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Tony PH Lin

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Everything posted by Tony PH Lin

  1. Hi @Linkone Could you PM us with debug logs from below path to further dig out? Thanks. C:\ProgramData\HTC\ViveSoftware\ViveRR\Log & C:\Users\[username]\AppData\Local\Unity\Editor
  2. Hi @yijing, @Ahmed Khan, Could you PM us with debug logs from below path to further dig out? Thanks. C:\ProgramData\HTC\ViveSoftware\ViveRR\Log & C:\Users\[username]\AppData\Local\Unity\Editor
  3. Here is one for reference. https://chev.me/arucogen/ And there're more website to provide the generator of Marker.
  4. Hi @wTrebol, @ymiecielica, Sorry for the late response, and we did observe and receive some issues feedback from different sources and also internally on this beta version. We will have an updating SDK and ROM version with improvement in next FOTA around late Sep. In addition, we will also introduce Spatial Anchor feature in the same timeframe. Will keep posted when the time is more closed. Thanks.
  5. https://developer.vive.com/resources/vive-wave/download/archive/ Here are the legacy plugin you can refer.
  6. Hi @waveSk, Since Focus was the first generation of AIO and the system (runtime) was not keep upgrading for a long while, so it's not recommend to use latest Wave SDK for development. We may recommend you to use either Wave 3.X series or maybe earlier 4.X was also okay, because latter version of 4.X like PassThrough required Dual camera and runtime supported from Focus 3 which may not be considered as your use case. Thanks.
  7. Hi @Kaj, Thanks for feedback. May we know your Wave SDK version? Since D.P supports both USB and WiFi connection, a faster way to quick clarify to switch another way for a trial. If still no lucky, please grab the logs for us to further clarify, thanks. C:\ProgramData\HTC\ViveSoftware\ViveRR\Log & C:\Users\[username]\AppData\Local\Unity\Editor
  8. Hi @JulienActiveMe, Here is the previous reference guideline based on our legacy AIO: Focus Plus, but the tips could be leveraged. https://hub.vive.com/storage/docs/en-us/TuningGuide.html From the data you shown, do you migrate the PCVR project to Mobile directly? Thanks.
  9. Hello @Nick Marmaras, Here we summarize key parts from document which related to your inquiries. Maybe you can take a look and let us know if further questions. Wave Pinch: https://hub.vive.com/storage/app/doc/en-us/UnityXR/UnityXRHandTracking.html#getpinchorigin https://hub.vive.com/storage/app/doc/en-us/UnityXR/UnityXRHandTracking.html#getpinchdirection https://hub.vive.com/storage/app/doc/en-us/UnityXR/UnityXRHandTracking.html#getpinchstrength https://hub.vive.com/storage/app/doc/en-us/UnityXR/UnityXRHandTracking.html#getpinchthreshold Trigger-like pinch interaction: https://hub.vive.com/storage/app/doc/en-us/UnityXR/UnityXRRaycast.html#hand-raycast-pointer Thanks.
  10. Hi, @Fuzzypeg Thanks to raise the issue, and after internal confirming, The related logs have been removed from newer version of WAVE SDK 5.3.2. https://developer.vive.com/resources/vive-wave/download/latest/
  11. Hi @Thomas B., Theoretically there is no limitation where ArUco Marker should be placed, so you may place it on any plane. In our real practice case, user may need to look ArUco Marker from different angles for CV to rise the recognition correctness. So you may need to avoid to put the marker near the corner or somewhere may have physical objects to block CV in your environment. In addition, we will roll out the new feature Spatial Anchor in coming Sep release shortly which may be a better option for your use case. Thanks.
  12. Hi @Brian-HTX, We will post on the related Forums. For example, VIVE OpenXR or VIVE WAVE SDK. For the VIVE Elite ROM, https://forum.htc.com/forum/107-vive-xr-elite/ Thanks.
  13. Hi @Brian-HTX, @kat7475, Thanks for report the crash issue for our develop team. We did verify internally with test ROM to ensure issue fix (which Johnson showed 850 was Pass but not published yet). The coming Focus 3 FOTA is target in 8/E or early Sep., which is under the final testing. If your project is blocked or impacted and could accept the test ROM to speed up your development, please PM us your S/N with current ROM version then we can support the upgrade for you earlier.
  14. Hi @s5d_dev, For OpenXR development, we're glad to share with you the latest new version (integrate PC and AIO into one package), which have supported Unreal 5.2. https://developer.vive.com/resources/openxr/openxr-2in1-plugin/unreal/ You can start based on this version to continue your project. If you still need any specific features supported on WAVE, we have plan to support 5.2 on next release around late Sep. Regarding to the content submission to Store, which one is your target? Either Viveport for consumer or VBAS for enterprise? If you still have problems, I can connect you to the Store support team for further process suggestion. Thanks.
  15. Hi @VincentCXR, To give you and developers an overall idea that most advanced features will be demonstrated and implemented first based on Wave SDK, then migrate to OpenXR plugin in parallel. However developers may receive the official support release for OpenXR plugin after couple of months or even longer because many process from OpenXR Extension draft, submit, review, approved, implement to publish are mainly counted on OpenXR organization and the working group members, so it takes longer time to deliver compared with Wave SDK. Back to the technical questions, besides Aruco Marker for Multi-user application, we will launch advancing Spatial Anchor for more options for development soon. Will keep everyone posted if the schedule could be disclosed shortly. Thanks.
  16. Here are some updates for the feedbacks. 1) For wrist tracker support, yes it's working in packaged builds but it's still not fully working under Unreal Editor. We will put this as future improvement plan. 2) Also we clarify the use case of wrist tracker running on Vive Focus 3/ Elite via PC Streaming may need an upgrade version of VBS/VS (current public version may not work), which these release schedule are under plan and will keep posted. Thanks.
  17. Hi @yijing, Vive Hand Tracking SDK was legacy one to support our earlier PCVR products. From Vive Focus 3 and XR Elite, you can either choose Wave SDK for AIO development or OpenXR plugin (both PC and AIO with below tutorials introduction) Wave SDK Hand Feature: https://hub.vive.com/storage/docs/en-us/UnityXR/UnityXRHand.html OpenXR: Let us know if you can manage to run on your project from either SDK support. Thanks.
  18. Hi @Jerome, @VincentCXR, Thanks for raising feedbacks, and we will check first then may contact you to ask further detail info. if needed.
  19. Hi @bronti, Please refer to latest FOTA 5 release, and it includes the controller fix.
  20. Hi @Anastasios, @yijing, You can refer the top listing topics on below link to introduce how to use hand tracking, passthrough and wrist tracker on Focus 3. And you can leverage from SDK perspective since most features and usages are compatible for Focus 3 and Elite. https://forum.htc.com/forum/33-developer-support/ The Vive Tracker 3.0 is based on Out-side-in tracking system with STEAMVR, so you can consider to switch wrist tracker for easily implementation.
  21. We'd like to share a big step of Vive OpenXR 2-in-1 Plugin for Unreal is released, which means we have integrated OpenXR for PC and for Mobile VR plugin into one. From now you can manage your project more simple and easily to output either PC or Mobile VR contents. Check out our website to see more detail samples and tutorials we provide you to upgrade from existing plugins. https://developer.vive.com/resources/openxr/unreal/unreal-overview/ Welcome to leave your comments and suggestions, and also let us know if there still exist some issues need to be resolved. We will release Unity version in coming September soon..
  22. Hi @realityshift, Sorry for the late reply. To make our developer to get more familiar with scene perception SDK, we share one open source project on Github which the demo content could also be seen in MWC/GDC demo event. https://github.com/ViveSoftware/Jelbee-MR-Demo Hope this can bring you more reference for development. Let us know if you have more questions. Thanks.
  23. Hi @Fuzzypeg, Sorry for late reply. May we know the Wave SDK version you use? Because we have enabled the code to avoid "RuntimeInitializeOnLoadMethod". As below: 05-16 05:15:30.411 11686 11710 I Unity : WaveXRSettings.Awake() 05-16 05:15:30.411 11686 11710 I Unity : Wave.XR.Settings.WaveXRSettings:Awake() 05-16 05:15:35.157 11686 11710 I Unity : WaveXR_InitOnLoad: OnRuntimeMethodLoad 05-16 05:15:35.157 11686 11710 I Unity : Wave.XR.WaveXRRuntimeInitializeOnLoad:OnRuntimeMethodLoad() 05-16 05:15:35.157 11686 11710 I Unity : WaveXR_InitOnLoad: Not XR. Disabled. Thanks.
  24. Hi @VincentCXR, We downloaded the log and checked. And found the log is incomplete compared with logcat command log. The developer told us that the log derived from SideQuest and I found the tool is special for Oculus Quest. The log might just keep the log which meaningful to Quest and filter other logs. We cannot get the key information what we want from the log. Please make sure the OpenXR plugin is disabled. And use Android Studio to get the full log. (Please log the Development build app) https://developer.android.com/studio/debug/logcat Set Build Configuration as Development in project settings of Unreal Editor to build Development app.
  25. Could you check if the “Show launch image” is disabled? Could we have the full launching log of development app to check further if the problem still not be resolved? Thanks.
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