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ben-FLOAT

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About ben-FLOAT

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  1. Any thoughts on this? This problem looks like it would affect all medium and larger size projects. @chengnay @Dario For now I am disabling Validate() on my machine until I need to switch platforms, but that's a hack. Perhaps a workable fix would be to run the full file scan whenever Unity starts up, but then uses https://docs.microsoft.com/en-us/dotnet/api/system.io.filesystemwatcher?view=netframework-4.8 to watch for changes in *.cs files and if so, triggering Validate(). This would fix iteration time for designers at least, though programmers would still be slowed down...
  2. Any scene should have this behavior, as it is due to the number of folders in Assets/, but I believe I was testing with SampleScene. Even a new empty scene should show the issue. @chengnay
  3. I've confirmed this occurs on the latest 1.10.6 with a project having a substantial number of folders on disk. Our project has 20000+ files and 2000+ folders. I setup a new project, imported VIU 1.10.6, latest SteamVR and Oculus. Play in editor was responsive. After generating 10000 txt files, there was a small lag, but not a big problem. However, after generating 1000 folders running "For /L %i in (1,1,500) do mkdir folder_%i" a few times, a 4.5 second lag occurs a few moments after the scene becomes active. See the attached screenshot. I've uploaded the test project here: https://drive.google.com/file/d/1SuFDpR-L6_6kbS11GbyYLbikZvaGJUMe/view?usp=sharing
  4. I tried a quick hack in DoUpdateScriptingDefineSymbols() : if (Application.isPlaying) return; which fixes the spike, however the spike occurs when stopping play mode as well. Would be great to have an official fix so symbols aren't validated due to any playmode activity. @chengnay @Dario
  5. We've been looking to improve our iteration times, and while profiling found VIU causing a large slowdown. We are using Unity 2018.4.0 and VIU 1.10.4. The main cause seems to be searching the file system in SymbolRequirement.Validate(). Attached is a screenshot of a deep profile. Without deep profile, the delay is about 9500 ms. More info: Simulator is only device enabled in VIU Settings. The scene has one moving cube in it. The PC has SSD hard drives. The spike shown here happens a frame or two after the startup. Ideally, SymbolRequirement.Validate() would not be done at all when playing in editor (perhaps only on changing VIU settings or build settings?)
  6. I think I have found the problem. SteamVR 2.0 or above must be used. The Wave SDK porting guide is out of date because it says to delete SteamVR: https://hub.vive.com/storage/docs/en-us/ViveToWaveVR.html. I suspect that SteamVR 2.0 is compatible, but any earlier versions are not compatible and must be removed. I had SteamVR 1.2.3 previously and it conflicted with Wave SDK. I am not sure the cause of the x64 build error I had earlier. I had not imported SteamVR 2.0 yet, it was simply Unity 2018.4.0f1 with VIU from github and Wave 3.1.1. If I had to guess, it would be that I was switching platforms manually in the Unity Build Settings, rather than using the VIU settings in Preferences. Hope that helps anyone else facing these errors! @chengnay @Tony PH Lin
  7. To clarify my question, how should the VR Rig be setup when using both Wave and VIU, and wanting to target PC and mobile? Am I correct to say that I should use the VIU examples as a guideline, and this will work for all platforms? Also, I have two critical issues with PC development: 1) I am unable to make a standalone x64 build due to the Wave SDK causing a build error: WaveVR\Editor\WaveVR_RenderBuildPreprocessor.cs(32): Error building Player: Target platform is not Android Can I simply disable this in the Wave SDK code, and is there an official fix coming? 2) The VIU settings say that SteamVR is required for haptics (see attached image), yet SteamVR is not compatible with Wave SDK. The Wave SDK porting guide requires SteamVR to be deleted. https://hub.vive.com/storage/docs/en-us/ViveToWaveVR.html. Will this be fixed?
  8. Simply: How should I setup my VR components to work for both PC and mobile? This is probably a simple thing I've missed... 🤔
  9. I was testing in Editor and using Wave SDK 3.1.1 (beta). I tried to build an exe using the VIU ControllerManagerSample scene, and the Wave SDK prevented it: Error building Player: Target platform is not Android I am not testing mobile yet, I'd like to make sure the PC build is functioning properly with Wave SDK first. Please let me know how it should be configured. Thanks. @chengnay
  10. The documentation explains how to setup mobile projects but how should PC platforms be configured? I've been looking at the docs and forum extensively and haven't seen any PC-focused documentation. The porting guide is clear enough on Android (https://hub.vive.com/storage/app/doc/en-us/ViveToWaveVR.html) but does not indicate how to maintain a PC VR build. I installed the samples and picking a few, they don't appear to work on the original Vive headset with build target x64 selected. I have VIU installed and those samples do work, as long as I have VR Support enabled with OpenVR at the top of the list. Before I go off and start hacking, it would be great to know officially how PC-based Vive and Oculus Rift builds are meant to work with or along side Wave SDK. Thanks!
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