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  1. I'm trying to display a UI element in the position of the gaze collision. I found out that just using: Camera.main.WorldToScreenPoint(collision.position, Camera.MonoOrStereoscopicEye.Left); does not fully work for the "LeftEye" display - there seems to be some screen-cropping going on (about 15% on each side). Does anybody have a way how to reliably obtain a screenpoint from world point in SteamVR in Unity please? @Daniel_Y @Corvus
  2. Hello everyone, I'm writing this post to share the recent issues I ran into past couple of weeks and the conclusions my companie and I made to fix them. First I'd like to specify that we work on a VR solution implying the use of 3 trackers (2 of them with pogopin inputs) and a leap motion on Unity. We recently ran into a series of problems involving : - First we couldn't connect some trackers in our App, even tho they where connected just fine in SteamVR. - After i fixed that, we had "random" troubles with the orientation of trackers (apparently a (90, 0, 0) rotation). We r
  3. Hi everyone, I'm struggling with reaching the specified sampling rate of 120 Hz (8.33 ms) on a VIVE Pro Eye HMD. We use the SRanipal eye callback: SRanipal_Eye_v2.WrapperRegisterEyeDataCallback() in a script, derived from MonoBehaviour. The registered callback is only called every 14~16 ms, which leads to approx. 62 Hz. Way below the targeted 120 Hz. I think the PC specs are quite decent and should allow for 120 Hz sampling: Windows 10Pro Intel i7-10750H (specs can be found here) 32GB Ram GeForce RTX 2070 with Max-Q Design Following tool versions
  4. Vive Cosmos OpenXR Feature package for Unity Unity has released a preview of their OpenXR plugin available with Unity 2020.2 https://forum.unity.com/threads/unity-support-for-openxr-in-preview.1023613/ After installing the Unity OpenXR plugin (see link above) you can add the HTC Vive Cosmos Controller Support Feature to OpenXR Features as shown: You can download the HTC Vive Cosmos Controller package preview as a tarball file here: com.htc.upm.vive.openxr.controllers-0.1.0-preview.4.tgz UPDATE: (preview 4) Add common usage “gripButton” for grip-pressed
  5. Hello,I'm using the new input system with Oculus XR Plugin and OpenXR Plugin. I set the XR plug-in management to use OpenXR and to have HTC Vive, Oculus Touch and Valve Index inputs.After a input action's save and a Play in Editor, the Vive Controller disappear from the Input Actions. The actions already linked are still here, but I can't add new OpenXR input type.I don't know if this is a known issue. Is there a correction for that ? Unity Version : 2020.2.2f1 manifest.json of the project : { "dependencies": { "com.unity.2d.sprite": "1.0.0", "com.unity.analytics": "3.5
  6. Greeting, Currently I having some issues that my app will crash whenever my client are using it from his side. I tested and casted from my side here that every time, there are no crashes. But when my client using it, it will crash and specially during casting at Windows Connect at his PC and using Windows Display Wireless Adapter. Here are my client PC hardware specs are:- Lenovo p330 i7 8th, 16G memory, LEADTEK p400 display card with 2G memory. Please, if anyone with have these kind of experiences, please share your solutions. Thank you.
  7. Is there some way to get the image of user's eye(s) and show it via Unity app? @zzy @Corvus
  8. Hi! Hope you can see my inquiry. I use unity 2018.4.30f, srwork 0.9.7.1, steamVR1.15.19. I follow the step as @Tony PH Lin mentioned: 1. asset srwork to unity 2. restart unity 3. asset steamvr 4. asset SRexample 5. run demo But it still can not work... here is the problem: NullReferenceException: Object reference not set to an instance of an object Vive.Plugin.SR.Experience.ViveSR_Experience_Initialization.CheckCurrentHMDDevice (System.Action done) (at Assets/ViveSR_Experience/Scripts/ViveSR_Experience_Initialization.cs:90) Vive.Plugin.SR.Experience.ViveSR_Exp
  9. Hello, I'm using Vive Pro Eye headset with Unity and SR Works SDK for an Augmented Reality project. I would like to get the stream video experienced through the front facing cameras and then apply to it some processing tecnique to have a real time modified aspect of the real world. Do you know where I can get the video stream and how I can use it? I have already read the documentation provided by SRWorks and the previous topics but I didn't find a solution. Thank you!
  10. How do I get the current timestamp from the eye tracker in Unity? @Corvus @Daniel_Y @Andy.YC_Wang
  11. I'm working with Unity 20.19.4 and Vive Pro Eye and on Universal Pipeline (URP). Is there any way to enable foveated rendering on this configuration? The published asset only works on the old (built-in) pipeline. Thanks! @Corvus @Tony PH Lin
  12. Hello, I am a software engineer at NASA's Johnson Space Center, and I've got some questions regarding the Vive's software interface. The objective of my team is to provide a virtual reality teleoperation interface to the Valkyrie robot, using two cameras to provide stereoscopic vision to somebody using the Manus VR gloves and HTC Vive Trackers to manipulate the robot's arms, so that they can see what they're doing. We've been using Unity to render the incoming camera images onto planes that are positioned in front of the cameras, whose resulting views are then put into the Vive
  13. Hi, I just (auto)updated to SRanipal 1.3.0.9 and it seems that EyeCalibration.exe is not working properly anymore. The application does launch but does not continue once the loading message had disappeared. I tried to launch EyeCalibration from within the Unity( EyeSample scene from the latest SRanipal Unity Plugin Package) and directly(as administrator). I tried this on 2 systems without any results. I did notice that SRanipal has moved from C:\Program Files (x86)\VIVE\SRanipal\ to C:\Program Files\VIVE\SRanipal\ which suggest that the contents have been rebuild for x64. Ha
  14. Hello! I'm working on a Vive Focus Plus project using Unity 2018.3. We're trying to build a screensharing feature into our VR application. Currently, we do this by getting the active render texture off of the main camera and using Graphics.Blit to copy its contents to a different, equally sized render texture. That all happens in a Camera.onPostRender callback. Later, we stream the contents of that second texture to the receiver. I'd like to have the second texture (the one that gets copied to) be smaller than the main camera texture so we can save on texture memory, bandwidth, frame tim
  15. Hi all, How to auto turn on and turn off ObjModelViveController and line renderer when Laser Beam Behavior hit target. Or when user click button in controller device, it will turn on model in game in Unity. I work with Vive Focus Plus. Thanks for help!
  16. I have imported the SRanipal SDK (SRanipal_SDK_1.1.0.1) into my Unity Project. This program works well, and could get eye tracking information on Unity Editor (Unity 2019.2.15). However, This program couldn't get the information as built file (exe). It seems that the built file couldn't Synchronize with SR_Runtime (Ver.1.1.2.0). It has the same result of the new project that just imported SDK. Is it necessary to edit something Unity's Property, in particular, When I build a program. @Corvus
  17. 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
  18. Hi, Everyone. Today, I started making VR contents for Vive Focus by unity. I could build now but this windows popup everytime. How can I solve this?
  19. 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.
  20. Hello, I am trying to use the HTC Vive Pro in Unity with Tobii and I am getting this error: "Assets\TobiiXR\External\Providers\Vive\ViveProvider.cs(8,7): error CS0246: The type or namespace name 'ViveSR' could not be found (are you missing a using directive or an assembly reference?)" when I enable the "Support Vive Pro Eye" in the "Standalone Player Settings" section. I am using Unity 2019.4.7f1 but I have also tried in newer versions of Unity and I still have the same error. I have redone all the installation steps just in case something went wrong but Eye Tracking is working well as I could
  21. 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 !
  22. Hi, I'm using the SRWorks SDK – 0.9.0.3 Version and getting the following error in the demo scene of ViveSR_Experience in Unity 2019.2.5f1 when hitting play: Runtime Error! Program: This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information. Unity quits when I hit the OK button. I tried following the Guide "VIVE Getting Started with SRWorks Experience in Unity" but the error occurs anyway. I'm using the Vive Pro Eye if that matters. The camera has been activated and successfull
  23. Hello, I am trying to create a game in Unity that involves the use of Vive trackers. However, we cannot let others run the Unity project and can only give them a build/executable of the game. There are 3 Vive trackers needed (1 for hip and 2 for feet). Is there a way to have a popup at the start of game that forces users to turn on Vive trackers and assign them to certain game objects in the scene? Thank you! @chengnay
  24. I just got waveVR for unity in version 2019.2.9, and every time I start up the demo scene provided with it unity crashes. Any help would be appreciated
  25. I am creating a VR project for Vive Focus with Unity. Run WaveVR Attributes and the following screen will appear. This screen is also displayed when you execute a build. Which manifest file should I modify?
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