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Found 44 results

  1. 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.
  2. How do I get the current timestamp from the eye tracker in Unity? @Corvus @Daniel_Y @Andy.YC_Wang
  3. 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
  4. 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
  5. 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 input. Add common usage “triggerButton” for trigger-pressed input Use the package manager to install as either a tarball or if you run into any issue you can unzip it and use the from disk option and point to the json file. Unity includes several samples with their OpenXR package so be sure to install the Controller Sample. This sample will display all the controller's inputs visually for almost all the input because the Cosmos controller has an additional "bumper" button next to the trigger button. As shown you can run in editor connecting to the OpenXR PC runtime. In this case it's the "Default" Vive Cosmos OpenXR runtime. To set it as the default you should select it as the default when you first run the runtime from the Vive Console. This will set the default Windows registry values. To install the Vive Cosmos OpenXR runtime please see: https//forum.vive.com/forum/92-vive-openxr/ Now as you may have noticed above I've added an indicator for the Bumper button status (green when pressed) for both left and right hand controllers for this sample. You can add them with the following steps. 1) Once you've enabled the feature (first screen shot above) we can edit the Controller sample to include the additional indicator by duplicating the Trigger Press visual element, renaming it as "Bumper Press" and moving it slightly to the right of Trigger Press (remember to do likewise for RightHand). 2) To edit the Action binding for this new indicator first double click on the Action Reference field of the Action to Button ISX script component in the inspector as shown above. Once you get the following Input Actions window, you can add the new actions and bind them to the appropriate binding path that the Vive Cosmos Controllers feature provided as shown below and while this window is open also add one for the right hand controller. And with that you can start using all the Vive Cosmos controllers inputs for your OpenXR applications! Build available here.
  6. 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 screens through the black-boxy SteamVR array of scripts. However, there exist YouTube videos and other records of people being able to put incoming images into the VIVE screens directly without resorting to the roundabout methods I'm using now. I would like to know if any of you fine folks know how to access the VIVE's two screens and render JPEG images onto them. Please don't hesitate to ask for clarifications about this question! @Jad
  7. 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. Has anyone else experienced this or know if this a known bug. A solution/workaround would be greatly appreciated. @Corvus Thanks!
  8. 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 time etc. However, if I try to blit the main camera texture to a smaller texture, the smaller texture always ends up black. I've tried changing the filter modes on both textures and come up with similar results. Is blitting to a different sized texture simply not supported on the Vive Focus, or am I missing something?
  9. 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!
  10. 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
  11. 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
  12. 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?
  13. 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
  14. 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 calibrate it in the Steam VR Home. Someone knows what could be happening? Thanks!
  15. 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 !
  16. 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 successfully tested in SteamVR 1.11.13. The SRWorks Runtime has been installed as well. Any help is much appreciated.
  17. 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
  18. 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
  19. 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?
  20. Hi there, I am attempting a AR project using the Vive Pro Eye and SR Works. I am unsure how may I extract out a Texture2D from the front cameras to be passed on to 'OpenCV for Unity' for Aruco marker detection. After looking through the SRWorks SDK, I came across ViveSR_DualCameraImageCapture.cs which will properly be the likely script to use. I have attempted getting the Texture2D from ViveSR_DualCameraImageCapture.GetUndistortedTexture() but I am without success. I am seeking any advice on how to use ViveSR_DualCameraImageCapture.cs and/or if anyone has success at Aruco marker detection using Vive SRWorks. Many thanks!
  21. 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 you made it.
  22. I'm working on a Vive Focus Plus project using Unity. I'm using Wave SDK v3.1.1 (Beta) and Unity 2018.3.10. I've been trying to get single pass stereo rendering to work properly for a while and I keep running into the same issue. When I try to turn on SPS using the WaveVR settings dialog (see below), I see both passes rendered side-by-side in the left eye of the Focus, and nothing in the right eye. It's as if one had taken what should be in the right eye and shoved it over to the left eye. Here's all the settings I think would be relevant: When I don't enable the last WaveVR settings option (the Single Pass Stereo support one) the application runs fine. Both eyes render properly, but it's clear it's using multipass rendering. How can I fix Single Pass Stereo rendering, and what am I doing wrong?
  23. Hi. Are there plans to make a Wave plugin for the new Unity XR Platform? If I'm targeting an app for steamvr, oculus, WMR and Wave (Vive Focus), what should I use? VIVE Input Utility (VIU)? Thanks @C.T. @Tony PH Lin @chengnay
  24. @VibrantNebula @JustinVive @Dario and team. It would be really great if your could publish a Best Practices Guide on Player/Build/Preferences settings in Unity. It would be VERY helpful understanding how WAVE SDK changes might be impacted by the version of unity you might be running. For instance, having a better understanding of how Unity 2019.x player settings impact the performance of our Wave VR 3.1.6 SDK based app on a Vive Focus/Plus would be EXTREMELY helpful...THoughts? Here's ours if its helpful. We are running Unity 2019.3.6f1 + Wave SDK 3.1.6 and we develop for BOTH Vive focus and vive focus using latest build of Visual Studio 2019 Enterprise as our editor. @Tony PH Lin @Cotta
  25. Hi, I'm currently trying to submit our first VR app release for the Pico G2 4K headset. The application is built in Unity and currently only uses the Pico SDK (So neither the Cardboard, Daydream, OpenVR, Vive or Wave SDK). The application runs fine, when side-loaded from Unity to the HMD. That's how we currently supply it to customer-businnesses of us. In order to make it publically findable, and to update it regurarly, I want to make it available for Viveport. I'm running into a couple of problems here... I'm unsure whether to select "Vive/OpenVR" or "Mobile VR" content. Later on in the submission process, I'm also required to list the supported headsets, but Pico 2G 4K is not an option. Also, Is it required to use one of the SDK's mentioned above to do submit our app in Viveport? Once uploaded and available, will it be possible for the installed application (built directly from the Unity) to replace (i.e. update) the existing application, as long as the bundle ID's match? Could someone guide me through this process? Thank you very much in advance!
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