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Found 6 results

  1. Hello everyone. I am having issues with the Vive Focus Plus haptics. I'm using the Vive Input Utility v1.13.2.0 and WaveVR 4.1.1-r.3.1. I am testing my application on the Vive Focus Plus. Whenever I use the method TriggerHapticPulse, the controllers will trigger vibration for a really long time, with a high intensity. The normal behavior I had was vibration with the correct duration in micro seconds. I will usually call this method with 500 as parameter. ViveInput.TriggerHapticPulse(handRole, microSecondsDuration); Right now, I had to totally deactivate the haptics since it was unplayable. Do you have any idea of what that might be?
  2. Greeting, Currently I having some issues that my app will crash whenever my client are using it from his side. I tested and casted from my side here that every time, there are no crashes. But when my client using it, it will crash and specially during casting at Windows Connect at his PC and using Windows Display Wireless Adapter. Here are my client PC hardware specs are:- Lenovo p330 i7 8th, 16G memory, LEADTEK p400 display card with 2G memory. Please, if anyone with have these kind of experiences, please share your solutions. Thank you.
  3. I just got waveVR for unity in version 2019.2.9, and every time I start up the demo scene provided with it unity crashes. Any help would be appreciated
  4. I am creating a VR project for Vive Focus with Unity. Run WaveVR Attributes and the following screen will appear. This screen is also displayed when you execute a build. Which manifest file should I modify?
  5. @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
  6. Dear VIve forum, I am having a hell of a time trying to get my Vive Focus Plus to work with WaveVR in Unity 2019.1.0f2. Could we get an updated document on how to set up WaveVR? Specifically linking to our SDK and JDK? https://hub.vive.com/storage/app/doc/en-us/UnityPluginGettingStart.html The guide says that Android SDK 7.1.1 (API Level 25) or higher is required. As well as Android SDK Tools version 25 or higher. Since I am starting off fresh and am also new to Unity and Android development, I had no Nvidia Codeworks or Android Studio. When I download Android studio, I go to the Android SDK section and I click on Android 7.1.1 (Nougat) (API Level 25), and I click on Oreo as well just because the picture shows they have it selected. Moving on to SDK tools, I choose Android SDK Tools (version 26.1.1) and from there it seems really self explanatory so far. I complete all the build settings and move on to the External Tools part to set the Android SDK and JDK paths. In the image in Vive's documentation, I do not have those paths that they show. How do I know where my SDK and JDK locations are? When I Google "NVPACK," Nvidia Codeworks comes up. Do I also need to download that so I have those directories and tools? When I make an Android Studio project, I can then go to "Project Structure" to see my SDK and JDK location, but is that just for my newly created Android Studio project, or where the SDK and JDK live to use with everything else (including Unity)? In short, where are my Android SDK and JDK locations I need to link the paths to in the External Tools section in Unity Preferences? I think this is what is causing me to not see the WaveVR simulator and have "Connection Timeouts" when trying to PIE and causing build fails. Any help would be appreciated. Thanks, Tyler @Tony PH Lin @Cotta
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