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simeon

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About simeon

  • Birthday 06/17/1984

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  1. Windows Mixed Reality HP VR1000 - Windows Runtime, SteamVR Runtime HTC Vive -> SteamVR Runtime Oculus 1 via link. -> Oculus Runtime. My SteamVR was somethat 1.18... but currently it's 1.19.7. All setups worked for me and because the usage of openXR I thought, it would also work on all other headsets. I updated a new version for review. In this version a controller is not needed, as we use this also for public installation. Hopefully it makes things easier. I also removed compatibility to cosmos headsets, because their own openXR runtime seem to have problems with the app.
  2. I also hope, that only few people have no active openXR runtime, but in my case (see first post) the viveport app reviewer obviously had no active runtime enabled, can't see an image in VR and rejected the app. Thank you for caring. You saw, that @C.T. also has this on scope?
  3. We're not talking about my runtime problems, but the users which I can't control (e.g. when pusblishing via viveport) -> See my first post. Thank you for trying to help.
  4. Someone in the unity forum wrote: "The active runtime is just a JSON entry in the registry that the OpenXR loader uses. You could write your own logic to check the registry and make sure steam is set and if not tell the user to set steam active (or set it active yourself if you want to change the registry)." Maybe this could something the viveport desktop app could check, if a user downloads an app, which uses an app with OpenXR flag and then give the user a button, which changes the runtime to steamVR...
  5. Any news on this topic? The story of this app: This app was developed for the oculus go. Because oculus stopped support in december 2020 and due to corona we didn't manage to release it. We ported it to the quest. After we submit it to the app lab we waited for 6 weeks or so, before they denied it. The reason: it's a 3dof. (on purpose and usage of stereo renderings) So we ported to it to openXR to be independent of a headset. Just to give the background that we're a bit desperate, if we ever can show it to someone...
  6. I want to publish a VR app at the viveport made with Unity 2020.3.15 + openXR. Today it was rejected. I tested it on three different Headsets (wmr, oculus, htc) and everything worked fine. In the rejection mail they said, that "there's no image in the VR Headset." They also send there player log: At the beginning of the player.log I see the lines: [XR] [17744] [17:39:44.530][Info ] ==== OpenXR Support Details ==== [XR] [17744] [17:39:44.530][Info ] OpenXR Runtime: [XR] [17744] [17:39:44.530][Info ] UNKNOWN COMPANY, which is not a Unity supported partner We all know, that the third line should be something like: Valve / Microsoft / Oculus So it seems, that the system, they use, has not an OpenXR Runtime set. On my machines this is not a problem, because I have three runtimes and set it to my prefered. Mostly Steam. But it seams, that a SteamVR installation alone with viveport does not set itself as OpenXR runtime. In unity there is a dropdown, which runtime the editor should use, but this is not used in the build. I also posted this problem in the unity forum - but I also want to try to get some useful infos here. I could imagine, that the viveport desktop should check, if there is an active openXR Runtime and if not, should set it to SteamVR. Because they work together and viveport should also support openXR builded apps, right?
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