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amdybak

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Everything posted by amdybak

  1. Just as another data point - I've switched my main focus (no pun intended) to the Lenovo Mirage due to this issue.
  2. The download page still says Unity (2018.1) . Is there an ETA on 2018.2? There's been 4 official point releases of it so it's hardly bleeding edge any more.
  3. > ~3.33 hours Wow... I'm a web developer originally. I think I've always defaulted to 7 or 30 days for non-sensitive apps (with a checkbox for "this is a public computer" of course...) Who on earth though 3 hours was reasonable!
  4. A follow up question - what's it set to? I'm wondering if there's something else going on as I'm being logged out several times a day. I switch between several different machines thoughout the day. Does it log you out if you log in on a another device/browser? It's doing something odd because I don't have this issue with any other website.
  5. Cool. Thanks for taking the time to respond. (PS surprised there's still a market for non-open source forum software in this day and age.)
  6. I have to log in every single time. Several times a day. And because I'm logging in with oAuth/Steam it's about 5 clicks (because for some bizarre reasons it usually fails the first time). Please set your cookies to a reasonable expiry time. A month, a week or at least a few days. The only website I use that logs me out more frequently is my bank and at least they have some justification for being paranoid about long sessions. If I accidentally stay logged in here for too long then I would probably guess that the world won't end prematurely.
  7. Two things: 1. I also agree that the problem is reduced the more you tighten the headset. It has to be so tight as to be uncomfortable to really lessen it (at least with the current foam) 2. It's seriously damaging the reputation of the device. Everyone I've shown it to has commented that the Lenovo Mirage seems to "feel better" or "has better tracking". It's this problem that they are noticing. Yours is the premium product - over the 50% more expensive than the Mirage. It really needs to be better in every regard.
  8. Russell - a couple of questions about Drop. 1. Will it support WebVR? 2. What's your timescale for the various platforms? I'm especially interested in Wave and Daydream.
  9. I have to reauthorise for this forum more frequently than I do for my online banking. Any reason not to set the timeout to something sane like a month or year?
  10. I seem to recall this worked when I tried it: https://github.com/sabresaurus/Sidekick
  11. And any timeline on support for single pass stereo rendering?
  12. All the VR developers I've shown the Focus to have immediately commented on this and they've mainly suggested that the final image isn't being distorted correctly for the optics. Likewise - really pressing the headset into one's face mitigates the issue somewhat (and improves the FOV) but becomes uncomfortable over time. Even with this there's still some swimminess with horizontal head motion.
  13. > This information is announced on VEC (Vive Ecosystem Conference) 2018 in ShenZhen at 5/25. All I can find when I google that is some video. Do you have a link to a published roadmap? That would be really helpful. Thanks.
  14. wrote: Anyway, here are the files for VRTK 3.2.1, Unity 2017.3.0, that should make the Focus work with VRTK. Thanks heaps for this. I'm just having a go with it now. One question - in the scene hierarchy under "[VRTK] > SDKSetups > Daydream" where you'd normally have the Daydream Camera Rig - are you putting just the WaveVR prefab that has the "head" camera? Or are you putting other stuff too?
  15. Any more ideas about the workaround? Does my gradle error sound like the same issue in the other thread? Does Gradle produce it's own error log that might give me a clue as to the precise cause?
  16. I have a couple of either bugs or feature requests (depending how you look at it) that I'd like to file.
  17. Are you sure this is the same issue described in that link? The workaround didn't help me. I even tried removing the whole conditional. It's going to be tricky to downgrade to 2017 for me in this case. What's the ETA on official 2018 support?
  18. Thanks. Shame that other post was poorly titled. I didn't think to look at it. Is it worth giving it a more accurate title to help others? That kind of active moderation works if you regard the forum as a knowledge base but can be a bit odd for the person who's post was edited!
  19. > IMHO it would be better to use slack or discord and move away from this board. Strongly disagree. Chat platforms are great for... well... chatting; but for anything less ephemeral they are pretty dysfunctional. Discussions are interleaved and questions are separated from their replies. The same questions get asked again and again because there's no sensible way to find old discussions. I'm absolutely baffled by the rise of Slack and Discord as a developer support resource. If anything you want something more structured - like a Stack Overflow style system - than something with less structure and organisation.
  20. I tried upgrading an existing project to 2018.2 and it failed to build. I then tried with a blank project. It builds an empty project and deploys to the device. However if I import the WaveSDK and try and build the same empty scene I get a gradle error: CommandInvokationFailure: Gradle build failed. C:\Program Files\Java\jdk1.8.0_171\bin\java.exe -classpath "C:\Program Files\Unity\Hub\Editor\2018.2.0b5\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-4.2.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx2048m" "assembleRelease"
  21. Dario pointed out that the Vive Input Utility supports Wave/Focus. Taking another look at the readme I discover it also supports Oculus natively. I'm pretty sure this wasn't the case when I originally checked it out prior to settling on VRTK. Does anyone have any experience of using it in a real project. It seems to be actively maintained (aside from the documentation: Ctrl+F "wave" 0 results...)
  22. Can anyone who did reach out to the Enterprise Team report back? If this is simply a way of saying "yes. it will cost you" then I won't bother. Cost is one of the factors drawing me to standalone platforms so I'm not going to be terribly enthusuastic when I hear phrases like "Enterprise pricing"
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