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Found 4 results

  1. Problem I'm having some difficulty getting the plugin for unreal engine installed for the Vive Pro Eye Headset. Following the directions in the documentation leads to compile errors when I go to launch the project. In short, I can't get the plugin to compile or the project to load correctly. Done: [X] - Installed and running steam VR [X] - Installed and running SR_Runtime [X] - Calibrated Eye Tracker in Steam VR Error Trigger Pasted unzipped unreal plugin into C++ blank UE4 project. Returned message from unreal: Result of manual compilation via project.sln Menu -> Build -> Build Solution -------------------------------------------------------- I'm also trying to follow the directions in part 3 of : ------------------------------------------------------------ For Context: I'm a researcher at the University of Michigan and have a series of studies I would like to gather eye tracking data from (especially blink rate and pupil dilatation). We are using a fully developed VR environment in UE4 to give several treatments to participants.
  2. 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 are now enabled by Default. This can be modified in the WaveVR settings. Please review the Release Notes for more information about the great new features and for Important Changes - https://hub.vive.com/storage/docs/en-us/ReleaseNote.html#release-3-2-0 And leave any feedback or questions on the forums so that we can get back to you and the community. Wave Unity and Unreal SDK Recommended Versions: Unity 2019.4.3 or newer - see https://hub.vive.com/storage/app/doc/en-us/UnitySdk.html Unreal 4.24 or 4.25 - see https://hub.vive.com/storage/app/doc/en-us/UnrealPlugin/UnrealPlugin.html
  3. In my project, it is very important to use separate cameras for each eye. Any camera with the Target Eye set to Both or Left appears to work as intended, but when set to Right, the result on the Android HMD is like a left-eye camera; only the left part of the display renders, and the right side does not render. My project has successfully used per-eye cameras on other platforms previously. This is the first time implementing Wave platform. I can't see how to fix this issue, which is probably not a concern for most developers, but for me it is critical. I am using Wave XR Plugin 1.0.0 (com.htc.upm.wave.xrsdk) on Unity 2019.4.8 LTS. @Tony PH Lin
  4. Since it has 7 sets of parametric equalizer settings in Vive3DSP plugin. For my recent development needs, I want to know what parameters should be set for classical music sounds? Is has a set of parameters that are suitable for the listener?
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