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Found 12 results

  1. Hi - I would like to entirely eliminate the head motion sensor input on the HTC vive pro eye such that if the user moves their head, the display does not change and keeps the same view / screen. I know this is a bizarre request - it is for an eye tracking study with no external variables coming into play), but any help would be appreciated on whereto look in the SDK. Thank you so much!
  2. Hi developers, The Vive SRWorks SDK has a new release v0.9.3.0 today. You can download it from here. Release Notes: Support Pass-through, Depth, 2D segmentation of AI.vision etc. running on AMD Graphics card but exclude 3D reconstruction related function Add EULA, so need wearing HMD to make selection before SRWorks_Runtime start Remove Calibration from rotary panel of Unity Experience demo but add a Settings for configurable pass-through FOV selection Overall performance improvement in Unity Experience demo by providing several configurable modes, ex: renderi
  3. Having a Cosmos for demos and development, evaluating the options for hand tracking with these questions 1) read somewhere the APIs for Cosmos are different from the one for Pro, but didn't find any specific reference for Cosmos in the API documentation. It's true, or I'm wrong. 2) I'm interested to integrate this in applications developed on Unigine. Can I expect a engine level integration, or I will need to ask developers to re-integrate hand tracking support at every engine release or every new application. Let's say how complicated is to create a new engine specific plugin.
  4. Hello, Recently I`ve been trying to set up the UE4 SRWorks plugin and run an example project. I did everything according to the instruction. Hotkey functions are all working well except the scanning function. When I press the Z key UE4 immediately crashes. I get it that there is a problem that array index out of bounds exception but why? I did not alter any code or smth, just installed the plugin according to the instruction. Has anybody ever encountered a similar problem? @Dario @Daniel_Y
  5. Hi everyone, I want to be developer of HTC VIVE product. However ı haven't made a decision yet. Which one is bettter? HTC VIVE PRO or HTC VIVE COSMOS? In addition to all SDK's shared by HTC, does it apply to all products? Best Regards.
  6. Hello folks, I am running into a problem interfacing with the OpenVR SDK when using two trackers with one controller. Specifically, the IVRCompositor::WaitGetPoses( ) function will sometimes return incorrectly transformed matrices to my C++ application. I was wondering if anyone has experienced a problem like this before, or if there is a known solution. The scenario: I place two VIVE trackers about 1 foot apart from one another, facing the same direction. I would expected that the matrices of each tracker (stored in TrackedDevicePose_t -> mDeviceToAbsoluteTracking) will be very s
  7. Dear VIve forum, I am having a hell of a time trying to get my Vive Focus Plus to work with WaveVR in Unity 2019.1.0f2. Could we get an updated document on how to set up WaveVR? Specifically linking to our SDK and JDK? https://hub.vive.com/storage/app/doc/en-us/UnityPluginGettingStart.html The guide says that Android SDK 7.1.1 (API Level 25) or higher is required. As well as Android SDK Tools version 25 or higher. Since I am starting off fresh and am also new to Unity and Android development, I had no Nvidia Codeworks or Android Studio. When I download Android studio, I go to th
  8. Hello! I'm following the start guide: https://vr.tobii.com/sdk/develop/unity/getting-started/vive-pro-eye/ I'm stuck on step 5. I set standalone provider to "Tobii or HTC" and get these errors: Assets\TobiiXR\External\Providers\TobiiHTC\TobiiHTCProvider.cs(20,44): error CS0117: 'SRanipal_Eye' does not contain a definition for 'IsViveProEye' Assets\TobiiXR\External\Providers\HTC\HTCProvider.cs(56,54): error CS0117: 'Convergence' does not contain a definition for 'CalculateDistance' I use Unity 2019.1.14f1. Any suggestions?
  9. hi there, i m into a situation where i m not able to click on UI buttons... 1. i created lookat function for UI canvas which is attached to empty gameobject (parent of canvas) whose rotation is 0 and child (canvas rotation is 180) 2. when i teleport to different position and try to click on UI button not able to click, the controller ray is passing through UI object @Cotta @Tony PH Lin
  10. Cory, from HTC VIVE, will conduct a free workshop on Eye Tracking development using HTC VIVE’s SRAnipal SDK. Topics will include eye tracking, foveated rendering, variable-rate shading, and using eye tracking for avatar animations. If you are interested in using eye tracking or foveated rendering in your VR content then come to learn, network, ask questions, and try a demo! This workshop is free and opened to the public. You will not need a SIGGRAPH badge to attend. RSVP for your free ticket here This workshop is in partnership with LA Unity 3D Meetup, XRLA Meetup, and Two Bit Circus. T
  11. In order to build for the Focus Plus you will need to integrate your apps with the Wave SDK. For more information about Focus and Wave development check out our Vive Developer Resources Site. You can find both the Wave SDK and Documentation linked from this Resource page. If you’re a Unity Developer, then Getting Started with Unity and Wave SDK will be very helpful. If you’re looking for community help, be sure to visit the Wave SDK Forum to find answers to your questions or to ask new ones you may have. You can find best practices for HMD and controller tracking - Room Setup and Co
  12. The most recent Wave SDK is version 3.2 (Released August 11, 2020) https://developer.vive.com/resources/vive-wave/ [Important Note] This version includes Experimental Features that require the latest public ROM, version 4.14.623.1 for Focus Plus. Or 3.13.623.1 for Focus. Major New Features include: Unity XR Plug-in Framework Support Hand and Gesture Tracking. Please note these features are experimental and are likely to be updated in our next SDK release. Passthrough Support via new APIs. Adaptive Quality and Foveated Rendering ar
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