How to use Vuforia with Vive Pro - unity3d

I am trying to track an object by using vuforia and the headset camera of vive. (Vive pro) using Unity3d.
Vuforia lists "Vive" as supported camera. But at the same time a project that is using Vuforia does not work on PC( just target mobiles and tablets ).
So how can I build my project to work with Vive.
I am confused! It Doesn't support PC and at the same time it supports vive!!!
Any solution??
Good day.

Related

How to switch mobile camera in Vuforia Engine Unity SDK v10.13?

I need help in switching mobile device camera in sdk Vuforia Engine Unity SDK v10.13 because vuforia has chnages the entire SDk. I did it past but i could find any documentation. Please help
I couldn't find any documention regarding camera switching in Vuforia Engine Unity SDK v10.13
Unfortunately switching btw back and front camera has been depracated but this can be achieved if its necessary via https://library.vuforia.com/platform-support/driver-framework.
If you need to sw btw the several back cameras that phones have, I don't believe its necessary as Vuforia usually selects the main camera and selecting any other camera like Telephoto or Ultrawide will results in tracking issues as the SDK was not designed to work with such images out of the box.
The Q that I would have, why do you need to sw? what do you want to achieve?

Can I play my unity VR application using RiftCat

I am new to VR application development with unity using SteamVR. I haven't the capability to buy an expensive headset for my studies. So Can I test my unity application with RiftCat.
The Windows Mixed Reality Simulator allows you to run UWP and SteamVR applications and use virtual motion controllers.
https://learn.microsoft.com/en-us/windows/mixed-reality/using-the-windows-mixed-reality-simulator

How does OpenVR, SteamVR and Unity3D work together?

I am trying to understand the VR platform stack of Vive, and how it's games are developed.
I am struggling to understand where exactly does openVR, steamVR and Unity fit into picture.
My understanding so far has been that:
openVR - Hardware independent layer providing APIs for peripheral access.
That is it can provide access to either Oculus or Vive hardware via
a defined interface.
SteamVR - Provides access to hardware to games developed either in unity or
unreal.
Unity3D - A game engine to develop games.
If anyone can correct me, I will be much grateful.
Or if my understanding is correct, then why can't games being developed in unity 3D access hardware directly via openVR.
OpenVR is an API and runtime that allows access to VR hardware from multiple vendors without requiring that applications have specific knowledge of the hardware they are targeting (ref1), SteamVR is the customer facing name that we use for what users actually use and install (for details check this video: Using Unity at Valve)
Also Check to see that can you use the Vive with OpenVR without Steam ??.
Lets finally look all these terms, thanks to Reddit post:
How a Game Appears on your Head Mounted Display(HMD):
A game renders an image, sends it to it's corresponding runtime. The runtime then renders it to the HMD:
Rendered Image using the :
[OVR/OpenVR] SDK -> [Oculus/SteamVR] Runtime -> [Rift/Vive]
SDKs:
SDKs are used to build the games. A game can either implement OVR or OpenVR or both. This means that the game has access to native functionality in it's corresponding runtime. SDKs do not handle async timewarp or reprojection, those are handled by the runtime!
OVR: Made by Oculus for the Oculus Rift. Current version (14th May 2016) is 1.3.1 and can access all features of the Oculus runtime.
OpenVR made by Valve and supports Vive and Rift via the SteamVR runtime
Sidenote to SDK's and Unity games: Unity 5.3 currently has optimizations for VR in their native mode. The native mode supports Rift, Gear and PSVR, but not SteamVR. A game compiled with Unity 5.3 can use those optimzations with the Oculus SDK but not the OpenVR SDK. The OpenVR SDK has it's own optimizations, which may or may not result in similar performance. However, the upcoming Unity 5.4 will support SteamVR natively and performance should be more or less identical. Please note: this is Unity specific and other engines might have similar or different optimizations for some or all headsets.
Runtimes
Oculus Runtime responsible for async timewarp and handles device detection, display, etc. It (the runtime service) needs to be running for Oculus Home to launch
SteamVR Runtime responsible for reprojection and supports Rift and Vive
Software Distribution Platforms
Oculus Home needs to be running for the Rift to work. By default only supports apps from the store (checkbox in the settings of the 2d desktop client to enable other sources). It downloads games and runs them. It also handles the Universal Menu on the Xbox button
Steam/SteamVR technically does not need to run when launching OpenVR games, but highly recommended (room setup and config is pulled from there). Also handles overlay menu on the Xbox button, or when running on the Rift, it launches by pressing the select/start button in the Oculus Universal Menu
Finally worth reading.

Unity3d 5.6 VR Cardboard application incorrectly displays on device

I've just installed Unity3d 5.6 and build application for Android with native VR support for Cardboard SDK (checking box Virtual Reality Supported and selecting Cardboard as VR SDK). App responds to movements of device, however, picture is not correctly takes only part of screen, what can cause that issue?
Built for Android 5.0, run on Android 5.1 Sony Z2, device is configured for cardboard viewer with Google Cardboard application, other VR games take all screen at expected.
Added:
As per advice on Unity forum I enabled Multithreded rendering, however it resulted in almost good, still not properly centered image flicked momentarely, then blank (lenses viewes disappeared).
If you are manually setting the screen resolution by script (Screen.SetResolution) try commenting that out.
As written in Unity forum here:
https://forum.unity3d.com/threads/google-vr-sdk-1-10-unity-5-5-broken.445323/
for VR for cardboard development it' better for now to stick to using Unity 5.4.2 with Google VR SDK 10.3.

Should I enable VR support for google cardboard in Unity

I'm creating my firs VR app i unity for google cardboard. I noticed VR support setting in the inspector. I searched a little bit and it isn't clear for me if I should enable it for google cardboard. Here is the link for unity manual about it. Thanks for help!
For a while you should not enable VR support since Unity has no native support for Cardboard yet, although it was announced on Vision Summit 2016 for future versions.
By now, you should only use the Unity package with the appropriated prefabs for Google Cardboard available at https://developers.google.com/vr/unity/download.
You dont need to check Virtual Reality Supported to make an app for Google Cardboard. Make sure that you download the Google VR SDK for Unity and bring it in your assets folder in your project. Then just search for GVR Main in your assets folder and bring that into your project scene and you are good to go. Also you may not need the default camera in the scene as well. Just create your scene and your build is automatically supported for Google Cardboard. VR Supported is largely for computer dependent devices like the Oculus Rift and not apps that you run on your mobile phones.