Jump to content
 

Cotta

Employee
  • Content Count

    42
  • Joined

  • Last visited

  • Days Won

    4

Cotta last won the day on August 29

Cotta had the most liked content!

Community Reputation

7 Neutral

About Cotta

  • Rank
    Explorer

Recent Profile Visitors

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

  1. Hi @MDV Games We're not quite sure about the exact condition you're handling. Suggest to read the online docs of Teleport first. You should apply the Pawn position to the controller so it follows the head movement. Another page is about 3DoF controller. You may try this option "Follow HMD" and see if it's what you want. Since there is no exact position info of the 3DoF controller, you'll see controller follows the HMD even when you put it on a table, if this option is checked.
  2. Hi @mushroom206 One more thing that could help us clarify it faster: Could you try this case on a simpler project without using WaveVR plugin? We suspect the same issue could be happening on generic Android project build as well.It'd help us adjusting priority on this case, if we can clarify it's only broken when WaveVR is used
  3. Thank you for your sharing. Glad to see there are more enthusiastic contributors in Vive community. Helping people learn something useful from other developers' experience.
  4. We're sorry for the inconvenience about the Single Pass + LWRP compatibility issue. The team is working on it. Probably it will take some more time. However, sticking to 3.0.2 actually is not a solution. There was another bug in 3.0.2 makes Single Pass disabled with certain versions of Unity. We've fixed that in newer SDK. That's why you see it renders to both eyes with 3.0.2 and thought it was working. But actually it's in multi-pass. We will follow up on this and let you know once we have a solution for the Single Pass + LWRP issue.
  5. Hi @Farode This is not the way how it works. Only projects built with 3.1.0 or newer SDK can make use of Performance HUD. We're sorry for the inconvenience about the Single Pass + LWRP compatibility issue. The team is working on it. Probably it will take some more time. However, sticking to 3.0.2 actually is not a solution. There was another bug in 3.0.2 makes Single Pass disabled with certain versions of Unity. We've fixed that in newer SDK. That's why you see it renders to both eyes with 3.0.2 and thought it was working. But actually it's in multi-pass. So, for now the best suggestion we can give to you is upgrading to 3.1.4. So that you'll be able to use Performance HUD. There is still the known issue of Single Pass + LWRP but nothing worse than 3.0.2. You'll have to disable Single Pass temporally until we release the solution enabling Single Pass with LWRP.
  6. Hi @mushroom206 Thanks for your sharing. For now we don't have better suggestion other than the workaround you found. It may need further investigation to clarify what caused this 3Dmax/UE/Wave compatibility problem. Please use the workaround as you described, before we manage to get more clues clarifying this issue.
  7. Hi @alivelii Sorry for the delayed response. The latest Wave SDK 3.1.4 supports UE 4.22. And it supports OpenGL ES 3.1 and Vulkan as well. To use GLES 3.1, please find the option in ProjectSetting > Platforms > Android > Build Uncheck "ES2" and check "ES3.1" option, then build your project.
  8. Hi @Fangh The idea moving "WaveVR" object is correct. But you'll need to calculate and handle the offset. Below is sample code for your reference. "head" here in the code snippet represents to WaveVR_Render.Instance.gameObject protected override bool Teleport (Vector3 position) { if (head == null) return false; Vector3 head_position = head.transform.localPosition; currentTargetPosition.x = position.x - head_position.x; currentTargetPosition.y = position.y; currentTargetPosition.z = position.z - head_position.z; return true; } Then you'll be able to do teleport in Unity by applying the calculated currentTargetPosition to WaveVR.transform.localPosition,.
  9. Hi @Farode, May I know the version number of SDK you're using? Performance HUD requires 3.1.0 or later. If SDK version is confirmed good, please share us the log to check what's wrong. You can send the log to me by private message. Thanks.
  10. Hi @LCKuo, Are you still having this crash issue when switching video? It's not enough info for us to check on this case. Do you have more clue to help us narrow down it and check if anything related to Wave SDK?
  11. Hi @s.evgeniy Would you read this article first and see if it's the same issue? Thanks. https://forum.vive.com/forums/topic/5555-highlight-if-you-face-button-fail-to-work-on-new-update-of-sdk-30/
  12. Hi @tpaxojiud, Viveport team has manually fixed it for you and plans to phase in an overall solution on 8/28. Would you try it again and see if it's still happening? For other developers who see same symptom: Please check it again after 8/28. If it still happens, please report to us.
  13. Hi @pascalvanbeek, Would you read this article first and see if it's the same issue? https://forum.vive.com/forums/topic/5555-highlight-if-you-face-button-fail-to-work-on-new-update-of-sdk-30/
  14. Hi @tpaxojiud, Just to let you know our Viveport service team comments they're also seeing same symptom in some circumstances. We're working on it now. Will let you know when we have a fix schedule. Sorry for the inconvenience.
×
×
  • Create New...