09-08-2018 12:42 AM - edited 09-08-2018 12:42 AM
You must copy the Thirdparty WVR folder to the correct location in your Unreal Engine 4.20.2.
The WaveVR folder needs to be copied into your project (not Epic Games folders).
<Your Project Folder>\Plugins\
09-09-2018 09:05 PM
For developer who use the patch: WaveSDK-UnrealPlugin-binary-1.0.zip,
Please copy plugin_binary/Binaries and plugin_binary/Plugins to your original plugin folder.
So it looks like as below:
09-10-2018 01:09 AM
I have new problem. In Launch options on 4.18 everything works fine
But things are not the same on 4.20.. in Device Manager, Vive_Focus is found, but I cannot launch anything, even the original plugin project
11-13-2018 10:50 PM
Hi @MDV Games,
Our coming SDK version (2.1.8) support 4.20, so 4.21 is planning on next release.
We have bug fixed and function enhancement, and you can check Release Note for detail items.
11-15-2018 04:56 AM
Is the Instant Play feature for Unreal something that Unity also has or will it be available in the future? It's not the same as the simulator right?
11-15-2018 07:55 PM
Instant Play is enabled in Unreal Plugin from SDK2.1.8.
For Unity one it's supported from SDK 2.1.0 and bugs fix on the new release.
"Fixed Simulator not working when WIFI is connected."
11-28-2018 03:54 PM
Unity 2018.2.9f1 here. I'm running into an error during build.
This same info shows in the Unity Editor under WaveVR -> Preference -> WaveVR Attributes
I've tried editing the AndroidManfest.xml in Assets/Plugins/Android/ to no avail.
Pressing "WaveVR -> Preference -> DefaultPreferenceDialog" does nothing
12-30-2018 11:28 AM
Can you share the android manifest snippet ? Normally adding to the manifest prevents the dialog from appearing.
Note to all: This is more of a reminder than a build error - you can safely ignore (close) while developing. This is used by the store and thus is very important to add before publishing so that your application gets listed in the appropriate sections. The recommendation is to do your best to support both 3DOF and 6DOF controller(s) for wider reach.
17 hours ago
Hi @SL ,
The official fully support schedule still under evaluation internally, however if you'd like to take a try first then please refer to below discussion thread how to workaround to make build pass in Unity 2019.