Instalar Steam
iniciar sesión
|
idioma
简体中文 (Chino simplificado)
繁體中文 (Chino tradicional)
日本語 (Japonés)
한국어 (Coreano)
ไทย (Tailandés)
български (Búlgaro)
Čeština (Checo)
Dansk (Danés)
Deutsch (Alemán)
English (Inglés)
Español - España
Ελληνικά (Griego)
Français (Francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (Húngaro)
Nederlands (Holandés)
Norsk (Noruego)
Polski (Polaco)
Português (Portugués de Portugal)
Português - Brasil (Portugués - Brasil)
Română (Rumano)
Русский (Ruso)
Suomi (Finés)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Informar de un error de traducción
However, there may still be a problem. LIV piggybacks on SteamVR's built-in mixed reality camera injection. I recently updated to a version of Unity that removed the API SteamVR's mixed reality camera injection was using to monitor its configuration file. Because of this, I'm not sure if LIV actually works at the moment or not.
I can add that API back in, but it may cause other problems. I'll be trying it and beta testing it soon.
Wow! Thanks for your quick response!! I’ll definitely try that out and I look forward to see if it gets worked out! :D
Having a great time burning some calories with this game!
LIV doesn't actually piggyback on any existing implementation, rather it's intended to be used alongside - to make that transition smoother we originally made the LIV SDK use the same filename as the SteamVR asset, so that might be the source of the misunderstanding.
If you can see quadrants on the game window whilst LIV is capturing, it means that the SteamVR asset is still running, and that there's an extra couple of cameras that are rendering for no reason.
I suggest changing the external camera config name on SteamVR_Render to "externalcamera-legacy.cfg" to remedy this easily.
In an ideal world LIV should be allowed to run always - it cannot activate unless the LIV compositor explicitly tries to connect to it, so the issues reported about it earlier is something I'd love to help out with 💜
I'm on Discord: Ruu#9999
Hey, thanks for posting here!
The misunderstanding on the piggybacking was because the legacy mode appears to just use the SteamVR mixed reality camera injection directly. The SDK seems to extend some SteamVR functionality, which lead me to assume it was just further building on the default camera injection.
It's been a long time since I switched things over to use that launch option for LIV, and I can't actually remember the details of the problem that was happening that caused me to do so. I think some users were getting a black screen instead of the normal desktop view, and disabling the LIV SDK fixed the problem for them.
Thanks for the extra context.
Let me know if I can help with anything - Happy to help out with testing too 😊