Jump to content

AlGolden

Verified Members
  • Posts

    23
  • Joined

  • Last visited

Reputation

0 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. @chengnay Thank you. What workaround do you recommend?
  2. @chengnaythanks. We'll wait for your fix for some time since we afraid some new bugs can appear if we add Oculus Integartion. At list it would be necessaryto test all the project thourously after such a modification.
  3. On Oculus (tested on Quest 2 and Rift) if you hold a GameObject in hand with Grab and controller with GameObject is out of sight of tracking cameras - you lost the GameObject - Grab releases it. It's ok with Vive Focus Plus. I beleive it's because it uses other tracking principle and controller's tracking always working. Please recommend any possibility to fix this bug. @chengnay
  4. Hi, could you please recommend the best way to get ViveRole during AfterGrabbed Event. The task - i get the drill with left or right hand. I need to switch vibration on left or right hand inside AfterGrabbed() function. How can I know what hand is holding the drill? I wanted to use BasicGrabbable.currentGrabber but it seems it is not the link to the hand gameObject. What is the right method to get ViveRole to call ViveInput.TriggerHapticVibration? @chengnay
  5. @Tony PH Linthanx Even for corporate devices? Corporate customers require full logs and recordings of VR trainings for analysis and examination. If customer switch recording on and off manually he forgets to do it regularly and we can't connect recording to the training data. How do you recommend to satisfy the demand for training video recording?
  6. @Tony PH Lin Hi Tony, do you have any responce about dev video capture API?
  7. @chengnay @Tony PH Lin Thank you. Hi, Tony. We produce VR trainining courses using Focus Plus. Our client - InterRAO, the major electricity generation company in Russia - wants to record all the actions during the training. We find video recording option in the last Focus Plus firmware. To start recording it's necessary to choose Screen recording option in the local menu of the HMD. Captured videos are stored in Movies\Sreenrecorder folder of the HMD. We need to start and stop this videorecording not manually from local HMD menu but automatically from our application - start recording at the begining of the training and stop at the end of it. The questions is how can we do it from our Unity app.
  8. @chengnay Video recording is working inside Focus Plus. I just need to open context menu and start recording. The only question is how to start and stop recording not manually but from unity app. Maybe you can adviise to whom i can address this question? We have a big client to whom this functionality is very important.
  9. @chengnay I mean we use standalone Focus Plus with android. We need to capture video inside HMD without computer
  10. @chengnay i do not understand. where should I add the command? we use Unity sdk to create apps
  11. Hi, maybe somebody knows how is it possible to capture video in Focus Plus and save it to disk? I mean start/stop capture inside application
  12. yes, i should choose SDK at run time. the question is how to check at runtime what was choosen. But it seems I found the anwer. I can check VRModule.isOculusAndroidVRSupported for example.
  13. @chengnay We have a start scene where teach user how to use controlers. Since Quest and Focus have different controllers (we use our customized models) the scenario is slightly different. So i need to know which scenrio to use. We also use the same app on a tablet connected with the helmet by Wifi using Mirror sdk in a slavemode so i need to know which model to show on a slave tablet. Now I simply state the HMD type at compile time but it's not very convinient during development. It would be much better to understand HMD type or it's abcense at runtime.
  14. Thanks a lot! One more question. I try to dectect what hardware uses the app - Vive Focus, Oculus Quest or HMD is absent, I call VRModule.GetDeviceState(0).deviceModel in GameObject.Start(). Bur it seems it's not a safe way. Sometimes it returns "OculusHMD" but sometimes "Unknown". I thought it's because VRModule could be not initialised at the the time of the call and move it to Update(). But it's the same unpredictable. What is the right way to detect the hardware?
  15. @chengnayThank you, it's working. It would be greate if you could provide sample code for smooth moving.
×
×
  • Create New...