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Found 8 results

  1. Wave SDK 3.1.94 Early Access and Experimental ROM 3.07.623.336 - How to Request Access Find Wave SDK 3.1.94 Early Access here - https://developer.vive.com/resources/2020/04/01/vive-wave-sdk-early-access-updated-3-1-94/ To receive ROM access, read on..... This SDK has a medley of new features, including: Pass Through Passthrough cameras triggered when exiting virtual safety wall Use HelloVR to test this effect Also press twice power button to enable Pass Through, and you should see the launch time is very quick. Hand Gesture & Tracking A Gesture sample Gesture_Test is provided in the wvr_unity_samples.unitypackage. You can find the sample under Assets/Samples/Gesture_Test. https://hub.vive.com/storage/docs/en-us/TheGestureUsage.html 3DSP Audio You can build a demo app inside wvr_unity_Vive3DSP.unitypackage to see the effect of Vive 3D Audio. AudioTestApp scene is in Assets/Vive3DSP/Samples/AudioTestApp/Scenes. https://hub.vive.com/storage/docs/en-us/VIVE3DSPAudioSDK.html Direct Preview for Unreal https://hub.vive.com/storage/docs/en-us/UnrealPlugin/Unreal_wavevr_DirectPreview.html Adaptive Quality (now working in ROM update 3.07.623.336) Adjusts CPU/GPU rendering performance levels to improve FPS https://hub.vive.com/storage/docs/en-us/WaveVR_AdaptiveQuality.html REQUEST ROM ACCESS In order to use the new features found in Wave SDK 3.1.94 you’ll need to upgrade to the latest ROM (go to Settings > System Update). Please write to vivefocus_global@htc.com and provide your name, company, device type (Focus or Focus Plus), HMD serial number, and your current ROM Version. These are the ROMs required to receive the special ROM: Focus Plus: 3.07.623.3 Focus (dev kit): 2.04.1400.2 Expect 2 business days turn-around time. Once your request is processed, then you will receive the FOTA for ROM version 3.07.623.316 for Focus Plus or ROM version 2.11.1400.216 for Focus. You will then need to make another system update to ROM version 3.07.623.336. If you have any feedback please share with us in the comments. Cheers, The Vive Wave Team
  2. Hi, As the title implies, I would like to use Unity 2019 (version 2019.3.8f1) for my project, an application which would use hand tracking on the Vive Focus Plus. However, a few seconds after I start the application on the headset, it suddenly freezes and crashes. The same code, on a 2018 version of Unity, works perfectly. I would like to know if anyone had encountered those issues with the Vive Focus Plus and handtracking on Unity 2019, and what steps you took if you did encounter this problem. Have a good day !
  3. First, I'm not very good at English so bare with me. I'm currently working on the Sample scene in the Hand tracking sdk in Unity. I'm using XR settings of Google Cardboard which doesn't support Skeleton mode.(I suppose I'm on the 2d point mode) But can I render the skeleton model with the 21 points returned by the GestureInterface.cs(with the fake z coordinate)? I know it will seem weird but I would really want those skeleton to show
  4. I'm currently working on the Sample scene in vive hand tracking on unity Is there a way to render the hand skeleton with the 2d mode points returned (with a fake z factor) from Gesture Interface script?
  5. Good Morning, I am currently trying to use the ViveHandTracking plugin for Unity with a custom hand model (I have just sliced the default FBX with Blender above the wrist). The model is rigged exactly in the same way as the default one. I am actually able to display the new model and also seeing it moving. The issue is with finger animation, because it does not work. Is there a way to have the new model properly animated? Thank you very much
  6. 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. 3) Related to previous question, if will be possible to just emulate the controllers behavior, since we didn't need complex interactions. 4) will be possible to integrate Leap Motion, if this will guarantee a more stable controller emulation experience
  7. Hi, I am trying to create a steam vr driver for vive hand tracking - emulate index controllers, but it seems like there is a loop that takes over steam vr - so i can't make the tracking work in background process. Are there any plans to implement this on your side? To be able to use hands instead of controllers? Thank you.
  8. Hi, I'm working for a enterprise that needs to visualize the hands using the htc vive pro, but we can't get the hand tracking sdk installed. I'm practically new at this and I don't have too much idea of how to rebuild my project. When we copy the folder and paste into the indicated folder and try to relaunch the project, it says that "Could not be compiled. Try rebuilding from source manually". What can we do? Is there a way to do it automatically? Best regards,
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