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Found 11 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 to find libGfxWXRUnity 2021/07/21 15:16:44.781 10355 10393 Debug Unity Shader 'Universal Render Pipeline/Particles/Lit': fallback shader 'Universal Render Pipeline/Particles/SimpleLit' not found 2021/07/21 15:16:44.781 10355 10393 Debug Unity WARNING: Shader 2021/07/21 15:16:44.781 10355 10393 Debug Unity Unsupported: 'Universal Render Pipeline/Particles/Lit' - All subshaders removed 2021/07/21 15:16:44.781 10355 10393 Debug Unity WARNING: Shader 2021/07/21 15:16:44.781 10355 10393 Debug Unity Did you use #pragma only_renderers and omit this platform? 2021/07/21 15:16:44.781 10355 10393 Debug Unity WARNING: Shader 2021/07/21 15:16:44.781 10355 10393 Debug Unity If subshaders removal was intentional, you may have forgotten turning Fallback off? 2021/07/21 15:16:44.781 10355 10393 Debug Unity WARNING: Shader 2021/07/21 15:16:44.781 10355 10393 Debug Unity Unsupported: 'Universal Render Pipeline/Particles/Lit' - All subshaders removed 2021/07/21 15:16:44.781 10355 10393 Debug Unity WARNING: Shader Unfortunately, the file upload is not working. Graphics links below. forward renderer https://www.dropbox.com/s/kpervnhrciptb5b/forward_renderer.png?dl=0 graphics https://www.dropbox.com/s/nt39gci0cjfog8r/graphicssettings.png?dl=0 urp https://www.dropbox.com/s/4lpwx04quj98jlp/urp-renderer.png?dl=0 wave sdk https://www.dropbox.com/s/ys6c6yjpibwslu4/wavesdk_settings.png?dl=0
  2. I'm not able to get any of Debug.Log messages from the device. When I run following command 'adb logcat -d > logcat.txt' I get all the logs except Unity logs. I have also tried 'WVR_Log.Log.d' but still no log messages. How can I log the messages?
  3. 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.EditorApplication:Internal_CallUpdateFunctions () [Package Manager Window] Error searching for packages. UnityEditor.EditorApplication:Internal_CallUpdateFunctions () So I've searched what is it and found this topic: https://forum.unity.com/threads/npm-registry-authentication.836308/ But it requires me to log in with some credentials. And here comes my questions: Is this something normal that I have to do this authorization manually? Or maybe there is some other way? Where can I get this login and password? Do I have create some developer account and use this account? Thanks in advance for all the help. @Tony PH Lin
  4. I want to connect a device with bluetooth in vive focus, but in HMD, there's also "smartphone notification" to link the phone which has vive app. I found the method of adb tool; however, the vive focus is not allowed to access the root in adb. So, are there other ways to solve this problem?
  5. 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
  6. Wave SDK 3.1.94 Early Access and Experimental ROM 3.07.623.336 - How to Request Access Find Wave SDK 3.1.94 Early Access here - https://developer.vive.com/resources/2020/04/01/vive-wave-sdk-early-access-updated-3-1-94/ To receive ROM access, read on..... This SDK has a medley of new features, including: Pass Through Passthrough cameras triggered when exiting virtual safety wall Use HelloVR to test this effect Also press twice power button to enable Pass Through, and you should see the launch time is very quick. Hand Gesture & Tracking A Gesture sample Gesture_Test is provided in the wvr_unity_samples.unitypackage. You can find the sample under Assets/Samples/Gesture_Test. https://hub.vive.com/storage/docs/en-us/TheGestureUsage.html Direct Preview for Unreal https://hub.vive.com/storage/docs/en-us/UnrealPlugin/Unreal_wavevr_DirectPreview.html Adaptive Quality (now working in ROM update 3.07.623.336) Adjusts CPU/GPU rendering performance levels to improve FPS https://hub.vive.com/storage/docs/en-us/WaveVR_AdaptiveQuality.html REQUEST ROM ACCESS In order to use the new features found in Wave SDK 3.1.94 you’ll need to upgrade to the latest ROM (go to Settings > System Update). Please write to @Tony PH Lin and provide your name, company, device type (Focus or Focus Plus), HMD serial number, and your current ROM Version. These are the ROMs required to receive the special ROM: Focus Plus: 3.07.623.3 Focus (dev kit): 2.04.1400.2 Expect 2 business days turn-around time. Once your request is processed, then you will receive the FOTA for ROM version 3.07.623.316 for Focus Plus or ROM version 2.11.1400.216 for Focus. You will then need to make another system update to ROM version 3.07.623.336. If you have any feedback please share with us in the comments. Cheers, The Vive Wave Team
  7. Back in release 2.1.8 we were told to make sure to handle BOTH the new Alias1_Trigger and Alias1_Digital_Trigger in our code. In Wave SDK 3.1.6 the new WaveVR_Button List was introduced but for some reason the DigitalTrigger is commented out. Our app needs to run on BOTH focus and focus plus. Can someone help us figure out what buttons map to which enum values as of 3.1.6 See the Assets\WaveVR\Scripts\WaveVR_ButtonList from the latest unitypackage for Wave SDK 3.1.16: @Cotta @Tony PH Lin
  8. Hello HTC Engineers and devs, We are considering developing for the Focus + with the Wave SDK and had some questions we were hoping to get some advice on! 1) Engine version. Our title is built with UE4.21.2 We don't plan to upgrade the engine in the near future. We are wondering if the WaveSDK for UE4.21.2 is still able to be used, or an UE4 engine update is required? 2) SceneCapture2D. We use the SceneCapture2D a lot with our title (on Oculus Quest) and we've seen this WaveSDK forum thread from around 3 months ago: https://forum.vive.com/topic/6552-can-not-use-scenecapture2d-with-multiview-and-multiviewdirect/ We are wondering if this is still a known issue or it's been fixed. We had a similar issue with the Oculus Quest SDK too but had a fix. 3) Performance. When testing out some free games from the store, and when just using the Focus+ dashboard / store environment with no other apps running, there seems to be a lot of performance issues - Low frame rate, juddering, etc. Does the WaveSDK have Fixed Foveated Rendering to improve performance? I can't see it in the docs, but did see it mentioned in the forums. For reference, the current OS firmware we are using is: 2.04.623.2 4) Platform features like Leaderboards and Achievements. I quickly searched through the SDK docs but couldn't find anything regarding this. Does the UE4 SDK support leaderboards and achievements? 5) Tracking. When moving the controllers around, the tracking does not appear close to 1.1. We've seen a thread on the forum about drawing a figure-8 pattern and we will attempt that today. We are wondering what the tracking latency is for the controllers when working correctly. Thanks for reading and we'd appreciate any thoughts on the above. @Cotta
  9. We've run into an issue migrating our app from the Focus to the Focus Plus. We are using the Native Media SDK (NdkMediaCodec.h) for decode. For whatever reason the same NDK decoder that works fine on Vive Focus, doesn't work on the Focus Plus. What happens on the Plus is, a couple frames get decoded, and then decoder stops producing output. There are no related errors in Logcat. The only difference I can see between the two devices is the Wave SDK version. Any ideas? Thanks, Krasi @Tony PH Lin
  10. Hi! We use a Vive Focus in Kiosk mode, and we need to keep our headsets ON with an application running, while they are charging. Unfortunately we noticed that when a headset is charging and displaying an image, its battery decreases faster than it increases. In that regard, we thought we could charge the headsets in sleep mode. However, sleep mode seems to pause the application which is running, and cuts all connections to our server. Is it possible to keep the headset connected to the socket while it is in sleep mode? And Is it possible to keep the application running in sleep mode? Thanks! Damien @Tony PH Lin @Cotta
  11. Hi everyone, The last week i bought a HTC Vive Focus plus with the Vive Entreprise Advantage for Focus Plus. To test it, i download on unity the WaveVr SDK with Samples scenes, but i can not build or export this example on my HTC Vive Focus Plus. Can you help me solve this problem please? @Cotta @Tony PH Lin
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