand Tracking - Developer Resources (vive.com) Unreal Engine: Integrate Hand Tracking Data Into Your Hand Model Integrate VIVE OpenXR Facial Tracking with MetaHuman Facial Expression Maker Interact with the Real World: OpenXR Scene Understanding Focus3 + VBS: [VBS & PC VR ] - How to use Facial Tracking on Focus3 [VBS & PCVR] - How to use Hand tracking [VBS & PCVR] - How to use Wrist tracker Supported engines: Unity and Unreal Engine (Plugin Download) ※ Vive Focus3 for facial tracking, please update your Focus 3 version : 5.0.999.646 or later. Unity Feature Name Cosmos VIVE Pro Series VIVE Pro Eye VIVE Focus3 + VBS Hand Tracking ⬤ ⬤ ⬤ ⬤ Scene Understanding ⬤ ⬤ ⬤ VIVE Cosmos controller ⬤ ⬤ Facial Tracking ⬤ ⬤ VIVE Focus 3 controller ⬤ Unreal Engine Feature Name Cosmos VIVE Pro Series VIVE Pro Eye VIVE Focus3 + VBS Hand Tracking ⬤ ⬤ ⬤ ⬤ Scene Understanding ⬤ ⬤ ⬤ VIVE Cosmos controller ⬤ ⬤ Facial Tracking ⬤ ⬤ ⬤ Game Engine OpenXR Support ⬤ VIVE OpenXR Plugin Support ※ If you want to develop the mobile content of Focus 3, please visit OpenXR for mobile. 1 Link to comment Share on other sites More sharing options...
StrangerGames Posted August 22, 2022 Share Posted August 22, 2022 @Vivi Wu I have removed the ViveSR SDK completely and installed from VIVE Wave OpenXR Plugin - Windows from package manager and imported facial tracking example. When I ran the example, nothing moved at all (by the way, the way the example setup is really not intuitive), so it didn't run out of the box. I tried adding Eye_Framework script and checking 'Enable Eye', but I got this null exception. [url=https://ibb.co/6ZCJ0Pn][img]https://i.ibb.co/RSw4T0v/image.png[/img][/url] I have tried uninstalling and reinstalling the whole vive software and made sure that SRanipal is running and I tried VCC which ran fine and the eye tracking worked on it, so SRanipal and the service seem to be working correclty. Link to comment Share on other sites More sharing options...
StrangerGames Posted August 22, 2022 Share Posted August 22, 2022 @Vivi Wu Solved by removing OpenVR Loader (steam vr), but now I am getting the following error. Even though I don't have facial module I have vive pro eye. [url=https://ibb.co/q9xkGmw][img]https://i.ibb.co/wCYMHp1/image.png[/img][/url] Link to comment Share on other sites More sharing options...
Vivi Wu Posted August 23, 2022 Author Share Posted August 23, 2022 Hi @StrangerGames, You can check the tutorial - Here And make sure that you have installed or update the latest VIVE software from SteamVR or OOBE, and check your SR_Runtime 1 Link to comment Share on other sites More sharing options...
StrangerGames Posted August 23, 2022 Share Posted August 23, 2022 @Vivi Wu When I changed Play Mode OpenXR Runtime to SteamVR it worked, but this would only work in editor not in build. The build still doesn't work. Here're the settings I have in XR Plug-in Management and the image above shows the settings of OpenXR If I leave "Play Mode OpenXR Runtime" to "System Default", it doesn't work and below is the console log. How to make it work without forcibly changing "Play Mode OpenXR Runtime" to "SteamVR"? How to make it work with the build? Link to comment Share on other sites More sharing options...
StrangerGames Posted August 23, 2022 Share Posted August 23, 2022 Fixed build using the following steps Open "SteamVR Setting" Panel, and show advance setting Click "Developer" Module, and set current OpenXR runtime as SteamVR Link to comment Share on other sites More sharing options...
Vivi Wu Posted August 25, 2022 Author Share Posted August 25, 2022 Hi @StrangerGames, We prepare a tutorial for this flow based on your feedback :Please check [ PC VR / Windows ] Move from VIVE Sense to OpenXR Thanks for your question and support🙂 . Link to comment Share on other sites More sharing options...
StrangerGames Posted August 25, 2022 Share Posted August 25, 2022 Hi @Vivi Wu Thank you, I appreciate this update. It would help save time as most developers would have multiple headsets with multiple runtimes. OpenXR unity package has a sample with Controller.scene in it. It has EyeGaze setup like this, but it doesn't seem to track with vive pro eye. Is this not supported yet, or am I doing something wrong? Link to comment Share on other sites More sharing options...
Vivi Wu Posted August 31, 2022 Author Share Posted August 31, 2022 Hi @StrangerGames, After few tests, we suspect this problem might be Unity’s issue, since it’s all working fine on UE4 OpenXR eye gaze. We’ve reported this to Unity, and our suggestion is you can also go to Unity community to raise up. And if there’s any new feedbacks, we'll let you know. Thanks. 1 Link to comment Share on other sites More sharing options...
FXI Posted October 8, 2023 Share Posted October 8, 2023 Hi there. Trying to follow this Tutorial : Integrate VIVE OpenXR Facial Tracking with MetaHuman But I'm stuck at this point : Make sure Plugins > Vive Wave OpenXR – Windows Content > MetaHumanAssets include the following Animation and Blueprint assets: XR_Face_AnimBP mh_XR_FacialTracking_mapping_pose mh_XR_FacialTracking_mapping_anim BP_XR_FT_Manager XR_FT_StatusEnum I cannot find any Metahuman assets in Unreal Engine 5.1+ Vive OpenXR nor Wave plugins. Could you update SDKs and/or Tutorial accordingly, please ? Thank you. Link to comment Share on other sites More sharing options...
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