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Everything posted by dagillespie

  1. See screenshot of what happens when you rotate the player pawn by 90 degrees. The SR actors don't keep up and even when you do update their rotations accordingly, the transforms still don't create a properly aligned view. Similarly if you have your player facing any direction other than along the X axis then there is a mis match in the attachment/transform between the image and the player camera. @Daniel_Y @reneeclchen
  2. It appears that when you change the players location or rotation in world space in Unreal that the camera image plane that is generated in front of the user doesn't adapt to update to this. Is there a way to ensure that if the player pawn translates that the ViveSR actors keep track and follow this? We've tried manually mapping the transforms to the image plane that is generated at run time however doesn't appear to do this. Thanks!
  3. If anyone from Vive with experience in this area could chip in it would be most appreciated. We're trying to do some work where understanding this is very important in working with the data from the Vive Pro Eye. Thanks! @Daniel_Y @zzy @Corvus
  4. Exactly what we've just found. It would be useful to have some kind of confirmation that the tracking calibration has been successful from the calibration app itself too!
  5. Update on this - we're finding that the calibration test screen (as per screenshot in first post) isn't responding however in our Unreal applications, tracking is still working.
  6. We have just experienced the exact same issue after the latest steam update to 1.8.19. A fix for this would be most appreciated!
  7. Is there a more detailed explanation of the eye tracking accuracy than what is stated on Tobii's site for the Vive Pro eye please? https://vr.tobii.com/products/htc-vive-pro-eye/ It says 0.1deg - 1.1deg, however it's unclear whether this means +/- 0.1 degree min to +/- 1.1 degree max (making full range 0.2deg - 2.2deg) +/- 0.1 degree min to +/- 1.1 degree max (making full range 0.1deg - 1.1deg) somethng else We are looking at understanding accuracy over distance so would like to understand what this means please @Corvus @zzy @Daniel_Y
  8. Awesome thanks - we've updated our code accordingly.
  9. Is this the same as v2 in "Enable eye version" that is implemented in the Unreal SDK?
  10. Any answer to this would be very most appreciated! @Corvus @zzy @Daniel_Y
  11. Hi, I've just updated to and found Unreal now has duplicate functions and "Enable Eye Version" for v1 and v2. What is the difference between these two versions and what do I need to consider when choosing what version to enable? Thanks! @Corvus @zzy @Daniel_Y
  12. The prebuilt experience app has the same issue. I think the issue arises from the difference between your IPD and the spacing of the front facing cameras. There needs to be some transform applied to the camera feeds to better match the headset IPD
  13. Simply use the example experience files provided for Unity or Unreal. Show mixed reality and you'll see the mis-match. I did a simple Unreal test based on the files provided. Added motion controllers to the provided Pawn and again you'll see the mis match. Also if you just compare the pass through view from inside the headset against what you see from pulling the headset off, you'll see that reality doesn't match the projection in the headset.
  14. We have been finding that there is a calibration mismatch between the pass through video location of controllers and the real world location of the controllers. If you simply look in real world where tour hands and controllers are and then compare that to what the Vive Pro shows you will see this. Is this something that can be patch fixed by applying a transform in engine or does it need some rework to the SDK to compensate accordingly? Similarly it has been picked up on the hand tracking forum too: https://community.viveport.com/t5/Vive-Hand-Tracking-SDK/Hand-Tracking-SDK-SRWorks/td-p/31571
  15. Hi. This also happens with SRWorks on its own. If you have a motion controller visible in game with overlay active, there is an offset between the controller and the controller visible in pass through. Similarly if you look in reality then compare with pass through on screen, there is also an offset. Doesn't mean there isn't a mismatch with the hand tracking SDK too but definitely there is one with SRWorks
  16. Quick fix - my mistake. On Unreal versions newer than 4.18, the engine will run, however you will need to recompile the plugin itself. You can recompile plugins individually through a hard to find menu: Window --> Developer Tools --> Modules After this it appears to work.
  17. Every time I've selected the scanning module running in Unreal (using the Experience or the Plugin content), the engine crashes with no error information. I'm running Unreal 4.22.3 - Has anyone else had this issue and/or is there a fix for this?
  18. Unreal crashes for me in 4.22.3, having followed the instructions to copy the binaries into the Engine Source 3rd Party folder and also adding the plugin folder to the project directory. The crash comes about when I add a start hand tracking blueprint node into the scene. This is also the case when running the example map - as per the accompanying instructions. Is there a fix for this at all? ( - tag added by moderator)
  19. Thanks for the workaround. We've managed to get this working on a number of different machines now and with both wired and wireless headsets. We did the following (using wired for the initial install): We removed SRanipal, Tobii, SteamVR and Steam We ran the VivePro setup.exe (linked via https://www.vive.com/uk/setup/) We then installed VIVE_SRanipalInstaller_1.0.1.0.msi Calibration failed We forced an update (Enterprise environment was blocking update otherwise) by running SRanipal_Update_Service.exe (ran as admin - probably specific to our Enterprise environment) Calibration subsequently suceeded.
  20. Thanks for the help here. Have just followed your steps and still it is not working. Here are my details and will DM you the logs both the SteamVR generated ones and the SR Logs. Windows Version: - Windows 10 v1903 SteamVR: - 1.5.9 Admin Rights: Enterprise managed system with DefendPoint but with elevated permissions (note these were the same on the laptop - Razer - working on same Enterprise environment with Eye tracking working fine). Robot Face: Yes - with orange eyes which means idle About: Eye Camer Version 1.88.0-8106667
  21. We are having similar issues and have been talking with customer support - so far with no resolution. Whenever we try eye calibration it fails to initialise. The log file says that there is no eye tracking camera present on our hmd so tested this on another machine to be sure and eye tracking worked fine - so the headset isn't the issue. Have tried restarting, and removing steam fully and reinstalling via the vive pro setup. Any ideas?
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