Jump to content


Verified Members
  • Content Count

  • Joined

  • Last visited

Community Reputation

0 Neutral

About cru89

  • Rank
  1. Hi, I found the cause of the issue after getting back to this a few days ago: It is really, really important to launch everything in order. First SteamVR, then SRWorks runtime, then the application. Although SRWorks runtime launches automatically, I can reproduce the error, if I run my application and let it launch SteamVR and the SRWorks runtime. I can pretty much prevent the issue from occuring, if I know this process and launch all requirements manually. However this is quite an inconvenience and I think it's not very feasible to assume that end-users also launch all three applications
  2. 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 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.
  3. Hi there, I am working on an application that uses the SRWorks pass-through mode with a Vive Pro in UE4. Until yesterday everything worked fine, however the cameras suddenly stopped sending out images. I can't even run the Experience_Unreal sample or create a blank project - all I see are the default textures. I've attached a screenshot of the VR preview, which mirrors the right eye. On the left eye, I am seeing the default brick wall texture. Also, when I turn my head, I can see, that those textures are simply put on a plane, which is not following my head (as expected). I already t
  • Create New...