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Wave SDK + Supported Unity versions


MariosBikos

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Hi all, 

if you want to know what Unity version you should use with our latest Wave SDK versions, please make sure you are aware of the following:

  • With our Wave SDK 3.2 release, we provide access to our new Wave XR Plugin according to the Unity XR Platform Updates to support all versions of Unity 2019.3.X and Unity 2019.4 LTS as well as Unity 2020.1. We recommend using Unity 2019.4 LTS version. We suggest using Unity 2019.4 LTS + Wave SDK 3.2 with the Wave Unity XR Plugin for best performance and stability.
  • If you do need to use the Legacy Plugin of Wave then please make sure you don't use Unity versions newer than Unity 2019.3.6 as there is a memory leak issue.
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  • 3 months later...
On 7/20/2020 at 4:59 PM, MariosBikos_HTC said:

Hi all, 

if you want to know what Unity version you should use with our latest Wave SDK versions, please make sure you are aware of the following:

  • We suggest using Unity 2018.4 LTS + Wave SDK 3.2 for best performance and stability. Wave 3.2 can only be used with a Developer ROM at the moment (Public ROM for Focus devices will be release soon). Instructions here. Otherwise you can use Wave SDK 3.1.6 if you want to create an app that will be available on Viveport to the public.
  • If you do need to use Unity 2019, then Unity 2019.3.6 + Wave SDK 3.2(Legacy Plugin) or Wave SDK 3.1.6 should work but we don't recommend versions of Unity beyond 2019.3.6 as there is currently a Unity memory leak issue.
  • With our Wave SDK 3.2 release, we provide access to our new Wave XR Plugin according to the Unity XR Platform Updates to support all versions of Unity 2019.3.X and Unity 2019.4 LTS as well as Unity 2020.1. We recommend using Unity 2019.4 LTS version.

Hi, thanks for your info.
Is that issue fixed?
So if I want to use 2019 version I just can use 2019.3.6, because beyond 2019.3.6 will memory leak issue.
I see you talk about Wave SDK 3.2 support all version 2019.3. and 2019.4 LTS. So 2019.4 LTS has memory leak issue?
Thanks!

Edited by hieutt
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Hi @hieutt,

if you use the Wave Unity XR Plugin  then you can use both Unity 2019.3 and 2019.4 (We recommend 2019.4 as it's an LTS version).
However if you decide to use the Legacy Wave Plugin then you can only use if for versions of Unity up to Unity 2019.3.6, otherwise you will get a memory leak issue. 

We recommend using the XR Plugin as that is future-proof considering the changes in Unity XR Platform. Also the XR Plugin is compatible with newer Unity versions (Unity 2020.1,etc). That's the reason why we focused on that.

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  • 4 months later...

For those who have moved to 2020.x  (2020.3 is the new LTS so I  recommend that one):

For Wave SDK 3.2 as a temporary workaround you'll need to edit the following to see Wave listed in XR Management. Make the edit in Project->Packages and not in Library/PackageCache (where Console points to) and clear the package cache and previously installed samples and then restart Unity.

Editor/WaveXRPlayerSettingsConfigDialog.cs

Quote

 

public static string[] GetVirtualRealitySDKs(BuildTargetGroup group)
{
  return null;// PlayerSettings.GetVirtualRealitySDKs(group);
}

public static void SetVirtualRealitySDKs(BuildTargetGroup group, string[] devices)
{
//PlayerSettings.SetVirtualRealitySDKs(group, devices);
}

 

 

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  • 3 weeks later...

I am using VIVE Wave XR Plugin v1.0.1 (released Nov 13, 2020) based off of the Wave Runtime version 3.2.0. The source files are only located in the Library/PackageCache folder when imported from the Vive registry.  

The full steps to get it to work per your workaround are:
 
1) Install the Vive Wave XR Plugin from the Vive Registry. 
2) Move the Library/PackageCache/com.htc.upm.wave.xrsdk@1.0.1 folder to Packages/com.htc.upm.wave.xrsdk@1.0.1.
 
3) Make these edits to Packages/com.htc.upm.wave.xrsdk@1.0.1/Editor/WaveXRPlayerSettingsConfigDialog.cs

public static string[] GetVirtualRealitySDKs(BuildTargetGroup group)
{
  return null;// PlayerSettings.GetVirtualRealitySDKs(group);
}

public static void SetVirtualRealitySDKs(BuildTargetGroup group, string[] devices)
{
//PlayerSettings.SetVirtualRealitySDKs(group, devices);
}

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  • 2 years later...

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