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VIVE Wave
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SDK
- What is VIVE Wave?
- Where can I download the Wave SDK?
- How do I access the Wave Developer Community forum?
- How do I fix compile or build errors after importing a custom package?
- How do I put controllers into a scene?
- How do I switch heads with different tracking pose settings in the same scene?
- How do I switch between 6DoF and 3DoF in the same scene?
- Why can't I receive events or click on the system overlay?
- How do I get controller objects in runtime?
- How do I show or hide the controller pointer?
- How do I change the controller model object from Root to Emitter?
- How do I know if a controller sends an event?
- How do I set the controller position in a rotation-only environment?
- How do I display only one controller in a scene?
- How do I find out the distance of the head from the floor?
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Distributing your app
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VIVE SRWorks
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VIVE Eye and Facial Tracking
- Where can I download the VIVE Eye and Facial Tracking SDK and runtime?
- How do I calibrate eye tracking?
- What drivers are required for VIVE Eye and Facial Tracking?
- How do I update the VIVE Eye and Facial Tracking runtime?
- How do I update the VIVE Pro Eye firmware?
- When starting my app, why does Windows prompt for permission to make changes?
- The eye camera version shows "N/A". Is that a problem?
- If I encountered other eye tracking issues, what should I do?
- I encountered eye calibration initialization and OpenCL errors. What should I do?
- Can eye tracking work when using the VIVE Wireless Adapter?
- If the user has visual impairment, what happens to the calibration data?
- What's the trackable FOV? How about the tracking accuracy?
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VIVE Hand Tracking
- Does the Hand Tracking SDK support VIVE Cosmos?
- Are there prebuilt samples available, and where can I find them?
- My Unity build throws this exception: "DllNotFoundException: aristo_interface". What should I do?
- I encountered this error: "Start Detection Error: Camera". What should I do?
- I encountered this error: "Start Detection Error: OpenCL". What should I do?
- Is there a way to improve hand detection accuracy?
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VIVE 3DSP Audio
- Are there tutorials for the VIVE 3DSP Audio SDK?
- How do I know if there's a public release for the SDK?
- How do I quickly enable VIVE 3DSP Audio SDK to add enhanced support for 3D sound effects in Unity?
- Does 3DSP Audio SDK have any hardware dependencies?
- Can VIVE 3DSP Audio SDK be used in conjunction with other spatialization SDKs?
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VIVEPORT
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VIVE Business Streaming
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Facial tracking
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Hand tracking
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VIVE Wrist Tracker
- How do I use VIVE Wrist Tracker with VIVE Focus 3 for PC VR apps?
- How do I set VIVE Wrist Tracker options?
- How do I use VIVE Wrist Tracker as VIVE Tracker?
- How do I use VIVE Wrist Tracker for hand tracking?
- How do I use VIVE Wrist Tracker as VIVE Tracker for Native or Unity?
- How do I use VIVE Wrist Tracker as VIVE Tracker for Unreal Engine?
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How do I use VIVE Wrist Tracker as VIVE Tracker for Unreal Engine?
Follow these instructions to use
VIVE Wrist Tracker as
VIVE Tracker for
Unreal Engine.
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In the
VIVE Business Streaming settings, clear the
Hand tracking
and
Use VIVE Wrist Tracker for hand tracking options, and select
Emulate VIVE Wrist Tracker as VIVE Tracker.
Note:
- VIVE Business Streaming version must be 1.08 or later.
- Clear the Hand tracking option if you want to use the tracker role HELD IN HAND in SteamVR.
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Make sure the two VIVE Wrist Trackers are paired with the headset.
Check that the VIVE Wrist Trackers are being tracked in the
SteamVR window.
- In Unreal Engine, click Edit > Project Settings > Input.
- Click + to the right of Action Mapping, and then add two actions (for example, TrackerButton1 and TrackerButton2).
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In the Motion Controller component for the
VIVE Tracker, choose the
Motion Source that you previously assigned to
VIVE Tracker.
- Tracker_Foot_Left
- Tracker_Foot_Right
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Open the
SteamVR settings, and click
Controllers > SHOW OLD BINDINGS UI.
Note: Make sure the Advanced Settings are showing.
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Choose your application, and then under
Current Controller, choose the tracker role that you defined before for the
VIVE Tracker.
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Bind the following:
- TrackerButton1 to /input/power.
- TrackerButton2 to Menu.
Now, tracker poses are reported to
SteamVR as
vive_ tracker_left_foot and
vive_ tracker_right_foot. Button events are recognized by
SteamVR as
/input/power and
Menu, and then mapped to
Unreal Engine as actions
TrackerSystemBtn
and
TrackerMenuBtn.
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