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Fangh

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Everything posted by Fangh

  1. Previous code work on the Oculus Quest without the Oculus SDK but it needs the Oculus XR Plugin.
  2. It's now working. (reminder : I don't have the Oculus SDK in my project) This is what I did : Remove Vive Wave Essence Remove Vive Input Utility Remove Vive Wave Native Remove Plugins/Android/CustomManifest.xml Remove Wave/XR/Platform/Android/CustomManifest.xml Using a XRRig (Device Based) Kept only Vive Wave XR Plugin 4.1.1-r3.2 Use the codebase found here : https://hub.vive.com/storage/docs/en-us/UnityXR/UnityXRButton.html#unity-input-helper Here is my code which work both on Oculus Quest and HTC Vive Focus Plus : using UnityEngine; using UnityEngine.InputSystem.XR; using UnityEngine.XR; public class WaveControllerTest : MonoBehaviour { public TextMeshPro debugText; public XRNode node; // Update is called once per frame void Update() { InputHelpers.IsPressed(InputDevices.GetDeviceAtXRNode(node), InputHelpers.Button.Trigger, out bool triggerValue, 0.5f); if (triggerValue) { debugText.text = $"{node}-trigger"; } InputHelpers.IsPressed(InputDevices.GetDeviceAtXRNode(node), InputHelpers.Button.Grip, out bool gripPressed, 0.5f); if (gripPressed) { debugText.text = $"{node}-gripPressed"; } InputHelpers.IsPressed(InputDevices.GetDeviceAtXRNode(node), InputHelpers.Button.PrimaryAxis2DUp, out bool touchpadValue, 0.5f); if (touchpadValue) { debugText.text = $"{node}-touchpad"; } InputHelpers.IsPressed(InputDevices.GetDeviceAtXRNode(node), InputHelpers.Button.PrimaryButton, out bool primaryButton, 0.5f); if (primaryButton) { debugText.text = $"{node}-primaryButton"; } } } Obviously, the primarybutton works only with the Quest but I expected that and that's fine.
  3. I tried to delete only the first one? It did not work. I deleted both of them. It's working now ! Yes 4.1.1-r3.2
  4. There is one in Plugins/Android There is another one in Wave/Xr/Platform/Android shoud I delete both ? or only the first one ?
  5. When I try to build for my HTC Vive Focus Plus, I have this error. Unity 2019.4.29f1 Minimum API Level 7.1 (25) Target API Level (Automatic) IL2CPP .Net 4.x New Input System > Task :launcher:preBuild UP-TO-DATE > Task :unityLibrary:preBuild UP-TO-DATE > Task :unityLibrary:preReleaseBuild UP-TO-DATE > Task :launcher:prepareLintJar UP-TO-DATE > Task :unityLibrary:checkReleaseManifest UP-TO-DATE > Task :unityLibrary:processReleaseManifest T:\Mes documents\Unity Project\svodvrxp\Temp\gradleOut\unityLibrary\src\main\AndroidManifest.xml:3:3-19:17 Warning: application@android:theme was tagged at AndroidManifest.xml:3 to replace other declarations but no other declaration present > Task :unityLibrary:compileReleaseAidl NO-SOURCE > Task :unityLibrary:packageReleaseRenderscript NO-SOURCE > Task :unityLibrary:compileReleaseRenderscript NO-SOURCE > Task :unityLibrary:generateReleaseBuildConfig UP-TO-DATE > Task :unityLibrary:generateReleaseResValues UP-TO-DATE > Task :unityLibrary:generateReleaseResources UP-TO-DATE > Task :unityLibrary:packageReleaseResources UP-TO-DATE > Task :unityLibrary:generateReleaseRFile UP-TO-DATE > Task :unityLibrary:prepareLintJar UP-TO-DATE > Task :unityLibrary:generateReleaseSources UP-TO-DATE > Task :launcher:preReleaseBuild > Task :launcher:compileReleaseAidl NO-SOURCE > Task :launcher:compileReleaseRenderscript NO-SOURCE > Task :launcher:checkReleaseManifest UP-TO-DATE > Task :unityLibrary:javaPreCompileRelease UP-TO-DATE > Task :launcher:generateReleaseBuildConfig UP-TO-DATE > Task :launcher:generateReleaseSources UP-TO-DATE > Task :launcher:mainApkListPersistenceRelease UP-TO-DATE > Task :launcher:generateReleaseResValues UP-TO-DATE > Task :launcher:generateReleaseResources UP-TO-DATE > Task :unityLibrary:compileReleaseJavaWithJavac UP-TO-DATE > Task :unityLibrary:bundleLibCompileRelease UP-TO-DATE > Task :unityLibrary:prepareLintJarForPublish UP-TO-DATE > Task :unityLibrary:mergeReleaseShaders UP-TO-DATE > Task :unityLibrary:compileReleaseShaders UP-TO-DATE > Task :unityLibrary:generateReleaseAssets UP-TO-DATE > Task :launcher:mergeReleaseResources UP-TO-DATE > Task :launcher:javaPreCompileRelease UP-TO-DATE > Task :launcher:createReleaseCompatibleScreenManifests UP-TO-DATE > Task :unityLibrary:packageReleaseAssets > Task :launcher:processReleaseManifest > Task :unityLibrary:bundleLibRuntimeRelease UP-TO-DATE > Task :unityLibrary:processReleaseJavaRes NO-SOURCE > Task :unityLibrary:bundleLibResRelease UP-TO-DATE > Task :unityLibrary:mergeReleaseJniLibFolders UP-TO-DATE > Task :unityLibrary:transformNativeLibsWithMergeJniLibsForRelease UP-TO-DATE > Task :unityLibrary:transformNativeLibsWithStripDebugSymbolForRelease UP-TO-DATE > Task :unityLibrary:transformNativeLibsWithIntermediateJniLibsForRelease UP-TO-DATE > Task :launcher:processReleaseResources FAILED Deprecated Gradle features were used in this build, making it incompatible with Gradle 6.0. Use '--warning-mode all' to show the individual deprecation warnings. See https://docs.gradle.org/5.1.1/userguide/command_line_interface.html#sec:command_line_warnings 31 actionable tasks: 5 executed, 26 up-to-date UnityEngine.GUIUtility:ProcessEvent (int,intptr) FAILURE: Build failed with an exception. * What went wrong: Execution failed for task ':launcher:processReleaseResources'. > Android resource linking failed T:\Mes documents\Unity Project\svodvrxp\Temp\gradleOut\launcher\build\intermediates\merged_manifests\release\AndroidManifest.xml:38: AAPT: error: resource style/Theme.WaveVR.Loading (aka com.sixfreedom.svodvrxp:style/Theme.WaveVR.Loading) not found. error: failed processing manifest. * Try: Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights. * Get more help at https://help.gradle.org BUILD FAILED in 2s Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8 UnityEngine.GUIUtility:ProcessEvent (int,intptr) > Task :launcher:preBuild UP-TO-DATE > Task :unityLibrary:preBuild UP-TO-DATE > Task :unityLibrary:preReleaseBuild UP-TO-DATE > Task :launcher:prepareLintJar UP-TO-DATE > Task :unityLibrary:checkReleaseManifest UP-TO-DATE > Task :unityLibrary:processReleaseManifest T:\Mes documents\Unity Project\svodvrxp\Temp\gradleOut\unityLibrary\src\main\AndroidManifest.xml:3:3-19:17 Warning: application@android:theme was tagged at AndroidManifest.xml:3 to replace other declarations but no other declaration present > Task :unityLibrary:compileReleaseAidl NO-SOURCE > Task :unityLibrary:packageReleaseRenderscript NO-SOURCE > Task :unityLibrary:compileReleaseRenderscript NO-SOURCE > Task :unityLibrary:generateReleaseBuildConfig UP-TO-DATE > Task :unityLibrary:generateReleaseResValues UP-TO-DATE > Task :unityLibrary:generateReleaseResources UP-TO-DATE > Task :unityLibrary:packageReleaseResources UP-TO-DATE > Task :unityLibrary:generateReleaseRFile UP-TO-DATE > Task :unityLibrary:prepareLintJar UP-TO-DATE > Task :unityLibrary:generateReleaseSources UP-TO-DATE > Task :launcher:preReleaseBuild > Task :launcher:compileReleaseAidl NO-SOURCE > Task :launcher:compileReleaseRenderscript NO-SOURCE > Task :launcher:checkReleaseManifest UP-TO-DATE > Task :unityLibrary:javaPreCompileRelease UP-TO-DATE > Task :launcher:generateReleaseBuildConfig UP-TO-DATE > Task :launcher:generateReleaseSources UP-TO-DATE > Task :launcher:mainApkListPersistenceRelease UP-TO-DATE > Task :launcher:generateReleaseResValues UP-TO-DATE > Task :launcher:generateReleaseResources UP-TO-DATE > Task :unityLibrary:compileReleaseJavaWithJavac UP-TO-DATE > Task :unityLibrary:bundleLibCompileRelease UP-TO-DATE > Task :unityLibrary:prepareLintJarForPublish UP-TO-DATE > Task :unityLibrary:mergeReleaseShaders UP-TO-DATE > Task :unityLibrary:compileReleaseShaders UP-TO-DATE > Task :unityLibrary:generateReleaseAssets UP-TO-DATE > Task :launcher:mergeReleaseResources UP-TO-DATE > Task :launcher:javaPreCompileRelease UP-TO-DATE > Task :launcher:createReleaseCompatibleScreenManifests UP-TO-DATE > Task :unityLibrary:packageReleaseAssets > Task :launcher:processReleaseManifest > Task :unityLibrary:bundleLibRuntimeRelease UP-TO-DATE > Task :unityLibrary:processReleaseJavaRes NO-SOURCE > Task :unityLibrary:bundleLibResRelease UP-TO-DATE > Task :unityLibrary:mergeReleaseJniLibFolders UP-TO-DATE > Task :unityLibrary:transformNativeLibsWithMergeJniLibsForRelease UP-TO-DATE > Task :unityLibrary:transformNativeLibsWithStripDebugSymbolForRelease UP-TO-DATE > Task :unityLibrary:transformNativeLibsWithIntermediateJniLibsForRelease UP-TO-DATE > Task :launcher:processReleaseResources FAILED Deprecated Gradle features were used in this build, making it incompatible with Gradle 6.0. Use '--warning-mode all' to show the individual deprecation warnings. See https://docs.gradle.org/5.1.1/userguide/command_line_interface.html#sec:command_line_warnings 31 actionable tasks: 5 executed, 26 up-to-date UnityEngine.GUIUtility:ProcessEvent (int,intptr)
  6. I don't need the Oculus Integration SDK to make a functionnal build for the Oculus Quest. The Oculus XR Plugin is sufficient. My build works well in the Oculus Quest if I remove everything about the WaveXR.
  7. @chengnay I don't have the Oculus SDK in the project
  8. Thank you. It works on the HTC Vive Focus Plus. But the app crash (and even the play mode) on Oculus Quest. I have renamed the AndroidManifest.xml to AndroidManifest.htc and putted in the Plugins/HTC Folder so it is not build on the Quest apk
  9. I imported the WaveDeviceLayouts.cs in my project and created my action map like this : But it doesn't work on the HTC Vive Focus Plus (but it's working on Oculus Quest). Moreover I don't have the rotation of the head, only the position with this setup : Can someone explain me how to make the XRRig Input Base working with HTC Vive Focus Plus ? Thank you Unity 2019.4.29 HTC Vive Focus Plus XR Plugin Management 4.1.0 Vive Input Utility 1.13.4 Vive Wave XR Plugin 4.1.1-r3.2 Vive Wave XR Plugin - Essence 4.1.1-r.3.2
  10. Hello. This piece of code works on Oculus Quest but not on HTC Vive Focus Plus (the debugtext stays empty) Unity 2019.4.29 Vive Input Utility 1.13.4 Vive Wave XR Plugin 4.1.1-r3.2 Vive Wave XR Plugin Essence 4.1.1-r3.2 XR Plugin Management 4.1.0 I need a solution to make a way to get the input from Oculus Quest AND HTC Vive Focus Plus. Thank you
  11. Hello, I want to know when the HDM lost tracking (because the user has put their hand in front of the camera for example) I tried this, but it doesn't work, the debug log never shows up.
  12. On mobile, when you want to access the camera API, it asks the user to accept the access to the camera. I imagined it could be the case for the camera pass-trough API as well. It seems to be the simplest way to have something that protect the privacy of users while making the API accessible.
  13. You can find some help here : https://hub.vive.com/storage/docs/en-us/WaveVR_CameraTexture.html
  14. @HackPerception does the HTC Vive Focus Plus will still support this feature ?
  15. Hello Everyone, with the Vivecon going on, we know that the Focus 3 will be available soon and that's a greate news. However, this source, states that it will be no more possible to get access to the camera video stream. It is a shame because, as a developer, I use this camera stream to do some Mixed Reality. I use it to read a QR-Code to be able to read the position of a real object and position the virtual one at the same place. The camera stream was very useful to make some Mixed Reality app and be able to merge the real and virtual world. If it is not possible, I have to sell or dump all my HTC Vive Focus Plus in order to buy some PicoVR headset or another non-HTC headset. But I love the fact that the Focus 3 is way better in term of view quality. Question to HTC : Do you confirm this information ? We will no more have access to the camera ? Question to the community : What do you think about this ? Are you ready to make your voice count and tell HTC we need access to the camera stream in order to make our Mixed Reality app working ?
  16. Hello. Does OpenXR is planned for the Vive Focus Plus ? If yes, when do you think a first version (alpha ?) will be released ? Thank you.
  17. Hello. I have started a Unity 2020.2.6f1 project. Then I downloaded XR Plugin Mangement 4.0.1 (also tried with 3.2.13) Then I added the scoped registry. Then I downloaded Vive Wave XR Plugin 1.0.1 Then it does not compile.
  18. Hello. I will start a new application for HTC Vive Focus Plus with hand tracking and I don't know which SDK should I use ? The WaveVR Hand Tracking documentation says that it's only experimental so I think I should use the Vive hand Tracking SDK ? Is there any plan of get rid of one of them ? Or HTC will maybe mix them ? What is the best plan if I'm starting a fresh professional project ? I won't use any wired headset for this project. @chengnay @Corvus @Tony PH Lin
  19. Hello. I can see that in the Unreal SDK there is a teleport method but I can't find one in the Unity3D SDK. When I try to move the "head" object, it doesn't work, it goes back to it previous position. I think this is because I can't move the head of the player, it seems normal. When I try to move the "WaveVR" object, it works but it move the "play area" not the player. Example : Let's say X is my origin, where the player start My player move 1m to the right (X+1) Then the player point with its controller somewhere in the scene, let's call this point P. Then the player push a button of its controller. At that time I do something like WaveVR.position = P.position My player is now 1m to the right of P (P+1). Not P. What can I do ? Thank you @Tony PH Lin
  20. Maybe you should use private WaveVR_Controller.Device nonDominantController; Start() { nonDominantController = WaveVR_Controller.Input(WaveVR_Controller.EDeviceType.NonDominant); nonDominantController.TriggerHapticPulse(); }
  21. I manage to get the Touchpad by doing this : controllerRight.GetPressDown(WaveVR_ButtonList.EButtons.Touchpad) but controllerRight.dominantController.GetPressDown(WaveVR_ButtonList.EButtons.Menu) and controllerRight.GetPressDown(wvr.WVR_InputId.WVR_InputId_Alias1_Trigger) and controllerRight.GetPressDown(WaveVR_ButtonList.EButtons.Trigger) doesn't seems to work. @Tony PH Lin @Cotta
  22. When Installing Unity 2019 you could have checked this : If yes, your SDK and JDK is located somewhere in this folder : C:\Program Files\Unity3D\2019.1.13f1\Editor\Data\PlaybackEngines\AndroidPlayer if you have only installed Android studio, your SDK is located here : C:\Users\USERNAME\AppData\Local\Android\Sdk
  23. Hello. I did a new Unity project with Unity 2019.1.13f1 and WaveSDk wave_3.1.1_unity_1(Beta) and when I build this in my HTC Vive Focus Plus, my game is rendered on a plane, like it's a 2D game. What should I do to fix this issue ?
  24. It's working with the 3.1.1. But it seems that the FoV is smaller than a quest app without the waveSDK. @chengnay
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