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Showing results for tags 'pass through'.
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
Hi there, I am working on an application that uses the SRWorks pass-through mode with a Vive Pro in UE4. Until yesterday everything worked fine, however the cameras suddenly stopped sending out images. I can't even run the Experience_Unreal sample or create a blank project - all I see are the default textures. I've attached a screenshot of the VR preview, which mirrors the right eye. On the left eye, I am seeing the default brick wall texture. Also, when I turn my head, I can see, that those textures are simply put on a plane, which is not following my head (as expected). I already t
Hello, Trying to integrate a "passthrough" feature that will emulate the passthrough feature accessed by the double tap on power button on the Vive Focus Plus, so I can use the image to setup the virtual environment for my users. However, we're running into a problem : when the application is launched, if the headset enters power saving mode and the application is paused, the camera doesn't work and update anymore. Unity version is 2018.3.0f2, WaveSDK version is 3.1.94. If anyone has a bit more stability with their camera usage in their application, I would love to know how