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h-shirakami

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Posts posted by h-shirakami


  1. I am creating a VR project for Vive Focus with Unity.
    Run WaveVR Attributes and the following screen will appear.
    This screen is also displayed when you execute a build.
    Which manifest file should I modify?

    WaveVR.png


  2. 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 cm

    My 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?


  3. 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.

    Screenshot_20191120_130522.png

    Screenshot_20191120_130556.png


  4. 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?

    Screenshot_20191108_145113.png

     

     

    @chengnay


  5. 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?

    @chengnay @Tony PH Lin


  6. I use the following SDK in unity for the development of vive focvus plus.
    WaveSDK2.0.37
    Viu 1.10.3

    I was looking for a way to vibrate the controller.

    ViveInput.TriggerHapticVibration
    When I ran this API, nothing happened.

    ViveInput.TriggerHapticPulse (HandRole role, ushort intensity = 500)
    This API worked, but changing the intensity value doesn't change.

    Is this a specification?
    Or is it because the sdk version is low?

     


    @chengnay


  7. @Tony PH Lin

    It was not displayed on ezcast 4k.
    It could not be displayed even on Windows10 pc.

    galaxy s10 is displayed.
    The Miracast environment that can be used with vive focus plus is quite limited.

    I want information on Miracast devices that can be used reliably in Japan.

    I don't have an environment that can Miracast the vive focus plus.

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