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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 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. Vive Wave SDK Starting from 4.1.0, Wave SDK officially support hand tracking interaction on Vive focus 3 for content creation. You can find detail instruction below to enable the Hand Tracking. Welcome to join the new adventure of future VR. More documentations to Getting Started for Unity Developer: https://hub.vive.com/storage/docs/en-us/UnityXR/UnityXRHand.html More documentations to Getting Started for Unreal Developer: https://hub.vive.com/storage/docs/en-us/UnrealPlugin/UnrealHand.html How to enable hand tracking In “Connectivity” page of VRS 2.0 setting, switch “Enable Hand Tracking” to ON, Manually restart the device is a must Launch hand tracking supported content , put aside the controllers on a stable surface. hand will show up after put hand in front of camera. Vive Wave SDK 4.1.0 is available at https://developer.vive.com/resources/vive-wave/sdk/ Vive Wave SDK 4.1.0 supports limited access to the camera texture API. ROM Version Information You can have Hand Tracking effective based on ROM Version 2.0.999.114/3.0.999.116 and after.
  3. Getting Started with VIVE Wave™ for Developers (updated Nov 2020) First download the Wave SDK : https://developer.vive.com/resources/vive-wave/sdk/320/ Note: Porting to the VIVE Wave platform General Porting Guides from Daydream (mobile) or from the VIVE to Wave are available here: https://hub.vive.com/storage/app/doc/en-us/PortingGuide.html Please note the following quick guides below focuses on Unity scenes and code and when porting across platforms and devices but also consider graphics (depending on CPU/GPU/RAM etc.) coniderations. If your existing application used the SteamVR APIs directly, note that most of the Wave APIs have a one to one correspondence to SteamVR. So if you have a 3rd party framework that wraps SteamVR you should also be able to support the Wave SDK by mapping the APIs as shown in the VIVE porting guide. Porting from other devices using different toolkits like Unity XR Interaction (in preview) for Unity XR plugins like Wave 3.2+ or VIU (Vive Input Utility) which supports both Unity XR and legacy should be considered. A Quick Start Guide for developing in Unity: The following are the steps for setting up a scene with the Wave SDK, but also see the alternative below it when using the VIU toolkit along with the Wave SDK for cross platform support. 1) For legacy Unity (pre Wave 3.2): Launch Unity and create a New Project and make sure you Switch Platform to Android in File->Build Settings... (see the getting started guide to setup Android https://hub.vive.com/storage/app/doc/en-us/UnityPluginGettingStart.html) Note: for Wave XR plugin (Unity 2019.4) use the package manager and you can also avoid Android Studio and use the built in Android support. 2)For legacy support: Import wavevr.unitypackage (Assets->Import Package->Custom Package...) 3) For legacy support: From the Project Assets window, drag and drop the WaveVR and ControllerLoader prefabs into your Scene Hierarchy window to create objects in your scene (delete or disable the existing Camera object there’s one already included in WaveVR) For Wave XR plugin support - you can use Unity XR APIs like when using any other XR plugin. 4) For legacy: duplicate the ControllerLoader in your scene (or drag another one in) and select its Type as the left controller in the Inspector window as shown above. At this point it’s up to you how to handle a second controller’s inputs (or simply handle it the same as the first) For Wave XR plugin, see samples included with the packages. 5) from File->Build Settings.., select Build and Run (make sure device is attached via USB and Developer settings on the device allows for USB debugging) VIU (more below) can use a simulator when developing for all platforms. Note if at any time you get prompted by a WaveVR plugin popup window to accept preferred settings, simply accept unless you have a good reason not to. You can safely dismiss the AndroidManifest related popup for now until you are ready to publish on Viveport (this is for indicating 3DOF vs 6DOF or both). At this point you should be able to see your empty scene with your controller on your Wave device ! Alternative Quick Start Using the VIU (Vive Input Utility) Unity plugin: There is also an additional Unity plugin for developing VR projects that can target multiple platforms and devices and is highly recommended especially for new projects or projects that don’t require extensive use of the Wave SDK APIs (although you can access both APIs at once). The Vive Input Utility: This is a Unity plugin that can support Vive, Vive Pro, Rift, Daydream, Go, Quest and the Wave SDK (e.g. Focus and Focus Plus) in addition to Unity’s XR APIs which in turn can support Windows MR and more. This is an abstraction that wraps other SDKs like the Wave SDK creating a common code base for many platforms. It’s available on the Unity Asset Store (search for VIU) or at https://github.com/ViveSoftware Steps to create the same application but using the VIU plugin: 1) Launch Unity and create a New Project and import VIU (Vive Input Utility) from the Unity Asset Store or package manager (or github) 2) Drag and drop the ViveCameraRig (or the ViveRig for additional features) into your scene and remove the existing Camera object (there is a camera already included in ViveRig) 3) Build and Run VIU Note: Since these prefabs also support other platforms you already get 2 controller support (in addition to falling back to single controller). The ViveRig adds controller support for teleporting, grabbing and toggling controller models and can be easily modified in the Inspector when ViveRig->ViveControllers is selected in the scene. Support is provided at the official developer forum for the Wave SDK: http://community.viveport.com/t5/Vive-Wave-SDK/bd-p/vive-wave-sdk
  4. Hello, I use the VIVE Wave XR plugin in Unity. I want to update it from 1.0.0 to 1.0.1, but Unity is giving me the following error: "Cannot perform upm operation: Request [GET https://npm-registry.vive.com/-/v1/search?text=com.htc.upm&from=0&size=250] failed with status code [504] [NotFound] UnityEditor.EditorApplication:Internal_CallUpdateFunctions()" Is your server down? Thanks, Martijn Pillow's Willow VR Studios The Netherlands @Tony PH Lin @JustinVive
  5. 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?
  6. Hi all, We recently released an Early Access version of Wave SDK 3.1.94. This version comes with several new Experimental Features for content developers and one of them is Direct Preview for Unreal Engine. While creating content for Vive Focus/ Focus Plus, developers need to test and tweak their project to make sure that everything works properly. However this process is often time-consuming as developers need to repeatedly build, deploy and install APKs spending time waiting during the development stage. That’s why we introduced the Direct Preview feature which enables you to skip the building process and directly preview your content on your AIO HMD via Wi-fi. You can rapidly preview and iterate on your scene using Unreal’s VR Preview Play mode while Direct Preview will stream the rendered frames to your Vive AIO device. Headpose, Control input, gestures, and similar input is sent from the device to the computer. You are able to effectively preview the app without needing to go through a time-consuming build and deploy process. Here is a video showing the steps: DirectPReview_UE4 Video.mp4 INSTRUCTIONS You can find detailed instructions HERE about Direct Preview. Here's what you need to do: Integrate the WaveVR plugin of the WaveSDK to your Unreal Engine Project according to the instructions here. Connect the HMD to your PC/laptop with a USB cable and turn on the HMD. Make sure that the proximity sensor of the HMD is always covered to keep the HMD awake(otherwise it will go to sleep). Find the IP of your HMD using the adb command "adb shell ifconfig" Copy and paste the IP to the Wave VR Project Settings. Also make sure that the Connect Type is set to Wi-fi. Install the Direct Preview APK to your HMD using the Wave VR Menu option "Install Device APK". This will install automatically the wvr_plugins_directpreview_agent_unreal.apk that lives in the {YourProjectName}\Plugins\WaveVR\Prebuilt\DirectPreview\deviceAPK folder. Verify that the apk was installed successfully by checking the Library of installed apps on your HMD. Start the DPServer using the WaveVR Tab Menu option "Start DPServer". You will notice a console window opening that will show you logs of setting up the server. Now your server is up and running we need to connect the HMD to it. To do that we need to start the apk we installed earlier. Go ahead and run the "Start Device APK" command from the Unreal Menu tab. This will automatically start the apk on your HMD(since the HMD is connected to your PC). Once you start the apk on your HMD you will notice a screen showing the message "Connecting...". You should also see the dpServer console window is updating with logs, showing that a client is connected to the server. You can now disconnect the headset from the PC as the streaming will take place via Wifi. Now start "Play in VR Preview" from the Unreal Engine menu. This will start a preview of your VR application and if you enabled "Enable Preview Image" in your WaveVR Project settings you should see the same result rendered/streamed on your HMD wirelessly. That's it! If you now try to move the headset, the VR Preview window will update accordingly. You can always stop the VR Preview, modify your scene layout or work on your project and then start the VR Preview again to see the updated results quickly on your HMD. This way you don't have to deploy an apk and wait for things to be compiled just to preview a simple change, saving you previous development time. ISSUES/NOTES Make sure that your PC/Laptop and your HMD are both connected to the same network domain. If what you see on your HMD during the Direct Preview looks blurry, you may need to adjust the image size sent to the HMD by changing the Unreal Engine window size in Editor Preferences > Level Editor - Play in Unreal Editor. So for example, if your Unreal Editor VR Preview window is too small, the image sent to the HMD will need to upscale and this will cause pixelation. At the moment, your Unreal Engine Project folder must be in your Window C Drive(and not an external hard drive), otherwise Direct Preview may not work at all (we are working on a fix for this issue). If you notice that only the left or right eye view is rendered on the HMD during the Direct Preview Mode or none of them are rendered at all, that's because Direct Preview needs high bandwidth for streaming, otherwise it is possible to lose frames. However, we provide an update frequency option in the WaveVR Project Settings so developers can adjust the FPS according to their bandwidth and reduce the FPS accordingly. Also restarting both the apk and the dpServer.exe application can help with the loss of rendering in the HMD during Direct Preview. Keep in mind that the FPS option here has to do with the number of frames sent from the dpServer(PC) to the APK(HMD). If you can't see the dpServer.exe window after trying to start it from the WaveVR Menu option button, you can always start it manually by running {YourProjectName}\WaveVR\Prebuilt\DirectPreview\dpServer.exe. Similarly if the Direct Preview apk is not installed automatically after clicking on the Install Device APK option, you can always install it manually using adb install command. The apk lives inside the plugin: {YourProjectName}\Plugins\WaveVR\Prebuilt\DirectPreview\deviceAPK\wvr_plugins_directpreview_agent_unreal.apk. If you start the DPServer and the window is opening and closing immediately there is probably an error. Try to run the .exe manually with cmd and if you notice that the log is complaining about nvidia drivers try to update to the latest nvidia drivers + restart your PC if you already have the latest drivers. Remember that you only need to start the dpServer and the Direct Preview apk once and it will keep running in the background. Of course feel free to restart it if you notice that something went wrong. Please give it a go and let us know about your thoughts in the comments.
  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. @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
  9. To All, Here comes the video introduction of latest new Experimental Features for 3.1.94 Early Access. Please enjoy and download to start trial. You can refer more info. from below link.
  10. I am using an older version of unity and waveSDK. unity2017.4.1 waveSDK2.0.37 The old project file was converted to unity2018.4.11. I updated waveSDK2.0.37, but I get some errors. What is the simplest migration procedure? @Tony PH Lin
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