Guilhem Posted October 24, 2024 Posted October 24, 2024 I'm trying to create a streaming VR application using the Vision headset's hand tracking feature to replace a LeapMotion device that needs to be plugged in, but I'm encountering an unexpected blockage. I followed both the tutorials on developer.vive.com about OpenXR (OpenXR setup and hand tracking joint pose - links below). When I apply the configuration for an Android APK build, everything is working : I can see all my hand joints in the headset. When I apply the configuration for a Windows application (using the UnityEditor play button or from a standalone build) : I can see the VR environment but not my hands. The joint locations I received remain at the position (0, 0, 0). Using : UnityEditor 2021.3.43f1 Vive OpenXR Plugin 2.4.1 for Unity Vive Hub 2.1.4b (Vive streaming 2.0.9, headset : 1.1.21.34e) SteamVR 2.7.4 A Focus Vision A Wired Streaming Kit Configuration : Streaming from USB and Display port (using Wired Streaming Kit) "USB Debugging" option enabled in the headset Vive streaming input settings : "Hand tracking" and "Hand and controller at the same time" enabled SteamVR settings : OpenXR API Layers everything is enabled (ViveVR OpenXR Hand Tracking, ...) I followed the tutorials : https://developer.vive.com/resources/openxr/unity/tutorials/setup-and-installation/ - The Unity project is configured and everything works fine (both for Android APK and for Windows streaming from Unity Editor) https://developer.vive.com/resources/openxr/unity/tutorials/hand-tracking/hand-tracking-joint-pose/ - All is working for Android: the Android APK build and installed on the headset displays my hands. - I can't find information about Windows streaming (but should works according to the "Supported Platforms and Devices" table) → I tried to apply the same configuration : enable "VIVE XR Hand Tracking" and Play. → I can see my VR scene but not my hands displayed. Note : I've already tried several connection methods (wireless streaming, USB streaming and Wired Streaming Kit) and changing some settings like "Hand and controller at the same time", but nothing works. I've read that WaveVR will be replaced by Vive OpenXR, so I'd rather run it than waste time with a plugin that won't be maintained. Thanks
VIVE_chengnay Posted November 1, 2024 Posted November 1, 2024 Hi @Guilhem, Could you help to verify below items? 1. Check GetJointLocations API return value(true or false)? 2. Try our sample scene (Assets\Samples\VIVE\OpenXR\Samples\Input\OpenXRInput.unity), does it work? 3. Provide screenshots of your registry, HKEY_LOCAL_MACHINE\SOFTWARE\Khronos\OpenXR\1\ApiLayers\Implicit 4. Please zip C:\ProgramData\HTC\ViveSoftware\ViveVRRuntime\logs for further investigation.
VIVE_chengnay Posted November 1, 2024 Posted November 1, 2024 Hi @Guilhem, You can also try below method and try again. Press the "Register" button to register the VIVE API layers that streaming is using and disable other VIVE API layers.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now