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Found 13 results

  1. Hi there, we have developed apps for Oculus Quest with Unity and now want to port them to Vive Focus Plus. Want to find some universal solution which will work on Focus, Qeust and maybe Pico. We are a bit of confused with HTC SDKs. Are we right that we should use VIU as universal SDK solution plus use WAVE for Focus and Oculus tools for Oculus respectively as low level SDKs? We also can't find any API doc with classes description etc... Does it exist? Any task becomes a problem without doc. For ex, how can I discover HMD availability? In Oculus SDK we have class OVRManager.
  2. We realise how important it is for the development community to have easy-to-use tools that improve content performance. We recently released the new update of Wave SDK 3.1.94 [Early Access] with several Experimental Features for developers who create content for standalone VR headsets of the Wave Ecosystem such as the Vive Focus Plus and Vive Focus. In this update, we introduced changes to the Adaptive Quality feature, which can help to automatically adjust the rendering quality of your VR application according to the system workload in order to achieve better performance and improve battery
  3. The Wave SDK for Unreal Engine is now also available on Github: https://github.com/ViveSoftware/VIVE-Wave-SDK-Unreal INTRODUCTION So far, the Wave SDK for developers using Unreal Engine has been available only on the Vive Developer Website. We decided to release the WaveVR plugin for Unreal Engine as a public Github repository. This will allow developers to report bugs or suggest enhancements using Github Issues allowing us to get feedback from the developer community. Developers can also create Pull Requests to suggest bug fixes. The Vive team will review the pull requests and follo
  4. Hi all, We recently released an Early Access version of Wave SDK 3.1.94. This version comes with several new Experimental Features for content developers and one of them is Direct Preview for Unreal Engine. While creating content for Vive Focus/ Focus Plus, developers need to test and tweak their project to make sure that everything works properly. However this process is often time-consuming as developers need to repeatedly build, deploy and install APKs spending time waiting during the development stage. That’s why we introduced the Direct Preview feature wh
  5. Back in release 2.1.8 we were told to make sure to handle BOTH the new Alias1_Trigger and Alias1_Digital_Trigger in our code. In Wave SDK 3.1.6 the new WaveVR_Button List was introduced but for some reason the DigitalTrigger is commented out. Our app needs to run on BOTH focus and focus plus. Can someone help us figure out what buttons map to which enum values as of 3.1.6 See the Assets\WaveVR\Scripts\WaveVR_ButtonList from the latest unitypackage for Wave SDK 3.1.16: @Cotta @Tony PH Lin
  6. @VibrantNebula @JustinVive @Dario and team. It would be really great if your could publish a Best Practices Guide on Player/Build/Preferences settings in Unity. It would be VERY helpful understanding how WAVE SDK changes might be impacted by the version of unity you might be running. For instance, having a better understanding of how Unity 2019.x player settings impact the performance of our Wave VR 3.1.6 SDK based app on a Vive Focus/Plus would be EXTREMELY helpful...THoughts? Here's ours if its helpful. We are running Unity 2019.3.6f1 + Wave SDK 3.1.6 and we develop for BOTH Vive focus
  7. Hello One and All, If you're interested in creating mobile VR content for the Wave platform and you want to win cash prizes, check out the Wave Developer Awards - https://developer.vive.com/resources/2019/12/17/viveport-launches-wave-developer-awards/. We are now accepting submissions through April 10, 2020 at 11:59pm (GMT+8). Check out the video for inspiration and see some of the great games and apps that already exist in the Wave ecosystem. Good luck and can't wait to see the great apps that you create!
  8. 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
  9. Hi, I have a question regarding the foveated rendering on Unity. Is it a feature that works on all HTC headsets, or only some? I'm trying to use it with the Vive Focus, but no matter what the parameters, it doesn't change what's displayed. Either it be with the Unity Editor or inside the headset. Has anyone had any success with it?
  10. We are having trouble determining whether the use has taken off the headset. Looks like WVR_EventType_DeviceSuspend and WVR_EventType_DeviceResume events are not fired. Please advice what's the correct way for the app to know the headset has been taken off, since we need to take additional actions.
  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. Getting Started with VIVE Wave™ for Developers (updated Nov 2020) First download the Wave SDK : https://developer.vive.com/resources/vive-wave/sdk/320/ Note: Porting to the VIVE Wave platform General Porting Guides from Daydream (mobile) or from the VIVE to Wave are available here: https://hub.vive.com/storage/app/doc/en-us/PortingGuide.html Please note the following quick guides below focuses on Unity scenes and code and when porting across platforms and devices but also consider graphics (depending on CPU/GPU/RAM etc.) coniderations. If your existing application
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