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  3. I'm trying to deploy my app to Beta on Viveport. I can build and run it on the device with no problems, but when I upload it to Viveport it fails and gives me a rather unhelpful error message: Deploying to Beta Failed Failed to deploy this build, please make sure the package name and android manifest are correct. Click β€œEdit” to make adjustments and submit again. For additional support, please contact us. Error code: -5 I can't see anything wrong with my manifest, here's what it looks like: <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.unity3d.player" xmlns:tools="http://schemas.android.com/tools"> <application android:icon="@drawable/app_icon" android:label="@string/app_name" android:theme="@style/Theme.WaveVR.Loading" android:resizeableActivity="false" tools:replace="android:theme"> <activity android:name="com.htc.vr.unity.WVRUnityVRActivity" android:label="@string/app_name" android:enableVrMode="@string/wvr_vr_mode_component" android:theme="@android:style/Theme.NoTitleBar.Fullscreen" android:launchMode="singleTask" android:configChanges="orientation|keyboardHidden" android:screenOrientation="landscape"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> <category android:name="com.htc.intent.category.VRAPP" /> </intent-filter> <meta-data android:name="unityplayer.UnityActivity" android:value="true" /> <meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="true" /> </activity> <meta-data android:name="minWaveSDKVersion" android:value="1" /> <meta-data android:name="com.htc.vr.content.NumDoFHmd" android:value="6DoF"/> <meta-data android:name="com.htc.vr.content.NumDoFController" android:value="3DoF"/> <meta-data android:name="com.htc.vr.content.NumController" android:value="1"/> <meta-data android:name="no_controller_pairing" android:value="true" /> </application> <uses-permission android:name="android.permission.INTERNET" /> <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" /> <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" /> <uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" /> <uses-permission android:name="com.htc.vr.core.server.VRDataWrite"/> <uses-permission android:name="com.htc.vr.core.server.VRDataRead"/> <uses-permission android:name="com.htc.vr.core.server.VRDataProvider" /> <uses-permission android:name="vive.wave.vr.oem.data.OEMDataRead" /> <uses-permission android:name="vive.wave.vr.oem.data.OEMDataWrite" /> <uses-permission android:name="com.viveport.CHECK_LICENSE" /> <uses-feature android:glEsVersion="0x00030000" /> <uses-sdk android:minSdkVersion="25" android:targetSdkVersion="26"/> </manifest> I'm using Unity 2019.2.19 and Wave SDK 3.1.4. I have another app that uses an older version of the Wave SDK and has identical manifest, except for targetSdkVersion, which in that case is 25. I tried changing to 25 in this app as well, but the build fails and WaveSDK dialog complains that the recommended setting is 26. I attached a screenshot from Unity's console when trying to build with target=25.
  4. Have tried all troubleshooting steps, and still failing - very frustrating. SR_runtime icon never appears in the system tray - I accept the permission pop-up, and then nothing happens.
  5. Hi! Can I have access to the latest SDK? We are considering severap AR options for a project and we would love to try the beta on recent hardware. I've sent you a PM. Jean
  6. Hello here the report number that I sent you 20200127111733
  7. I am making an application in unity using wave sdk. I am developing the app for Focus. In my application, I am not able to interact with button or i can say the button can't be pressed. Any solutions?
  8. I have sent a few log files and these seem to take a long time to send, like +30 minutes. I have never gotten any useful feedback from doing so btw.
  9. OK, I've found the problem and it was my mistake. There was a missing parameter in my call to the permissions request which meant that the permissions was not being asked correctly on the Wave platform. It's working now! Thanks for your patient help.
  10. @Sjunin Please please please use the issue report after you next play Boneworks by going to Settings -> Troubleshooting -> Report, in the Vive Console. Ensure your HMD is on and the wireless battery has plenty of charge. The Cosmos logs all sorts of events in the HMD storage so should pick up any HMD or controller issues. The report will go straight to Vive support who will send to the dev team.
  11. Dear @VibrantNebula According to the thread, it is impossible to get images of eyes at this point. Don't you have any plan to let the users record and extract the images? Best regards, imarin18
  12. hamez88

    Cover Pad

    After squishing them a bit it did feel a bit better, Still not as supported as the oem foam but you are correct i do find these to be more comfortable and it does bring you closer to the sweet spot, unfortunately it does let in a bit more light, but meh im not that bothered by it.
  13. ouu thats a good idea, i found out how but its a bit of a work around. Its a setting in the vive console to clear environment data and then it opens up room setup after you click on the clear button, the kicker is to click it the Headset has to be on, you can either click on it normally or double press the vive button on the left controller to bring up the steam overlay, select to view desktop and click it that way also. It would be awesome if they put the option to clear the enviroment data and do room setup into the vive lens dashboard though.
  14. did u disconnect the headset that comes with it?
  15. try what this guy suggested, works for me. I think HTC only added the reset front direction/floor height function, not the redo room setup just yet.
  16. I remember reading in few patch notes ago that they added the option to redo the room setup but i cant find the option in lens to do so. Were would one go to do this, preferably without resetting all the settings? (i don't really want to go through the first time setup again) lol
  17. Yesterday
  18. Hi, I recently installed VIU v1.10.7, and I am using it alongside steamvr 2.5.0 . I am trying to apply the VIU action set but it will not work. When clicking "use recommended (true)", it will open up the binding menu, but this screen stays the same: When using VIU v1.10.3, if i click "use recommended", everything works, but it does not work with v1.10.7. Ive tried completely removing steamvr, steamvr_input, VIU, and doing a fresh install, and it still doesnt work. I am unable to receive input from any devices with this version. Please let me know how I can fix this. I am using Unity 2019.1.5f just FYI @chengnay
  19. Oh hell no, my gaming headset
  20. I tried to play 2 hours today with boneworks and I literally loose 10 times my left controllers Totally disappear no more left arm 😑 I check my controller it was always on with full battery I'm really frustrated and nethertheless I continu to tried very hard Now I let you imagine when I tried to play with ONWARD 😰😰😰 I would like to save my own video to show you but I don't know how to do this πŸ˜•πŸ˜•πŸ˜«πŸ˜« Please find a final solution or tell me where can I find bases 2.0
  21. Is the recorded voice from the Cosmos integrated micro?
  22. Have you tried to set it to an extremely low resolution? Just to test if something changes?
  23. Dear @imarin18 Thank you so much for the reply. It actually worked. I just had to remove the tobiiXR sdk. It is such a relief. Cheers!!! Thanks again
  24. So I just wanted to point out a critical error /maybe something I am missing. So on my original VIVE I could navigate the steam vr menus by clicking the button on the side of the headset to access the menus and then look around the menus with a "face mounted" pointer. And as a result I could click things in the menu with the same button. This was incredibly useful when playing headset only games and being able to access my desktop easily without taking off the headset. However now that there is a separate menu with the new cosmos, which yes technically works with the steam menus, this "look and click" functionality is no longer working and I would really like to see it reimplemented. It really helps keyboard mouse VR players to have a more accessible experience with Vive/steam menus. @stvnxu
  25. Dear @avi I guess that your using TobiiXR SDK 1.7.0.160 might cause the problem. You can try removing the Tobii SDK and see how it works. Tobii officially does not support HTC VIVE Pro Eye. I hope this helps. Best regards, imarin18
  26. Going by memory since curiously I didn't find an online manual and the headset lie in my office, first open the app you want to use, next in SteamVR > Settings > Video you can choose Manual for the resolution. This since 2018 Steam VR by default decide automatically the best resolution to maintain the target fps in the used headset. Selecting Manual does enable a button to define the specific resolution for different apps. Click on the button does open a new screen where you have a menu for the various apps (current one already selected), and the slider for changing the resolution. You change the resolution to let's say 130% or what you want (from the standard 100% that SteamVR set as automatic value). Close the app and next reopen it, the new resolution settings need to be applied. Some apps accept directly the change without restart.
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