Getting Started with VIVE Wave™ for Developers (updated Nov 2020)
First download the Wave SDK :
Note: Porting to the VIVE Wave platform
General Porting Guides from Daydream (mobile) or from the VIVE to Wave are available here: https://hub.vive.com/storage/app/doc/en-us/PortingGuide.html Please note the following quick guides below focuses on Unity scenes and code and when porting across platforms and devices but also consider graphics (depending on CPU/GPU/RAM etc.) coniderations.
If your existing application used the SteamVR APIs directly, note that most of the Wave APIs have a one to one correspondence to SteamVR. So if you have a 3rd party framework that wraps SteamVR you should also be able to support the Wave SDK by mapping the APIs as shown in the VIVE porting guide. Porting from other devices using different toolkits like Unity XR Interaction (in preview) for Unity XR plugins like Wave 3.2+ or VIU (Vive Input Utility) which supports both Unity XR and legacy should be considered.
A Quick Start Guide for developing in Unity:
The following are the steps for setting up a scene with the Wave SDK, but also see the alternative below it when using the VIU toolkit along with the Wave SDK for cross platform support.
1) For legacy Unity (pre Wave 3.2): Launch Unity and create a New Project and make sure you Switch Platform to Android in File->Build Settings... (see the getting started guide to setup Android https://hub.vive.com/storage/app/doc/en-us/UnityPluginGettingStart.html) Note: for Wave XR plugin (Unity 2019.4) use the package manager and you can also avoid Android Studio and use the built in Android support.
2)For legacy support: Import wavevr.unitypackage (Assets->Import Package->Custom Package...)
3) For legacy support: From the Project Assets window, drag and drop the WaveVR and ControllerLoader prefabs into your Scene Hierarchy window to create objects in your scene (delete or disable the existing Camera object there’s one already included in WaveVR) For Wave XR plugin support - you can use Unity XR APIs like when using any other XR plugin.
4) For legacy: duplicate the ControllerLoader in your scene (or drag another one in) and select its Type as the left controller in the Inspector window as shown above. At this point it’s up to you how to handle a second controller’s inputs (or simply handle it the same as the first) For Wave XR plugin, see samples included with the packages.
5) from File->Build Settings.., select Build and Run (make sure device is attached via USB and Developer settings on the device allows for USB debugging) VIU (more below) can use a simulator when developing for all platforms.
Note if at any time you get prompted by a WaveVR plugin popup window to accept preferred settings, simply accept unless you have a good reason not to. You can safely dismiss the AndroidManifest related popup for now until you are ready to publish on Viveport (this is for indicating 3DOF vs 6DOF or both).
At this point you should be able to see your empty scene with your controller on your Wave device !
Alternative Quick Start Using the VIU (Vive Input Utility) Unity plugin:
There is also an additional Unity plugin for developing VR projects that can target multiple platforms and devices and is highly recommended especially for new projects or projects that don’t require extensive use of the Wave SDK APIs (although you can access both APIs at once).
The Vive Input Utility: This is a Unity plugin that can support Vive, Vive Pro, Rift, Daydream, Go, Quest and the Wave SDK (e.g. Focus and Focus Plus) in addition to Unity’s XR APIs which in turn can support Windows MR and more. This is an abstraction that wraps other SDKs like the Wave SDK creating a common code base for many platforms. It’s available on the Unity Asset Store (search for VIU) or at https://github.com/ViveSoftware
Steps to create the same application but using the VIU plugin:
1) Launch Unity and create a New Project and import VIU (Vive Input Utility) from the Unity Asset Store or package manager (or github)
2) Drag and drop the ViveCameraRig (or the ViveRig for additional features) into your scene and remove the existing Camera object (there is a camera already included in ViveRig)
3) Build and Run
VIU Note: Since these prefabs also support other platforms you already get 2 controller support (in addition to falling back to single controller). The ViveRig adds controller support for teleporting, grabbing and toggling controller models and can be easily modified in the Inspector when ViveRig->ViveControllers is selected in the scene.
Support is provided at the official developer forum for the Wave SDK: