dario Posted December 6, 2021 Author Posted December 6, 2021 5 minutes ago, bipul mohanto said: Hi! I am using HTC Vive Pro Eye, and want to setup OpenXR. I do not want to use Unreal Engine, Unity3D, or any other game engine, because so far I know, none of the game engines included real-time raytracing feature for VR. Literally, I want to build my own raytracing engine with DX12. How can I setup OpenXR for my purpose? Is there any available tutorial? I did not find any details on that except the MSFS documentation. For the VIVE Pro Eye, you'd be using the SteamVR OpenXR runtime by default - but it sounds like you want to write your own runtime, all the documentation to do so is at http://openxr.org and the MS documentation as you mentioned. For features not available in the core spec, another path is to write an extension or propose one to the working group on the public slack or consider joining the group. 1
hollandera Posted January 13, 2022 Posted January 13, 2022 We are using the Vive Pro Eye with Unity and OpenXR. When we use the SteamVR OpenXR runtime EyeGaze Interaction does not seem to be supported. Is there a different runtime or a different setup we should be using? ---->Ari
ceronprime Posted January 18, 2022 Posted January 18, 2022 Hello, I recently updated to the latest update (2.0.17.0) and all button inputs have stopped working for me in Unity (2020.3.24). The position and rotation of the head and the hands work fine but the buttons and the control sticks do not. The Unity Input debugger shows no value changes on any of the button presses. I do see that the buttons are responsive in the vive loader I tried restarting my computer, switching OpenXR to steam VR (made the hands stop tracking altogether), getting off the beta track for the vive console and updating to latest (2.0.19.1), and tried updating Unity to latest (2020.3.26) but nothing changed. This was working properly the day before Any ideas or is there a way to revert to an earlier version?
wout276 Posted January 19, 2022 Posted January 19, 2022 On 1/18/2022 at 2:06 AM, ceronprime said: Hello, I recently updated to the latest update (2.0.17.0) and all button inputs have stopped working for me in Unity (2020.3.24). The position and rotation of the head and the hands work fine but the buttons and the control sticks do not. The Unity Input debugger shows no value changes on any of the button presses. I do see that the buttons are responsive in the vive loader I tried restarting my computer, switching OpenXR to steam VR (made the hands stop tracking altogether), getting off the beta track for the vive console and updating to latest (2.0.19.1), and tried updating Unity to latest (2020.3.26) but nothing changed. This was working properly the day before Any ideas or is there a way to revert to an earlier version? @Dario We're experiencing the same issues in UE4.27. Everything was working fine on the beta branch for a while but now we don't get any input events through. Furthermore the system seems to never report it's focus state causing our application to not progress al together.
wout276 Posted January 19, 2022 Posted January 19, 2022 (edited) Additionally, with the latest version installed, Oculus OpenXR doesn't work either (even though Oculus is set up as the default OpenXR runtime). Uninstalling VivePort and related software immediately fixes those issues. Edited January 19, 2022 by wout276 comment is suddenly hidden?
imverse Posted September 28, 2022 Posted September 28, 2022 Got a Vive Cosmos 2 days ago and it crashes Unity whenever we try to use. Just create an empty project, activate XR Plugin and OpenXR, restart the editor, add HTC Vive Controller Input, transform main camera into XR Rig (the standard for creating an Open XR scene, nothing fancy). Click play -> Crash. SteamVR is working correctly, and in the Vive Console, OpenXR is set to Steam (not Vive).
imverse Posted September 28, 2022 Posted September 28, 2022 And I can confirm that it crashes whatever we use, even if we use Oculus Directly and not Open XR, wih an Oculus Headset
KyleC Posted September 29, 2022 Posted September 29, 2022 Hi @imverse, It seems we cannot reproduce the issue at our side. Could you share your Unity Editor version? If possible, could you also share the registries under "\HKEY_LOCAL_MACHINE\SOFTWARE\Khronos\OpenXR\1\ApiLayers\Implicit"? Thanks.
Medinags Posted October 24, 2022 Posted October 24, 2022 Hello @imverse I want to share my experience using Cosmos in Unity with OpenXR. How to set up 1. Create a new unity project. 2. In Package Manager Import XR Interactions Toolkit. 3. In Package Manager click on the gear icon to go to "Advanced Project Settings". more inofrmation Here (https://developer.vive.com/resources/openxr/openxr-pcvr/tutorials/unity/installing-vive-openxr-pc-vr-plugin/) 4. Add the Vive package from new Scoped Registries 5. Go to Project Settings and add XR Plug-in Management 6. Enable OpenXR 7. Select - HTC Vive Cosmos Controller Support 8. In one scene create all the classic setup for one XRRig using XR Hit play and It should work If it crashes or does not work 1. Run the Registry Editor (as Admin) 2. Visit: Computer\HKEY_LOCAL_MACHINE\SOFTWARE\Khronos\OpenXR\1 3. Open ActiveRuntime 4. In data value set for: - Vive is "C:\Program Files (x86)\VIVE\UpdaterApp\ViveVRRuntime\ViveVR_openxr\ViveOpenXR.json" - Oculus is "C:\Program Files\Oculus\Support\oculus-runtime\oculus_openxr_64.json" I hope this is helpful.
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