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jboss

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  1. Thanks for the reactions. @chengnayI am using Unity 2019.4.18f1 VIU version 1.13.4.0 for Oculus Android device. The Oculus integration I can't find. Checked the folder in the hierarchy for a version log, checked the Oculus item in the editor menu, checked one of the scripts but nowhere is a vesion number. The only thing can find the is Oculus XR Package, which is version 1.5.0 @lawwong Great, that works now!
  2. This must be so straightforward, but I just can't get it to work. How can I get the controller velocity on the Oculus Quest 2? I know that for SteamVR it works using the SteamVRBehaviourPose component. I have a standard VR CameraRig with RightHand and LeftHand. Both have a VivePoseTracker (Transforms) on them and a rigidbody. When I print the Rigidbody.Velocity it always shows (0,0,0). I figured, maybe I should use the ViveRigidPoseTracker (Rigidbody), but then my controllers were not tracked at all, so I reverted that. I checked the scripts to see if it might be similar to the problem with button presses, but there are no switches for Oculus_Quest in both PoseTracker scripts. So I hope someone can point me to the soution. The context is that I want to throw a ball. I made an alternative solution using ViveColliders and BasicGrabbable. That works, but the velocity there is off as well. The trajectory of the ball after releasing the trigger looks like the ball is extremely heavy. It flies only only about 2 meters, where it should fly for 20 -30 meters. So it looks like the velocity transferred to the ball is a lot slower than the velocity of the controller. The mass of the ball is 0.195 kg, so it is not extremely heavy. In the option decribed above I can use a multiplication factor to increase the velocity (I do that in the SteamVR version as well), but with BasicGrabbable I can't find such a work-around. Thanks!
  3. In case someone finds this with a similar problem: It was related to Quest 2 and the fix is described here: https://github.com/ViveSoftware/ViveInputUtility-Unity/issues/225#issuecomment-896542888
  4. @chengnayunfortunately not. The only feedback from Oculus/facebook is that check VRC Functional 3 failed, the user gets stuck. @DarioGreat, thanks! I'll send you a message.
  5. I have ported my Vive baseball training to the Quest, including the Vive Input Utility. Every time I submit it to AppLab it gets rejected because it is locked right at the start scene. The user is not able to select any menu options. The weird (and frustrating) part is that it works fine on my own Quest, so I have no possibility to reproduce the situation and troubleshoot it. Anybody seen this as well?
  6. I found a solution, but not the preferred one, I guess 🙂 In the ReticlePoser script I commented out the line targetReticle.rotation = Quaternion.LookRotation(result.worldNormal, raycaster.transform.forward);
  7. I would like to use a logo as reticle. First I tried to use a sprite for this, but I found that the Recticle Poser script requires Mesh renderers, so I changed it to a cylinder. But I notice that the reticle rotates depending on the angle between the pointer and the menu. If I point straight ahead the logo is fine, straight up, but when I point to the left it rotates counterclockwise and when I point to the right it rotates clockwise. How can I prevent that? I tried to uncheck the Ease Rotation marks in the Pose Easer, but they were checked automatically again when I hit Play (and remained checked, even after ending play, strangely enough) Thanks.
  8. Thanks. The laptop power is not the problem. The background for the question is the recommendation to minimise the motor activity of the basestations to avoid breakdown. I recently had to replace one of my 2.0 basestations because it was not working anymore (red led light, indicating hardware failure). before that I never really bothered about the basestations remaining on, but now I want to be a bit more careful. When I manually exit SteamVR the basestations shut down fine, but in the other situations they remain on.
  9. Ok, that's in the official PlayStore, so that should be ok. And it works fine 🙂 Thanks!
  10. Great, thanks! I found the Android version of the BS Companion at android-apk-app.com. https://android-apk-app.com/android/1533473030/bs-companion Do you know if that's safe to install?
  11. Is there a way to turn off the base stations when my computer goes into hibernation mode? Or when I close the lid of my laptop? It works fine when I exit SteamVR, but sometimes I leave my laptop on and walk away and then the laptop goes into sleep mode, but the base stations remain active.
  12. Thanks for the new version. I managed to get it working in the previous version already and I see that the behaviour is the same. But is is still not straightforward in my baseball application. I am logging Unity GameObjects (baseball bat and ball) and the gaze and replay them together and I have the option to step through the action frame by frame. I have set the framerate in Unity to 240 fps and logging the gameobjects is done in FixedUpdate. So with eyetracking at 120Hz I expect that the gaze moves every two frames, but it doesn't. Sometimes it's after 2 sometimes it's after 3, and very seldom it's after 1 frame. I remember from the other thread that it might be related to the moment in the cycle when the gazedata is read, but it just feels awkward. It must be running at 120Hz, otherwise the 2 frames jump would not be possible, but it does not seem consistent. Some feedback about upgrading the runtime: because I start SRanipal together with Windows I got the mesage that SRanipal was running. I quit SRanipal from the tray, but then still SRService was running. The installer gave the option to continue and then upgrade the locked files at restart, but even when I selected that option the installer reversed later in the process with error 10001 (or 1001, don't remember exactly) Service running. Also killing the service using taskmanager made no difference. I had to uninsall SRainpal and then install it again.
  13. I've seen the posts that a blinking red light is usually a mechanical issue, yet I hope my case is different 😕 as I can not think of any cause for a mechanical failure. The basesation was working fine yesterday morning and was blinking red yesterday afternoon. There was no fall, bump or any impact in the mean time, it has just been on the clamp on my doorway as always. Also, when I plug the basestation in it starts normally, it goes from white to blinking blue to green light and then after about 10 seconds it goes blinking red. I tried connecting the basestation to my laptop and run the firmware recovery tool, but that did not find the basestation. Any thoughts? Is it really broken or is there some way to rescue it (it is almost 2 years old, so I'm afraid not under warranty anymore)?
  14. @Corvus Thanks for this guide. I'll give it a try after the weekend. One question: in the screenshot you use Eye Version 1. Does that matter? Or does it work with both version 1 and 2?
  15. I've been developing for the Vive for a couple of years now and every now and then I get questions about accuracy and refresh speed. My application is a baseball training and it works with a controller or with a tracker on an actual bat. When people try to hit high speed pitched balls the controller or tracker moves quickly as well. And when people miss the ball they sometimes wonder if the accuracy of the system is good enough for such high speed tracking. One of the features in the training is that I show the path of the bat during the swing and also there I notice strange results when I move the bat at high speeds, particularly when using a tracker. The bat position jumps and sometimes the bat is rotated as well. My initial thought was that maybe with the tracker at the knob of the bat it would be shielded from the lighthouses (or at least from one of them), but I tested it with different setups (both lighthouses in front of me, for example) and that made no difference. So I'm trying to understand what could be the reason and for that I would like to know the tracking speed and accuracy of the system. Is tracking a baseball bat moving at 80mph at all possible using a Vive tracker? 80mph means 35 meter per second, so 3.5 cm per milisecond. So with a refresh rate of 1000Hz the tracker will move 3.5 cm between measurements. I found a couple of answers on reddit and from that I understand that it is a combination of IMU tracking and lighthouse tracking, but I can't find any clear answer on how many times per second the position and rotation is updated. I also found this post from Nasa https://ti.arc.nasa.gov/publications/61557/download/ talking about accuracy, but I can't find any clear info on the Vive site. And the reddit posts are a couple of years old, so are they still accurate? So I hope someone can point me to specs from HTC or can answer this in this post. Especially about the accuracy, as the paper from Nasa shows that for a moving tracker the accuracy decreases drastically (43 mm , 4.3 cm off is a lot when you try to hit a fast-moving virtual baseball). And is there a difference between the version 1.0 base stations and trackers and version 2.0? I currently have version 1 trackers (or even developer kit trackers 🙂). Thanks!
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