Where communities thrive


  • Join over 1.5M+ people
  • Join over 100K+ communities
  • Free without limits
  • Create your own community
People
Repo info
Activity
    Suraj S
    @Prominence297_twitter
    but when i dubug it in actual android device, the transform.forward always returns Vector3(0,0,0).
    I am using Unity 5.6 with GoogleVR1.5 from the GitHub repo. if that was relevant
    Yannick Comte
    @demonixis
    Hey guys, I just opened #232 please ask me anything about this issue.
    nanospork
    @nanospork
    @DuFF14 Unless I totally forget (and I will) I'll try out the new LM plugin
    and possibly the SkeletonInterface this week. I've been working with Kevin and Michael to make Nolo work with both OSVR and SteamVR, so I already have a demo put together for testing controllers and tracking. It looks like the pinch gesture at least is mapped to controller(hand)\trigger which is great.
    In fact, I might try combining the Nolo headset marker for "room-scale" with the Leap Motion for the skeleton. Fun fun!
    Cintron
    @Cintron
    Hello all! Is this a good place to discuss VR game development for Google Carboard in Unity? I'm just starting out.
    Greg Aring
    @DuFF14
    hello @Cintron. Probably not a good place for Cardboard-specific questions, but Unity-VR stuff is relevant.
    Greg Aring
    @DuFF14
    @nanospork @demonixis I was able to connect Unity's VR split-screen stereo to RenderManager with this PR, which should be a big performance boost and make it easier to add OSVR support to existing apps. There's a unitypackage in the description if you want to test it in your projects: OSVR/OSVR-Unity#237
    Yannick Comte
    @demonixis
    2017-09-18.png
    Hey @DuFF14 native Unity VR and OSVR in gunspinning VR :D
    The render preview is a bit dark, but it's ok in the headset
    All my post processes works great
    It's IMHO one of the best update you made to this SDK! My players will love that thanks!
    Yuval Boger
    @VRguy
    @DuFF14 if the community likes it, let's update the docs repository (and perhaps the Unity tutorial as well if required)
    Yannick Comte
    @demonixis
    Next step is LInux and Mac using OpenGL or Vulkan and the OSVR SDK is complete
    Markel Flores
    @Sp4iK
    Hi everybody, is there a way to get an unitypackage with the latest changes by DuFF14?
    Christoph Haag
    @ChristophHaag
    @demonixis i don't think osvr is actively supporting linux. if nobody from the community does it, it won't happen anytime soon
    Yannick Comte
    @demonixis
    @ChristophHaag I'm not a good OpenGL programmer so I can't help on that point. I don't understand why Android and not Linux and Mac. We already have Google Cardboard / DayDream / GearVR and that's already integrated in Unity, so I don't understand why add an abstraction for that. However there are many Linux users that just want to use Unity VR games with their OSVR setup.
    @Sp4iK You can grab the latest compiled version here http://access.osvr.com/binary/osvr-unity and copy c# files from the github repository
    Christoph Haag
    @ChristophHaag
    I'm pretty sure the one single problem left is sharing the opengl context of unity with the opengl context of the rendermanager
    Yannick Comte
    @demonixis
    The Unity Package version is not compatible with projects targeting the Windows UWP platform. Also you'll have to setup all dll (target and arch) because it's not done.
    I use a fork, I can send you a version if you want
    Christoph Haag
    @ChristophHaag
    maybe I'll just experiment with it. I know very little about OpenGL but it seems easy enough to do
    Yannick Comte
    @demonixis
    @ChristophHaag it works on Windows right?
    Christoph Haag
    @ChristophHaag
    @demonixis yes, it works on windows but it uses the windows specific wglsharelist feature to share the opengl context
    Yannick Comte
    @demonixis
    OK so you mean it's not possible to support Linux because of the lack of support of wglsharelist on that platform?
    Christoph Haag
    @ChristophHaag
    I believe it's actually easier to support on linux, just nobody has written the code to do so
    Yannick Comte
    @demonixis
    Have you docs? Can be what @DuFF14 needs?
    Christoph Haag
    @ChristophHaag
    not really, I just googled how to do it with sdl
    Yannick Comte
    @demonixis
    Hum... But that's a real question, why Android instead of Linux/mac. But maybe one day. Today a large majority of players are on Windows. But there is a good business on Linux and Mac too.
    In my version of the SDK, I removed the Android support it conflicts with other libs I use sometime :/
    And I don't understand the reason of an Android version of OSVR today. In the future OK, because device will become better, but now..
    But I understand that people are not fulltime on that SDKs, they do what they can
    And that's already nice to have an open source alternative to VR on Windows and a bit on Linux/Mac (using OpenVR)
    Christoph Haag
    @ChristophHaag
    sensics thought about putting one full time developer on cross platform stuff
    doesn't look like they've done it
    not even the uvc camera code in osvr core has been merged yet
    Yannick Comte
    @demonixis
    the tracking is not very good, IMHO if you want a solid tracking solution you've to use another device
    Nolo, Kinect, whatever
    nanospork
    @nanospork
    @DuFF14 AWESOME work on the Native Unity implementation! I haven't had much time to work with Unity recently but I'm excited to use it going forward!
    Gareth Murfin
    @amiga
    wow ppl still here :)( I got to try osvr again soon
    i got pissed off when razor didnt give me the funds they promised heh
    after i won their funding ocmpetition
    Yannick Comte
    @demonixis
    Michael Anderson
    @micander
    has anyone used the radial distortion filter in osvr-unity?
    I'm on linux so I don't get distortion via rendermanager
    I've set my osvr_server display configuration to use rgb_k1_coefficients distortion but Viewer.DisplayController.DisplayConfig.DoesViewerEyeSurfaceWantDistortion() returns false and Viewer.DisplayController.DisplayConfig.GetViewerEyeSurfaceRadialDistortion() fails. Is it not fully implemented?
    If it's not possible to use, what are my options for getting distortion in osvr-unity? Thanks
    Michael Anderson
    @micander
    After looking at the state of rendermanager support it seems to be close to working. I might attempt to get it working.
    Michael Anderson
    @micander
    I solved this puzzle. I was using an incorrect syntax for the K1 values in the osvr_server_config.json. Once I fixed that the plugin applied the distortion automatically.