Jump to content
 

pascalvanbeek

Verified Members
  • Content Count

    16
  • Joined

  • Last visited

Community Reputation

0 Neutral

About pascalvanbeek

  • Rank
    Settler

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hi, Today I tried enabling the Foveation settings in the WaveVR build settings (Unity 2019.4, WaveXR 1.0.1) and run it on my Vive Focus. I am seeing some strange results... where it seems as the effect is always visible on the right eye, when it shouldn't. For example, if I put both left and right ClearVisionFOV at the same value (e.g. 80 deg) and left/right PeripheralQuality at the same value also (e.g. 'high'), I still see a very strong foveation effect in my right eye, where it is not visible at all in the left eye. Even when I put the ClearVisionFOV extremely high, like 120, the *right* eye still looks just as strongly affected (i.e. very pixelated except for the middle say 1/3rd of the screen) Am I doing something wrong here, or is this a known issue? Render mode is Single pass stereo, by the way. Thanks, Martijn
  2. Hello, I use the VIVE Wave XR plugin in Unity. I want to update it from 1.0.0 to 1.0.1, but Unity is giving me the following error: "Cannot perform upm operation: Request [GET https://npm-registry.vive.com/-/v1/search?text=com.htc.upm&from=0&size=250] failed with status code [504] [NotFound] UnityEditor.EditorApplication:Internal_CallUpdateFunctions()" Is your server down? Thanks, Martijn Pillow's Willow VR Studios The Netherlands @Tony PH Lin @JustinVive
  3. Hi Tony, We still have the same problem. 2 of our (older) Vive Focus devices won't update to system version 2.04 and are stuck on 1.69.1405.6 I'll PM you more information. Thanks @Tony PH Lin
  4. Hi @Tony PH Lin, yes I figured that out also. Will this be fixed in the next build (I haven't tried 3.1.1 yet btw) ? Thanks, Martijn
  5. We're working on a large project (www.exodusburned.com) and currently converting the WaveSDK from 2.1.8 to 3.0.2. Our codebase has to be built for both Android and PC standalone. With 2.1.8 this was no problem, but with 3.0.2 I get a lot of compilation errors when building for PC. Note: this also happens in a clean project with just the WaveSDK when building the HelloVR sample scene. Target platform is not Android (WaveVR_RenderBuildPreprocessor:SinglePassPreProcess() (at Assets/WaveVR/Editor/WaveVR_RenderBuildPreprocessor.cs:32) Assets\WaveVR\Scripts\WaveVR_Controller.cs(258,41): error CS1061: 'WaveVR' does not contain a definition for 'isSimulatorOn' and no accessible extension method 'isSimulatorOn' accepting a first argument of type 'WaveVR' could be found Assets\WaveVR\Scripts\WaveVR_Controller.cs(261,55): error CS0117: 'WaveVR_Utils' does not contain a definition for 'WVR_IsDeviceConnected_S' Assets\WaveVR\Scripts\WaveVR_ControllerListener.cs(233,54): error CS1061: 'WaveVR' does not contain a definition for 'isSimulatorOn' and no accessible extension method 'isSimulatorOn' accepting a first argument of type 'WaveVR' could be found Assets\WaveVR\Scripts\WaveVR_ControllerListener.cs(259,42): error CS1061: 'WaveVR' does not contain a definition for 'isSimulatorOn' and no accessible extension method 'isSimulatorOn' accepting a first argument of type 'WaveVR' could be found ssets\WaveVR\Scripts\WaveVR_ControllerListener.cs(267,53): error CS0117: 'WaveVR_Utils' does not contain a definition for 'WVR_GetInputButtonState_S' Assets\WaveVR\Scripts\WaveVR_ControllerListener.cs(315,54): error CS1061: 'WaveVR' does not contain a definition for 'isSimulatorOn' and no accessible extension method 'isSimulatorOn' accepting a first argument of type 'WaveVR' could be found Assets\WaveVR\Scripts\WaveVR_ControllerListener.cs(341,42): error CS1061: 'WaveVR' does not contain a definition for 'isSimulatorOn' and no accessible extension method 'isSimulatorOn' accepting a first argument of type 'WaveVR' could be found Assets\WaveVR\Scripts\WaveVR_ControllerListener.cs(349,57): error CS0117: 'WaveVR_Utils' does not contain a definition for 'WVR_GetInputButtonState_S' ... etcetera (about 23 of those messages) I can hack around and try to fix it myself, but I assume that shouldn't be necessary? Any thoughts? Am I doing something wrong? Thanks a lot! Martijn @Tony PH Lin
  6. Hi, We have quite a number of Vive Focus'es at the office. Some of them, let's call them group A, are at the following version: build 1.93.1400.2 system 5.0 waveSDK 3.0.2 Other devices, let's call them group B, are at: build 1.69.1405.6 system 5.2 waveSDK 2.1.8 The HMD's in group B all tell me 'no update available' if I try to update them through the menu. Is there a way to force an update on them, to bring them to 1.93 too? Or can they never get above 1.69? And I'm puzzled that the 'system version' is actually higher (5.2) in the 1.69 build than it is in the 1.93 build. Is there a logic to that? Thanks a bunch! Martijn @Tony PH Lin
  7. Hi, When I try to build a Unity app with SDK 3.0.2. with VR mode enabled, it says 'split mode (missing from build)'. Is that the way it is supposed to be, or could this be an error? I've made builds comparing the 'VR mode off" variant with the 'split mode' (single pass), and by eyeballing it I could not notice any fps differences. So I'm guessing that the single pass isn't working properly. Any thoughts? Thanks! Martijn @Tony PH Lin
  8. Hi all, I'm upgrading our project from 2.1.0 to 3.0.2. Suddenly the code to get the button states doesn't seem to work anymore. I've changed my code from WaveVR_Controller.Input(wvr.WVR_DeviceType.WVR_DeviceType_Controller_Right).GetPress(wvr.WVR_InputId.WVR_InputId_Alias1_Menu)); to WaveVR_Controller.Input(WaveVR_Controller.EDeviceType.Dominant).GetPress(wvr.WVR_InputId.WVR_InputId_Alias1_Menu)); But that didn't help. Even the test code from https://hub.vive.com/storage/docs/en-us/WaveVR_Controller.html : WaveVR_Controller.Input (WaveVR_Controller.EDeviceType.Dominant).GetPress (wvr.WVR_InputId.WVR_InputId_Alias1_Trigger); doesn't ever give me 'true'. I have read https://hub.vive.com/storage/docs/en-us/WaveVR_ButtonList.html?highlight=buttons but I'm not interested in getting button events, I just want to check the current state. Any clues? Am I missing something obvious? Thanks a lot! Martijn @Tony PH Lin @Cotta
  9. Hi, Is there a way in the Unity Wave SDK to set the sound volume on a Vive Focus? Thanks! Martijn
  10. Solving my own question, it appeared that the added 'meta-data' line should go within the application tags, but outside the activity tag. Is that correct? so not ... <meta-data android:name="no_controller_pairing" android:value="true" /> </activity> </application> but: ... </activity> <meta-data android:name="no_controller_pairing" android:value="true" /> </application>
  11. I just tried this myself as well, and it did not help. Any clues what could be the problem? My manifest looks like this: <?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"> <!--You can use your theme here.--> <activity android:name="com.htc.vr.unity.WVRUnityVRActivity" android:label="@string/app_name" android:enableVrMode="@string/wvr_vr_mode_component"> <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" /> <meta-data android:name="no_controller_pairing" android:value="true" /> </activity> </application> <uses-permission android:name="android.permission.RECORD_AUDIO" /> <!-- <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" /> </manifest> I am using: - Unity 2019.1.2f1 - WaveVR 2.1.0 - Vive Focus (System version: 1.69.1405.3) I have verified that the 'no_controller_pairing' line has made into the manifest that is embedded into the apk (checked with https://github.com/google/android-classyshark). But, I still get the 'aim forward...' message. Any clues?
  12. Thanks, that worked! And thanks for the quick response. Is this still needed in versions newer than 2.1.0? Should we expect any problems specific to Unity 2019?
  13. Has anyone been able to get a build running on a Vive Focus using Unity 2019 and WaveVR 2.1.0? I'm using - Unity 2019.1.2f1 - WaveVR 2.1.0 - Vive Focus (System version: 1.69.1405.3) Our regular project stopped working when we moved to Unity 2019. Confirmed this problem with an empty scene: (just the WaveVR prefab, a background and a directional light) I built it, installed using adb and ran it. Problem: it doesn't even show the unity loading screen and just throws me back into the system menu. ADB logcat shows the following: I ActivityManager: Start proc 19744:com.PillowsWillow.eb.Unity2019_test/u0a132 for activity com.PillowsWillow.eb.Unity2019_test/com.htc.vr.unity.WVRUnityVRActivity E ActivityManager: App crashed! Process: com.PillowsWillow.eb.Unity2019_test W ActivityManager: Force finishing activity com.PillowsWillow.eb.Unity2019_test/com.htc.vr.unity.WVRUnityVRActivity I ActivityManager: Recipient 19744 I ActivityManager: Process com.PillowsWillow.eb.Unity2019_test (pid 19744) has died D ActivityManager: cleanUpApplicationRecord -- 19744 E Unity : [EGL] eglDestroySurface(m_EGLDisplay, m_EGLSurface): EGL_BAD_SURFACE: An EGLSurface argument does not name a valid surface (window, pixel buffer or pixmap) configured for GL rendering. E Unity : E Unity : (Filename: /Users/builduser/buildslave/unity/build/Runtime/GfxDevice/egl/WindowContextEGL.cpp Line: 75) E Unity : E Unity : [EGL] Unable to acquire context: EGL_BAD_ACCESS: EGL cannot access a requested resource (for example a context is bound in another thread). E Unity : E Unity : (Filename: /Users/builduser/buildslave/unity/build/Runtime/GfxDevice/egl/WindowContextEGL.cpp Line: 267) E Unity : E Unity : [EGL] Unable to acquire context: EGL_BAD_ACCESS: EGL cannot access a requested resource (for example a context is bound in another thread). E Unity : E Unity : (Filename: /Users/builduser/buildslave/unity/build/Runtime/GfxDevice/egl/WindowContextEGL.cpp Line: 267) E Unity : Has anyone also seen this issue? Any clues? Any help is much appreciated!
×
×
  • Create New...