VRDevelopper Posted January 29, 2024 Posted January 29, 2024 Hello, I got it working with Vive Business Streaming along with OpenXR. I also got MR working as an app downloaded inside the Vive Elite XR using Wave VR plugin. My question is why is it not possible to compile the OpenXR version illustrated in this discussion for Android ? I am able to package it for Android, but the APP does not appear in the installed APPs if I do not use the Wave VR plugin. And I do not like the Wave VR plugin because it is not standard. It requires changing several things in the project. To add a precision: I am Using Unreal Engine 5.2.
ptmorris Posted April 18, 2024 Posted April 18, 2024 On 12/28/2023 at 12:32 PM, arnesdn said: Is it possible to use VIVE Streaming MR with passthrough with a Unity URP Project? Did you get this working? I am working on a PCVR free roam Unity project and wish users to walk to the start point with Passthrough for them to step through into the VR world at the appropriate point. It seems that it should be possible, but ...
MrV206 Posted October 8, 2024 Posted October 8, 2024 In the last few releases of VBS I've noticed that the "MR with passthrough" option gets automatically disabled every time my application closes. VBS used to remember this setting. Is this being addressed? I have mentioned this on the Steam Community and have also contacted Vive Enterprise Support but they just directed me here...
MUKKI00 Posted October 16, 2024 Posted October 16, 2024 Subject: Assistance Needed with VIVE Passthrough Implementation Using Elite XR Hello, I am currently trying to implement passthrough functionality using Elite XR, but I am encountering some issues. Even when attempting to open the demo projects, I receive the following error: DllNotFoundException: viveopenxr assembly:<unknown assembly> type:<unknown type> member:(null) VIVE.OpenXR.CompositionLayer.Passthrough.ViveCompositionLayerPassthrough.HTCPassthrough_GetFuncAddrs (VIVE.OpenXR.XrInstance xrInstance, System.IntPtr xrGetInstanceProcAddrFuncPtr) (at ./Library/PackageCache/com.htc.upm.vive.openxr@5ac252bf2e/Runtime/Features/CompositionLayer/Scripts/ViveCompositionLayerPassthrough.cs:889) VIVE.OpenXR.CompositionLayer.Passthrough.ViveCompositionLayerPassthrough.GetXrFunctionDelegates (VIVE.OpenXR.XrInstance xrInstance) (at ./Library/PackageCache/com.htc.upm.vive.openxr@5ac252bf2e/Runtime/Features/CompositionLayer/Scripts/ViveCompositionLayerPassthrough.cs:678) VIVE.OpenXR.CompositionLayer.Passthrough.ViveCompositionLayerPassthrough.OnInstanceCreate (System.UInt64 xrInstance) (at ./Library/PackageCache/com.htc.upm.vive.openxr@5ac252bf2e/Runtime/Features/CompositionLayer/Scripts/ViveCompositionLayerPassthrough.cs:197) UnityEngine.XR.OpenXR.Features.OpenXRFeature.ReceiveNativeEvent (UnityEngine.XR.OpenXR.Features.OpenXRFeature+NativeEvent e, System.UInt64 payload) (at ./Library/PackageCache/[email protected]/Runtime/Features/OpenXRFeature.cs:637) UnityEngine.XR.OpenXR.OpenXRLoaderBase.ReceiveNativeEvent (UnityEngine.XR.OpenXR.Features.OpenXRFeature+NativeEvent e, System.UInt64 payload) (at ./Library/PackageCache/[email protected]/Runtime/OpenXRLoader.cs:635) (wrapper native-to-managed) UnityEngine.XR.OpenXR.OpenXRLoaderBase.ReceiveNativeEvent(UnityEngine.XR.OpenXR.Features.OpenXRFeature/NativeEvent,ulong) UnityEngine.IntegratedSubsystemDescriptor`1[TSubsystem].Create () (at <92ce74305f7d475b972bd8737cadd165>:0) UnityEngine.IntegratedSubsystemDescriptor`1[TSubsystem].CreateImpl () (at <92ce74305f7d475b972bd8737cadd165>:0) UnityEngine.IntegratedSubsystemDescriptor.UnityEngine.ISubsystemDescriptor..... I have followed the tutorials for implementing a projected passthrough, here https://developer.vive.com/resources/openxr/unity/tutorials/passthrough/ but the error persists. Could anyone provide guidance on how to resolve this issue? Any help or suggestions would be greatly appreciated. Thank you!
Oninova Posted October 16, 2024 Posted October 16, 2024 I'm having the same issue as @MrV206, is there a fix coming soon for this? @jiunlin
VIVE_chengnay Posted October 17, 2024 Posted October 17, 2024 Hi @MUKKI00, May I know which sample scene have you tried? And, did you switch to Android platform? Please also provide the screenshot of OpenXR feature groups.
MUKKI00 Posted October 22, 2024 Posted October 22, 2024 On 10/17/2024 at 3:41 AM, VIVE_chengnay said: Hi @MUKKI00, May I know which sample scene have you tried? And, did you switch to Android platform? Please also provide the screenshot of OpenXR feature groups. Hi @VIVE_chengnay sorry but i have not seen your answer. I'm implementing the passthrough in a my own scene, but i try it also in a simple empty scene. This are the screenshot:
jiunlin Posted October 23, 2024 Posted October 23, 2024 On 10/8/2024 at 9:32 PM, MrV206 said: In the last few releases of VBS I've noticed that the "MR with passthrough" option gets automatically disabled every time my application closes. VBS used to remember this setting. Is this being addressed? I have mentioned this on the Steam Community and have also contacted Vive Enterprise Support but they just directed me here... @MrV206 So, MR still works with your application, but the Console option will be turned off. Is that the condition you met? Is your applcation an OpenXR application which uses XR_HTC_passthrough extension? From VBS 1.15.11c, it supports XR_HTC_passthrough extension. VBS server will automatically enable MR option when OpenXR app started which requires XR_HTC_passthrough. While the app ends, VBS will then disable MR option. If this is not your case. Let me know.
MrV206 Posted October 31, 2024 Posted October 31, 2024 (edited) On 10/23/2024 at 6:32 AM, jiunlin said: @MrV206 So, MR still works with your application, but the Console option will be turned off. Is that the condition you met? Is your applcation an OpenXR application which uses XR_HTC_passthrough extension? From VBS 1.15.11c, it supports XR_HTC_passthrough extension. VBS server will automatically enable MR option when OpenXR app started which requires XR_HTC_passthrough. While the app ends, VBS will then disable MR option. If this is not your case. Let me know. @jiunlin Thanks for the reply. For this particular project, we are not using OpenXR. This is all OpenVR, so we are not able to use XR_HTC_passthrough. It would be nice if the previous behavior of VBS remembering my setting was restored. Edited October 31, 2024 by MrV206
Oninova Posted November 13, 2024 Posted November 13, 2024 @jiunlin Still seeing this issue with Vive Open XR Plugin in Unity. I toggle "MR with passthrough" before going into play, and it gets disabled after coming out of play. Previous versions of Vive business streaming did not do this. Anyway we can elevate this issue?
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