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Found 8 results

  1. 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
  2. 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
  3. 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 t
  4. 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 wh
  5. 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
  6. @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
  7. 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.
  8. 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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