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Dario

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  1. One more thing for those who use the simulator - you'll need to disable the Open VR Loader in the XR Plug-in Management Settings if you see a black screen. For those who haven't used the simulator you can use the keyboard for fine control of the hmd and controllers and choose from many contorller models to display when debugging/developing in the editor without wearing a device.
  2. Hi all, Please note there is a new VIU update (v1.11.0) now on the asset store and one of the new features is support for the new Unity XR architecture using Valve's OpenVR XR Plugin. Please note that the OpenVR XR Plugin is in preview! Currently only preview 2 is supported - so please only use that one for now. This version supports Unity XR input, you'll need the SteamVR plugin to support the latest SteamVR input system. If you installed a later release first you may run into issues so please use the instructions here and install it using the git URL: https://github.com/ValveSoftware/steamvr_unity_plugin/tree/UnityXRPlugin This works in the editor but to make builds you'll also need to add this patch: https://github.com/ValveSoftware/steamvr_unity_plugin/issues/713 Also note if using SteamVR Unity Plugin v2.6.0b2 see the following fix: https://github.com/ViveSoftware/ViveInputUtility-Unity/issues/184 For those visiting here for the first time - welcome and feel free to ask questions - VIU code can be ported between PC and Android e.g. Vive/Rift/Quest/Wave now including the new Unity XR plugins (for Wave devices a Unity XR plugin is forthcoming - for now use "Unity Mock HMD"). What this means is that you can use URP and more of the latest from Unity across platforms and devices from a single code base.
  3. If you want to better understand the science behind this: https://www.youtube.com/watch?v=wcTgE3p2bBo
  4. fyi - a free Unity plugin for Vive Eye Tracking featuring: * Complete removal of lateral chromatic aberrations, across the entire FoV, at all gaze directions.* Correction of longitudinal chromatic aberrations, lens blur and higher order aberrations.* More than twofold increase of visible resolution.* Enhancement of edge contrast (otherwise degraded due to lens smear).* Enables high quality at wide FoV (>100°).* Less than 0.5 milliseconds latency. https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/digital-lens-for-vr-162093
  5. For those using the Droolon F1 kits, please replace calls to SRanipal_Eye_API.IsViveProEye() to return "true" for now in order to use the SRanipal SDK. Currently it's just 2 references in SRanipal_Eye_Framework.cs
  6. Just want to add that the Optitrack OpenVR driver works with the Vive, Vive Pro so as with any custom tracking driver (e.g. Cosmos) the wirelesss adapter should work via SteamVR. Also hand tracking is equally available for Vive Cosmos, Vive Pro and even OG Vive (with depth limitation).
  7. Most of our effort is going into the new Wave XR plugin (2019.3+) especially since the current XR support is deprecated and will be removed in 2020.1 which is also forthcoming. It was only via the new XR architecture (2019.3+) that we are able to support LWRP/URP. Unity kept LWRP to not break the namespace for existing apps.
  8. Yes as referenced in this thread, you can start using the Mock HMD XR plugin for now to access singlepass URP. until the Wave XR Plugin is available.
  9. Yes we've been testing it, stay tuned.
  10. LWRP==URP, re: SRP we'll have a new XR plugin shortly,, will check about the 2 signals you mentioned - thanks!
  11. Hi @razoredge Thanks for the feedback, many of these settings depends on the applicaiton. Additionally for best performance, both Unity plugins Wave and VIU will prompt you for recommended settings that you can accept or ignore. For the most part these haven't been changing with each Unity release. Please do note if using recent Unity features like ECS or DOTS you many need to change your backend scripting to IL2CPP and .NET to 4.x. (e.g. our latest SRWorks SDK now requires .NET 4.x). Most of the time following Unity's defaults (and Wave SDK's recommended defaults) should suffice depending on your application's requirements. Unity documentation:here: https://docs.unity3d.com/Manual/class-PlayerSettingsAndroid.html#Configuration
  12. Good news on the URP and single-pass support, the current early access SDK (3.1.94) and preview rom (see pinned thread for details on how to access) has it working with the Mock HMD XR plugin (Wave XR plugin is still forthcoming). As with all transitions to URP it depends on your shaders (if you haven't transitioned yet) the shader graph is tested as working and URP does improve performance. Here's a couple screenshots of project settings for enabling URP as well as XR plugin settings: Here's a quick review on how to add URP to your project (after installing URP and the Mock HMD XR plugin via the package manager): 1) Create a pipeline asset under Assets - right click on Assets-> Create->Rendering->URP 2) add it to Graphics project setting (top screenshot) 3) optionally convert shaders for specific materials or whole project. - Edit->Render Pipeline -> URP...
  13. It shouldn't be necessary to modify androidmanifest dynamically, you should be able to edit the one in your project (e.g. to add permissions etc). Or you can avoid the manifest way of doing this and just call the api directly. wvr.Interop.WVR_SetInteractionMode(wvr.WVR_InteractionMode.WVR_InteractionMode_Gaze);
  14. The package and activity names should be discoverable along with all installed apps.
  15. Just to clarify, the new XR plugin architecture from Unity will be supported, in the meantime for cross platform development you can continue using both VIU and Wave SDKs for bests results.
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