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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. @MariosBikos_HTC Update: Missing Modules error solved. Here's what I did for anyone who might run into this particular problem. 1. Check IDE version, mine was 2017, so I removed and did a clean reinstall of Visual Studio 2019. If the installer crashes, make sure to turn off software's like RTSS and MSI Afterburner, which interferes with the installation and makes it crash. 2. Copy the SRanipal plugin folder to your project file, then right click on your .project file and generate visual studio project files. 3. Open the project as usual, activate the SRanipal plugin and restart. The engine would give an error but also give you an option to rebuild manually. It'll work this time.
  3. @Corvus I've made a little progress with some help from @VibrantNebula and deleting from the windows registry. However now I face a new error, when I go to install the below message pops up any help would be appreciated.
  4. Hi @MadisV We will have a try and feedback to you when we have result.
  5. @MarcLeander Could you try with a new project? Could you provide more detailed information such as Unity Editor version and Wave SDK version?
  6. @HTCSCAMMEDUS - Minecraft bedrock is broken for all VR headsets due to updates Mojang introduced in 1.16.200 and .201 released in early Dec 2020. It's not specific to Vive - that update broke VR full stop and is related to them changing their runtime to OpenXR. Switching to another headset won't fix it at this moment as the problem is with Minecraft bedrock itself. Only Mojang can patch this as the problem is with the 1.16.200 and .201 versions of bedrock. Vive has nothing to do with this - the bug is within the bedrock client itself. It affects Vive, Oculus, Index, Quest Link, Windows Mixed Reality - VR is broken for everyone full stop. Here's the bug report they're consolidating this issue to (115 comments): https://bugs.mojang.com/browse/MCPE-16946?jql=text ~ "VR" There are several dozen open bug tickets on Mojang's tracker: https://bugs.mojang.com/browse/MCPE-32178?jql=text ~ "VR" @HTCSCAMMEDUS I am a bedrock player myself and haven't touched my server since this update broke everything. I understand your frustration but we just need to wait for Mojang to patch
  7. Yesterday
  8. Hello How to achieve the same result in Unreal 4.25? I have both SDKs and separately they work fine, but dragging both in the same level makes the pass-through crash. What hand tracking components should be added to SRPawn to make it a single actor? Thanks @zzy
  9. Fuck this HTC VIVE and fuck the company too. Cant even play minecraft on bedrock MINECRAFT the most simple games cant be played never buying vr again thanks to this broke company
  10. @MariosBikos_HTC thanks for the reply, unfortunately I have to use blueprints because I don't have any coding experience in Unreal. I downloaded the relevant files, and copied the "sranipal" folder from the 03_Unreal/Plugins folder into the Plugins folder of UE 4.25.4. I opened up my project, activated the sranipal plugin but after restarting it gives the Missing Modules error. I went through the forums and saw a workaround where someone edited the SRanipal.uplugin file inside the plugin and changed "Installed": false to true, but that didn't work. Any help is appreciated. On another note, I plan to use the SRanipal functionalities using the new C++ Class option in my Blueprint project. As I mentioned earlier, I have a few VR scenes and I want to extract status, focus and eye datasets from the Pro Eye. Would it be possible for you to give me any useful links/tutorials other than the webinar?
  11. @Federica Here is the documentation about SRWorks Pass Through to get you started: https://hub.vive.com/storage/srworks/srworks_unity/plugin_guide/unity_passthrough.html
  12. Hi, we are trying to integrate the Wave SDK into one of our Unity projects to run on a Vive Focus plus. We have followed the installation procedure and upon building and running our application on the device we are only met with a black screen. Investigating the resulting logs shows us the following two potential issues: ... 01-19 15:33:41.438: D/WVRUnityActivity(2271): onPause 01-19 15:33:41.587: D/WVRUnityActivity(2271): Call UnityPlayer Pause +++ 01-19 15:33:42.232: E/Unity(2271): [EGL] Unable to acquire context: EGL_BAD_SURFACE: An EGLSurface argument does not name a valid surface (window, pixel buffer or pixmap) configured for GL rendering. 01-19 15:33:42.233: E/Unity(2271): [EGL] Unable to acquire context: EGL_BAD_SURFACE: An EGLSurface argument does not name a valid surface (window, pixel buffer or pixmap) configured for GL rendering. 01-19 15:33:42.275: D/WVRUnityActivity(3161): Construct 01-19 15:33:42.286: D/WVRUnityActivity(3161): onCreate ... and also: ... 01-19 15:33:42.881: I/WVRUnityActivity(2271): surfaceDestroyed 0 0 2880 1600 01-19 15:33:42.881: D/WVRUnityActivity(2271): Call UnityPlayer Pause +++ 01-19 15:33:42.882: D/WVRUnityActivity(2271): Call UnityPlayer Pause --- 01-19 15:33:43.023: E/Unity(3161): Unable to find libGfxWXRUnity --- Looking into the Unity projects, we can locate a arm64 and a armv7 libGfxWXRUnity.so files. When building the .apk and unpacking it we can find the library at lib/armeabi-v7a/libGfxWXRUnity.so. Any clues on whether the black screen we are experiencing could be caused by the above errors? Also, why can't the application find the libGfxWXRUnity when its clearly included in the .apk?
  13. Thanks @Tony PH Lin - is this plugin compatible with UE4.25/26? Most projects we work on are on 4.25 or higher and as the engine isn't backwards compatible, it would be great to be able to use this on the most current version of the engine.
  14. For me the next steps worked well: 1. Import SRWorks package into Unity Project 2. Reload Unity 3. Download SteamVR package(I have loaded it after the SRWorks package to avoid problems with the input action file) 4. Download SRWorks Expirience package(optional)
  15. Last week
  16. I was on a beta testers account, logged in with the account that had made the listing and can confirm that this fixes the error !
  17. @Corvus Are there specific legal terms or agreements that cover the usage of the controller models in your software? Specifically if you are using them in a different engine other than Unity or Unreal. Or are they free to use without an agreement or covered by another agreement? Thanks for your input.
  18. Hello. I am trying to download the UE4 Samples, but the link leads to a 0kb file that seems to be damaged - https://developer.vive.com/resources/vive-sense/sdk/vive-srworks-sdk/0971/srworks-xr-sdk-ue4-samples/
  19. Hello, I'm using Vive Pro Eye headset with Unity and SR Works SDK for an Augmented Reality project. I would like to get the stream video experienced through the front facing cameras and then apply to it some processing tecnique to have a real time modified aspect of the real world. Do you know where I can get the video stream and how I can use it? I have already read the documentation provided by SRWorks and the previous topics but I didn't find a solution. Thank you!
  20. You probably know a lot of people use VIVE trackers for budget Virtual Production studios. The problem is that we see a lot of jitter in the tracking data particularly when the trackers are moving slowly. For doing TV work they are almost ALWAYS moving a lot slower than for a game, when they are tracking a camera on a tripod, the jitter you see is really annoying. I'm wondering if anything can be done about this, particularly now that you can get to the trackers through OpenXR. All that is needed is a little noise reduction or low pass filtering and these things would be great, right now they jitter so much you can only reliably use them for handheld camera shots. Unfortunately, the sampling rate we get the data at from OpenXR is too low and the noise too random to do good filtering on the application side. Noise is random 0.6mm peak-to-peak which doesn't sound like much but is very visible. I'm sure these have been tuned for fast-twitch gaming, in virtual production you rarely move fast or suddenly. Most people use trackers either for games or Virtual Production, not both...how about a firmware designed for Virtual Production that gives a smoother output? We can even tolerate up to a tenth-second of latency without problems, because we already have to delay the tracker data that much so it matches up with the video processing system. Lots of people would certainly love HTC if they could do this, because the next best tracking system available STARTS at $6000!
  21. @BernieG Hey there, sorry for the delay response, but I may have something for you to try with to see if it helps for your project. Will send it via your private message this week. Thanks
  22. Yeap, exactly. Great a lthanks a lot! Is there any latency in the movements and does this work with any headset that supports steam?
  23. @alforno Like this? This is an overlay application that lets you create pass through frames into any SteamVR app. https://store.steampowered.com/app/864790/FragmentVR/
  24. Thank you VibrantNebula, but what I meant is much simpler. I would just need a camera showing me the real piano keys with my real hands at the same time as creating the virtual space around it, no tracking of hands necessary. In a way just like augmented reality where I have part of my real environment plus the VR.
  25. Greeting, Currently I having some issues that my app will crash whenever my client are using it from his side. I tested and casted from my side here that every time, there are no crashes. But when my client using it, it will crash and specially during casting at Windows Connect at his PC and using Windows Display Wireless Adapter. Here are my client PC hardware specs are:- Lenovo p330 i7 8th, 16G memory, LEADTEK p400 display card with 2G memory. Please, if anyone with have these kind of experiences, please share your solutions. Thank you.
  26. Developers are the most important pillar of the Viveport Ecosystem, so we’re helping you kickstart 2021 with an extra special boost. Throughout 2021, Viveport developers will receive more payouts. From January 1st to December 31st we are increasing net revenue share from 70/30 to 80/20 (developers receive 80%, Viveport receives 20%). That’s right! Developers will receive 80% revenue share for all titles that are opted-in to any of the following Viveport Programs: – Viveport Store: one-time purchase – Viveport Arcade Program – Viveport In-App Purchase service And of course, the revenue share of titles opted-in to the Viveport Infinity program will remain at the 80% split. We hope this extra boost will make way for a fresh and bright new year. Already Published on Viveport? The new revenue share will be automatically applied to titles currently published under the eligible distribution programs.1. Login to the Developer Console 2. Select your VR title 3. On the default ‘Program Opt-ins’ tab, make sure your titles are opted into at least one of the eligible Viveport Distribution Programs. New to Viveport? Three easy steps to start making more from your VR titles!1. Sign up as a Viveport developer via the Developer Console 2. On the default My Titles page, select “Add New Title” and craft a new store listing. 3. When you see the ‘Program Opt-ins’ step, make sure you have opted in at least one of the eligible Viveport Distribution Programs
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