Peter Thor Posted August 16, 2024 Posted August 16, 2024 Hi, is it possible to access the proximity sensor state of the Focus 3 (PC VR with VBS)? I do not seem to be able to use the path "/user/head/proximity" with a Focus 3. For e.g. the Vive / Vive Pro we are able to detect the proximity sensor state via the "/user/head/proximity" path in the sources block in the bindings file for the "vive_pro" controller. This does not seem to work with the bindings file for the "vive_cosmos" controller. The SteamVR input debugger is constantly showing TRUE for the "HMD Proximity Sensor. The attached video is showing how it works with the Vive Pro headset. The attached picture shows how I've configured the vive_cosmos controller action and binding files. Thanks in advance. 20240816_112441.mp4
VIVE_chengnay Posted August 19, 2024 Posted August 19, 2024 On 8/16/2024 at 6:30 PM, Peter Thor said: is it possible to access the proximity sensor state of the Focus 3 (PC VR with VBS)? Sorry, it is not supported.
Peter Thor Posted August 19, 2024 Author Posted August 19, 2024 4 hours ago, VIVE_chengnay said: Sorry, it is not supported. Thanks for the reply. Thats a real shame. I really hope future headsets have the ability to send the state further in the software layer.
ScreamingBeaver Posted September 13, 2024 Posted September 13, 2024 On 8/19/2024 at 4:41 AM, VIVE_chengnay said: Sorry, it is not supported. Is it possible to access HMD worn status of the Focus 3 in standalone app made with UE5? GetHMDWornState() is not working. It always send "worn" status.
VIVE_chengnay Posted September 17, 2024 Posted September 17, 2024 Hi @ScreamingBeaver, Standalone app? May I know your project is developing using WaveXR or OpenXR? Which plugin version did you install?
ScreamingBeaver Posted September 17, 2024 Posted September 17, 2024 3 hours ago, VIVE_chengnay said: Standalone app? Yeah, application is running on headset, not on PC Project is in research state, I use ViveOpenXR for now. The version is 2.4.0, UE 5.4.4 But I can switch to WaveXR fast, if necessary
VIVE_chengnay Posted September 17, 2024 Posted September 17, 2024 13 minutes ago, ScreamingBeaver said: But I can switch to WaveXR fast, if necessary I was told that Wave is supported but not OpenXR. If you can switch to WaveXR fast, do you mind to give it a try?
ScreamingBeaver Posted September 17, 2024 Posted September 17, 2024 23 minutes ago, VIVE_chengnay said: If you can switch to WaveXR fast, do you mind to give it a try? Ok, I will try it today, thank you
ScreamingBeaver Posted September 18, 2024 Posted September 18, 2024 On 9/17/2024 at 11:23 AM, VIVE_chengnay said: I was told that Wave is supported but not OpenXR. If you can switch to WaveXR fast, do you mind to give it a try? Yes, it works in WaveSDk However, I noticed WaveSDK use OpenGL. But I need Vulkan for 8k 360 video playback I tried to move logic from WaveSDK to ViveOpenXR. App packaged well, but I cant run it after installation 😞 Is it even possible to do it?
VIVE_chengnay Posted September 18, 2024 Posted September 18, 2024 Hi @ScreamingBeaver, For ViveOpenXR, it required Unreal to support it too. It is not just plugin side effort.
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