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Showing topics in Vive News and Announcements, Vive Community Guidelines and FAQs, General Vive Discussion, Vive Technical Support, Developer Blog, Developer Discussion, Developer Support, Viveport SDKs and Downloads, Vive Wave SDK, Vive SRWorks SDK, Vive Audio SDKs, Vive Input Utility, Vive Hand Tracking SDK, Vive Cosmos Developer FAQs and Vive Eye Tracking SDK posted in for the last 365 days.

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  1. Today
  2. Hey Marios, Sorry for the delayed response. Good to hear the fix is incoming! I would test out that change, but the image isn't loading for me. It looks like this:
  3. Yesterday
  4. I saw some article back in 2017 about vr keyboard with vive tracker. Is that still possible? Is there way to view your keyboard now in vrchat?
  5. Hello, Is it possible to customize the eye tracking calibration? specifically: Can the number of points be customized? Can the background color be customized? Can the shape or color of the points be customized? Can the placement or movement of the points be customized? Thanks, Michael
  6. Hi @Stefano, can you share the VRS settings that you are using when you see this issue? Is this happening with every combination of settings(Foveation Pattern Preset, Foveation Shading Rate)? Also are you using the latest version of SRanipal SDK? Can you send your logs at @marios_bikos@htc.com so that we can have a look? Anything that can help us reproduce the issue e.g the steps you followed.
  7. Hi AmeliaPan, In audio clip, the audio file is extracted and played by Unity, therefore the supported file type is the same as Unity. In the Unity document, the supported audio formats are listed as follows: Supported formats Format Extensions MPEG layer 3 .mp3 Ogg Vorbis .ogg Microsoft Wave .wav Audio Interchange File Format .aiff / .aif Ultimate Soundtracker module .mod Impulse Tracker module .it Scream Tracker module .s3m FastTracker 2 module .xm For further information, you can reference to Unity documentation page: https://docs.unity3d.com/Manual/AudioFiles.html Best regards, Prof. 3D Sound
  8. @marcob Did you try your code yet? Will it work? I did not try threading to simulate the click event. Are you testing this in Unity?
  9. Last week
  10. I am new to the treadmill but doing my own thing for weight loss and diabetes II. My doctor doesn't want me to run so I am walking 5 minutes twice a day so far. I have increased the speed and incline and have been doing this for about 3 weeks. Any input will be nice. I am getting tight in my legs and loosing flab in general so it is helping. Craig
  11. @MariosBikos_HTC Thanks for the great tutorial! I'm running into a bit of a problem though. I've followed all the steps for to implement it into 4.24 but it seems to only work when one of my eyes is closed. When I close one of my eyes it tracks the either one just fine, but when I try with both eyes open it doesn't work. I've checked Is Stereo Gaze Data Available and Is Eye Tracker Connected and they are both true. Do you know why this is happening and what I should look into to fix it?
  12. That is my code, I'm using example setup for clicking emulation void MyDevice::startEmulation() { joystickX = 0; joystickY = 0; trackpadX = 0; trackpadY = 0; std::thread thread_object([](void* device) { MyDevice* myDevice = (MyDevice*)device; for (;;) { myDevice->joystickX = 0.95; myDevice->joystickY = 0.95; std::this_thread::sleep_for(std::chrono::seconds(1)); myDevice->joystickX = 0; myDevice->joystickY = 0; std::this_thread::sleep_for(std::chrono::seconds(1)); } ; }, this ); } That's where is it calling EVRInitError MyDeviceProvider::Init(IVRDriverContext* pDriverContext) { EVRInitError initError = InitServerDriverContext(pDriverContext); if (initError != EVRInitError::VRInitError_None) { return initError; } VRDriverLog()->Log("Initializing Finally Functional's VR Shoes"); controllerDriver = new MyDevice(); controllerDriver->startEmulation(); VRServerDriverHost()->TrackedDeviceAdded("teensyDriver", TrackedDeviceClass_Controller, controllerDriver); return vr::VRInitError_None; } Is it good idea to use threading in openVR applications? @chengnay
  13. @jeonsanghyun Sorry for the late response. I will recommend to use Vive Input Utility(VIU) if you are thinking of cross platform(OpenVR <- -> Oculus or PC <- -> Android) development. You are required to import SteamVR Unity Plugin for development even if you use VIU. For Viveport and Steam, you might need to read the revenues or related stuff from their websites. But, I found this online, hope this helps.
  14. @ralfdestroyer As far as I know the VIVEPORT Video's owner is Viveport team. You might need to contact them directly.
  15. @DanielePillan - The Viveport SDK only contains APIs which support the integration of Viveport store/platform features for titles which will publish to Viveport's content store (e.g. leaderboards, DRM, etc...). You're not able to derive SteamVR/OpenVR pose estimates from this SDK so I'm confused about what you're reporting. In order to derive the pose estimates and talk to SteamVR, you'll need to integrate OpenVR's native libraries into your binary. There are documents and samples on the SteamVR github. Valve is providing API access via C++ interlace classes. Integrating these libraries allow for both pose estimation data, I/O from the controllers, as well as video IO to the headset via a handful of compositing frameworks (DirectX, Vulcan, OpenGL...)
  16. We develop a CAD for robots: https://www.cmarobot.it/it/software-off-line-painting-program This software is developed in C# using a 3D CAD component provided by https://www.devdept.com/ We already integrate Viveport sdk to get in real time the positions of the trackers It is not clear to us what we should do to send to the VR headset the content of our application.
  17. thanks you, its works! Can I send some settings configuration to Viveport video by "adb shell am start" (use flags or exstras)? Like - display video in under-over or side-by-side mode? I cant find any documentation about Viveport video, thanks. @Tony PH Lin @chengnay
  18. @ralfdestroyer Could you try using content://com.android.externalstorage.documents/document/primary%3AMovies%2F2020.mp4 instead?
  19. good its works. but now I'm trying to to run a video like mentioned at this topic, but unsuccess too - in fact Viveport Video activity launched but stuck in main page and not load or play the video. adb shell am start -a android.intent.action.VIEW -t video/mp4 -d file:///storage/emulated/0/Movies/2020.mp4 adb shell am start -a android.intent.action.VIEW -t video/mp4 -d content:///storage/emulated/0/Movies/2020.mp4
  20. @ralfdestroyer I tried with "adb shell am start -a android.intent.action.VIEW -t text/plain -d file:///storage/emulated/0/Movies/11.txt" and it works.
  21. hi, I'm trying to do same think but unsuccess when I run : C:\Users\rafae\Downloads\platform-tools>adb shell am start -a android.intent.action.VIEW -t text/plain -d content://com.android.externalstorage.documents/document/primary%3AMovies%2F11.txt Starting: Intent { act=android.intent.action.VIEW dat=content: typ=text/plain } the output is: But if I open file by file manager all good and path is same.
  22. Earlier
  23. @Leo Riveron Did you do the room setup for your Rift S? I just run the Teleport scene with OpenVR and it is the same as Oculus. Below is my view in compositor, does your view also stick to the ground too?
  24. @monetl Yes, thanks, I looked at that article and am trying out the script.
  25. @Leo Riveron Could you try upgrade your VIU to the latest one? UPDATE: I couldn't reproduce your issue with Rift S and VIU 1.10.6 and Oculus Desktop plugin
  26. Hi @C3D, there was an issue indeed in our SDK and the team managed to fix it. This will be updated in SRanipal v1.3.1.1 but here is an image showing the required code change if you want to fix it earlier than that. Please use this and let us know if it worked.
  27. Do you know if there is a plan to support the Cosmos Elite? It seems a bit silly not to given that you've got a beautiful pair of cameras on the front of the headset, which aren't even being used for inside-out tracking! At the moment they're just a fashion accessory...
  28. @Tony PH Linthanx Even for corporate devices? Corporate customers require full logs and recordings of VR trainings for analysis and examination. If customer switch recording on and off manually he forgets to do it regularly and we can't connect recording to the training data. How do you recommend to satisfy the demand for training video recording?
  29. Hi @AlGolden, After checking internally, due to legal consideration we only provide video capture from system perspective but not open the API for developers to capture from content level. Thanks.
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