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  1. 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 Controller Tracking Tips. Read the Vive Focus Plus User Guide to get acquainted with it. Make sure to update your HMD to the latest ROM (currently version 3.07.623.x). You can update the device by tapping on the controller’s Vive button and then > Settings > System Update (Note: You must be connected via Wi-Fi in order to receive system updates). Once you’re ready to publish your app on Viveport, visit the Viveport Developer Console. If you need inspiration, feel free to find some fun right away and get to know some of the Wave experiences. Visit the Viveport M store in the HMD and peruse the titles with the 6+6dof label. This label indicates that the experience is compatible with the 6dof headset and the 6dof controllers. Here are some great suggestions: Browse the Virtual Web with Firefox Reality. Download Sureshot: RPO Edition. In this Ready Player One app you can freely move and shoot in full room scale glory! Check out Skyworld Kingdom Brawl, which is Vive Studios’ tactical card-battler, Clash Royale-inspired collaboration with Vertigo Games. Or try Kingdom of Blades for some sword swinging, shield bashing action! If you’re looking to purchase a Focus Plus, they are available at this link https://enterprise.vive.com/us/focus-plus/. For bulk orders, please reach out to your Vive contact for more information. If you have any questions, please don’t hesitate to reach out to us. We look forward to experiencing what you create. See you in VR, Justin and the Vive Team
  2. Hi developers, The Vive SRWorks SDK has a new release v0.9.3.0 today. You can download it from here. Release Notes: Support Pass-through, Depth, 2D segmentation of AI.vision etc. running on AMD Graphics card but exclude 3D reconstruction related function Add EULA, so need wearing HMD to make selection before SRWorks_Runtime start Remove Calibration from rotary panel of Unity Experience demo but add a Settings for configurable pass-through FOV selection Overall performance improvement in Unity Experience demo by providing several configurable modes, ex: rendering plane size, postpone segmentation after 3D reconstruction stopped Fix several no pass-through rendering cases Fix several runtime or application crash cases UE4.24 compatibility Unity 2019.3.10f1 compatibility We look forward to hearing your feedback! P.S. You can follow the HTC VIVE Developer Twitter for the latest news and updates.
  3. The most recent Wave SDK is version 3.1.6 (Released January 2, 2020) https://developer.vive.com/resources/knowledgebase/wave-sdk/ Here are the release notes and latest development guides: https://hub.vive.com/en-US/profile/documents Release Notes Wave SDK 3.1.6 SDK Plugin Recommended Versions: Unity 2017.4 LTS - see https://hub.vive.com/storage/app/doc/en-us/UnitySdk.html Unreal 4.22 - see https://hub.vive.com/storage/app/doc/en-us/UnrealPlugin/UnrealPlugin.html Unity Changes Update dp Server to 0.4.5.3 due to expiration date. Bug fixes Direct Preview failed to open. Extension Method Collision with SteamVR. Avoid potential null reference and GC. Unreal Bug fixes Fixed “RenderMask cause crash” issue. Known Issues Does not support IME in current version. See Release Notes for more information on Unity and Unreal Engine Plugins as well as former SDK versions - https://hub.vive.com/storage/docs/en-us/ReleaseNote.html#release-3-1-6
  4. Hi everyone, I want to be developer of HTC VIVE product. However ı haven't made a decision yet. Which one is bettter? HTC VIVE PRO or HTC VIVE COSMOS? In addition to all SDK's shared by HTC, does it apply to all products? Best Regards.
  5. 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
  6. 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
  7. Hello, Recently I`ve been trying to set up the UE4 SRWorks plugin and run an example project. I did everything according to the instruction. Hotkey functions are all working well except the scanning function. When I press the Z key UE4 immediately crashes. I get it that there is a problem that array index out of bounds exception but why? I did not alter any code or smth, just installed the plugin according to the instruction. Has anybody ever encountered a similar problem? @Dario @Daniel_Y
  8. Dear VIve forum, I am having a hell of a time trying to get my Vive Focus Plus to work with WaveVR in Unity 2019.1.0f2. Could we get an updated document on how to set up WaveVR? Specifically linking to our SDK and JDK? https://hub.vive.com/storage/app/doc/en-us/UnityPluginGettingStart.html The guide says that Android SDK 7.1.1 (API Level 25) or higher is required. As well as Android SDK Tools version 25 or higher. Since I am starting off fresh and am also new to Unity and Android development, I had no Nvidia Codeworks or Android Studio. When I download Android studio, I go to the Android SDK section and I click on Android 7.1.1 (Nougat) (API Level 25), and I click on Oreo as well just because the picture shows they have it selected. Moving on to SDK tools, I choose Android SDK Tools (version 26.1.1) and from there it seems really self explanatory so far. I complete all the build settings and move on to the External Tools part to set the Android SDK and JDK paths. In the image in Vive's documentation, I do not have those paths that they show. How do I know where my SDK and JDK locations are? When I Google "NVPACK," Nvidia Codeworks comes up. Do I also need to download that so I have those directories and tools? When I make an Android Studio project, I can then go to "Project Structure" to see my SDK and JDK location, but is that just for my newly created Android Studio project, or where the SDK and JDK live to use with everything else (including Unity)? In short, where are my Android SDK and JDK locations I need to link the paths to in the External Tools section in Unity Preferences? I think this is what is causing me to not see the WaveVR simulator and have "Connection Timeouts" when trying to PIE and causing build fails. Any help would be appreciated. Thanks, Tyler @Tony PH Lin @Cotta
  9. Hello! I'm following the start guide: https://vr.tobii.com/sdk/develop/unity/getting-started/vive-pro-eye/ I'm stuck on step 5. I set standalone provider to "Tobii or HTC" and get these errors: Assets\TobiiXR\External\Providers\TobiiHTC\TobiiHTCProvider.cs(20,44): error CS0117: 'SRanipal_Eye' does not contain a definition for 'IsViveProEye' Assets\TobiiXR\External\Providers\HTC\HTCProvider.cs(56,54): error CS0117: 'Convergence' does not contain a definition for 'CalculateDistance' I use Unity 2019.1.14f1. Any suggestions?
  10. 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
  11. Cory, from HTC VIVE, will conduct a free workshop on Eye Tracking development using HTC VIVE’s SRAnipal SDK. Topics will include eye tracking, foveated rendering, variable-rate shading, and using eye tracking for avatar animations. If you are interested in using eye tracking or foveated rendering in your VR content then come to learn, network, ask questions, and try a demo! This workshop is free and opened to the public. You will not need a SIGGRAPH badge to attend. RSVP for your free ticket here This workshop is in partnership with LA Unity 3D Meetup, XRLA Meetup, and Two Bit Circus. There's going to be a strong & passionate community of XR developers attending, and it'll be a great opportunity to connect / network. Location: Two Bit Circus – 634 Mateo St, Los Angeles, California Date: 7/30/2019, Tuesday Time: 6:30pm - 9:00pm Hope to see you there! Check back here on our developer blog for more workshop dates in the future. - Global Developer Relations Team
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