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I try to get the pupil diameter data in Unreal/ C++ which is not included as a function in the SRanipal_FunctionLibrary_Eye. That's the reason why I tried to directly get the verboseData or EyeData through SRanipal_Eye eg. like this: int result = SRanipal_Eye::Instance()->GetEyeData_(&eye_data) For some reason I always get the compiler error "error LINK2019: unresolved external symbol". So far I could not work out my mistake so I would be very grateful for a short example/ code snippet on how to access the pupil diameter data in Unreal/ C++ with SRanipal (not Tobii!). Thanks in advance @MariosBikos_HTC
Hey We're trying to use Hand Tracking on the Vive Pro 2 in unreal, we have it working with a normal Vive, but it gives the error in the logs: LogVHTEngine: Error: Start camera failed, retrying... LogViveHandTrackingComponent: Error: VHTEngine start failed: Camera The cameras are working correctly as they work when tested in SteamVR. According to the Aristo log its trying to start a Cosmos camera (which fails cause we're not using a cosmos), so it hangs for a while looping through looking for the camera: Start Cosmos high resolution camera error: NoCameraDevice Start Cosmos camera error: NoCameraDevice It then loops through NoCameraDevice a bunch, before giving up. I've attached the log, I'm assuming this is because the Vive Pro 2 is new and isn't supported yet, wondering when support would be added for this, and if there's a possible work around for now? Thanks Alex Aristo.log
Hey all, was working with the model they include with the SDK, but it wasn't rigged to the UE4 Skeleton so I fixed that https://drive.google.com/file/d/1vi83X3pziugJQZZvGWPZ6tX0csrEUrMp/view?usp=sharing Enjoy! Please reply to thread with cool stuff if you use it
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