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Found 10 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. 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?
  4. 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
  5. 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
  6. 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
  7. 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-scenecaptur
  8. 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
  9. 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 applicat
  10. 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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