h-shirakami
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Posts posted by h-shirakami
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Ah!
I see.I'll give it a try.
Thank you
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How can I temporarily rotate and move the HMD camera by myself in VIU?
I wanted to rotate the HMD's camera when an event occurred, so I rotated the ViveCameraRig, but I couldn't get the correct results.
I referred to Teleport in Examples.
It rotates the x-axis after moving forward, which is not the intended result. I think the cause is the movement of the camera. How can I change the camera transform directly? -
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Running in suspended mode.
The height is the same before and after teleportation.The height of the ground is about 20 cm
The height of the headset is about 180 cmMy height is 175 cm.
Isn't the correct answer if the height of the ground is 0 cm and the height of the headset is about 160 cm? -
In Vive Focus Plus, it is displayed as Wave SDK 3.0.8.
Development uses wave_3.1.4.
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I'm sorry.
I didn't notice the new apk.My height is 175 cm.
The figure below is about 180 centimeters while standing.
I can't take a screenshot well, but when I bring the controller in front of me, it's 177.72 cm.Is the headset position the eye position?
First screenshot: placed on the floor.
Second screenshot: With the controller in front of you. -
Why doesn't it become zero?
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I was a little wrong
The controller is floating a little from the beginning
But VRorgin is 0
The teleport is a little higher -
Fixed after the first teleport.
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It is always slightly higher than the teleport position.
The VIU sample is the same.
The image above is a teleport sample of VIU. -
Sorry for the late reply.
On the content side, VROrigin and floor are set to 0 at the start.
However, if you teleport, you will be slightly higher. -
I use VIU to create Vive Focus Plus content.
The VIU teleport moves to a position slightly higher than the cursor position.
How can I teleport to the height of the cursor position?
The attached image has the Vive Focus Plus controller on the floor.
It is in a state of floating about 10cm.Is this a problem with Vive Focus Plus?
Or is it a VIU problem? -
I am using waveSDK2.0.37.
WaveVR_Render.cs is the following source.
#if UNITY_EDITOR
if (! Application.isEditor)
#endif
{
// This command can make sure native's render code are initialized in render thread.
qSColorSpace = QualitySettings.activeColorSpace;
// InitializeGraphic (synchronizer);
// Setup render values
uint w = 0, h = 0;
Interop.WVR_GetRenderTargetSize (ref w, ref h);
sceneWidth = (float) w;
sceneHeight = (float) h;
projRawL = new float [4] {0.0f, 0.0f, 0.0f, 0.0f};
projRawR = new float [4] {0.0f, 0.0f, 0.0f, 0.0f};
WVR_RenderProps_t props = new WVR_RenderProps_t ();
Interop.WVR_GetRenderProps (ref props);
targetFPS = (int) props.refreshRate;
OnIpdChanged (null);
}
I tried rewriting the values of sceneWidth and sceneHeight.
Is the place to correct it different? -
There is no easy way to upgrade.
Thank you very much. -
I am using an older version of unity and waveSDK.
unity2017.4.1
waveSDK2.0.37The old project file was converted to unity2018.4.11.
I updated waveSDK2.0.37, but I get some errors.What is the simplest migration procedure?
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I'm sorry
I was misunderstanding.
I changed the source and set the eyebuffer resolution to 80%.
However, the same performance as vive focus did not come out. -
ViveInput.TriggerHapticVibration now works
Thank you so much.
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It was confirmed with ScreenBeamMini2, ezcast4k.
By setting the WiFi setting of Vive Focus Plus to Taiwan,
It turns out that it works with many Miracasts.- 1
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Vive Focus Plus WiFI setting changed to Taiwan.
It worked with microsoft wireless display adapter.
I was able to cast it to the new Windows10pc.
Try ezcast 4k and ScreenBeam Mini2 after tomorrow. -
Thank you for your prompt reply.
Do I need to upgrade wavesdk? -
RenderModelHook's OverrideModel doesn't work
in VIVE Input Utility
Posted
Upgraded to VIVE WaveXR Plugin 4.3.0 and VIU 1.14.2.
Switching the Override Model of the Render Model Hook didn't work.