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zzy last won the day on September 29

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  1. Hi @JCSegula Thanks for your test. I will investigate why Unity 2019.3 does not work on my side.
  2. Then that seems strange. I'll try if I can reproduce the situation on my side. In the mean time, can you please try another Unity version see if it works or not? I would recommend 2017.4 or 2018.4, since these are LTS versions. I also tested with 2019.2.0f1 on my computer.
  3. From the error log, the camera failed to start, i.e. our SDK failed to get camera frame. Please make sure you followed the camera setup steps on the test computer (where you run the .exe). Please also try the prebuilt sample to see if it can work on the test computer.
  4. Hi @JCSegula Since you can run it using prebuilt sample package, I would assume your SteamVR setup is correct. The problem should possibly in the Unity side. What version of Unity are you using? Is there any error log in Unity console window after you play the scene? Does the display (skybox) changes as you moves your headset?
  5. Hi @zuhair The latest (v0.8.2) SDK contains pre-built sample in the package. You can download the package and find Windows sample (one binary for Vive/Vive Pro/Vive Cosmos) the "Prebuilt samples" in the zip file.
  6. Hi @MDV Games Not in current 0.8.2 version. We are still testing and improving performance internally. We plan to release it by the end of this year.
  7. Hi @A Hobbit 3D model support in Unreal plugin is available in the v0.8.2 release.
  8. Hi @YahyaDan and @jds Cosmos support is available in the v0.8.2 release.
  9. Hi everyone, Vive Hand Tracking SDK has a new release v0.8.2 today. You can download it from here. Highlight of changes: Update deep learning models for all platform. Add support for Vive Cosmos headset on Windows, supports 2D/3D/Skeleton mode. Add support for WaveVR armv8, this requires WaveVR 3.1.1 or newer. Speedup skeleton mode by 30%. Provide pre-made blueprints for displaying detected skeleton as 3D hand model in Unreal plugin. For detailed changes, please refer to release notes. Best Regards, zzy
  10. Hi @YahyaDan and @jds Vive Cosmos requires different camera API than Vive and Vive Pro, so the current 0.8.1 version cannot work on Cosmos. We plan to release a new version with Vive Cosmos support this month. There is still some internal process before we can release the SDK. Best Regards, zzy
  11. Hi @Danisinu There is no need for you to install NDK. The NDK API is used by our native android library. From the adb log, it seems your mobile phone does not support NDK camera API, which makes the detection fail to start. I would suggest you to change to another mobile phone or try to upgrade system ROM if possible. Another way to double check if the API is available, you can try the NDK Camera2 Sample as I mentioned in previous post. Best Regards, zzy
  12. Hi @Danisinu The screenshot looks correct to me, considering Vive Hand Tracking part. For other ideas, I would suggest you to try Sample scene in Vive Hand Tracking and see if it can detect your hand. By the way, which mobile phone are you using? Some mobile phone might not support ndk camera2 API, so we cannot start camera on these phones. To test if native camera2 API is supported or not, I recommend you to follow the steps in this post. Best Regards, zzy
  13. Hi @Sai Unfortunately, we don't provide option to enable vive hand tracking SDK for front camera on Android phones. The main reason for this is that our deep learning model is trained for first-person view hand detection, which is normally not the case when using front camera. Therefore, we cannot detect your hands when you are using front camera. Best Regards, zzy
  14. Hi @Danisinu To be honest, we haven't tested Vive Hand Tracking SDK with Vuforia AR SDK. Here is something that I think might be the reason: 1. Make sure camera permission is granted to the app. We need to use rear camera, so need to have camera permission. If you are using Unity 2018.2 or newer, the SDK can display the dialog at runtime. Otherwise, I would suggest you to grant permission manually. 2. From my understanding, Vuforia is also using the rear camera. I don't think Android API supports sharing some camera stream to 2 callers. To identify this, I would suggest you to see the log using "adb logcat -s Unity Aristo" to show both log of Unity and our plugin (you can show vuforia too if you know the keyword). If Vive Hand tracking failed to start the camera, the log will output errors, which might be a little hint. Please let me know about your findings, thank you. Best Regards, zzy
  15. Hi @akira fan This problem is caused due to a bug in the HandProvider script. It should be fixed in the next version, expecting to release in middle of October. Thanks for your report.
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