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stephen.l

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  1. Thanks for confirming that. Should it not prompt for admin privileges when running as a normal user then? At the moment, it just silently fails. ( - tag added by moderators)
  2. When I launch SR_Runtime from an admin user account, the UAC popup appears, and it lauches and runs with elevated permissions without any problem. Similarly, if I'm logged in as a normal user and run SR_Runtime as an administrator, everything seems to work fine. However, if I run it as a normal user by just double clicking the shortcut/executable normally, there is no UAC popup, and no outward sign that anything has gone wrong (the tray icon even has the orange eyes), but any attempt to initialise the eye tracking seems to return INITIAL_FAILED. Is there any way to launch the runtime without requiring admin privileges?
  3. Thanks , that's solved all our problems in one!
  4. We're working on adding optional eye tracking into our existing software and are having a couple of issues. Both the Vive Pro and Vive Pro Eye seem to return the same model name when fetched through Unity's API (XRDevice.model = "VIVE_Pro MV"). The only way we've found of distinguishing whether eye tracking is available is by attempt to initialise the framework and seeing if that worked, but that causes the SR_Runtime UAC popup to appear. Is there any other way of detecting which headset is attached? If you don't have SR_Runtime installed, but try and initialise it, it brings up a message box prompting the user to install the runtime with a link. As initialising is the only way we're aware of to detect Pro vs Pro Eye, is there any way to diable this message? I can't find it anywhere in the C# code, so it is presumbaly in the native plugin. Thanks
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