eddylai Posted April 12 Share Posted April 12 (edited) Im developing software for VIVE Flow found there are 6 SDKs available on HTC site, but what can be used for VIVE Flow? VIVE Wave VIVE SRWorks VIVE Eye and Facial Tracking VIVE Hand Tracking VIVE 3DSP Audio VIVEPORT Edited April 12 by eddylai typo Link to comment Share on other sites More sharing options...
Alex_HTC Posted April 12 Share Posted April 12 @eddylaiVive wave is the xr sdk https://developer.vive.com/resources/vive-wave/download/latest/ Link to comment Share on other sites More sharing options...
eddylai Posted April 14 Author Share Posted April 14 (edited) Edited April 14 by eddylai typo Link to comment Share on other sites More sharing options...
eddylai Posted April 14 Author Share Posted April 14 since I'm using Unity (2021.3.20f1) with VIVE Flow, following the tutorial install the packages: .VIVE OpenXR Plugin - Android 1.0.5 .VIVE OpenXR ToolKit - Anrdoid 1.0.5 .VIVE OpenXR Toolkit Samples - Android 1.0.5 got following error on build: ---------------------------------------------------------------------------- FAILURE: Build failed with an exception. * What went wrong: Execution failed for task ':launcher:packageRelease'. > A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade > com.android.ide.common.signing.KeytoolException: Failed to read key AndroidDebugKey from store "D:\Android\Home\.android\debug.keystore": Invalid keystore format Build completed with a result of 'Failed' in 21 seconds (20501 ms) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) UnityEditor.BuildPlayerWindow+BuildMethodException: 4 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002da] in <6e08e61cfda04255b3972ba7f0515fae>:0 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <6e08e61cfda04255b3972ba7f0515fae>:0 UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) Link to comment Share on other sites More sharing options...
Alex_HTC Posted April 17 Share Posted April 17 @eddylai Sorry to hear about the trouble! This appears to be an issue with the way that unity looks for the keystore file. A user reported that deleting that file allowed it to work again. This seems to be an issue with unity that can be resolved by deleting (or moving) the "D:\Android\Home\.android\debug.keystore" file, so it can create one that it recognizes answers lifted fromhttps://stackoverflow.com/questions/70917420/unity-error-on-m1-mac-failed-to-read-key-from-keystore-invalid-keystore-forhttps://stackoverflow.com/questions/54877439/failed-to-read-key-androiddebugkey-from-storehttps://stackoverflow.com/questions/72544504/unity-2021-3-4f1-gradle-build-failed Link to comment Share on other sites More sharing options...
eddylai Posted April 19 Author Share Posted April 19 delete that file did make built success, but deploy/debug the app to the glasses got following message, and there's only a empty world view inside the glasses Connected to the target VM, address: 'localhost:62545', transport: 'socket' Capturing and displaying logcat messages from application. This behavior can be disabled in the "Logcat output" section of the "Debugger" settings page. I/ny.viveWaveDem: Late-enabling -Xcheck:jni I/ny.viveWaveDem: VMHOOK: rlim_cur : 0 pid:23616 W/ny.viveWaveDem: Using default instruction set features for ARM CPU variant (cortex-a9) using conservative defaults W/ActivityThread: Application com.DefaultCompany.viveWaveDemo is waiting for the debugger on port 8100... I/System.out: Sending WAIT chunk I/System.out: Debugger has connected I/System.out: waiting for debugger to settle... I/System.out: waiting for debugger to settle... I/System.out: waiting for debugger to settle... I/System.out: waiting for debugger to settle... I/System.out: waiting for debugger to settle... I/System.out: waiting for debugger to settle... I/System.out: waiting for debugger to settle... I/System.out: waiting for debugger to settle... I/System.out: waiting for debugger to settle... I/System.out: waiting for debugger to settle... I/System.out: waiting for debugger to settle... I/System.out: debugger has settled (1424) W/Activity: Load old app VR SDK error, e=java.lang.ClassNotFoundException: Didn't find class "com.htc.vr.BuildConfig" on path: DexPathList[[zip file "/data/app/com.DefaultCompany.viveWaveDemo-qcLLPFGkoqyCjMZqPdAugg==/base.apk"],nativeLibraryDirectories=[/data/app/com.DefaultCompany.viveWaveDemo-qcLLPFGkoqyCjMZqPdAugg==/lib/arm, /data/app/com.DefaultCompany.viveWaveDemo-qcLLPFGkoqyCjMZqPdAugg==/base.apk!/lib/armeabi-v7a, /system/lib]] W/Activity: Load app VR SDK error, e=java.lang.ClassNotFoundException: Didn't find class "com.htc.vr.client.bootstrap.BuildConfig" on path: DexPathList[[zip file "/data/app/com.DefaultCompany.viveWaveDemo-qcLLPFGkoqyCjMZqPdAugg==/base.apk"],nativeLibraryDirectories=[/data/app/com.DefaultCompany.viveWaveDemo-qcLLPFGkoqyCjMZqPdAugg==/lib/arm, /data/app/com.DefaultCompany.viveWaveDemo-qcLLPFGkoqyCjMZqPdAugg==/base.apk!/lib/armeabi-v7a, /system/lib]] I/Activity: App VR SDK Version: null I/Mono: JNI_OnLoad called D/OpenGLRenderer: Skia GL Pipeline I/Perf: Connecting to perf service. W/ny.viveWaveDem: Accessing hidden method Ljava/lang/invoke/MethodHandles$Lookup;-><init>(Ljava/lang/Class;I)V (light greylist, reflection) E/SchedPolicy: set_timerslack_ns write failed: Operation not permitted I/Adreno: ===== BEGIN DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== END DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== BEGIN DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== END DUMP OF OVERRIDDEN SETTINGS ===== D/vulkan: searching for layers in '/data/app/com.DefaultCompany.viveWaveDemo-qcLLPFGkoqyCjMZqPdAugg==/lib/arm' D/vulkan: searching for layers in '/data/app/com.DefaultCompany.viveWaveDemo-qcLLPFGkoqyCjMZqPdAugg==/base.apk!/lib/armeabi-v7a' I/Adreno: ===== BEGIN DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== END DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== BEGIN DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== END DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== BEGIN DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== END DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== BEGIN DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== END DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== BEGIN DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== END DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== BEGIN DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== END DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== BEGIN DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== END DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== BEGIN DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== END DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: QUALCOMM build : 56ef1d08ef, I14a8b2d663 Build Date : 10/19/21 Shader Compiler Version : EV031.25.03.09 Local Branch : Remote Branch : refs/tags/AU_LINUX_ANDROID_LA.UM.7.8.R1.09.00.00.469.102 Remote Branch : NONE Reconstruct Branch : NOTHING I/Adreno: Build Config : S L 6.0.7 AArch32 I/Adreno: ===== BEGIN DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== END DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== BEGIN DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== END DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== BEGIN DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== END DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== BEGIN DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== END DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== BEGIN DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== END DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== BEGIN DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== END DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== BEGIN DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== END DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== BEGIN DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== END DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== BEGIN DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== END DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== BEGIN DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== END DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: QUALCOMM build : 56ef1d08ef, I14a8b2d663 Build Date : 10/19/21 Shader Compiler Version : EV031.25.03.09 Local Branch : Remote Branch : refs/tags/AU_LINUX_ANDROID_LA.UM.7.8.R1.09.00.00.469.102 Remote Branch : NONE Reconstruct Branch : NOTHING I/Adreno: Build Config : S L 6.0.7 AArch32 I/Adreno: ===== BEGIN DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== END DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== BEGIN DUMP OF OVERRIDDEN SETTINGS ===== I/Adreno: ===== END DUMP OF OVERRIDDEN SETTINGS ===== I/ConfigStore: android::hardware::configstore::V1_0::ISurfaceFlingerConfigs::hasHDRDisplay retrieved: 1 I/ConfigStore: android::hardware::configstore::V1_0::ISurfaceFlingerConfigs::hasHDRDisplay retrieved: 1 I/ConfigStore: android::hardware::configstore::V1_0::ISurfaceFlingerConfigs::hasHDRDisplay retrieved: 1 I/ConfigStore: android::hardware::configstore::V1_0::ISurfaceFlingerConfigs::hasHDRDisplay retrieved: 1 I/Adreno: QUALCOMM build : 56ef1d08ef, I14a8b2d663 Build Date : 10/19/21 OpenGL ES Shader Compiler Version: EV031.25.03.09 Local Branch : Remote Branch : refs/tags/AU_LINUX_ANDROID_LA.UM.7.8.R1.09.00.00.469.102 Remote Branch : NONE Reconstruct Branch : NOTHING I/Adreno: Build Config : S P 6.0.7 AArch32 I/Adreno: PFP: 0x016ee180, ME: 0x00000000 I/ConfigStore: android::hardware::configstore::V1_0::ISurfaceFlingerConfigs::hasWideColorDisplay retrieved: 1 I/ConfigStore: android::hardware::configstore::V1_0::ISurfaceFlingerConfigs::hasHDRDisplay retrieved: 1 I/ConfigStore: android::hardware::configstore::V1_0::ISurfaceFlingerConfigs::hasWideColorDisplay retrieved: 1 I/ConfigStore: android::hardware::configstore::V1_0::ISurfaceFlingerConfigs::hasWideColorDisplay retrieved: 1 I/SwappyDisplayManager: Starting looper thread V/SwappyVk: SwappyVk initialized for VkDevice 0xcb1c41d0 using VK_GOOGLE_display_timing on Android I/SwappyVk: Returning refresh duration of 13333333 nsec (approx 75.000002 Hz) V/MediaRouter: Adding route: RouteInfo{ name=手機, description=null, status=null, category=RouteCategory{ name=系統 types=ROUTE_TYPE_LIVE_AUDIO ROUTE_TYPE_LIVE_VIDEO groupable=false }, supportedTypes=ROUTE_TYPE_LIVE_AUDIO ROUTE_TYPE_LIVE_VIDEO , presentationDisplay=null } I/chatty: uid=10097(com.DefaultCompany.viveWaveDemo) UnityMain identical 14 lines E/SchedPolicy: set_timerslack_ns write failed: Operation not permitted D/MediaRouter: globallySelectedRouteId: null D/: PlayerBase::PlayerBase() D/: TrackPlayerBase::TrackPlayerBase() I/libOpenSLES: Emulating old channel mask behavior (ignoring positional mask 0x3, using default mask 0x3 based on channel count of 2) W/AudioTrack: notificationFrames=-21 clamped to the range -1 to -8 I/AudioTrack: AUDIO_OUTPUT_FLAG_FAST successful; frameCount 0 -> 1536 V/MediaRouter: onRestoreRoute() : route=RouteInfo{ name=手機, description=null, status=null, category=RouteCategory{ name=系統 types=ROUTE_TYPE_LIVE_AUDIO ROUTE_TYPE_LIVE_VIDEO groupable=false }, supportedTypes=ROUTE_TYPE_LIVE_AUDIO ROUTE_TYPE_LIVE_VIDEO , presentationDisplay=null } I/MONO: Getting locale I/Mono: Locale zh-TW I/SwappyDisplayManager: Terminating looper thread I/ConfigStore: android::hardware::configstore::V1_0::ISurfaceFlingerConfigs::hasWideColorDisplay retrieved: 1 I/ConfigStore: android::hardware::configstore::V1_0::ISurfaceFlingerConfigs::hasWideColorDisplay retrieved: 1 I/SwappyDisplayManager: Starting looper thread V/SwappyVk: SwappyVk initialized for VkDevice 0xcb1c41d0 using VK_GOOGLE_display_timing on Android I/SwappyVk: Returning refresh duration of 13333333 nsec (approx 75.000002 Hz) E/Unity: ArgumentException: The Object you want to instantiate is null. at UnityEngine.Object.Instantiate (UnityEngine.Object original) [0x00029] in <097b93cc61694b088c43861955e64b81>:0 at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Transform parent, System.Boolean instantiateInWorldSpace) [0x0000c] in <097b93cc61694b088c43861955e64b81>:0 at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Transform parent, System.Boolean worldPositionStays) [0x00001] in <097b93cc61694b088c43861955e64b81>:0 at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Transform parent) [0x00001] in <097b93cc61694b088c43861955e64b81>:0 at Wave.OpenXR.Samples.Hand.Show_Hand.Start () [0x00004] in <02abe4915e194d44a1b119f66cf07887>:0 Link to comment Share on other sites More sharing options...
eddylai Posted April 19 Author Share Posted April 19 if I choose to build all the 3 Scenes, can see the menu panel inside the VIVE Flow glasses, but seems the left eye/right eye image swap, (how can I screenshot what I see inside the glasses?) Link to comment Share on other sites More sharing options...
ruiying Posted November 1 Share Posted November 1 Ran into the same issue. Any update? Link to comment Share on other sites More sharing options...
Alex_HTC Posted November 1 Share Posted November 1 9 hours ago, ruiying said: Ran into the same issue. Any update? @ruiying Which problem above? Here are some of the problems/solutions suggested 1) signing issue with creating an apk This appears to be an issue with the way that unity looks for the keystore file. A user reported that deleting that file allowed it to work again. This seems to be an issue with unity that can be resolved by deleting (or moving) the "D:\Android\Home\.android\debug.keystore" file, so it can create one that it recognizes it. I linked to a few threads that point this out 2) Confusion about sdk and/or input try building against a known-good branch like the openxr_hand_tracking branch here https://github.com/ViveDeveloperRelations/MinimalRepo/tree/openxr_hand_tracking 3)Trying to load multiple scenes -These will all have different camera rigs and likely cause issues. if you want to try our samples as-given then use one scene at a time. -It's worth noting that unity only loads one scene at a time if multiple are selected, so you'd need to de-select one and/or try to load scenes at runtime with your own code for that. 4) Occlusion on one eye - this can happen for a variety of reasons, including you being too close to the UI. There was not enough detail to tell what was being referred to. Link to comment Share on other sites More sharing options...
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