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Razer Hydra Plugin

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  • replied
    Originally posted by ipas View Post
    The hydra controllers needs to be on the base-station for the Vive controllers to function again. When the controllers are not on the basestation or the Hydra USB is unplugged, the motioncontrollers remains on 0.0.0 position. This leaves me kinda stuck in 4.11 at this point.
    If I'm understanding you correctly if you have your hydras unplugged, but the plugin is enabled it will still do 0,0,0 for motion controllers even if you have vive controllers on and working?

    Update
    I've found the bug, will push a commit soon with the fixes along with 4.13
    Last edited by getnamo; 09-05-2016, 04:12 PM.

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  • replied
    The hydra controllers needs to be on the base-station for the Vive controllers to function again. When the controllers are not on the basestation or the Hydra USB is unplugged, the motioncontrollers remains on 0.0.0 position. This leaves me kinda stuck in 4.11 at this point.

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  • replied
    Originally posted by ipas View Post
    The 4.12 plugin works great, but I have a rather big problem. I am building a VR project and it currently support the SteamVR motion controllers and this Razer Hydra controller. When I do not have my Hydra plugged and I am using the HTC Vive motion controllers the relative position of the motion controllers stays at zero. I fact my Vive controllers ( and I think any other motion controller ) will not function when the plugin is active. This was not the case with 4.11. Is it possible to fix this ?
    Not sure why the hydra plugin is taking precedence though maybe it has to do with the compile fixes for 4.12 (https://github.com/getnamo/hydra-ue4...f4ae373d64fcdd). I'm away from my vr setup for a few weeks so you may have to investigate yourself on load orders and things. Perhaps detecting the hydra being unplugged would require it to come back with not tracked in https://github.com/getnamo/hydra-ue4...lugin.cpp#L314 and https://github.com/getnamo/hydra-ue4...lugin.cpp#L339 linking it to the function call which detects hydra plug in/unplugged status https://github.com/getnamo/hydra-ue4...lugin.cpp#L453

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  • replied
    The 4.12 plugin works great, but I have a rather big problem. I am building a VR project and it currently support the SteamVR motion controllers and this Razer Hydra controller. When I do not have my Hydra plugged and I am using the HTC Vive motion controllers the relative position of the motion controllers stays at zero. I fact my Vive controllers ( and I think any other motion controller ) will not function when the plugin is active. This was not the case with 4.11. Is it possible to fix this ?

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  • replied
    Wow, thank you so much!

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  • replied
    Update to 0.8.9
    -Merged compile fixes for 4.12
    -Updated binaries

    Grab latest at the usual: https://github.com/getnamo/hydra-ue4/releases

    If you want to use the hydra as your vive wand for e.g. vr editor I highly recommend you use the Steamvr hydra driver: https://github.com/betavr/steamvr_driver_hydra/wiki which will have wider support for other apps and games too.

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  • replied
    Can't wait to try out the 4.12 VR editor with the Hydra's - hopefully this is updated sooner than later - thanks in advance!

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  • replied
    Originally posted by jllabelle View Post
    Great work Getnamo, do you plan on supporting Oculus 1.3 and Unreal 4.12 eventually, since the VR Editor is already included in 4.12.

    Thanks
    The editor itself should support Oculus 1.3 as the Hydra doesn't interact directly with it. No changes in the plan to continue releasing updates on each major engine release, but only after it has graduated from preview.

    Originally posted by redhead View Post
    Hi getnamo
    thanks a lot for your razer hydra plugin!
    I am working on Project called "In the Shade" www.intheshade.info together with Richard Ziegler who did the programming.
    Its is my Bachelor thesis at the School of Fine Arts HBK Saar and we used your plugin to start this project.

    ...
    You're most welcome and that looks awesome! Looking forward to seeing this develop

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  • replied
    Hi getnamo
    thanks a lot for your razer hydra plugin!
    I am working on Project called "In the Shade" www.intheshade.info together with Richard Ziegler who did the programming.
    Its is my Bachelor thesis at the School of Fine Arts HBK Saar and we used your plugin to start this project.

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  • replied
    4.12 Version

    Great work Getnamo, do you plan on supporting Oculus 1.3 and Unreal 4.12 eventually, since the VR Editor is already included in 4.12.

    Thanks

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  • replied
    Thanks Getnamo!!

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  • replied
    Originally posted by ipas View Post
    Yoohoo 4.11 is released! Waiting for this plugin
    Had the preview version ready earlier so this time it's a fast update

    Update to 0.8.8
    -Changed to git flow, look for latest downloads under https://github.com/getnamo/hydra-ue4/releases
    -Uses send controller event for late update only not tick
    -added docs url and changed load order
    -added world scaling support from vr-editor
    -dependencies moved to saner locations

    Grab the latest update here: https://github.com/getnamo/hydra-ue4/releases/tag/0.8.8

    Let me know if you run into any issues!

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  • replied
    Yoohoo 4.11 is released! Waiting for this plugin

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  • replied
    Thank you getnamo !

    Edit: I got it sorted , you're awesome !
    Last edited by MrNexy; 03-18-2016, 08:24 PM.

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  • replied
    Originally posted by MrNexy View Post
    Hi there getnamo !

    I just wanted to pop by and see if you've got plans to update the plugin to compile for the VR Editor that's on Github.
    It'd sure help out those of us who have a DK2 and Hydra's

    Best Regards
    MrNexy
    Released a first workable pass!

    Grab it and instructions at: https://github.com/getnamo/hydra-ue4/tree/vr-editor

    Steps
    1. Clone the VREditor branch
    2. Download VREditor hydra plugin release
    3. Browse to your cloned engine root folder. Drag and drop Engine which contains the plugin there.
    4. Compile and run the editor! (watch an episode of gdc or House of Cards, this will take a while)


    Then just do this and have fun!



    Originally posted by Filoppi View Post
    Hello getnamo,
    I just successfully updated my project and your plugin from unreal engine 4.7 to the latest preview of 4.11, but i can't get the Hydra to work, i can see the plugin is getting hydra values right (_sixenseAllControllerDataUE is filled), but the virtual methods of HydraDataDelegate implemented in my code don't get called anymore, because i'm not able to set my class as the plugin's delegate instance.
    In 4.7 i use to call HydraStartup() which did:
    "IHydraPlugin::Get().SetDelegate((HydraDelegate*)this)"
    so that my HydraDelegate derived class was used to receive the calls instead of the default virtual HydraDataDelegate, but i can't find that method anymore, it just doesn't seem to be implemented, i don't want to add a component in BP, i'd like to do everything from c++ like it once was.

    Also, in public classed of your plugin, i can't include the private ones,
    e.g. in HydraComponent.h i have to change
    #include "HydraPluginPrivatePCH.h" to #include "../Private/HydraPluginPrivatePCH.h"
    to compile; i might be retarded but i can't find any solution to this.
    I normally don't do this but, check out the plugin github releases for 4.11 VR preview version of the plugin. You should be able to use the 4.11 version in C++ since it has the correct HYDRAPLUGIN_API definitions. Just include it as a dependency in your project build.cs
    Last edited by getnamo; 03-17-2016, 08:34 PM.

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