The Thrill of the Fight

The Thrill of the Fight

M9 26 AGO 2019 a las 5:29 a. m.
Mixed Reality Support? LIV?
Mixed reality is something that makes it so much easier to show people was a game actually feels like in VR! Supposedly we used to be able to do using LIV but apparently, it doesn’t work anymore. Any chances you might build in their SDK to make it possible to do mixed reality again? It’s great for streamers or content creators and a perfect way to get more of a word out on the game!
< >
Mostrando 1-5 de 5 comentarios
Ian (Sealost)  [desarrollador] 26 AGO 2019 a las 6:18 a. m. 
Try using "--args -liv" as a launch option for the game in Steam. That will trigger the LIV SDK to load. It used to load automatically a long time ago, but it was causing problems for people who weren't using LIV.

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.
M9 26 AGO 2019 a las 7:17 a. m. 
Publicado originalmente por fyiandev:
Try using "--args -liv" as a launch option for the game in Steam. That will trigger the LIV SDK to load. It used to load automatically a long time ago, but it was causing problems for people who weren't using LIV.

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!
𝚛𝚞𝚞 28 AGO 2019 a las 7:50 a. m. 
Yo!

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on any existing implementation, rather it's intended to be used alongside - to make that transition smoother we originally made the LIV SDK use the same filename as the SteamVR asset, so that might be the source of the misunderstanding.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
Ian (Sealost)  [desarrollador] 28 AGO 2019 a las 9:52 a. m. 
Publicado originalmente por LIV Ruu:
Yo!

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.
𝚛𝚞𝚞 28 AGO 2019 a las 10:12 a. m. 
Aha!
Thanks for the extra context.

Let me know if I can help with anything - Happy to help out with testing too 😊
< >
Mostrando 1-5 de 5 comentarios
Por página: 1530 50

Publicado el: 26 AGO 2019 a las 5:29 a. m.
Mensajes: 5