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Found 7 results

  1. Unity Version - 2020.1.17f1 URP - 8.3.1, Single Pass Vive Wave XR - I've attempted all of them. 4.0.0 - r28, r39 and 4.1.0-preview 5.1 Vive System Version - 3.0.999.124 Wave SDK Version - 4.1.0-u4 Everything now renders as pink due to removed shaders. Deployment to device provided no issues until Monday afternoon(probably deployed .apk to device over 20 times without issue and shaders/materials rendered properly). To my knowledge, I made no changes to any graphics settings, shader stripping, etc. 2021/07/21 15:16:38.725 10355 10393 Error Unity Unable
  2. Hi All, I'm trying to integrate Wave VR SDK 4.1.0 for Unity using Vive Wave XR Plugin. I'm using Unity 2021.1.12f. I was following this guide: https://hub.vive.com/storage/docs/en-us/UnityXR/UnityXRGettingStart.html My problem is, that after I've added scoped registry (both manually and using VIVE Registry Tool) i get this errors in Unity: [Package Manager Window] Cannot perform upm operation: Unable to perform online search: Request [GET https://npm-registry.vive.com/com.htc.upm.preview.a.b.c] failed because it lacks valid authentication credentials [Unknown]. UnityEditor
  3. Working with a project that has the need to get the players Play Area setup. I am using the XRInputSubSystem.TryGetBoundaryPoints to get the points for the player defined Play Area. But when using it with Wave it gives me nothing, and it seems the Play Area is not used in the App. Instead the Play Area is much bigger and is a Square. So the question is how do I get the Players Play Area and use that to help, limit the play walking outside of it. The Project is Unity 2019.4.7. And uses The XR Plugin Manager. And the project is for the HTC Vive Focus 3 and other platforms. @Tony PH
  4. Hello, I am using the Unity XR SDK in my project. I need to implement the exit to the main menu when the user takes off the helmet, before the helmet goes into standby mode. I tried to track the moment of withdrawal using the XR API, here is an example implementation: InputDevice headDevice = InputDevices.GetDeviceAtXRNode (XRNode.Head); if (headDevice.isValid == false) return; bool userPresent = false; boolean presenceFeatureSupported = headDevice.TryGetFeatureValue (CommonUsages.userPresence, out userPresent); but it turned out that this option is not
  5. Hi, So I've been building an app for the Vive Focus plus. Occasionally when running the app I seem to notice tracking just doesn't start. I can see controllers working but the headset is basically just stuck to the floor (looking like 0,0,0 position). I'm using the xr interaction toolkit plugin with the xr plugin management to build to wave. I seem to have to quit then put the headset to sleep and then put it back on again for it to reinitialize. Any thoughts about what could be causing this? Thanks,
  6. Hello, I use the VIVE Wave XR plugin in Unity. I want to update it from 1.0.0 to 1.0.1, but Unity is giving me the following error: "Cannot perform upm operation: Request [GET https://npm-registry.vive.com/-/v1/search?text=com.htc.upm&from=0&size=250] failed with status code [504] [NotFound] UnityEditor.EditorApplication:Internal_CallUpdateFunctions()" Is your server down? Thanks, Martijn Pillow's Willow VR Studios The Netherlands @Tony PH Lin @JustinVive
  7. 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 ar
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