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Marker-Based LBSS features PCVR APIs unavailable because it uses OpenVR Loader instead of OpenXR


ChrisMa130

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On the tutorials posted on this forum, it doesn't mention anything about calling any methods within Unity or Unreal. However, on the tutorial listed on the Vive LBE website, it says we need to call corresponding APIs.

I am asking this because the APIs don't work: I am doing PCVR and using the latest Vive OpenXR plugin, and the current tutorial listed on the Vive LBE website still uses OpenVR Loader to function. There is no way that I can call that API on PC using the latest Vive OpenXR plugin. 

So, my question is can Marker-Based Scene Alignment, Location-Sharing and Drift Prevention work without calling any APIs in my PCVR game?

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  • 2 months later...

I have the same problem. I  would like to use these features in an Unreal 5.3 PC VR application. The API uses OpenVR.Debug.DriverDebugRequest() calls, which were available in custom UE4.27 engine, where steamvr plugin was modified.

In UE5.3 there is no steamvr plugin, so there is no chance to access this API.

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Hi,

For OpenXR contents to call MBLS API, we now provide VBS PC SDK for this purpose to get rid of OpenVR.Debug.DriverDebugRequest().

Sorry that some documents are not yet updated. Please check here for VBS PC SDK.

 

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7 hours ago, jiunlin said:

Hi,

For OpenXR contents to call MBLS API, we now provide VBS PC SDK for this purpose to get rid of OpenVR.Debug.DriverDebugRequest().

Sorry that some documents are not yet updated. Please check here for VBS PC SDK.

 

Thank you for this update, I was able to use VBS PC SDK to get this to work, but I have a few questions (I am using Unity 2023.2.8f1):

1. Does the headset need to scan the markers when running my program for Scene Alignment to work? (I am talking about "PLAYER00StartScan" command)

It seems that the scanning feature was used only for MB Location Sharing. For Scene Alignment, it seems that ArCuo Code was done at the map creation phase, and the code can be removed after map is created and calibrated with the ArCuo Code.

All I need to do is just to push the "PLAYER00InitMA" command with the corresponding marker settings, correct?

2. In the MBSA tutorials posted on Vive website, the setting that issent via WVRGetParameters ends with "size". However, when I created the markers_list.json via ArCuo code generator, my markers_list.json include these "pose" (position, and rotation) data. Should I include them in my code when I push them via VS_WVRGetParameters? or is it simply something that needs to be included for calibrating the map on the mobile App only, and must be removed in the code when using WVRGetParameters?

3. I could never reset the Scene Alignment or Location Sharing, because I don't believe WVRSetParameters work(GetParameters does work) when using VBS PC SDK. Any guides on that?

4. Is there any tutorial as to how VS_SetCallBackFunction work when using it in Unity? I did get it to work, but the content is incomprehensible.

Thank you!

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On 2/21/2024 at 2:26 AM, jiunlin said:

Hi,

For OpenXR contents to call MBLS API, we now provide VBS PC SDK for this purpose to get rid of OpenVR.Debug.DriverDebugRequest().

Sorry that some documents are not yet updated. Please check here for VBS PC SDK.

 

Hi jiunlin,

Instead of a link to VBS PC SDK I see this message:

Sorry, we can't show this content because you do not have permission to see it.

Do I need some subscription or license to access that?

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