VIVE_chengnay Posted June 1 Share Posted June 1 On 5/30/2024 at 9:06 PM, Virtus said: I launch the project directly from unity and get the passthrough on the headset Do you mean build and run or just Play on Unity? Link to comment Share on other sites More sharing options...
Virtus Posted June 3 Author Share Posted June 3 Hello, sorry for the misunderstanding, I play on Unity yes. Link to comment Share on other sites More sharing options...
VIVE_chengnay Posted June 3 Share Posted June 3 Hi @Virtus, Could you try build apk and see if ScenePerception works? ScenePerception will not work if you Play on Unity Editor. 1 Link to comment Share on other sites More sharing options...
Virtus Posted June 3 Author Share Posted June 3 1 hour ago, VIVE_chengnay said: Hi @Virtus, Could you try build apk and see if ScenePerception works? ScenePerception will not work if you Play on Unity Editor. Ok, I will try it. Do you know if there is any possiblity to run it directly on Unity ? The fact that I need to build and upload to the headset each time would be really time-consuming. If there are no other way, then i'll do with it, but I just want and need to know perfectly how it works. Link to comment Share on other sites More sharing options...
Virtus Posted June 3 Author Share Posted June 3 So, I built an APK, and I added some debug informations in the scene to display informations such as Nbr. of meshes retrieved and planes retrieved. There was still 0 mesh and 0 plane retrieved. I don't know where it could come from. I am using this method : scenePerceptionManager.GetSceneMeshes(currentSceneMeshType, out WVR_SceneMesh[] currentSceneMeshes) and currentSceneMeshes.Length returns 0. I have scanned the room with the headset, and gave authorization for Scene Perception. Link to comment Share on other sites More sharing options...
VIVE_chengnay Posted June 4 Share Posted June 4 Hi @Virtus, Are you testing with SDK's sample scene? Link to comment Share on other sites More sharing options...
Virtus Posted June 5 Author Share Posted June 5 (edited) Hello, No, I am directly testing on my own scene. I could retrieve scene planes but still no scene meshes. I am focusing on what I can retrieve now, so I am managing the Scene Planes. Issue is now that position and rotation doesn't feel right. I display the planes directly on the scene from the data I retrieve, using WVR_Pose_t data, or ApplyTrackingOriginCorrectionToPlanePose() function. It doesn't seem like data we get fits with reality distances. Edited June 5 by Virtus Link to comment Share on other sites More sharing options...
VIVE_chengnay Posted June 5 Share Posted June 5 Hi @Virtus, Could you test with SDK's sample scene(ScenePerceptionDemo(SceneMeshAnchor)) to see if it works? Link to comment Share on other sites More sharing options...
Virtus Posted June 5 Author Share Posted June 5 I tested, and the Demo scene displayed the meshes successfully ! Now I need to know how and why it was not working on my project. Thanks Link to comment Share on other sites More sharing options...
Virtus Posted June 6 Author Share Posted June 6 Hello, So I did a few tests, I could retrieve scene meshes and scene planes, but could not retrieve both at the same time. I also tested with the demo scenes. It seems like when I activate both scene planes and scene meshes, the scene planes takes the priority on the display, resulting in no scene mesh displayed. Best regards Link to comment Share on other sites More sharing options...
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