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wenjiec_shen

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Posts posted by wenjiec_shen

  1. On 6/30/2020 at 4:14 PM, cru89 said:

    Also, when I try to run the C sample, the following call returns a failure (code -1).

    
    ViveSR_InitialModule(ID_PASSTHROUGH);

    All cleanup calls afterwards return error 1021 (INVALID_CHANGE). I am on the latest SRWorks 0.9.3.0 version. My SteamVR version is 1.12.5. 

    Also the normal system see-through of the HMD is working (i.e. when I double-tab the system button on the controller). The cameras aren't broken - it must be some sort of communication error.

    Hi cru89,

    Would you please attach your log again after running the C sample?
    I cannot fetch a piece of information from the log you attached because everything seems fine.
    Thank you

  2. This satiation might be that you've put too many colliders into the sense.
    There is a method to resolve it.
    Actually, you can found out that the method Focus() wraps the unity API Physic.Raycast().

    Acording to documant of unity 3d user manual, you can ignore colliders with layer mask when casting a ray.

    Hence, you can manually create a layer and cast a ray only against the layer and ignore all other colliders.

    https://docs.unity3d.com/ScriptReference/Physics.Raycast.html

    https://docs.unity3d.com/Manual/Layers.html

    Thank you.

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