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Posted

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 :

  1.     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)
  2.     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

Posted

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.

 

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