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mobfish_cai

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  1. @Corvus I'm talking about the new XR Management System, and this VIU is about the legacy Unity VR Support, which is not suitable for this case, besides, I have my own solution otherwise this report won't be this detailed. I'm not a fan for another unnecessary plugin. I found a workaround, that remove these .so files when build it. It would be nice if you can fix it on your side.
  2. Unity 2019.4.8 I have a workflow that project change its setting and vr target itself during build or cloud build. Due to very complicated reason, in local build, I have all the supported vr packages included whenever the my build target is, even for no-vr build. In this case, I want to build a no vr version for android, with Vive Wave XR Plugin is included in the package. In Unity Setting, "Initialize XR on Startup" is disabled, and nothing in "plugin providers" are selected, I also make sure that xr loaders list is cleared in script. When the apk is built and installed, I noticed that the screen is totally black, and no errors in log, and the logs from app shows up properly, as if the app is running normally without issue. It's just an empty screen. At the same time, there is a log spam which should not exist: 2020-08-21 15:35:26.658 31419-31478 I/XRPreInitPrvdr: GetPreInitFlags 4 2020-08-21 15:35:26.773 31419-31478 I/chatty: uid=10316(mob.fish.threesixty.player.develop.cai) UnityGfxDeviceW identical 7 lines 2020-08-21 15:35:26.789 31419-31478 I/XRPreInitPrvdr: GetPreInitFlags 4 2020-08-21 15:35:26.806 31419-31478 I/XRPreInitPrvdr: GetPreInitFlags 4 2020-08-21 15:35:27.255 31419-31478 I/chatty: uid=10316(mob.fish.threesixty.player.develop.cai) UnityGfxDeviceW identical 27 lines 2020-08-21 15:35:27.271 31419-31478 I/XRPreInitPrvdr: GetPreInitFlags 4 2020-08-21 15:35:27.290 31419-31478 I/XRPreInitPrvdr: GetPreInitFlags 4 2020-08-21 15:35:27.307 31419-31478 I/XRPreInitPrvdr: GetPreInitFlags 4 2020-08-21 15:35:27.323 31419-31478 I/XRPreInitPrvdr: GetPreInitFlags 4 2020-08-21 15:35:27.788 31419-31478 I/chatty: uid=10316(mob.fish.threesixty.player.develop.cai) UnityGfxDeviceW identical 28 lines 2020-08-21 15:35:27.805 31419-31478 I/XRPreInitPrvdr: GetPreInitFlags 4 2020-08-21 15:35:27.821 31419-31478 I/XRPreInitPrvdr: GetPreInitFlags 4 2020-08-21 15:35:28.303 31419-31478 I/chatty: uid=10316(mob.fish.threesixty.player.develop.cai) UnityGfxDeviceW identical 29 lines 2020-08-21 15:35:28.319 31419-31478 I/XRPreInitPrvdr: GetPreInitFlags 4 2020-08-21 15:35:28.335 31419-31478 I/XRPreInitPrvdr: GetPreInitFlags 4 2020-08-21 15:35:29.216 31419-31478 I/chatty: uid=10316(mob.fish.threesixty.player.develop.cai) UnityGfxDeviceW identical 53 lines 2020-08-21 15:35:29.234 31419-31478 I/XRPreInitPrvdr: GetPreInitFlags 4 I disabled the init xr on startup in setting, so this XRPreInitPrvdr should not run at all. When I remove the vive wave xr plugin, this issue is gone and everything works fine, so I believe the source of the issue is in the vive wave xr package. And for further investigation, I made another script that removes unnecessary .so (library) files in this gradle build folder during build process (using IPostGenerateGradleAndroidProject), Temp\gradleOut\unityLibrary\src\main\jniLibs\arm64-v8a . Turns out, issue solved. In this case, 2 library files in the Wave XR are removed, libGfxWXRUnity.so and libwvrunityxr.so Can you make these libraries not to load when xr is disabled? I also noticed that libGfxWXRUnity.so is set to "Load on startup", is this the cause?
  3. Sometimes I got this error when doing or after doing a build, when you check loader type, can you at least add if(loader!=null) ? This is probably caused by my scripts which changes loader settings during build or cloud build. This error prevents me from a successfull build some time. [Exception] NullReferenceException: Object reference not set to an instance of an object CustomBuildProcessor.CheckIsBuildingWave() at Library/PackageCache/com.htc.upm.wave.xrsdk@1.0.0/Editor/WaveXRBuildCheck.cs:59 57: foreach (var loader in loaders) 58: { -->59: if (loader.GetType() == typeof(WaveXRLoader)) 60: { 61: return true; CustomBuildProcessor+CustomPostprocessor.OnPostprocessBuild() at Library/PackageCache/com.htc.upm.wave.xrsdk@1.0.0/Editor/WaveXRBuildCheck.cs:86 84: public void OnPostprocessBuild(BuildReport report) 85: { -->86: if (report.summary.platform == BuildTarget.Android && CheckIsBuildingWave()) 87: { 88: DelAndroidManifest(); BuildPipelineInterfaces+<>c__DisplayClass17_0.<OnBuildPostProcess>b__1() at <d7545a46516941d4b2f2dec578cd41ee>:0 BuildPipelineInterfaces.InvokeCallbackInterfacesPair[T1,T2]() at <d7545a46516941d4b2f2dec578cd41ee>:0
  4. This is a bugfix/feature request for Wave XR Plugin for Unity XR Management. Currently in Unity InputSystem, XRController.rightHand.isTracked always return false. Please make it return true if the controller is tracked. @Cotta @Tony PH Lin @JustinVive
  5. I can't answer early because: You have reached the maximum number of posts you can make per day. I believe 3 posts per day is way tooo low. Regards to the issue, no, this doesn't solve the problem. - I'm talking about the new "Unity XR Plugin", not "Legacy Wave VR Unity Plugin" - By default, "Assets/WaveVR/Platform/Android/Customize" this path doesn't exist. - in the package contains this class: "CustomBuildProcessor", the subclass "private class CustomPostprocessor : IPostprocessBuildWithReport" already indicated, that this plugin will delete android manifest, which will result the issue I noted in the first post. So my request is, don't delete exist android manifest or overwrite it. Write it in your document that this specific android manifest is required to do a successful build. Or alternatively, you can use "IPostGenerateGradleAndroidProject" to change gradle after gradle project output.
  6. Not just that, there are multiple wave compatible devices like focus, focus pro, pico g2, etc. Some of the devices have different controller model, and in previous version, these controller model can be loaded dynamically with some kind of "RenderModel" class, and I'm looking for alternative in the new Unity XR Wave Plugin.
  7. Our project targets multiple devices, including multiple android vr devices. I noticed that during wave vr build, the manifest will be deleted, which will result the PlayerSetting "Custom Main Manifest" removed from checking, and it will result error when I build for other platform afterwards. And I can't find any c# API which enable this. So can you remove these codes which deletes manifest? You can write in document that this specific manifest is required for Wave VR Build.
  8. I just upgraded Wave VR to 3.2 in order to use Unity XR System. Basic Input works fine, but now I can't dynamically load Controller Model. I noticed that the codes are already there in MeshProviderManager, I used that, however, all it generates are triangles. How to properly load a device controller model?
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