nekton Posted July 7, 2023 Share Posted July 7, 2023 Hi, I am trying to use OpenXR standard with XR Elite and managed to implement passthrough (with underlay). I could not get it to work with URP (same problem as in other thread) but never mind. I currently have a distortion issue when it comes to hand tracking. There is a blur visible around my hands as I move them around the space, distorting all the physical objects around them. Here's a screenshot: Using: Unity 2021.3.27f1 VIVE OpenXR Plugin - Android 1.0.5 OpenXR Plugin 1.7.0 In XR Plug-in Management OpenXR feature groups I have enabled: VIVE XR Composition Layer VIVE XR Composition Layer (Passthrough) VIVE XR Hand Tracking VIVE XR Support Any suggestions on how to remediate it? Link to comment Share on other sites More sharing options...
Alex_HTC Posted July 7, 2023 Share Posted July 7, 2023 @nektonHowdy! It looks like there is some warping around the hands in the image above. There are some trade offs with hand tracking and passthrough that go into the image composition. Currently, in our openxr plugin we are not exposing this yet, but in our wave sdk we expose a function to allow the developer to prioritize either scale or position, which impacts the artifacts that are pointed out above. https://hub.vive.com/storage/app/doc/en-us/UnityXR/UnityXRPassthrough.html#set-passthrough-image-focus Right now, I'm unsure if there is any way to do the same in openxr, but i'll inquire further. Thanks, Alex 1 Link to comment Share on other sites More sharing options...
nekton Posted July 7, 2023 Author Share Posted July 7, 2023 Thanks @Alex_HTC this looks like what I am looking for! Fingers crossed for your further inquiry, I really hope we can figure out a way to achieve this implementation with OpenXR, I currently cannot see anything of this kind OpenXR Android API reference: https://hub.vive.com/apidoc/api/Wave.OpenXR.Toolkit.CompositionLayer.Passthrough.CompositionLayerPassthroughAPI.html Link to comment Share on other sites More sharing options...
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