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dipankerJuego

Vive Focus Hand Tracking

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Hi @MDV Games

This seems the problem in 6DoF tracking, please make sure you didn't block the front cameras and they are not dirty. Please try to upgrade your Focus to see if it helps.

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@zzy

Looks like I found the cause of my problems... I have changed useWVR from false to true in "ViveHandTracking.Build.cs". Now working fine!

By default it was false.

else if (Target.Platform == UnrealTargetPlatform.Android)
{
    bool useWVR = true;
    if (useWVR)
    {
        AdditionalPropertiesForReceipt.Add("AndroidPlugin", Path.Combine(ModuleDirectory, "ViveHandTracking_WVR_UPL.xml"));
        PublicAdditionalLibraries.Add(ThirdPartyPath + "/libs/WaveVR/armeabi-v7a/libaristo_interface.so");
        PublicAdditionalLibraries.Add(ThirdPartyPath + "/libs/WaveVR/arm64-v8a/libaristo_interface.so");
    }
    else
    {
        AdditionalPropertiesForReceipt.Add("AndroidPlugin", Path.Combine(ModuleDirectory, "ViveHandTracking_UPL.xml"));
        PublicAdditionalLibraries.Add(ThirdPartyPath+"/libs/Android/armeabi-v7a/libaristo_interface.so");
        PublicAdditionalLibraries.Add(ThirdPartyPath + "/libs/Android/arm64-v8a/libaristo_interface.so");
   
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@MDV Games

Thanks for the info, seems like our mistake to make Android phone as default build target in v0.9.0. I'll add that to FAQ.

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