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  1. Hello developers! hope you safe from corona virus. I found a difference between older SRwork api and newest ( and wonder if you have same issue. I put additional objects as a child of each camera, so let them be fixed on camera always. But, when I put them on "Dual Camera", there is some delay between turning head and linked objects. While not on "Render Camera". In older api, I remember that cameras were not separated into two like picture above. Is it intended or sth strange? Do you have same issue? @Daniel_Y @Jad @Corvus
  2. Hi and happy new year! I did stereo calibration with 2 webcams through opencv dll import in C# script refering SRWork SDK's stereo calibration method and OpenCV tutorials from Google. Then I meet a severe frame drop. As I know and understand from "ViveSR_DualCameraImagePlane.cs" and "ViveSR_DualCameraImageCapture.cs", SRWork SDK uses opencv dll import also. (Of course mine is surely poor) And VR front camera stereo calibration doesnt have any frame drop or lag. I re-mapped texture in OpenCV dll. 'cause I heard processing in dll is faster than in C#. But, when I run in Unity, SRWork works perfect while what I did works very poor.. May I ask How can I approach this problem? sorry for vague question T.T @Daniel_Y @zzy @Andy.YC_Wang @Sean_Su
  3. I solved that using 'PlayerPrefs'. (https://forum.unity.com/threads/playerprefs-saves-registry-name-strange.784061/) or Image below I get reply and some tips from Unity forum and C# tutorial blogs about 'PlayerPrefs' has a security weak point. Get in mind about this problem first. Anyway in my case, I get no more errors about 'Registry'. But It still can not update its relativeangle or absoluteangle. If you want to get rotation values of VR HMD, I think to get values from a Object 'Camera (eye)' using this method may help you. ps. @Daniel_Y May I ask you when next version of SDK will be released?...
  4. Thx Daniel! After copying ViveSR\Plugins\Model folder in my own EXE's Plugins folder, It works very well. I wonder why my build needs these files. I thought I didn't use any of AI.Vision function while modification. 😛 And problem on example build is done. I moved Vive_SRWorks.exe and Data folder to desktop. I guess maybe some special symbols( such as + or _ ) disturbed it. Again really thx Daniel 🙂
  5. Hi developers! I modified SRwork sample scene adding some objects and script. Build was successful and It runs very well on Unity editor as I want without any error on Unity console. But on .exe file SRwork doesnt work at all like below. Even 2 examples in Build-Unity-\Plugin or \Experience show same. I run that on 1050Ti (Pascal), i7-7700, and Windows 10. They dont give any clue to solve problem.. need your help! @Daniel_Y @Andy.YC_Wang
  6. [ Solved? ] I find a method "PlayerPrefs"... Except security problem (key modification on Regedit), It works quite well!... Trying to reading value from Labview side. I hope they work fine in real-time.
  7. I 'm connecting Unity with Vive pro to Labview to control external camera. I knew very conventional way to send value(X, Y, Z rotation value) through text file output. but It is a bit slow and not real-time. text file should be closed for reading from Labview. So I found some on google way to send value. but I wonder these are available and what do you think which method is best way for real-time connection. 1) Read registry As I know, SRwork updates its internal value to registry. (HKEY_CURRENT_USER\\Vive_SRWorks) No need to make complex function. some works needed on Labview. but It seems not work. registry values are still 0 while running and can't build at now. like a topic below. sad.. ;( 2) Command line (Communicate through CMD) 3) TCP/IP - http://www.ni.com/tutorial/10060/en/#toc6 NI shows examples to connect Labview. but these seems to hard from tutorial.. anyway I'm studying about this. How do you think? I need your help! 🙂 @Jad, @Daniel_Y, @Dario, @Corvus @Andy.YC_Wang
  8. You're right, I checked 3 layers are made(left, right, eye). sad to hear no better version exist.. thx for reply! @Daniel_Y
  9. Since I update Unity to 2019.2.12f from 2019.2.4f SRwork cant work properly from initial setting. I think I may found recommend version in sdk download link. But it says nothing..
  10. Thx Corvus! I read Dario's article and I success to project front camera's video stream on HMD with Dario's tutorial and ViveSR sample both!... I think ViveSR sample code may be fit for me more. Dario's one doesn't seem like for Pro with 2 cams... ps. Where can I access more detail examples and "how to" about Pro/Pro-eye's API? Vive's API just shows me "Func A is for B."... Or I need to learn more C#?
  11. I'm trying to show 2 kinds of screens(external camera - or webcam / front camera on HMD) on lens. I find a function? class? "WebCamDevice" - https://docs.unity3d.com/2020.1/Documentation/ScriptReference/WebCamDevice.html and also a project using that on Oculus VR. Anyway I imitate that project for study how to use that. I thought front camera is connected with PC so may they capture that cameras as webcams. but It doesnt. how can I project a texture on any object with a video from front camera? Is "WebCam" sth function right? this is an example what I want to do... that 2 Main Camera means 2 lens for stereoscopy and 2 quads are for screen sth(from Webcam or Front camera). I will attach a code I found at the bottom. It is tooo long to put here... I'm beginner in VR and Unity so I may think wrong about that. hope your wisdom and know-how!... thx developers! ------------------------------------------------------------------------------------------------------------------------------------------------- using System.Collections; using System.Collections.Generic; using UnityEngine; public class WebcamTexture : MonoBehaviour { WebCamTexture webcamTexture; public int webcamNumber; float cameraAspect; private float margin = 0f; public float scaleFactor = 1f; public bool rotatePlane = false; public bool fitting = false; //Transform cameraOVR; //public static Vector3 cameraPos; // Use this for initialization void Start() { WebCamDevice[] devices = WebCamTexture.devices; webcamTexture = new WebCamTexture(); if (devices.Length > 0) { webcamTexture.deviceName = devices[webcamNumber].name; Renderer renderer = GetComponent<Renderer>(); renderer.material.mainTexture = webcamTexture; webcamTexture.Play(); } if (rotatePlane) transform.Rotate(Vector3.forward, 180); if (fitting) FitScreen(); // camera position //cameraOVR = GameObject.Find("OVRCameraController") as Transform; } void FitScreen() { Camera cam = transform.parent.GetComponent<Camera>(); float height = cam.orthographicSize * 2.0f; float width = height * Screen.width / Screen.height; float fix = 0; if (width > height) fix = width + margin; if (width < height) fix = height + margin; transform.localScale = new Vector3((fix / scaleFactor) * 4 / 3, fix / scaleFactor, 0.1f); } // Update is called once per frame void Update() { //cameraPos = cameraOVR.position; //print(cameraPos); } } @Corvus @Daniel_Y
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