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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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Hello, guys.

Does Wave SDK 3.2.0 really support the Unreal Engine 4.25? After downloading and launch the file "Plugin and Samples for UE 4.25", I exported it successfully to apk file. But it doesn't work on Vive Focus. When I try to run the app the system hangs on the Unreal logo screen, the screen itself dims a bit and my only option is to manually reset the device. What could be the problem?

Wave SDK 3.2.0 works perfectly with Unreal Engine 4.24.

Maybe the problem is related with requires Android Native Development Kit Revision 21 (NDK r21) to support the development of Android projects for Unreal Engine 4.25? This requires a new setup process using Android Studio instead of Codeworks for Android 1R7u1.

For more information, click on the links below:

https://docs.unrealengine.com/en-US/Platforms/Mobile/Android/Setup/AndroidStudio/index.html
https://www.unrealengine.com/en-US/tech-blog/updates-to-required-setup-for-android-ndk-21-in-unreal-engine-4-25

I have tried all of this, but without success.

 

@JustinVive, @MariosBikos_HTC, @Tony PH Lin, @Cotta

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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 System Upgrade that going to be released soon. Once the devices are upgraded this problem will no longer happen. At current stage please try the beta ROM for developers, or install by adb install -g <apk file> to prevent being stuck at splash image.

And regarding to the NDK r21 requirement: Yes r21 is required for UE4.25 or there will be build errors. Since you've been able to build pass your apk, it should not be this case.

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Great job team on this update. It's working great on Unity 2020.1.4f1 and building and deploying successfully.

A few questions / feedback here:

1 - I'm unclear about how permission prompts are supposed to work. Formerly we were using: https://hub.vive.com/storage/app/doc/en-us/WaveVR_PermissionManager.html#wavevr-permissionmanager

As of 3.2, references such as

pmInstance = WaveVR_PermissionManager.instance;

are broken as there is no wvr library accessible at compile time. I suppose the library becomes available on deployment, but it's unclear how to make a compileable call to the library in our source.

2 - We run this block of code to ensure that the floor origin is set. It is otherwise not. Is this intentional?

List<XRInputSubsystem> xrInputSubsystems = new List<XRInputSubsystem>();
SubsystemManager.GetInstances(xrInputSubsystems);

foreach (XRInputSubsystem xrInputSubsystem in xrInputSubsystems)
{
    xrInputSubsystem.TrySetTrackingOriginMode(TrackingOriginModeFlags.Floor);
}

3 - The AndroidManifest appears in cache in

  • C:\Users\<user>\AppData\Local\Unity\cache\packages\npm-registry.vive.com\com.htc.upm.wave.xrsdk@1.0.0\Runtime\Android\AndroidManifest.xml
  • C:\Users\<user>\<project>\PackageCache\com.htc.upm.wave.xrsdk@1.0.0\Runtime\Android\AndroidManifest.xml

Before building, we manually change these files to include essential information, like

<meta-data android:name="com.htc.vr.content.NumDoFHmd" android:value="6DoF"/>
<meta-data android:name="com.htc.vr.content.NumDoFController" android:value="3,6DoF"/>
<meta-data android:name="com.htc.vr.content.NumController" android:value="1,2"/>

Is this the right approach or is there an automated way to manage the manifest?

Thank you!

@Tony PH Lin @Cotta

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@atonalfreerider  thank you for your kind words.  In response to your questions, we recommend using the VIVE Input Utility

as the best automated way to manage the Android Manifest.

On 9/2/2020 at 2:51 PM, atonalfreerider said:

1 - I'm unclear about how permission prompts are supposed to work. Formerly we were using: https://hub.vive.com/storage/app/doc/en-us/WaveVR_PermissionManager.html#wavevr-permissionmanager

As of 3.2, references such as


pmInstance = WaveVR_PermissionManager.instance;

are broken as there is no wvr library accessible at compile time. I suppose the library becomes available on deployment, but it's unclear how to make a compileable call to the library in our source.

[Wave] The feedback  “are broken as there is not wvr library accessible at compile time”, but the permission class is included in the wvr_permission_client.aar. 

If the project lost this library, the error will happen in the runtime.

So if the broken is happening at compile time, do  you have a successful import of the wvr_unity_sdk package?
Please check in the project folder that does the file of WaveVR_PermissionManager.cs exist in the path of “Assets/WaveVR/Scripts”?

Or please provide a more detailed fail log.

On 9/2/2020 at 2:51 PM, atonalfreerider said:

2 - We run this block of code to ensure that the floor origin is set. It is otherwise not. Is this intentional?


List<XRInputSubsystem> xrInputSubsystems = new List<XRInputSubsystem>();
SubsystemManager.GetInstances(xrInputSubsystems);

foreach (XRInputSubsystem xrInputSubsystem in xrInputSubsystems)
{
    xrInputSubsystem.TrySetTrackingOriginMode(TrackingOriginModeFlags.Floor);
}

 

[Wave] We had written the similar logic in our sample (SeaOfCubes), and it works. However, we checked and set to our XrInputSystem only.

We need your help to clarify further:

 Try attached sample of NewBehaviourScript.cs

    If the issue still exists, please provide more info:

1.          Which Unity version?

2.          What does “otherwise not” actually mean? Do you mean that the floor origin is not set??

3.          Any other runtimes included? 

4.          Can you provide a log cat?

On 9/2/2020 at 2:51 PM, atonalfreerider said:

3 - The AndroidManifest appears in cache in

  • C:\Users\<user>\AppData\Local\Unity\cache\packages\npm-registry.vive.com\com.htc.upm.wave.xrsdk@1.0.0\Runtime\Android\AndroidManifest.xml
  • C:\Users\<user>\<project>\PackageCache\com.htc.upm.wave.xrsdk@1.0.0\Runtime\Android\AndroidManifest.xml

Before building, we manually change these files to include essential information, like


<meta-data android:name="com.htc.vr.content.NumDoFHmd" android:value="6DoF"/>
<meta-data android:name="com.htc.vr.content.NumDoFController" android:value="3,6DoF"/>
<meta-data android:name="com.htc.vr.content.NumController" android:value="1,2"/>

Is this the right approach or is there an automated way to manage the manifest?

[Wave] Developers should manually change the files for now, we are considering an easier way in  the next release.

 

NewBehaviourScript.cs

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Some of the Experimental Features  (specifically hand tracking and gestures) only work with a new Developer ROM, so do not submit content with these features to the Viveport store for Publishing (yet).  More information to follow soon for when these upgraded ROMs will be publicly available.

Can I ask, when will be publicly available? Is there an ETA?

 

@Cotta, @JustinVive, @MariosBikos_HTC, @Tony PH Lin

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