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dario

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Everything posted by dario

  1. @Gianmarco Please see the updated list of extensions, we've added opengl support recently. Thanks for the feedback, we'll get back to you when we can announce additional support.
  2. Vive Cosmos OpenXR Feature package for Unity After installing the Unity OpenXR plugin you can add the HTC Vive Cosmos Controller Support Feature to OpenXR Features as shown: You can download the HTC Vive Cosmos Controller package preview as a tarball file here: UPDATE: v1.0.0 Unity issues from latest plugin resolved. Download: com.htc.upm.vive.openxr.controllers-1.0.0.tgz previous update: Add common usage “gripButton” for grip-pressed input. Add common usage “triggerButton” for trigger-pressed input Use the package manager to install as either a tarball or if you run into any issue you can unzip it and use the from disk option and point to the json file. Unity includes several samples with their OpenXR package so be sure to install the Controller Sample. This sample will display all the controller's inputs visually for almost all the input because the Cosmos controller has an additional "bumper" button next to the trigger button. As shown you can run in editor connecting to the OpenXR PC runtime. In this case it's the "Default" Vive Cosmos OpenXR runtime. To set it as the default you should select it as the default when you first run the runtime from the Vive Console. This will set the default Windows registry values. To install the Vive Cosmos OpenXR runtime please see: https//forum.vive.com/forum/92-vive-openxr/ Now as you may have noticed above I've added an indicator for the Bumper button status (green when pressed) for both left and right hand controllers for this sample. You can add them with the following steps. 1) Once you've enabled the feature (first screen shot above) we can edit the Controller sample to include the additional indicator by duplicating the Trigger Press visual element, renaming it as "Bumper Press" and moving it slightly to the right of Trigger Press (remember to do likewise for RightHand). 2) To edit the Action binding for this new indicator first double click on the Action Reference field of the Action to Button ISX script component in the inspector as shown above. Once you get the following Input Actions window, you can add the new actions and bind them to the appropriate binding path that the Vive Cosmos Controllers feature provided as shown below and while this window is open also add one for the right hand controller. And with that you can start using all the Vive Cosmos controllers inputs for your OpenXR applications! Note: screen shots don't reflect the latest Unity OpenXR plugin version and will be updated
  3. Ok I just confirmed that pogo pin input is indeed working when not assigned as hands but as another role in steamvr. I tested with the latest beta but it's probably been there for sometime - fyi not all changes make the changelog with steamvr updates.
  4. ok well that has the fix, I just confirmed that trackers now take pogo pin input when assigned other roles in steamvr. I didn't see any axis issue with this fix. @am_ga
  5. Which version of SteamVR, latest beta?
  6. Thanks Patrik, for the update. Please feel free to send me a private message to send logs.
  7. @cusa123, sorry it's not clear, are you using the OpenXR preview runtime for Cosmos or are you using SteamVR? (both won't run at the same time) @Patrik Did you mean you recently updated the preview runtime or MSFS 2020 or both? I thought VR support for MSFS 2020 was coming end of Dec. Early previews may be limited to specific devices - did you have it running earlier or with SteamVR's OpenXR runtime?
  8. please test with the latest SteamVR beta as this issue has been addressed (pins being limited to just 2 hand roles)
  9. Hi all, please note that a recent steamvr update should address the pogo pins issue so now you have more trackers ableto use the pins - i.e. not just 2 hand roles anymore best, Dario @PLAYMK
  10. - UPDATED - Current Version now availabke on the public line (no longer on the beta line) Intended audience: OpenXR application developers who currently include OpenXR support in current game engines (e.g. UE4 applications using the OpenXR plugin) or custom apps/engines that implement the OpenXR specification. What is OpenXR? OpenXR is a royalty-free, open standard that provides high-performance access to Augmented Reality (AR) and Virtual Reality (VR)—collectively known as XR— platforms and devices. To learn more about using OpenXR to develop VR application, check out the OpenXR 1.0 specification, API reference and quick reference guide. For more information, see the Khronos OpenXR page. OpenXR Extensions supported: (as of version 2.0.17.0) XR_KHR_D3D11_enable XR_KHR_D3D12_enable XR_KHR_opengl_enable XR_KHR_vulkan_enable XR_HTC_vive_cosmos_controller_interaction XR_KHR_visibility_mask XR_KHR_win32_convert_performance_counter_time KHR_EXT_convert_timespec_time XR_EXT_hand_tracking (supported via API layer) XR_EXT_hand_joints_motion_range XR_EXT_eye _gaze_interaction (supported via API layer) Enabling OpenXR *** note: with the latest update OpenXR is already enabled for VIVE Cosmos *** Development For UE4 Developers: UE4 developers can start with this project: Documentation for OverrideOpenXRPlugin Project.pdf OverrideOpenXRPlugin.zip UPDATE: ViveOpenXRPlugin_UE426.zip New Vive OpenXR Unreal Plugin to support Unreal 4.26 OpenXR.Documentation is inside the package. Development For Unity Developers: Note: Unity has released a preview version of the Open XR plugin for Unity 2020.2 Please see the related post for detailed information and for the download link to the Vive Cosmos Controller Feature for Unity OpenXR: https://forum.vive.com/topic/9141-vive-cosmos-controller-openxr-feature-for-unity/ Sample OpenXR applications: (additional examples forthcoming in forum) If you're interested in simply trying out an OpenXR sample app with the Vive Cosmos, Here is a sample build: CosmosControllerSample(Unity).zip There are also third party applications already available. One example is Blender which supports OpenXR (inlcuding the Vive Cosmos OpenXR preview runtime) within the Blender application which helps designers test their creations without leaving the Blender editor: https://docs.blender.org/manual/en/latest/addons/3d_view/vr_scene_inspection.html Additional Notes: Please note if you are having issues, please check or install the latest Visual C++ redistributable found here: https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads Stay tuned for additional documentation and examples and updates.
  11. If you abstracted your code either with your own framework (or at least wrapper classes) - or - you used one of many cross platform toolkits (including our VIU or Unity's XR Interaction toolkit) you should be ok to port across platforms without relying on directly accessing Wave native (Android) APIs. I'm biased but I highly recommend using VIU (Vive Input Utility) for cross platform support including Quest/Quest2, Focus/FocusPlus. Of course it depends on the app's required features. What specifically (e.g. hand tracking) are you concerned about for cross platform compatibility? https://hub.vive.com/storage/docs/zh-tw/UnityXR/UnityXRPackages.html# describes the packages but even your screen shot (also included above) describes exactly the features each package covers. Do you mean you want an API by API listing? If you search the documentation you should find each of the feature sets documented. Let us know specifically what you feel is missing from the documentation.
  12. The current strategy, WaveXR XR plugin on Unity, is the recommended one for when OpenXR is supported on Unity.
  13. hi @razoredge, as a long time member of Khronos and OpenXR, we will continue to be active and supportive. We just became the third official adopter and in addition to the Cosmos we plan to support additionaly devices in the future. OpenXR support will likely be a matter of switching XR plugin targets with Unity's XR management system. Please don't view the Wave XR plugin for Unity as 3 separate plugins, In essence it's really just one. And additionally, if you've been using a toolkit that supports Unity e.g. VIU or Unity XR Interaction Toolkit (in preview) then porting would simply be a matter of switching the target XR plugin. Take a look at the Vive Input Utility (VIU) plugin, as even before the new Unity XR architecture was available it has always had a management system to easily port across many platforms and devices from the same source code.
  14. Hi jboss, Since the Duration question is more about frame rate, yes I think it should be in a separate thread if you don't mind. So am I to understand that you don't want the stickiness to occur on grab (with button press) but on collision? So is the dominant hand assumed to be the one grabbing or is it specified elsewhere first? I also I didn't understand why stickygrabbable would be different than grabbable regarding having racket going through the ball - that's more about collider's material options and RigidBody collision options.
  15. As a supporter and member of the Khronos OpenXR group, HTC is announcing an OpenXR runtime preview for the VIVE Cosmos. The runtime is available as a Vive Cosmos OpenXR developer preview for developers interested in testing OpenXR applications on the VIVE Cosmos. OpenXR enables XR portability across hardware devices enabling developers to focus on the content over porting for each device. HTC submitted to the Khronos group and passed conformance tests so is now officially an OpenXR adopter joining the growing list of companies: https://www.khronos.org/conformance/adopters/conformant-products/openxr To learn more about using OpenXR to develop VR applications, check out the OpenXR 1.0 specification, API reference and quick reference guide. For more information, see the Khronos OpenXR page. Interested developers can join the Vive OpenXR developer forum for details on how to download the OpenXR beta for the Vive Cosmos via the Vive Console. https://forum.vive.com/forum/77-vive-cosmos-developer-faqs/ The HTC Vive developer relations team encourages developers to support the OpenXR standard with this beta runtime for the Vive Cosmos and looks forward to supporting additional devices in the future.
  16. bumping this thread and adding the following for reference (from another thread): play movie file: adb shell am start -a android.intent.action.VIEW -t video/mp4 -d content://com.android.externalstorage.documents/document/primary/file.mp4
  17. Sorry for not posting sooner, this issue was reported to Valve and this was the solution discussed. To review, you must map the trackers to other roles (as in roles in SteamVR role mapping) which is separate from VIU role mapping, as per ChengNan's updated VIU Wiki page: https://github.com/ViveSoftware/ViveInputUtility-Unity/wiki/SteamVR-Input-System-Compatibility UPDATE: fix should in latest SteamVR Then in Unity/VIU you can continue to obtain input as you would do with the controllers. For reference, for obtaining input with Unreal please refer to this post:
  18. Please take a look at all the sample code that is optional to download for all 3 packages found in the Package Manager.
  19. 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.
  20. 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.
  21. If you want to better understand the science behind this: https://www.youtube.com/watch?v=wcTgE3p2bBo
  22. 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
  23. 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
  24. 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).
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