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Vive - Wave SDK


Follow the "New Project" instructions from the Vive Wave websiteโ€‹

Follow the instructions from the wave website to set up your project

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Make Sure to disable "Support Vulkan" and enable "Support OpenGL ES3.1". Also make sure to select "No MSAA" as the valud for MSAA Sample Count.

Ensure that your project is compatible with the Android guidelinesโ€‹

Follow the instructions from the unreal android guidelines to get setup up your project

Download and extract Wave Unreal Plugins into the Plugins folderโ€‹

Download Meta's plugin from wave unreal plugin. Extract the plugin into the project "Plugins" folder and restart the unreal editor.

Especially disable: OpenXR, OculusVR, and SteamVR to prevent conflicts.

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Enabling multiple VR plugins might cause unexpected results.

Try to deploy a simple level to your headsetโ€‹

Try and build the project and deploy it to your headset.

Download and extract AR 51 Unreal-SDK Plugin and AR 51 Wave Plugins into the Plugins folderโ€‹

Your plugins folder should look like this plugin_folder

Restart the editor to enable the plugins.

Create a new levelโ€‹

File -> New Level -> Basic

Be sure to set the visibility of the plugins to Trueโ€‹

In the Content Browser window. Select settings and enable "Show Plugin Content"

Drag the AR 51 SDK Blueprint into the current levelโ€‹

From the "Content Browser" windows, select Plugins -> AR 51 SDK Content -> Blueprints and drag "AR51SDK_Blueprint" into the level.

From the "Content Browser" windows, select Plugins -> AR51SDK_WAVE Content -> Blueprints and drag: "VRPawn", "WaveBoundary Adapter_BP" and "WaveHands Adapter_BP" into the level.

Make sure your VrPawn object uses "stage tracking"โ€‹

Either create a new VRPawn object (using these instructions) or edit the provided VRPawn Blueprint.

Make sure that your tracking space is set to โ€œStageโ€. tracking_set_to_stage

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If you do not set the tracking mode to โ€œStageโ€, the skeleton will not appear on your body after once you restart the VR application.

In AR 51 Blueprint, select "HtcVive" as the platform typeโ€‹

From the Details panel, Under โ€œGeneralโ€, you should see a field "Platform". Please select "HTC Vive" select_platform_type

Make sure you added WaveInputManager to the scene to enable Hand supportโ€‹

In the details-pannel of WaveInputManager under Hand, make sure to enable "Natural Hand" natural_hand:

In a tethered deployment - enable "Start in VR"โ€‹

Before deploying to a tethered application (PC VR app), be sure that you project is set to start in VR.

In โ€œUnreal engineโ€, under "Project Settings" -> "Project Description" enable "Start in VR".

enable_start_in_VR

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Hit Playโ€‹

Make sure that AR 51's system is running on the same local network as your device.

You should see the character move in realtime. character_waving.

On your first run, perform device calibrationโ€‹

You should now perform device calibration so that the character would position on your body.

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