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Assistance in replacing ViveOpenXR Plugin - Android with Wave SDK


VincentCXR

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Hi HTC Dev Community,

For this post, I'm hoping to receive some guidance on a current task.  I'm in the process of making a Mixed Reality application with the Vive XR Elite using Unreal Engine 5.1 with the intent of having hand-tracking and wrist trackers as interaction methods.  The project is initially using the Vive OpenXR Android Plugin as the back-end, but I deliberated on wanting to switch my existing project over from OpenXR to the Wave VR SDK (ver. 5.3.1 r2) as I wanted to make use of the DirectPreview functionality of the WaveVR library for debugging use.  

For the process of transition, I disabled OpenXR and enabled WaveVR, additionally deleting any old nodes from my existing blueprints that originated from the Vive OpenXR Android plugin.  The was able to compile on the .sln side (after deleting intermediate, saved and .vs files and regenerating VS files).  After that, as a test, I wanted to package an android build and place the .apk in my headset using the SideQuest app (as I was able to do packaging and running the executable when OpenXR was running before so my Android SDK + NDK + java locations check out), but the project was unable to launch in my headset.

As a stress test, I downloaded the VRTestApp sample project from the Vive Wave documentation, did a package, and it was able to launch on my XR Elite.  So maybe there is something missing from my project that the sample project has.  

The question at hand being is there any critical from the project settings side that I may need to adjust in order to get an android package with the WaveVR plugin launching properly on my headset?
The screenshots below show my current project settings.  p1 and p2 are my android settings, and p3 is my WaveVR settings.

Thank you so much for your time and I look forward your response at the earliest convenience

Best regards

p1.png

p2.png

p3.png

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4 hours ago, ericw said:

Try disabling Mobile Multi-View if you have it enabled (in Project Settings -> Engine -> Rendering).

These are the two relevant pages from the docs btw:

Unreal Plugin Getting Started — Wave VR 5.3.1 documentation (vive.com)

Optional Project Settings — Wave VR 5.3.1 documentation (vive.com)

 

On 7/7/2023 at 10:57 AM, VincentCXR said:

Hi HTC Dev Community,

For this post, I'm hoping to receive some guidance on a current task.  I'm in the process of making a Mixed Reality application with the Vive XR Elite using Unreal Engine 5.1 with the intent of having hand-tracking and wrist trackers as interaction methods.  The project is initially using the Vive OpenXR Android Plugin as the back-end, but I deliberated on wanting to switch my existing project over from OpenXR to the Wave VR SDK (ver. 5.3.1 r2) as I wanted to make use of the DirectPreview functionality of the WaveVR library for debugging use.  

For the process of transition, I disabled OpenXR and enabled WaveVR, additionally deleting any old nodes from my existing blueprints that originated from the Vive OpenXR Android plugin.  The was able to compile on the .sln side (after deleting intermediate, saved and .vs files and regenerating VS files).  After that, as a test, I wanted to package an android build and place the .apk in my headset using the SideQuest app (as I was able to do packaging and running the executable when OpenXR was running before so my Android SDK + NDK + java locations check out), but the project was unable to launch in my headset.

As a stress test, I downloaded the VRTestApp sample project from the Vive Wave documentation, did a package, and it was able to launch on my XR Elite.  So maybe there is something missing from my project that the sample project has.  

The question at hand being is there any critical from the project settings side that I may need to adjust in order to get an android package with the WaveVR plugin launching properly on my headset?
The screenshots below show my current project settings.  p1 and p2 are my android settings, and p3 is my WaveVR settings.

Thank you so much for your time and I look forward your response at the earliest convenience

Best regards

p1.png

p2.png

p3.png

I'll give it a try, do I have to enable Mobile HDR too?

Edited by VincentCXR
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Hi Eric, I gave the toggling of Mobile Multi-view off a shot and enabled Mobile HDR but my project still wouldn't launch in a Shipping build. Even tried with Mobile HDR off and still no favorable results

What I did was copy and pasted the DefaultEngine.ini files from the WaveVR sample project to my project.  Wanted to give this a try because this method did manage to work with a blank project (did have to change things like my project name, setting the appropriate target API levels and making sure the appropriate maps were being packaged).  However the results were inconsistent to say the least.  

Thank you for your time though.  I think for now I will stick to OpenXR Android for Mixed Reality for the time being.

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Hi Tony,

Launch Image is set to disabled as well after testing. still nothing.

log.txt

Attached is a log I tried to activate by using Sidequest.  Once it started outputting logs, I then ran the app, it crashed and brought me back to the main menu screen, then I halted the log output process.

Thank you for your support.

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Hi @VincentCXR,

We downloaded the log and checked.

And found the log is incomplete compared with logcat command log.

The developer told us that the log derived from SideQuest and I found the tool is special for Oculus Quest.

The log might just keep the log which meaningful to Quest and filter other logs. We cannot get the key information what we want from the log.

s-1.jpg.e40f449d04d2fcba49e117560708426c.jpg

Please make sure the OpenXR plugin is disabled.

s-2.png.42126c9fb6a9a43204920763e35d6db4.png

        And use Android Studio to get the full log. (Please log the Development build app)

        https://developer.android.com/studio/debug/logcat

         Set Build Configuration as Development in project settings of Unreal Editor to build Development app.

s-3.png.72de89d6dc9f5f6731a35f4771f3009a.png

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Hi @Tony PH Lin

I've attached an updated logcat file.  

For this one I attached a USB-C to my headset and turned on File Transfer/USB Debugging.  Android Studio was able to recognize the headset, and I ran the application (Development build) 3 times.  It managed to launch the 2nd time, but the 1st and 3rd times it crashed on launch.

I hope this gives a more useful breakdown of what's going on.

Thank you once again for your support.

logcat.txt

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Hello again,

I wanted to touch up on this topic to see if there was any deductions made after I had sent in the updated logcat file above.  
Thank you once again for your support and I look forward to any updates at your earliest convenience.

Best regards,

Vincent Ho

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