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Posts posted by Corvus
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@RobertsonLab Thanks for the feedback. Currently the SDK does not support customizing the calibration process but we are looking at potentially adding this feature in the future.
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@ScottHerz Thanks for reporting this we will look into it. Just to confirm is it working for you now?
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@ScottHerz What version of the installer are you using? and do you have any antivirus enabled? If so please try disabling antivirus as it may corrupt the installer.
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Edit > Project Settings > Other Settings section
Uncheck 'Auto Graphics API'
Select 'Vulkan' and click '-' minus button to remove -
@Lian If you aren't using the Unity or Unreal plugins you will need to create a native application that initializes the SRanipal runtime and captures any data required.
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@MacBread If you are a beginner in Unity and VR I would suggest checking some of the blogs that have been posted about using the camera for pass through. This one I'm linking is by @Dario and should help you get started but there are many others if you search around.
https://medium.com/@dariony/about-mixed-reality-part-2-4a371f03d910
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@dNazarik It looks like you're checking the Tobii XR SDK. I cannot offer support for the Tobii SDK but there is a VIVE eye tracking SDK called "SRanipal" which you can download the SDK and documentation here:
https://developer.vive.com/resources/knowledgebase/vive-sranipal-sdk/
The SRanipal SDK provides support for tracking each eye position separately, I would start by checking the "ViveSR.anipal.Eye.SingleEyeData" Struct Reference.
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@DevDonVive You will need to write a script to record the data in the format you require. You can find example code to get you started in this post:
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@dNazarik Can you check what version of SRanipal SDK you're using? Please update to the latest SDK release (SRanipal_SDK_1.1.0.1), the "IsViveProEye" function wasn't included in the initial release version.
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@EnduvoJD The update should not effect WebViews. Using Application.OpenURL() won't always close your app, Android will background your app but in my testing it does usually get closed to free up memory.
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@atonalfreerider Can you try deleting the Assets/Plugins folder, reimporting the Wave SDK (3.1.1), and rebuilding the apk.
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@kai2ser The Vive Pro Eye requires the SRanipal eye tracking runtime which is windows only. You can find the system requirements for Vive Pro Eye on this page under the "Minimum Computer Specs" section.
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Updated calibration troubleshooting instructions have been posted here:
https://forum.vive.com/forums/topic/6482-vive-pro-eye-calibration-initialization-error-troubleshooting/ -
Updated calibration troubleshooting instructions have been posted here:
https://forum.vive.com/forums/topic/6482-vive-pro-eye-calibration-initialization-error-troubleshooting/ -
Vive Pro Eye Calibration Initialization Error Troubleshooting
Problem:
Launching calibration shows error: "Initialization Failed"Solutions:
- Power off/on PC & Link Box.
- Run 'sr_runtime.exe' as Admin. Default install path: 'C:\Program Files (x86)\VIVE\SRanipal'.
- Update SteamVR Runtime.
- Update graphics card drivers.
- Possible issue with some models of MSI laptops fixed with rollback to earlier NVIDIA driver. Fresh install of NVIDIA driver 417.71 (GPU BIOS not being updated and it does not support the latest NVIDIA driver).
- Uninstall 'VIVE_SRaniaplInstaller' & 'Tobii VRU02 Runtime'. Restart and Install latest 'VIVE_SRanipalInstaller_1.1.0.1.msi'. Plug in HMD and wait for any updates to complete.
- Update motherboard integrated Intel Graphics Driver (fixes system reference to incorrect openCL.dll (intel) instead of NVidia).
- Disable integrated graphic card
- Possible issue with wireless adapter, try running calibration with wired.
- Possible issues with early dev kits.Check System Requirements:
- Use DisplayPort, mini-DisplayPort, or USB-C output from the dedicated GPU.
- Windows 8.1 or later (64-bit). -
@musk The Focus requires the Wave SDK and we don't have any plans to announce regarding native integration of the Wave SDK in Unity XR at this time.
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@Fangh, No, the Wave SDK has not been integrated into native Unity XR. Currently you must integrate with the Wave SDK to support the Focus.
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What game engine are you using? Can you share a code snippet that includes the full paths you're testing?
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This is just a warning that you will need to resolve before submitting to the store. You should be able to develop and test without any issues.
Instructions from the Viveport Submission Guide are below if you want to update the manifest. If you have any questions or need some example manifests let me know.
https://developer.vive.com/resources/knowledgebase/viveport-docs-eng/
Below are optional components that we recommend you fill in to help us better understand your content. The meta data might affect how Viveport store distributes your content across different devices. After uploading your APK with correct manifest file to the console, please help confirm the values that we parsed from your APK.
Examples are given in each component.
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Capability of DoF support for the head-mounted display (HMD):
<meta-data android:name="com.htc.vr.content.NumDoFHmd" android:value="6DoF"/>
Please consider the DoF support of HMD and controller individually for your content.
– Set value “3DoF” if your content only considers the rotation pose.
– Set value “6DoF” if your content considers both rotation and position pose.
– Set value “3,6DoF” if your content is capable of supporting both 3 and 6 DoF playing. -
Capability of DoF support for the controller:
<meta-data android:name="com.htc.vr.content.NumDoFController" android:value="6DoF"/>
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Total number of controllers that your content supports:
<meta-data android:name="com.htc.vr.content.NumController" android:value="1"/>
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Capability of DoF support for the head-mounted display (HMD):
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, Either in the Unity project root folder or the built game folder with the executable.
Picture below for an example with Unity projects:
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Generally best practice is to rotate the video not the player. If you need to rotate the player try creating a parent gameobject and rotating it instead.
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Do you have "SRanipal_Eye_Framework.cs" attached to a game object in the scene with "Enable Eye" checked?
What is the data output for VIVE Eye Pro?
in Viveport
Posted
@VCUarts Please check the Eye Tracking SDK (SRanipal) and documentation for further information about the data available to the Vive Pro Eye.
https://developer.vive.com/resources/knowledgebase/vive-sranipal-sdk/