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  1. Hello,I'm using the new input system with Oculus XR Plugin and OpenXR Plugin. I set the XR plug-in management to use OpenXR and to have HTC Vive, Oculus Touch and Valve Index inputs.After a input action's save and a Play in Editor, the Vive Controller disappear from the Input Actions. The actions already linked are still here, but I can't add new OpenXR input type.I don't know if this is a known issue. Is there a correction for that ? Unity Version : 2020.2.2f1 manifest.json of the project : { "dependencies": { "com.unity.2d.sprite": "1.0.0", "com.unity.analytics": "3.5.3", "com.unity.ide.visualstudio": "2.0.5", "com.unity.ide.vscode": "1.2.3", "com.unity.inputsystem": "1.1.0-preview.2", "com.unity.mobile.android-logcat": "1.1.1", "com.unity.nuget.newtonsoft-json": "2.0.0", "com.unity.probuilder": "4.4.0", "com.unity.progrids": "3.0.3-preview.6", "com.unity.settings-manager": "1.0.3", "com.unity.terrain-tools": "3.0.2-preview.3", "com.unity.test-framework": "1.1.22", "com.unity.textmeshpro": "3.0.3", "com.unity.timeline": "1.4.6", "com.unity.ugui": "1.0.0", "com.unity.xr.interaction.toolkit": "1.0.0-pre.2", "com.unity.xr.legacyinputhelpers": "2.1.7", "com.unity.xr.management": "4.0.0-pre.3", "com.unity.xr.oculus": "1.7.0", "com.unity.xr.openxr": "0.1.2-preview.2", "com.unity.modules.ai": "1.0.0", "com.unity.modules.androidjni": "1.0.0", "com.unity.modules.animation": "1.0.0", "com.unity.modules.assetbundle": "1.0.0", "com.unity.modules.audio": "1.0.0", "com.unity.modules.cloth": "1.0.0", "com.unity.modules.director": "1.0.0", "com.unity.modules.imageconversion": "1.0.0", "com.unity.modules.imgui": "1.0.0", "com.unity.modules.jsonserialize": "1.0.0", "com.unity.modules.particlesystem": "1.0.0", "com.unity.modules.physics": "1.0.0", "com.unity.modules.physics2d": "1.0.0", "com.unity.modules.screencapture": "1.0.0", "com.unity.modules.terrain": "1.0.0", "com.unity.modules.terrainphysics": "1.0.0", "com.unity.modules.tilemap": "1.0.0", "com.unity.modules.ui": "1.0.0", "com.unity.modules.uielements": "1.0.0", "com.unity.modules.umbra": "1.0.0", "com.unity.modules.unityanalytics": "1.0.0", "com.unity.modules.unitywebrequest": "1.0.0", "com.unity.modules.unitywebrequestassetbundle": "1.0.0", "com.unity.modules.unitywebrequestaudio": "1.0.0", "com.unity.modules.unitywebrequesttexture": "1.0.0", "com.unity.modules.unitywebrequestwww": "1.0.0", "com.unity.modules.vehicles": "1.0.0", "com.unity.modules.video": "1.0.0", "com.unity.modules.vr": "1.0.0", "com.unity.modules.wind": "1.0.0", "com.unity.modules.xr": "1.0.0" } }
  2. Hello, There is a bug in the Wave SDK for Unity with the material reflections from the skybox or from reflection probes. In the editor, the reflections appear correct, when viewed in stereo with a headset. The parallax of the reflections can be wrong depending on the axis the camera is facing : Reflections parallax is correct along +Z axis, but reversed along -Z axis and null along +/-X axis. With a correct parallax effect, the content of the reflections will appears to be behind the reflective object. But with a reversed parallax effect, the reflection will appear to be in front of the object, which is completely wrong. This was tested on a Vive Focus Plus and a Pico G2, with no difference. It was tested with the Wave SDK 3.1.6 and 3.1.4, with no difference. It was tested on Unity 2017.4 and Unity 2019.3 with no difference. On the Pico it was tested with the Pico VR SDK and it was correct, but it was incorrect with the wave SDK. Having done these tests, I think the bug is caused by the Wave SDK. I attached a unity project using Wave SDK 3.1.6 demonstrating reflections along each axis. When viewed with a headset, only the +Z reflections will look correct. If you test this unity project with an other VR SDK, They will look correct. I also attached two screenshots of the project using two SDKs. The first screenshot uses the wave SDK and the second uses the Pico VR sdk. Compare the trees in the left of the mirrors in the right and the left eyes. The left eye sees more trees in the wave sdk screenshot, but in the pico vr screenshot, it is the left eye that sees more trees. The difference is very subtle in 2D, but very visible in stereo. I hope this can be fixed. Thank you Bug Reflections WAVE SDK.zip
  3. ENGLISH : (sorry if there's some mistakes im french) Hi ! I bought an HTC Vive a long time ago (~2 years) and I was pretty happy about it, it worked well. I got some problem after like, 1 month of use, it started to do really weird things : one of the lenses was flashing and sometimes the video signal was disconnected for like 1~2 secs. Also, when the lenses were too much close from each other the video signal was disconnected. It was still working after this but after few days, the HTC Vive was not usable anymore. And the problem appeared : The HTC Vive was recognized by the Steam VR, and after like 10 secs, it wasn't recognized anymore. I contacted the support 3 times and sent the HTC Vive 3 times to them, and after each support interventions the HTC Vive worked.... For 1 day. I was thinking it was a problem during the confection of the HTC Vive but the support told me that my GPU had a problem. I got tired of it and gave up so I didn't used for like a year. But I recently had a new PC with a really good GPU and CPU, so I tried the Vive on it and : It still doesn't work. But now I'm motivated to make it work again. Can anyone help me make this HTC Vive work again ? Here is all the informations about my problem : My HTC Vive is recognized on Steam VR but when I turn on the controllers, the HTC Vive is'nt recognized anymore. There is nothing which is shown on the HTC Vive lenses. The sound works sometimes, I don't know why, (I got the Premium Audio Vive thing, I don't know if it causes problem). When the HTC Vive was still working : when lenses were too much close from each other the video signal was disconnected but when the lenses were separated, the signal came back. Those issues started when one of the lenses started to flash. Everything is up to date (Steam VR and drivers for Controllers or Link Boxes). Any help is appreciated even if it is only minor information __________________________________________________________________________________________________________________________________________________________________________________________________________________________________________ FRANCAIS : Salut ! J'ai acheté un HTC Vive il y a longtemps (~2 ans) et j'en étais plutôt content, il fonctionnait bien. J'ai eu un problème après un mois d'utilisation, il a commencé à faire des choses vraiment bizarres : une des lentilles du HTC Vive clignotait de toutes les couleurs et parfois le signal vidéo était déconnecté pendant 1 à 2 secondes. De plus, lorsque les lentilles étaient trop proches l'une de l'autre, le signal vidéo était inexistant (écran noir). Le HTC Vive fonctionnait toujours après ça, mais après quelques jours, il n'était plus utilisable. Et mon problème est apparu : Le HTC Vive était reconnu par Steam VR, et après environ 10 secondes, il n'était plus reconnu. J'ai contacté le support 3 fois et leur ai envoyé le HTC Vive à chaque fois, et après chaque intervention du support, le HTC Vive fonctionnait.... Pendant 1 jour. Je pensais que c'était un problème lors de la fabrication du HTC Vive mais le support m'a dit que mon GPU (carte graphique) avait un problème. J'en ai eu marre et j'ai abandonné, et je n'ai pas utilisé pendant un an. Mais j'ai récemment eu un nouveau PC avec un très bon GPU et CPU (processeur), alors j'ai essayé le Vive dessus et : Il ne fonctionne toujours pas. Mais maintenant, je suis motivé pour le faire fonctionner à nouveau. Est-ce que quelqu'un peut m'aider à faire fonctionner ce HTC Vive à nouveau ? Voici toutes les informations concernant mon problème : Mon HTC Vive est reconnu sur Steam VR mais quand j'allume les contrôleurs, le HTC Vive n'est plus reconnu. Il n'y a rien qui s'affiche sur les lentilles du HTC Vive. Le son fonctionne parfois, je ne sais pas pourquoi (j'ai le truc Premium Audio Vive, je ne sais pas si ça pose problème même si ça m'étonnerais). Quand le HTC Vive fonctionnait encore : quand les objectifs étaient trop proches les uns des autres, le signal vidéo était inexistant mais quand les lentilles étaient éloignées de nouveau, le signal revenait. Ces problèmes ont commencé quand l'une des lentilles a commencé à clignoter. Tout est à jour (Steam VR et drivers pour les contrôleurs ou les Link Boxes). Toute aide est appréciée, même s'il ne s'agit que d'informations mineures.
  4. Hi everyone , I bought Htc Vive Cosmos Yesterday. When i put the headset , I search in the menu (etc:Steam Library , Viveport) everthing is clean, but when I start a game ,I see in the headset the display/in game is LUMPY ! I write it down that way! You just see , when your arms moving (etc: Arizona Sunshine , Dirt rally 2.0) or some object is "pixelling" when you do nothing in the game , in the headset the game didn't "lag" just on the external monitor you see the game is lagging sometimes 40-90 FPS around , but in the headset randomly object "lumpy"... I tried every resolutions and videosettings (low-mid-high) in every games ! I have a 8700K, 2080 and 32 GB RAM's I hope everyone will understand ! @C.T. @stvnxu
  5. 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 similar. If I power up in this order - Tracker 1 On, Tracker 2 On, Controller On - the matrices of both trackers are indeed almost identical. However, if I power on in a different order - Controller On, Tracker 1 On, Tracker 2 On - The matrices of one of the trackers will be rotated exactly 90 degrees from what I would expect. The other tracker still retains the correct values/orientation as before. So now, even though both physical trackers are sitting in similar positions and orientations in the real world, their matrices returned by the VIVE SDK's WaitGetPoses( ) are different. In the same session, I can power on/off the controllers in different orders to change whether I get the correct or incorrect matrix values from the tracker. I am certain this is not a problem with my tracked device indices, nor a problem with overflowing array bounds, because the XYZ Position of the "Bad" Tracker is always correct - it is only the rotation of the tracker about that position in space that changes. So at least one value in every row in the matrix is what I expect. The correct Tracker[index == 3] 4x4 matrix (left) vs. the incorrect Tracker[index == 3] matrix (right) [ -0.99, 0.00, -0.17, -0.20 ] [ 0.99, -0.05, -0.12, -0.20 ] [ 0.00, 1.00, 0.00, 0.72 ] [ -0.01, 0.00, -0.99, 0.72 ] [ 0.01, 0.00, -0.99, 1.38 ] [ 0.05, 0.99, 0.00, 1.38 ] [ 0.00, 0.00, 0.00, 0.00 ] [ 0.00, 0.00, 0.00, 0.00 ] To specify the configuration I am using, my OpenVR SDK is version 1.0.10, my VIVE trackers are the newer model with the blue triangle, and my base stations are the older model. If anyone knows of a fix, workaround, or simply something to try, I would be very grateful for the help! Right now I am thoroughly stumped! Thanks! @chengnay
  6. I've uninstalled Vive software 3 times now and re-downloaded it. When I launch the Vive console app it will say that I no longer have access to the "private test program" and will kick me out of the beta updates, forcing me to run with the official patches. So basically i'm being forced to be left behind. When I try to join the beta program from Settings>Advanced>Beta Program it says "activation code not valid". This has never happened before, and is yet just another thing on a growing list of things that are broken about this product. Contacted Vive support, nothing helpful beyond uninstalling it via control panel and re downloading the software. Works for about an hour, then does the same thing.
  7. There is a bug in a clean install of the UE4 plugin. I get this error non-stop: WVRSimulator: Error: Failed to load Simulator library. This prevents me from packaging or launching the game @Tony PH Lin @Cotta
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