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jboss

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Everything posted by jboss

  1. Hi @MarcusN, It happened when I followed the steps in this instruction: https://developer.vive.com/resources/vive-wave/tutorials/installing-wave-xr-plugin-unity/ But I tried to replicate it just now and now I do get the other packages as well. So I don't know what may have gone wrong last week.
  2. Ok, I finally got it to work. After removing the AndroidManifest and building my own scene with the WaveRig and the Interaction Mode manager as described in the first tutorial I could build and run to my device. It's also confusing that the first tutorial starts with an empty project and the second one using the VR template. I tried a new project using the second tutorial and there also after removing the AndroidManifest it works. Although the interactables button did not seem to do anything. So I guess someone should check the AndroidManifest file to make sure it is working. Sorry for getting upset, I tend to get frustrated if tutorials don't work as described.
  3. There are a lot more problems with the SDK. I removed the line about the theme from the AndroidManifest and had to remove the line with tools:replace as well. Then I got a mesage saying that you can not set minSdk in the AndroidManifest (see attachment), so I had to comment out that line as well. Then I could finally run the scene on my headset, but it ws unusable. The SeaofCubesMain scene shows a menu where I need to select from 3DOF or 6DOF. I can point the reticle on the options using the headset, but I can not select them. I tried the ControllerSample scene and this shows a menu that is stuck to the headset, so when Imove my head it moves with me. And here as well, I can not select anything. This is becoming very disappointing, coming from the ease of developing for the Vive Pro Eye. I haven't even bothered to unpack the Ultimate trackers that were included in the bundle.
  4. I did not have the Wave Essence package installed. After I installed it I could find the Wave Rig. So that was the missing part. It is not mentioned in the links I gave in my first post, so I think it should be added there. But.... I tried to Build and Run one of the Wave XR sample scenes, ControllerSample and I get this build error: And when I click on Troubleshoot I get to a non-existing page: https://docs.unity3d.com/Manual/Manual/android-gradle-troubleshooting.html.html I downloaded the AndroidManifest from the Tutorial in my first post, step 5a. It's attached. AndroidManifest.xml
  5. Thanks for your reply. Even when I set it to All the rig is not there:
  6. I am trying to start working with the Wave SDK by following this page: https://developer.vive.com/resources/vive-wave/tutorials/getting-started-wave-unity-developers/ The Project Settings section works fine, but in the Setup HeadsetTracking the Wave Rig is not present. I also found this tutorial: This tells me to install the Wave XR Plugin through the Package Manager, but it seems to be already installed (which is correct, I installed it as part of the previous getting Started part). I installed the samples, but still the Wave Rig is not in the project. So something must be missing in the tutorials. Please help.
  7. I'm referring to the PCVR Vive (Vive Pro Eye).
  8. I am testing the possibility to switch my projects to OpenXR and have one project for both Vive and Quest. But I can't get the popup keyboard for the InputField to work. Neither in my own scene with the OverlayKeyboardSample script, nor in the UGUI example scene. I tried both Android (Quest) and Windows (Vive) build platforms, but neither works. In the 'traditional' VR (as far as I remember) it worked right out of the box on the Vive, using the SteamVR plugin and I got it to work on the quest by setting Requires System Keyboard to true in the OVRManager. But with OpenXR neither the SteamVR plugin, nog the Oculus Integration package are needed anymore. So how can I get the popup keyboard to work? Do I need to set a scripting parameter? Or something in the Player settings?
  9. Well, Unity blows my mind again. It was the scripting symbols. The last one related to SteamVR and VIU in the project was VIU_STEAMVR_1_2_1_OR_NEWER. The error was related to VIU_STEAMVR_1_2_3_OR_NEWER, but as I mentioned when I added that the editor crashed and after reopening the new symbol was gone. I tried adding both VIU_STEAMVR_1_2_2_OR_NEWER and VIU_STEAMVR_1_2_3_OR_NEWER and then it worked. Nothing in the script or anywhere suggested that I would have to add this 1_2_2 version, but apparently I had to. Sorry I wasted your time to investigate, but it helped me get my thoughts straight 🙂
  10. This thing is starting to freak me out Tried copying the two folders, no effect. Found an OpenVR folder in /Assets/Plugins and copied that, no effect. Decided to bite the bullet and upgrade to SteamVR 2.7.3 and VIU 1.17.0 and as expected got a bunch of compile errors, not only in NewtonVR, but also in my own scripts and, surprisingly, in VIU scripts. Something with ExternalCameraHook. Finally decided to simply comment out the line with the error and replace it with 'return false' and then Unity crashed and now the project will not start again. The same thing actually happened when I added the VIU_STEAMVR... scripting symbol. Unity crashed and the change was not made. So there's something really weird with this project, and probably not related to VIU at all.... I'll keep on digging. Edit after posting: I noticed that my earlier reply from today is marked as hidden, so I don't know if you're able to see it. This one seems to be posted right away.
  11. Hi @chengnay, Unfortunately upgrading the SteamVR plugin breaks the NewtonVR package that I use for real-time collision detection. And I haven't found a good alternative for it. It would be great to be able to use the VIU StickyGrabbable component, but then I would need a solution for questions/feature requests I posted earlier 🙂 After a night's sleep I realised my other big project is also using VIU with SteamVR 1.2.3 and there I don't get the error. I'll see if copying the VIU folder and SteamVR foledr solves it in this project.
  12. Yes, it's PC VR for the Vive. SteamVR 1.2.3 VIU 1.17.0 (I think.... it does not show up as package in the project, only in My Assets, and when I click import it keeps telling me the binding_ui_icons.png is changed) NewtonVR, but I can't find a version of this. And a bunch of others for SQL, Licensing, cones or multilingual support, but I don't expect them to be relevant fro this error. I tried adding the scripting symbol VIU_STEAMVR_1_2_3_OR_NEWER, to the player settings, so that it would not even get to the error line, but when I reopened the project it was gone again. Oh, and it's Unity 2019.4.39f1
  13. Hi, I am getting this compile error in my project. I tried to install the latest version of the package from the assetstore, but that did not solve the issue. Assets\HTC.UnityPlugin\VRModule\Modules\SteamVRModule.cs(583,32): error CS1061: 'CVRSystem' does not contain a definition for 'IsInputFocusCapturedByAnotherProcess' and no accessible extension method 'IsInputFocusCapturedByAnotherProcess' accepting a first argument of type 'CVRSystem' could be found (are you missing a using directive or an assembly reference?) Please let me know how to fix this. Thanks!
  14. I checked my project for XR_HTCX_vive_tracker.extension, but it's not found. I upgraded the OpenXR package to version 1.3.1, but still it's not there. My main question is if XRI supports it, since then I won't need SteamVR (and VIU, although I really like that utility 😃) So, yes, I'll wait for it to become supported as a Tracker prefab in the same way as the Controller prefab and stick to SteamVR and VIU for now.
  15. @Dario I realise support for the trackers is still under development as I saw in the thread about the pogo pins. Can you give some guidance on how to handle this in the meantime? Can we use the SteamVR plugin in the same scene as the OpenXR and XR Interaction Toolkit stuff? Use OpenXR for the controllers and SteamVR for the trackers? Or should we stick completely to SteamVR and in my case VIU for the interaction? Thanks!
  16. @chengnay I think I'm losing my mind... 🥴 I was convinced that the popup keyboard I saw in my Quest was the same as the one on my Vive (even though I did see the warnings about the SteamVR plugin not being available). Decided to verify this once more and it is not. I was convinced that when I looked at the Oculus popup keyboard before it was unusable because it did not have a Shift key. That's why I decided to go for the VIU popup keyboard. I now realise that I guess I am seeing the Oculus keyboard in stead of the VIU keyboard. And it does have a Shift key.... Thanks for your help.
  17. @chengnay Thanks for your analysis. I can now replicate the behaviour. If Requires System Keyboard is disabed the VIU popup keyboard will not work If Requires System keyboard is enabled it works. Glad to have it clear now. Thanks again!
  18. @Obgrha Thanks for your reaction. I am pretty sure in my case it's not the cable. I have been able to use the same headset and cables on other laptops and there it works fine. Maybe my laptop is simply dying. It's five years old, and I have seen USB problems with other devices as well.
  19. @chengnayI can send the project to you in a private message. What userid should I use? Tried to send it but got the message that you can not receive messages.
  20. @chengnay Thanks for your reaction. Yes, the UGUI sample works fine in VIU V1.12.2. And I realised this morning that I did not check one component, the Oculus Integration package. And that was the cause. I finally found a post to check the Oculus Integration package version (https://forums.oculusvr.com/t5/Unity-VR-Development/Unity-Oculus-Integration-version-number/td-p/864283) and with that I found the difference. My test project that has VIU 1.12.2 has wrapper version 1.52.0, which is older than the versions mentioned on the archive page in the post, so earlier than 27.0. The ported project that has VIU 1.13.4 has wrapper version 1.64.0, so Oculus Integration version 32.0 When I copied the Oculus folder from the working project to the not-working project the problem was solved. To complete my troubleshooting I upgraded (a copy of) the test project to the latest Oculus Integration (35) and the latest VIU (1.14.1). And there the problem appeared again. The InputField in both the UGUI scene and in my own scene do not trigger the overlay keybaord. The rest of the UGUI scene works fine. I am using Quest 1, Unity 2019.4.18f1 with the built-in SDK/NDK and gradle, building for minimal Android 6, target highest installed. I hope this gives you some directions for fixing the problem. For now I'm sticking with the old Oculus Integration package as that works. 🙂
  21. I have ported my Vive project to the Quest and am still very happy about using the Vive Input utility. But I'm having a weird and frustrating problem. On my ported project the overlay keyboard will not come up when I click on an InputField. I have another Quest project that I use for testing and there it works fine. I also ran the UGUI sample scene in the ported project and there I have the same problem. Everything else works (button, slider, toggle, scrollview, dropdown), only the inputfield does not work. I can see that there is a difference in the VIU version. The project that works has VIU 1.12.2.0, the project where it does not work has VIU 1.13.4.0, so a more recent version. I tried updating to the lastest version (1.14.1) but that also did not solve the problem. I tried copying the HTC.UnityPlugin folder from the working project to the not-working project, but that gave compile errors, so I reverted that. In the Android LogCat window I do see the debug message saying "SteamVR plugin not found, install it to enable overlay keyboard", but I get that in both projects, so it is not causing the problem (and it's actually an incorrect message, as SteamVR plugin is not really required). So I hope you can help, maybe something was updated between version 1.12.2 and 1.13 that broke the overlay keyboard? Or it is something in my project and you can point me in the right direction 🙂 @chengnay Thanks!
  22. Having the same problem with VIU v1.13.4.0 In the VIU Settings in Preferences I don't see Vive or OpenVR. I have the OpenvR desktop package installed. Using Unity2019.4.18f1, but still with the 'old' VR supported settings, not the XR plugin stuff. OpenVR is listed as the SDK to support. SteamVR plugin version 2.7.3 I never get the popup to select the VIU actions and if I manually open the SteamVR Input window htc_vic action is not in the list. Only default, buggy, platformer and mixedreality What is going wrong? Thanks.
  23. Did some more troubleshooting. I connected the Vive to another laptop and there it works fine, so fortunately it is not the headset. Went back to my original laptop and uninstalled SteamVR, restarted and reinstalled SteamVR. No change. I made a video to show the problem. The headset is resting on my desk, it's not on my head: https://1drv.ms/v/s!AjR875YruI6ZkspS3JdURBcZghh93g?e=bEsQLQ Removed the new versions of SRanipal runtie and Tobii runtime that I recently installed. No change. Checked the performance graph, and that looks good. I see green and the number fluctuates around 8.8 of 11.1 ms (90Hz) Disabled McAfee firewall and realtime scan. No change. Tried another USB port (still USB 3, don't have USB 2). No change. On the other laptop I mentioned above I used USB 3 as well and that worked fine. So I'm pretty much out of options. Hope someone has an idea.
  24. Did you ever find a solution for this? I'm experiencing a constant shake as well with my Pro Eye. I have the basestations on small tripods on a doorframe and on a shelf, this has worked fine for years. I tried a lot of things that did not solve the issue: Put the lighthouses in a different room on regular tripod Remove the USB drivers (I don't have a USB2 port on my laptop, so I can't switch). Weird thing is that I did not get any notifications that the drivers were installed again, so I don't know if it went ok. Blocking part of the receptor as shown in the video in this post. That only made it worse. I've had a faulty basestation before, but now everything is green, the leds on the basestations and the headset and the icons in the SteamVR software. I also switched to my old Original Vive Development Kit 1.0 basestations and that did not help, so I'm wondering if that means the fault is in the headset. I checked the cable to see if it is loose, but after disconecting and reconnecting it the problem remains. So I hope someone can help me. My headset is unusable at the moment. Thanks!
  25. Sorry, nevermind. I had my own Event class which apparently caused the conflict.
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