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[NEW] Vive Wave SDK Links (Latest SDK release: August 11, 2020)


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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

Hi @MDV Games, we are aware that UE4.24 has deprecated the MotionController Input and we are working on a different way of supporting Unreal Engine's Input. For now, you can follow the instructio

Hi @MDV Games It could be caused by SDK/Runtime mismatch. Please provide full log and we can confirm if it's the case we suspect (adb logcat 2>&1 | tee log). We are working on the new

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Hi @alivelii

Sorry for the delayed response. The latest Wave SDK 3.1.4 supports UE 4.22. And it supports OpenGL ES 3.1 and Vulkan as well.

To use GLES 3.1, please find the option in ProjectSetting > Platforms > Android > Build

Uncheck "ES2" and check "ES3.1" option, then build your project.

1129.png.7d83c11cffc3538f951a456e627b95a4.png

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May I ask when will the SDK support UE 4.23 ?

On 11/29/2019 at 6:13 PM, Cotta said:

Hi @alivelii

Sorry for the delayed response. The latest Wave SDK 3.1.4 supports UE 4.22. And it supports OpenGL ES 3.1 and Vulkan as well.

To use GLES 3.1, please find the option in ProjectSetting > Platforms > Android > Build

Uncheck "ES2" and check "ES3.1" option, then build your project.

1129.png.7d83c11cffc3538f951a456e627b95a4.png

 

@Cotta

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@Tony PH Lin Circling back here because we have discovered the reason why we've been unable to run the latest Unity plugin 3.1.4:

It turns out that there were mobile VR packages that we thought we had removed from ProjectSettings, but were still present. Checking ProjectSettings.asset we removed "daydream" and "Oculus" and the build succeeded and ran without any AndroidManifest.xml collisions.

Everything works now. Also there is no need for us to modify the platform settings for the wvr plugins, as we indicated above. They are good as they are imported.

Edited by atonalfreerider
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Hi @MDV Games,

we are aware that UE4.24 has deprecated the MotionController Input and we are working on a different way of supporting Unreal Engine's Input.
For now, you can follow the instructions about using the WaveVR Blueprint API for Input HERE  and use the BP Nodes IsInputButtonPressed, IsInputButtonTouched and GetInputButtonAxis

../_images/UnrealControllerButtons_IsInputButtonPressed.png

 

Also for your question on how to get access to Wave SDK 31.94(that does support hand tracking indeed) please check this post. It describes the process.

 

 

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