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  1. You can do this via lighthouse_console.exe with the command 'poweroff /serial xxx' and use the OpenVR API to acquire the correct serial numbers.
  2. The tool is no longer available. SteamVR now supports custom controller mapping which allows you to do what this tool was originally meant for.
  3. We took the tool down awhile ago because users were ignoring the multiple warning messages. Where did you both obtain the tool from?
  4. Hi /, Apologies if this is an inconvenience but we are just trying to prevent any additional issues this tool is causing other users. As I previously noted, this is temporary until I can figure out a better way to update the tracker ID without inadvertedly affecting other devices. It's really about managing a potential increase in the number of users affected versus inconveniencing our beloved developers. At the time of the takedown, the users affected by the misuse of the tool was greater than the latter, so we made the decision to halt distribution. This should not be taken as Vive's reduction of love for you all. We were just trying to do the right thing for everyone. Until the tool is perfectly sound for distribution and is not bricking headsets, it won't be immediately available to everyone. For extreme cases that cannot be resolved using Dario's posted method above, feel free to DM one of us. (Also, this technically shouldn't be seen as an officially supported solution from Vive. It was a tool I put together in my own time to help alleviate issues a number of our partners were running into.) Cheers! FOO
  5. Try disabling USB Power Management: “SteamVR Settings/Developer/Disable Power Management”
  6. If you're planning to distribute this to a customer, unfortunately not. Mixed Reality requires a tracked device to track the virtual camera in your experience. However, if you just want to test, then what you can do is expand the "Enabled Mixed Reality" panel and set the Camera Tracker node to either one of your controllers via "Get Valid Tracked Device Ids". https://api.unrealengine.com/INT/BlueprintAPI/SteamVR/GetValidTrackedDeviceIds/index.html Here is a basic guide on how to set up MR: https://uploadvr.com/make-mixed-reality-video-livestream-two-realities/ FOO
  7. I believe it's a setting in the software to set the correct device to be used as the LIV virtual device. I would pose your question to the LIV Discord channel for further assistance. I'll try to see if I can reproduce your issue on my end as well.
  8. It looks like you don't have a VIVE Tracker or 3rd Controller connected. Either plug a third controller in via USB, or connect a Tracker and it should work as soon as you enable MR.
  9. VIVR should support the Tracker out of box. Can you expand on the issues you're seeing?
  10. Can you send over the logs from the crash? Thanks for catching the missing externalcamera.cfg.sample file. I'll fix that in the next update. In the meantime, I would recommend using VIVR from the Steam store to generate your externalcamera.cfg file.
  11. The public beta of the plugin has been released. Please refer to the following thread: https://community.viveport.com/t5/Developer-Support/UE-4-16-Mixed-Reality-Plugin-current-version-0-8-Beta/m-p/19766
  12. This plugin brings Quadrant View Mixed Reality Compositing that has been supported on Unity, to Unreal Engine. Simply drop it in your project's plugin folder, enabled the plugin and wire up some blueprints. It replicates the existing Unity method for compatibility and frictionless play for those with existing MR setups that already support Unity MR. Features: Support for Controller/Tracker/Tracker Pro as camera. Leverage existing Unity-based externalcamerca.cfg calibration file. Enable hotkey for manual activation/de-activation of quadview Most externalcamera.cfg options supported (x,y,z,rx,ry,rz,fov,near,far) Full resolution output (MR output resolution based on resolution of screen, e.g. UHD/4K will output 1080p quadrants) Instructions: Please refer to the attached PDF. Download: VMR_Plugin-Unreal-0.8.zip Example BP: Sample MR output: FOO
  13. Beta testing an MR Capture Plugin. Unlike the MR framework plugin supplied by UE, this is not in-engine compositing. It replicates the existing Unity method of quadrants for compatibility and frictionless play for those with existing MR setups. Example BP setup: Sample MR output: If you have a fully baked experience in 4.16+, please reach out to me. *Only accepting a couple of developers for now. Apologies a head of time if I don't respond. FOO
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