zzy Posted December 15, 2019 Share Posted December 15, 2019 Hi @MDV Games This seems the problem in 6DoF tracking, please make sure you didn't block the front cameras and they are not dirty. Please try to upgrade your Focus to see if it helps. Link to comment Share on other sites More sharing options...
MDV Games Posted December 15, 2019 Share Posted December 15, 2019 @zzy Looks like I found the cause of my problems... I have changed useWVR from false to true in "ViveHandTracking.Build.cs". Now working fine! By default it was false. else if (Target.Platform == UnrealTargetPlatform.Android) { bool useWVR = true; if (useWVR) { AdditionalPropertiesForReceipt.Add("AndroidPlugin", Path.Combine(ModuleDirectory, "ViveHandTracking_WVR_UPL.xml")); PublicAdditionalLibraries.Add(ThirdPartyPath + "/libs/WaveVR/armeabi-v7a/libaristo_interface.so"); PublicAdditionalLibraries.Add(ThirdPartyPath + "/libs/WaveVR/arm64-v8a/libaristo_interface.so"); } else { AdditionalPropertiesForReceipt.Add("AndroidPlugin", Path.Combine(ModuleDirectory, "ViveHandTracking_UPL.xml")); PublicAdditionalLibraries.Add(ThirdPartyPath+"/libs/Android/armeabi-v7a/libaristo_interface.so"); PublicAdditionalLibraries.Add(ThirdPartyPath + "/libs/Android/arm64-v8a/libaristo_interface.so"); 1 Link to comment Share on other sites More sharing options...
zzy Posted December 16, 2019 Share Posted December 16, 2019 @MDV Games Thanks for the info, seems like our mistake to make Android phone as default build target in v0.9.0. I'll add that to FAQ. Link to comment Share on other sites More sharing options...
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