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[SOLVED] appVarjo Plugin Error


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HMD: Varjo VR 2 Pro and Varjo XR 1
Unigine: 2.11.0.1 sim

The object is shaking while moving the object and player at the same time.

If you log the coordinates, the coordinates are being updated well.

This issue does not occur on appVive but only on appVarjo.

In Unigine 2.12, appVarjo has a black screen with nothing displayed. The appVive works well.

 

Unigine Script

-----------------------------

#include <core/unigine.h>
// This file is in UnigineScript language.
// World script, it takes effect only when the world is loaded.


ObjectMeshStatic m_mesh = 0;
PlayerSpectator m_FrontPlayer = 0;


int init() {
    // Write here code to be called on world initialization: initialize resources for your world scene during the world start.
    
    Node ndBallFind = engine.world.getNodeByName("material_ball");
    
    Node ndPlayerFind = engine.world.getNodeByName("main_player");
    
    
    m_mesh = node_cast(ndBallFind);
    m_FrontPlayer = node_cast(ndPlayerFind);
    
    engine.game.setPlayer(m_FrontPlayer);
    
    engine.varjo.eyetracking.setVisualizerEnabled(true);
    
    return 1;
}

// start of the main loop
int update() {
    // Write here code to be called before updating each render frame: specify all graphics-related functions you want to be called every frame while your application executes.
    
    dvec3 dbPos = dvec3(0, engine.game.getTime() * -(100.0f/3.6f), 0); // 100km/h로 주행 테스트
    
    m_mesh.setPosition(dbPos );//Filter
    
    m_FrontPlayer.setPosition(dbPos + dvec3(0,1,0.5));//Filter
    
    Vec3 v3MeshPos = m_mesh.getWorldPosition();
    Vec3 v3PlayerPos = m_FrontPlayer.getWorldPosition();

    log.message("mesh:camera pos Update ,%f,%f,%f,-,%f,%f,%f\n", v3MeshPos.x, v3MeshPos.y, v3MeshPos.z, v3PlayerPos.x, v3PlayerPos.y, v3PlayerPos.z);
    
    return 1;
}

int postUpdate() {
    // The engine calls this function after updating each render frame: correct behavior after the state of the node has been updated.
    
    return 1;
}

int updatePhysics() {
    // Write here code to be called before updating each physics frame: control physics in your application and put non-rendering calculations.
    // The engine calls updatePhysics() with the fixed rate (60 times per second by default) regardless of the FPS value.
    // WARNING: do not create, delete or change transformations of nodes here, because rendering is already in progress.
    
    return 1;
}
// end of the main loop

int shutdown() {
    // Write here code to be called on world shutdown: delete resources that were created during world script execution to avoid memory leaks.
    
    return 1;
}
 

-----------------------------

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modori

I've successfully reproduced black screen rendering in 2.12 SDK update. I believe we can fix this with the upcoming hotfix 2 update (ETA: 1 week).

Regarding the moving camera shaking we need some additional time for debugging. We will surely check this behavior when rendering will be fixed.

Thanks!

How to submit a good bug report
---
FTP server for test scenes and user uploads:

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The fix was easier than we expected.

Could you please check patched AppVarjo library? Just download and extract files from the attached .zip archive into the <Your_VR_Project>/bin directory and overwrite existing files.

There should be no black screen and shaking while camera movement.

Thanks!

varjo_patch_2.12.zip

How to submit a good bug report
---
FTP server for test scenes and user uploads:

Link to comment

"시작 지점 없음"  : Entry Point Not Found

"프로시저 시작 지점" :  The procedure entry point

"에서 찾을수 없습니다." : could not be located in the dynamic link library.

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The SDK you use is "2.12.0.1".

But log.txt says as below.

---- Engine ----
UNIGINE Engine 
Version: 2.12.0.2 ver-2.12.0.0-7ead212 Jul 31 2020
Binary: Windows 64-bit Visual C++ 1900 Release
Engine features: OpenGL4.5 Direct3D11 OpenAL XPad360 Joystick DoubleCoords HalfTexCoords Microprofile OpenEXR Geodetic

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To remove shaking in 2.11 you can simply move method update_player() from AppVarjo::update() to AppVarjo::render_window():

void AppVarjo::render_window()
{
	if (!visible)
	{
		Render::setEnabled(0);
		CustomApp::render();
		return;
	}

	update_player(); // here it is now

You will also need to download Varjo_SDK_for_Custom_Engines_1.3.0.zip from the Varjo developer website.

Thanks!

How to submit a good bug report
---
FTP server for test scenes and user uploads:

Link to comment
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