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Tony PH Lin

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Everything posted by Tony PH Lin

  1. Hi @DrewPruett, You mentioned that we do not calibrate the eye tracker, is that meaning you don't run our calibration app before your use case? In our requirement, the calibration app needs to be run before use or change to different people to minimize the deviation. Could you check that first? Thanks.
  2. Hi @Vulkan, We'd like to contact with you for detail discussion and support. However I'm not sure why I cannot reach you via PM and also the mail box you register. Could you send me with your mail again via PM? Thanks.
  3. Hi @aseton, As you mention it's still a preview version, and there is also Unity Input System existed before. Could you elaborate more what's advantage you decide to choose? This can help us to prioritize the support importance. Thanks.
  4. Hi, You can refer another post to enable the hand tracking on Focus 3 with Wave SDK. Thanks.
  5. Hi, Thanks for reporting this issue. Currently we also have similar symptom on our side, and it's under investigation. We would recommend you to use Unity 2020 LTS instead first before we have further solution. Thanks.
  6. Hi @Knase, 4x4 is the default range of play arena if you never complete VRS RoomSetup, so we recommend you to finish the process then access the API. Furthermore, call WVR_GetArena will only return the inner maximum rectangle by user defined play area. Please be noted to use the latest SDK 4.1.0 with the ROM version (after 114) to have this function enable. Thanks.
  7. Hi, I receive some suggestions from content submission support. Maybe you can try using the example manifest from here which has some other differences: https://forum.vive.com/topic/6959-wave-android-manifest-guide/ Thanks.
  8. Hi @DjOxvear, Thanks for clarifying this issue and report with us. Just take here as a reference to share if more developers have encountered similar issue so they can get the answer right away. We have fixed this Occlusion Separation Sphere issue inside our plugin from 4.0.0 hot fix (R39). Thanks.
  9. Hi, The value in EyeData struct contains wide + openness GetEyeOpenness is only openness, so that's the difference. Thanks.
  10. Yes, please be noted to install adb.exe in the root directory so the command can be executed succesfully. Thanks.
  11. Vive Wave SDK Starting from 4.1.0, Wave SDK officially support hand tracking interaction on Vive focus 3 for content creation. You can find detail instruction below to enable the Hand Tracking. Welcome to join the new adventure of future VR. More documentations to Getting Started for Unity Developer: https://hub.vive.com/storage/docs/en-us/UnityXR/UnityXRHand.html More documentations to Getting Started for Unreal Developer: https://hub.vive.com/storage/docs/en-us/UnrealPlugin/UnrealHand.html How to enable hand tracking In “Connectivity” page of VRS 2.0 setting, switch “Enable Hand Tracking” to ON, Manually restart the device is a must Launch hand tracking supported content , put aside the controllers on a stable surface. hand will show up after put hand in front of camera. Vive Wave SDK 4.1.0 is available at https://developer.vive.com/resources/vive-wave/sdk/ Vive Wave SDK 4.1.0 supports limited access to the camera texture API. ROM Version Information You can have Hand Tracking effective based on ROM Version 2.0.999.114/3.0.999.116 and after.
  12. Hi @AirMouse, Sorry for the late reply. We did find Lip Tracker can't be recognized if we plug the USB cable in the front-side of PC USB port. Could you have a try to plug in the back-side of PC USB port since the power capability between these two may different? Additionally, you mentioned the USB device reset symptom, do you observe this reset from Device Manager Console? Or could you describe further what's "USB reset"? Also, on your description regarding to "Crash", do you mean SRanipal runtime already started then crash? Thanks.
  13. Hi @Gabriela, Sorry I'm not sure if it's system issue since I can't read your description clearly. Could you rewrite in English if possible? Thanks.
  14. Hi @sapschrott, We just found that installing apk through Unity menu fails occasionally. We suggested that you could install the apk manually. “adb install” wvr_plugins_directpreview_agent_unity.apk located at “ Assets\WaveVR\Platform\Windows .” And we’ll keep working on clarifying this situation.
  15. Hi @Gabriela, The pass through images are the stereoscopic images. The document “Getting Started with SRWorks in Unity” describe how to import the Unity plugin, and the pass through will show up by default in the editor play mode. Let us know if you have further specific questions. Thanks.
  16. Hello @willmcg, Currently there is no such API inside Wave SDK. Thanks for your suggestion, and we do consider this design in our future release. Will keep you posted.
  17. Hi @SocoDev, Suppose you already have read the sample we provide: https://hub.vive.com/storage/docs/en-us/UnrealPlugin/UnrealTeleport.html In document we provide simple and basic function to demo functionality, since we think most developers may customize teleport movement on their own design. Thanks.
  18. Hi @zws, Here is the path when you download SDK from the server, and you can find the related document for Unreal development. Hope this info. helps. Thanks. SDK-v1.3.3.0.zip\SDK\03_Unreal\Document
  19. Hi All, The latest SRanipal V1.3.2.0 has been released, and please have a test to verify this issue. https://developer.vive.com/resources/vive-sense/sdk/vive-eye-and-facial-tracking-sdk/ Thanks.
  20. Hi @Federica, We think you're using the pupil_position_in_sensor_area and it means the pupil position in the eye image that’s captured by eye tracking camera. If you want to get the gaze coordinates you may consider to use gaze_origin_mm and gaze_direction_normalized and do some coding in Unity 3D space. ViveSR.anipal.Eye.SingleEyeData Struct Reference Public Member Functions bool GetValidity (SingleEyeDataValidity validity) Public Attributes System.UInt64 eye_data_validata_bit_mask Vector3 gaze_origin_mm Vector3 gaze_direction_normalized float pupil_diameter_mm float eye_openness Vector2 pupil_position_in_sensor_area
  21. Hi @Khan Mila, You may try to use the saved static mesh file to do any post-processing by other tools such as MeshLab or Blender. Thanks.
  22. Hi @Realter, Maybe this discussion comment by HackPerception is helpful for you. Thanks.
  23. Hi @GregLux, Which SDK version are you trying? Is it 3.2? Currently in Wave SDK 3.2, we support Direct Preview with legacy plugin. For the XR plugin support, it's under development and will be included in next release. Will keep you posted once we confirm the next release schedule. Thanks.
  24. Hi @xunhaosteam, Thanks for your feedback, and this is for our internal development usage. We will remove this in new updated version. Sorry for make your confusion.
  25. Hi @intranuclear, To modify the WaveVR_InputModuleManager will NOT take effect due to the settings will be overwritten by the WaveVR_Pawn. You just need to do what you did for WaveVR_InputModuleManager on the WaveVR_Pawn. The event button settings are controlled by the WaveVR_Pawn, not WaveVR_InputModuleManager. Thanks.
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