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Dario last won the day on September 20

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  1. This is handled by Role mapping in VIU - please check out the UI that's built in to do the mapping (right shift B). https://github.com/ViveSoftware/ViveInputUtility-Unity/wiki/Embedded-Binding-Interface Under the covers it's bound by serialnum - so doesn't matter what order you turn on trackers or if hmd falls asleep etc. No need to deal with device ids You may even map 2 trackers to the same role as a backup tracker to quickly replace at runtime when one runs low on battery. And you can actually physically label the trackers to make it easier. I've seen live performances use 10+ trackers, with the ability to do mapping while the app was running using the role mapping interface. @mgyeung @jboss
  2. Where on your waist did you place the tracker? I'm asking because it's more likely that a waist tracker be occluded than a foot tracker. Do you have a 2 or 4 lighthouse setup? One way to confirm that it's occlusion is if you place an additional tracker on your waist (front and back for instance) does the loss of tracking alternate depending on where you are facing? One way to handle occlusion (using 2 waist trackers) would be to defer to the one that is still tracking, i.e. when tracking is lost (you can get that as a callback) you would switch to the other tracker for your position/rotation - keeping in mind the distance to the body center for accurate IK. @LXVII
  3. There's several ways, one is Texture2D.LoadRawTextureData but more efficient would be Texture2D.setPixels32 (after resizing, converting to argb and mempy in C++) or you can use some utils in libraries like opencvsharp. @Æber
  4. RTX 2080 support was _added_ to SRWorks, SRWorks has been around for some time prior to RTX @Bino1622
  5. As long as you consider all the caveats (e.g. voiding warranty) you could use our unlock bootloader tool for Android devices. @henrikvrtraveler
  6. @mmorselli, Please don't use the Role Changer, that was retired for good reason, the proper way when using SteamVR is to map the input binding "as hand". However you can only use 2 devices as "hands" at a given time (i.e. use of controller equivalent input via the tracker's pins).
  7. Look into how Unity can handle this for you, even 6.1 cubic rendering is handled. For stereo, just make a layer for each eye.
  8. Could also be missing bindings, if using the latest steamvr plugin make sure your build has the binding files in the new location (StreamingAssets) instead of the root folder.
  9. @thulasi The default bindings are found under in the SteamVR Unity plugin asset under: SteamVR/Input/ExampleJSON The steps above are for existing SteamVR apps - new apps or apps without any will be prompted if they want to copy these example files. Note for UE4 developers - the current Marketplace SteamVR Input plugin supports autogenerated bindings to avoid any manual editing/copying of binding files. Hopefully we'll see this in the Unity plugin as well soon (after all if you're manually editing json you're doing something wrong 😉 ).
  10. The latest SteamVR Unity Plugin 2.4.3 now includes the default Cosmos hmd and controller bindings. New projects will automatically support these bindings. But it's quite not automated yet for projects that had previous bindings. For existing projects with older bindings updating to the new SteamVR plugin will still require a couple manual steps: In your project's Assets folder: 1) Edit Assets\StreamingAssets\SteamVR\Actions.json and add the following 2 bindings to the default_bindings section: "default_bindings": [ { "controller_type": "vive_cosmos_controller", "binding_url": "bindings_vive_cosmos_controller.json" }, { "controller_type": "vive_cosmos", "binding_url": "binding_vive_cosmos.json" }, 2) Copy these two files Assets\SteamVR\Input\ExampleJSON\bindings_vive_cosmos_controller.json Assets\SteamVR\Input\ExampleJSON\binding_vive_cosmos.json to Assets\StreamingAssets\SteamVR Lastly if you are using joystick_cap change it to joystick_touch and trigger_cap to trigger_touch
  11. I've used both SteamVR's for cross PC-Mobile without issues - yes there's some namespace clashes that can be fixed manually with the 1.x plugin, but you should not have any issues with the develop branch of VIU from github and Steam (latest Steam beta plugin is still being tested). No longer need to change any settings other than VIU Settings now. @ben-FLOAT
  12. Hi, @MacBread, Tutorials are dated, there's now support for both cameras not just with SRWorks but with the OpenVR API as well (though I haven't checked if the SteamVR Unity plugin has been updated) - I plan to get back to this via OpenVR for Vive Pro however I do recommend that using SRWorks will be the easier route. One approach is to take the textures or the quads from one or both of the eyes and simply move them to the object you want to project on. Currently the best way to learn how the SRWorks framework works is to use the inspector during runtime to see how it's laid out and then you'll know what parts to use or copy. I do plan to get to new tutorials - please feel free to ask for help on getting started on the SRWorks SDK forum best, Dario
  13. Yes, the sample will be updated to both latest SRWorks and Unity shortly, sorry for the inconvenience. Support for older versions of SRWorks will probably be dropped.
  14. Hi @Greg Corson, were you able to figure out delaying pose data? I would collect the poses (maybe a circular queue) and simply play them back on a model that's not attached to the live poses.
  15. Hi, Miracast is the supported streaming protocol - so no, Chromecast won't work currently. There are inexpensive Miracast dongles (tested and works) or you can cast to a PC and then from there cabst to whichever display you can from the PC. best, Dario
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