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


JustinVive

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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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  • 2 weeks later...
Quote

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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