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  1. Hi @hunteer11743, We haven't tried to use full body mesh before with our sdk. Can you please share more detail about the crash, i.e. crash code and stack trace from visual studio?
  2. Hi @RRob Can you please share the full adb log? I would suspect that hand tracking plugin doesn't detected arcore and thus getting camera stream using ndk camera, not from arcore apis. Although you may have done this, please make sure you follow the instructions in the ARFoundation sample to replace "AR Session" and "AR Session Origin" game object with latest version. Can you please also try Unity LTS versions? I have previously tested on 2019.4 and 2020.3 which should work fine. I'll check if I can reproduce this on my side.
  3. Hi @Densen90 Currently, hand tracking sdk only supports tracking hands of user who is wearing VR HMDy. It does not support tracking hands of another user. Can you share more details about your use case?
  4. Hi @SF_AlbMel I think these are restriction from Focus 3, so these are probably Focus 3 related issues. @C.T. Can you please help to check these questions?
  5. Hi @Zeploc Some requirements for your hand: Roll up your sleeves to make sure wrist is fully visible in the image Make sure that you don't have something very bright in your background, which can cause the hand to be quite dark and lead to bad result. If you find the hand quite jittery, try to move your hand around or rotate the body and face another direction to see if this helps. Some random environment objects can cause bad results too. You can also try a pure colored wall if possible. Another way to check the image quality is to use camera tab in SteamVR settings and use preview to make sure your hand is clear (including textures of joints) and fully visible (including your wrist). If you still encounter these problems, can you please share some screenshots about your environment (SteamVR settings) and the virsual hands (app)? You can send through private chat if you don't want to make it public.
  6. Hi @Zeploc We have released v1.0.0 today which should fix this problem.
  7. Hi @Nikolay We have released v1.0.0 today which includes support for ARCore.
  8. Hi everyone, Vive Hand Tracking SDK has a new release v1.0.0 today. You can download it from here. For Unity developer using Unity 2019 or newer, please install it from scoped registry by following steps in our document. Highlight of changes: Update deep learning models for all platforms with improved accuracy and improved skeleton detection speed Add support for Vive Pro 2 Add support ARCore in Unity/Unreal/C++ plugin Reworked smoothing to make 3d result more stable and responsive Detection is now paused when HMD is took off for PC HMDs. This uses proximity sensor on device Add support for Wave 4.0 (Vive Focus 3 only) in Unity/Unreal plugin For detailed changes, please refer to release notes.
  9. Hi @Zeploc Thanks for the report. This is a known issue for 0.10.0 release. We plan to release v1.0 by the end of this month, which should solve this problem.
  10. Hi @WannerDev From the log file, it says: "Plugins: Failed to load 'C:/Users/cm/Downloads/ViveHandTracking_0.10.0/Prebuilt samples/ViveHandTrackingSample_Win64/Sample_Data/Plugins/aristo_interface.dll' with error 'Das angegebene Modul wurde nicht gefunden." So it's definitely missing some dependencies, but the problem right now is we cannot find which module is the root cause. I haven't tried this on a windows 10 home pc, but it can be a possible cause. If you have another pc with win 10 professional/enterprise edition, you can have a try (without a VR-ready GPU or HMD) to see if the same error happens in the log.
  11. Hi @WannerDev After some googling for the dlls, it seems these 2 dlls are system dlls, and will be dynamically loaded at runtime. I also double checked on my machine, and dependency walker also complains about these 2 missing dlls. So I think it has nothing todo with the dll not found error. If these 2 dlls are the only missing dll (excluding API-MS-*.dll and EXT-MS-*.dll), then I believe this is the same behavior on my machine. Can you please check the pre-built samples and see if they can work on your pc? You can check the unity log at %USERPROFILE%\AppData\LocalLow\HTC\ViveHandTrackingSample\output_log.txt or %USERPROFILE%\AppData\LocalLow\HTC\ViveHandTrackingUISample\output_log.txt
  12. Hi @WannerDev The EXT-MS-* and API-MS-* can be ignored for this purpose, as they seems to be Windows internal. No matter found or not, they don't have problem when loading dll. You can check the module in the bottom and see if any other dll is missing.
  13. Hi @WannerDev If you don't see OpenVR in the XR settings, then probably you haven't installed the OpenVR package yet. You need to install it in the package manager UI. Since it's from a custom a package registry, you might need to find it in My regrestries. But if you can see the VR scene in your HMD and the HMD tracking is working fine, I think you can stick with the deprecated OpenVR support. Now back to the dll not found problem, this seems irrelevent to the OpenVR setup. It seems to be some dll missing when you are trying to load aristo_interface.dll. Please follow the steps to check: Make sure aristo_interface.dll and cosmos_camera.dll exist under Assets/ViveHandTracking/Plugins/x86_64 folder Please make sure you have installed Visual C++ 2015 redistribute Update 3 (64-bit), please note the Update 3 and 64-bit part. Update 3 can be downloaded here: https://www.microsoft.com/en-us/download/details.aspx?id=53587, please make sure to select the 64-bit installer. You can use depenedency walker to check if you can load the dll or if any dependency is missing. Dependency walker can be downloaded from here: https://www.dependencywalker.com/
  14. Hi @WannerDev To start with hand tracking sdk on Windows, please follow the steps below: I would suggest to use Unity LTS version, i.e. 2018.4 and 2019.4 series are recommended. Follow the steps here to install OpenVR support of Unity XR system. Follow the steps in Quickstart/Install section to enable OpenXR in your project, this is the steps required for "checking if OpenVR is loaded". You can follow the steps in Quickstart/Standalone (no input) to build a sample scene and test if VR setup is correct. Note that if you don't need controller in your project, you can just skip the "Quickstart/SteamVR Input System" part. Import Vive Hand Tracking SDK into your project. You can now run the sample scenes (Sample or UISample) under Assets/ViveHandTracking/Sample folder to see if hand tracking is working. Please note on the first startup, it might take a few minutes before hand is displayed.
  15. Hi @Shr Do you see any errors in Unity log console? Can you also provide the hand tracking log file, which is located in %USERPROFILE%\AppData\Local\Aristo\Aristo.log. It seems a little strange to see cartoon hands after the start, since the default hand is the skeleton (spheres and links). Cartoon hand is only shown after both hands triggered thumb up gesture. By the way, we have newer version 0.10.0, you can have a try and see if that helps.
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