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zzy

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  1. Hi @Tima We plan to release new version before end of October.
  2. Hi @Tima We have migrated all the dependencies to support x86 now. This should be available in next update. Will let you know when we have an ETA.
  3. Hi @Verlinch Are you using Vive Input Utility in your project? I'm not quite familiar with VIU, I'll see if I can ask some colleague to look into this as well. Meanwhile, I think we can check with the following: I assume your scene can work without hand tracking, i.e. by disabling GestureProvider script. Can you please try with sample scenes in VIU if this problem still exists? So I can try to reproduce this on my side. Please also share the version of VIU and SteamVR on your PC.
  4. Hi @aleks Ideally wireless headset can work with hand tracking sdk, but the stability is quite low, including SteamVR hang, camera stream stops after tracking loss (can only resume after SteamVR restart) and etc. Therefore we recommend wired connections for hand tracking.
  5. Hi @andrewchilicki Unfortunately, Cosmos Elite is currently not supported by Hand Tracking SDK. This is due to camera stream is not available using current API. We are investigating the possiblitiy to enable camera stream internally, but there is no ETA at the moment. For now, if you want to use HMD with lighthouse, we recommend Vive Pro or Valve Index, which are both supported by Vive Hand Tracking SDK. However, wireless adapter is not recommended. With wireless adapter, camera stream is stopped and cannot be resumed if tracking is lost. The only way to have camera stream again is to restart SteamVR.
  6. Hi @Mohsen Asghari v0.9.3 is now released, you can download it from here. The new version should fix the hand missing problem after teleporting.
  7. Hi @Xyah v0.9.3 is now released, you can download it from here. It improves GPU usage in hand tracking sdk on Windows. Please have a try.
  8. Hi @duelgame v0.9.3 is now released, you can download it from here. It improves GPU usage in hand tracking part. Please have a try.
  9. @Frank_Cough v0.9.3 is now released, you can download it from here
  10. Hi everyone, Vive Hand Tracking SDK has a new release v0.9.3 today. You can download it from here. Highlight of changes: Update deep learning models for all platform. Add support for Valve Index Speedup detection on Windows Support define custom gestures in skeleton mode in Unity and Unreal plugin Update mesh for cartoon hand Support simulate hand without VR devices in Unity Editor For detailed changes, please refer to release notes.
  11. Hi @Liyea You can disable hand renderer script, so hand is not rendered. If you need the hand renderer script to be active (e.g. using the collider), you can change the hand material to a no-op material that always draws tranparent color.
  12. Hi @tired You can select collider type to add collider by hand renderer, it adds collider for all joints. If you want to add colliders for fingertips only, you need to create custom scripts for this. You can reference hand renderer script for how to add colliders. Basically, you need create a few spheres colliders and update their position to match finger tip position.
  13. Hi @tired Please select the OnStateChanged method in dynamic int (red box), not the one in static parameters (black box). The dynamic version will send actual state to Grab script, while static one will always send fixed state (in your case 0) to Grab script.
  14. Hi @SanityGaming Sorry for your bad experience with Vive customer support. I'm RD in hand tracking, so I really don't know the schedule about the product sales. @VibrantNebula Do you know who who can help on this question about when Cosmos Elite will be available on Amazon?
  15. Hi @KnotEgan Sorry for the late response. I think this is caused by Wireless adpater. I'm not expert about Wireless adapter, so I suggest you to post your questions on Vive Pro sub-forum here: https://forum.vive.com/forum/81-vive-and-vive-pro/
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