-
Posts
45 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Downloads
Everything posted by Fangh
-
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
-
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
-
Vive Focus Plus vibration only works on the right-hand controller
Fangh replied to daoshengmu_moz's topic in VIVE Wave SDK
Maybe you should use private WaveVR_Controller.Device nonDominantController; Start() { nonDominantController = WaveVR_Controller.Input(WaveVR_Controller.EDeviceType.NonDominant); nonDominantController.TriggerHapticPulse(); } -
Wave SDK 3.1.1 Unity not receiving correct controller InputIds with Focus Plus
Fangh replied to csca's topic in VIVE Wave SDK
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 -
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
-
-
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 ?
-
It's working with the 3.1.1. But it seems that the FoV is smaller than a quest app without the waveSDK. @chengnay
-
Hello. I wanted to make an app that works with an Oculus Quest AND a Vive Focus Plus. I drag & dropped the wave_sdk.unitypackage (3.0.2) in an empty Unity3D 2018.3.14f1 project, then I modify my project settings as you can see in the pictures. Then I build the project in my Oculus Quest and when I launch the app, it crashes, return to menu. I did not even put the WaveVR prefab in the scene. What should I do to make an app that works with Oculus Quest AND HTC Vive Focus Plus ? Thank you !
-
Hello. I tried to use "Screen.sleepTimeout = SleepTimeout.NeverSleep;" in a Start() function in Unity3D but it does not seems to prevent the headset to go asleep. https://docs.unity3d.com/ScriptReference/Screen-sleepTimeout.html
-
Hello everyone. For any headset, with Unity, it's possible to use XRDevice.userPresence to get the status of the proximity sensor. How can I have access to the proximity sensor with my Vive Focus ? I did not find any clue in the SDK Docs. Thank you. @Tony PH Lin @Cotta
-
Hello everyone. For any headset, with Unity, it's possible to use XRDevice.userPresence to get the status of the proximity sensor. How can I have access to the proximity sensor with my Vive Focus ? I did not find any clue in the SDK Docs. Thank you.
-
wave sdk [NEW] Vive Wave SDK Links (Latest SDK release: August 11, 2020)
Fangh replied to JustinVive's topic in VIVE Wave SDK
3.1.1 has been released yesterday. : https://developer.vive.com/resources/knowledgebase/vive-wave-sdk-3-1-1-unity-beta/ Is there any patchnote ? Why is it in beta ? Thank you ! -
Hello. I would like to have supersampling to render my game twice the default resolution. I think I will use XRSettings.eyeTextureResolutionScale. Can I use XRSettings.eyeTextureResolutionScale with Unity 2018.2 + Wave SDK 3.0.2 ? https://docs.unity3d.com/ScriptReference/XR.XRSettings-eyeTextureResolutionScale.html Thank you
-
Hello. I have completly crash my HTC Vive Focus, I have : Vive logo Then the spaceship Then black Screen. So I want to factory Reset. This is what I tried : Press volume down + power button A menu appear with "System info, barcode, reboot to bootleader, reboot to download mod" I try reboot to download mod but nothing happens. What shoud I do ? @Tony PH Lin @JustinVive
-
Can I set sound volume on Vive Focus from code?
Fangh replied to pascalvanbeek's topic in VIVE Wave SDK
try this maybe ? https://forum.unity.com/threads/accessing-and-changing-the-volume-of-the-device.135907/ -
So the 2018.3 & 2018.3 are not supported too? @Tony PH Lin
-
Hello. Maybe you know that if I create an empty scene in Unity with only a Camera and a cube, then import the correct Oculus Package (android) in the package manager then check "Support Virtual Reality" inside the Player Settings I can build an APK for an Oculus Quest without using any SDK. Can we do the same with the Vive Focus ? Thank you
-
wave sdk [NEW] Vive Wave SDK Links (Latest SDK release: August 11, 2020)
Fangh replied to JustinVive's topic in VIVE Wave SDK
Hello. Is there any known issue while using Unity 2019.1 ? Thank you