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Dario last won the day on September 20 2019

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  1. @lv1We would need to update the streaming app to provide that additional option. In the meantime, you could write a mobile app that would set that feature and launch the streaming app which you could publish on Viveport and brand it .
  2. @lv1, Right, so in this case, until we add that option to the Viveport Streaming app, you would have to write an app that would call that before starting the Viveport Streaming - technically you should be able to launch Viveport Streaming from this app after calling that API. And this app could be published and branded by you.
  3. For those interested in another way to disable the popup pairing dialog: we also have this API: wvr.Interop.WVR_SetInteractionMode(wvr.WVR_InteractionMode.WVR_InteractionMode_Gaze); Remember the original way using intents is no longer and the current way using the manifest should still work.
  4. Please check out last year's GDC Vive Developer day presentations and we'll have a new GDC 2020 sessions shortly as webinars. You're not limted to that old Unity blog anymore (plus OpenVR has changed since). Again the SRWorks SDK is your best bet for Vive Pro and Vive Cosmos and the upcoming XR faceplate for Cosmos. Upcoming webinar sessions: https://blg.vive.com/us/2020/03/24/htc-vives-gdc-sessions-go-live/ Last year's sessions: https://www.youtube.com/watch?list=PL1JC6N9u4ERirCMPljaSzud3UNNrM2PNB Again this is AR for developers to include in their apps - for overlay solutions that work arcoss any app I would recommend the aardvarkxr project: https://github.com/aardvarkxr/aardvark You can always play games currently with the pass through games on if you set the mode to transparent (no filter effects) for applications with black backgrounds it works well - e.g. TiltBrush.
  5. Just want to emphasize that stereo seperation / ipd can be handled with SRWorks and that we include an overlay example. Yes, this has to be included in your app and is not a 3rd party overlay solution for all existing apps, but you can definitely experiment with more AR/MR features until a universal overlay solution is available.
  6. Hi @jakelogg, For MR to be properly managed in your application you need the camera characteristics and ability as you mentioned to manage undistorted and distorted images. There's limited support in OpenVR APIs for all things XR that can be done with the front facing cameras. Starting with the Vive Pro we introduced our AR/MR "XR" SDK called SRWorks. You can read more here with example videos: https://developer.vive.com/resources/knowledgebase/intro-vive-srworks-sdk/ This SDK supports, Vive Pro, Vive Pro Eye and Vive Cosmos as well as Vive Cosmos + XR face plate (higher res cameras). You can even manage the calibration between the camera positions and store them so that every app can use that calibration.
  7. Porting from Quest (or other devices) to the Focus Plus with Unity: (Intro) First, please strongly consider using VIU even if using another toolkit* - replace your existing camera and controller rigs with the corresponding ViveRig in all of your scenes. This should get you most of the way there unless you did not abstract your code enough from other toolkits. * If you used other toolkits e.g. VRTK, MRTK, Oculus SDK, SteamVR Interaction toolkit or even the new early preview of XRI from Unity, you should be able to replace the main hmd and controller "rigs" with the corresponding VIU prefabs and still port back to many platforms using the platform porting feature of VIU (which includes porting back to Quest with the same code base). If you didn't abstract your code enough from the toolkits or if you are using components from the toolkits (libraries) that are strongly tied to the toolkits input layer, then you may have to modify some of those components to be able to accept poses from VIU. You can also modify VIU components to pass on the pose information to the components from other toolkits. Note: code examples to be posted in followup posts. Interactables (for grabbing) are replaced with the equivalent Grabbables for VIU.. For teleporting, add a teleportable to the floor or on objects you will teleport to (make sure to pass into the inspector the ViveRig origin and the camera from the ViveRig).. Please see the ControllerManagerSample.cs script in ViveRig prefab for reference on how to mange controller.input, hide controllers on grab, etc. Note: the complexity of the port relies on how you abstracted your code form third party toolskits as well on how much you relied on third party libraries or components strongly linked to those toolkits. More examples to be posted in following posts. If you have any questions please post on the VIU forum here: https://forum.vive.com/forum/72-vive-input-utility/
  8. The short answer is yes, one of the benefits of using the VIU Unity plugin is that you can select or use the target platform to select the controller models - it includes most controllers for most platforms supported and you can add a custom material or shader to modify the white default models. You can easily select the models for the simulator to use so you can test. At runtime you have several choices, if targeting SteamVR (OpenVR) PC based controllers you can allow the Steam runtime display the natively supported models with animation - simply include the SteamVR Unity plugin. To add your own model (or modified default model supplied) you can simply child the model to the corresponding controller or at runtime you can enable your model as shown when you use the ViveRig prefab - (press grip buttons to display a custom model). See the Controller Manager Sample C# script to see how that's done (and the hierarchy of the controller objects). Again, check out the simulator which allows you to test controller interactions - this simulator allows fine tuning your controller interactions without the longer cycle of testing in a headset.
  9. In case this is related: https://steamcommunity.com/app/250820/discussions/3/1752402219403291891/
  10. Please post questions on the corresponding Wave Forum: https://forum.vive.com/forum/34-vive-wave-sdk/ VIU specific questions: https://forum.vive.com/forum/72-vive-input-utility/ (VIU includes controller models for most HMDs including a simulator where you can select which models)
  11. https://forum.vive.com/topic/2408-android-debug-bridge-tips/?tab=comments#comment-2415https://forum.vive.com/topic/2408-android-debug-bridge-tips/?tab=comments#comment-2415
  12. https://forum.vive.com/topic/2408-android-debug-bridge-tips/?tab=comments#comment-2415
  13. Gaze control (cursor in center of view based on head tracking) is available if the application developer adds it. We have sample code for this with the Wave SDK for developers. Ideally developers should consider fall back support for controllers -> hand tracking-or eye tracking or basic gaze support (somewhat in that order based on hardware), @Keane0411
  14. Did you see the Focus example (dart boards)? Check out the Focus call back on the dartboard object's script as well as the script on it's parent.
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