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VIVE_chengnay

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Everything posted by VIVE_chengnay

  1. Hi @Veyond_Jimmy, From your video, it looks like your 2nd hand was attached to the gun and not grabbing it. One method is you create a collider near where you wanna hold the gun with your 2nd hand. Then, you need to adjust a fake hand to hold the gun. When you detect your 2nd hand is approching, then show your fake hand holding it.
  2. Hi @yijing, 1. Go to <project folder>\Library\PackageCache and you will see a folder name "com.htc.upm.wave.essence@5.3.2-r.4" 2. Right click your mouse and copy 3. Go to <project folder>\Packages and paste, wait until it finished 4. Go to your Unity Editor and it will reload. 5. Now you can edit HandManager.cs and it will save
  3. Hi @yijing, The reason why your changes is reverted because package is loaded in Library\PackageCache folder. One easy method to resolve this problem, you can copy com.htc.upm.wave.essence folder to Packages folder.
  4. Hi @yijing, Did you modify HandManager.cs?
  5. Hi @1099, There is no slight improvement? By the way, could you share your project for further investigation?
  6. Hi @spatial neuroscience, Could you try adjusting your base stations to this setup? But, it is for 10m x 10m, and you got 13m by 6.5m. I think this is why you mention the 3m has signal. I will check internally if there is someone that can further assist you.
  7. Hi @spatial neuroscience, Have you ever seen this online? Hope it helps and it did mention "Avoid setting up in an area with bright light, which may negatively affect the performance of the base stations." Not sure if the area that you mention with poor signal is there bright light?
  8. Hi @1099, It is strange that your controller models don't match with role. From your hierarchy, Left model appears on RightHand. Are you able to provide sample project for further investigation? Or provide more detailed information on what's in your first scene and second scene and also some scripts that I can use to switch scene.
  9. Hi @AEntropy, I think I found the post that you mentioned which was written by someone. After looking into the code, it looks quite the same as what HTCX documented. https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_HTCX_vive_tracker_interaction Unfortunately, there is no script that can be downloaded. Did you try this script yet?
  10. Hi @AEntropy, Tracker model doesn't show up? Is it because your setup is OpenXR? Could you take a screenshot of your project settings(XR Plug-in Management)?
  11. Hi @1099, Could you show more detailed information for your first scene? Is it just controller models are invisible? Could you provide what scripts are attached to WaveXR_InitOnLoad gameobject?
  12. Hi @1099, Do you have Rigidbody script added to your player? From my test, I will need to add Rigidbody to my Sphere(player) to prevent it from going through Cube(Wall). But, if the player keeps going, it will still pass through if it moves in fast speed.
  13. Hi @AEntropy, I just tested and I can get inputs from "Held in Hand" role. Did you test by using SteamVR > Settings > Controllers > Test Controller NOTE: I just tested with other roles(Left Shoulder) and it did show up in "TEST CONTROLLER", but in content, I couldn't get input. By the way, I use VIU's UGUI example scene in my test. If you installed VIU, could you also try this too?
  14. Hi @1099, Not sure if I understand your question correctly, I think you can just do the following and your camera will not update position.
  15. Hi @AEntropy, Sorry I was busy, I will check this ASAP. Just to clarify your question, Currently, you can get input from pogo pin only from certain role? And, you would like to get input from all other roles?
  16. Hi @waveSk, From this log, it seems like your git command is not set to PATH in environment variable. Could you double check this part?
  17. Hi @waveSk, I had never tried using this method. Could you try downloading tgz file and "Add package from tarball"? Will this work without any issue?
  18. Hi @waveSk, Yes, WaveXR 5.3.2-r.4 supports Unity Editor 2020.3. Could you create a new project and try again? Maybe something is mess up for current project.
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