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@@ -38,8 +38,6 @@ Resources/**/* filter=lfs diff=lfs merge=lfs -text
|
||||
|
||||
# LFS: everything under Source/ThirdParty/
|
||||
Source/ThirdParty/**/* filter=lfs diff=lfs merge=lfs -text
|
||||
# Except
|
||||
Source/ThirdParty/**/*.Build.cs filter= diff= merge= text
|
||||
|
||||
# LFS: everything under Handbook/dist/
|
||||
Handbook/dist/**/* filter=lfs diff=lfs merge=lfs -text
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
[FilterPlugin]
|
||||
/Config/FilterPlugin.ini
|
||||
/Documentation/the-senseglove-unreal-engine-handbook.epub
|
||||
/Documentation/the-senseglove-unreal-engine-handbook.pdf
|
||||
/Documentation/the-senseglove-unreal-engine-handbook.zip
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
#
|
||||
# (The MIT License)
|
||||
#
|
||||
# Copyright (c) 2020 - 2025 SenseGlove
|
||||
# Copyright (c) 2020 - 2024 SenseGlove
|
||||
#
|
||||
# Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
# of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
+92
-111
@@ -3,7 +3,7 @@
|
||||
#
|
||||
# (The MIT License)
|
||||
#
|
||||
# Copyright (c) 2020 - 2025 SenseGlove
|
||||
# Copyright (c) 2020 - 2024 SenseGlove
|
||||
#
|
||||
# Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
# of this software and associated documentation files (the "Software"), to deal
|
||||
@@ -51,19 +51,17 @@ SG_PLUGIN_FILE := $(SG_PLUGIN_DIR)/SenseGlove.uplugin
|
||||
|
||||
SG_DOCUMENTATION_URL := https://unreal.docs.senseglove.com
|
||||
SG_DOCUMENTATION_DIR := $(SG_PLUGIN_DIR)/Documentation
|
||||
SG_DOCUMENTATION_EPUB_DIR := $(SG_DOCUMENTATION_DIR)/epub
|
||||
SG_DOCUMENTATION_HTML_DIR_NAME := html
|
||||
SG_DOCUMENTATION_HTML_DIR := $(SG_DOCUMENTATION_DIR)/$(SG_DOCUMENTATION_HTML_DIR_NAME)
|
||||
SG_DOCUMENTATION_PDF_DIR := $(SG_DOCUMENTATION_DIR)/pdf-outline
|
||||
SG_DOCUMENTATION_PDF_FILE := $(SG_DOCUMENTATION_PDF_DIR)/output.pdf
|
||||
SG_DOCUMENTATION_EPUB_DIR := $(SG_DOCUMENTATION_DIR)/epub
|
||||
SG_DOCUMENTATION_EPUB_FILE := $(SG_DOCUMENTATION_EPUB_DIR)/$(SG_PROJECT_NAME).epub
|
||||
SG_DOCUMENTATION_PACK_DIR_NAME := pack
|
||||
SG_DOCUMENTATION_PACK_DIR := $(SG_DOCUMENTATION_DIR)/$(SG_DOCUMENTATION_PACK_DIR_NAME)
|
||||
|
||||
SG_HANDBOOK_PACKED_HTML_DIR := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME)
|
||||
SG_HANDBOOK_PACKED_HTML_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).zip
|
||||
SG_HANDBOOK_PACKED_PDF_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).pdf
|
||||
SG_HANDBOOK_PACKED_EPUB_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).epub
|
||||
|
||||
SG_BROWSER_BINARY_PATH_LINUX := /opt/brave.com/brave/brave
|
||||
SG_BROWSER_BINARY_PATH_WINDOWS := C:\Program Files\BraveSoftware\Brave-Browser\Application\brave.exe
|
||||
@@ -226,7 +224,6 @@ SG_MDBOOK_HTML_SITE_URL := $(SG_HANDBOOK_REVISION)
|
||||
SG_HANDBOOK_REVISION_URL := $(SG_DOCUMENTATION_URL)/$(SG_HANDBOOK_REVISION)
|
||||
SG_HANDBOOK_RELEASE_NAME := $(shell echo $(SG_PROJECT_NAME)-$(SG_HANDBOOK_REVISION) | tr '[:upper:]' '[:lower:]' | sed 's/ /-/g')
|
||||
SG_HANDBOOK_PDF_URL := $(SG_HANDBOOK_REVISION_URL)/$(SG_HANDBOOK_RELEASE_NAME).pdf
|
||||
SG_HANDBOOK_EPUB_URL := $(SG_HANDBOOK_REVISION_URL)/$(SG_HANDBOOK_RELEASE_NAME).epub
|
||||
endif # ($(strip $(SG_HANDBOOK_REVISION)),mismatched)
|
||||
|
||||
################################################################################
|
||||
@@ -286,7 +283,6 @@ SG_HANDBOOK_DEPLOY_TEMP_DIR := $(shell mktemp -d -t $(SG_HANDBOOK_DEPLOY_TEMP_DI
|
||||
$(info Temporary directory has been set up at '$(SG_HANDBOOK_DEPLOY_TEMP_DIR)')
|
||||
|
||||
SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE := $(SG_HANDBOOK_DEPLOY_TEMP_DIR)/$(SG_HANDBOOK_RELEASE_NAME).pdf
|
||||
SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE := $(SG_HANDBOOK_DEPLOY_TEMP_DIR)/$(SG_HANDBOOK_RELEASE_NAME).epub
|
||||
|
||||
SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE := $(SG_HANDBOOK_DEPLOY_TEMP_DIR)/revisions.txt
|
||||
|
||||
@@ -336,7 +332,6 @@ info:
|
||||
@echo " - Handbook Revision : $(SG_HANDBOOK_REVISION)"
|
||||
@echo " - Handbook Revision URL : $(SG_HANDBOOK_REVISION_URL)"
|
||||
@echo " - Handbook PDF URL : $(SG_HANDBOOK_PDF_URL)"
|
||||
@echo " - Handbook ePub URL : $(SG_HANDBOOK_EPUB_URL)"
|
||||
@echo " - Git Branch : $(SG_GIT_BRANCH)"
|
||||
@echo " - Git Tag : $(SG_GIT_TAG)"
|
||||
@echo " - Git Commit : $(SG_GIT_COMMIT)"
|
||||
@@ -365,16 +360,16 @@ clean:
|
||||
.PHONY: install-build-deps
|
||||
install-build-deps:
|
||||
@echo "Installing build dependencies if they have not already been installed..."
|
||||
@cargo install mdbook --version "0.5.2" --locked
|
||||
@cargo install mdbook --vers "^0.4" --locked
|
||||
@cargo install xq --vers "^0.4" --locked
|
||||
@cargo install mdbook-pdf --vers "0.1.13" --locked
|
||||
@cargo install mdbook-alerts --vers "^0.6" --locked
|
||||
@cargo install mdbook-pdf --vers "^0.1" --locked
|
||||
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@echo "Installing mdbook-pdf-outline..."
|
||||
@python -m venv $(VIRTUAL_ENV) \
|
||||
&& . $(SG_LINUX_PYTHON_VENV_BIN_DIR)/activate \
|
||||
&& pip install mdbook-pdf-outline 2>/dev/null
|
||||
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@cargo install --git https://github.com/Michael-F-Bryan/mdbook-epub --rev 21a1c8134134201a2d555313447c96e56e2a8996 --locked
|
||||
|
||||
################################################################################
|
||||
# Make Targets - mdBook
|
||||
@@ -461,7 +456,6 @@ _mdbook_serve:
|
||||
SG_HANDBOOK_REVISION='$(SG_HANDBOOK_REVISION)' \
|
||||
SG_HANDBOOK_REVISION_URL='$(SG_HANDBOOK_REVISION_URL)' \
|
||||
SG_HANDBOOK_PDF_URL='$(SG_HANDBOOK_PDF_URL)' \
|
||||
SG_HANDBOOK_EPUB_URL='$(SG_HANDBOOK_EPUB_URL)' \
|
||||
SG_GIT_BRANCH='$(SG_GIT_BRANCH)' \
|
||||
SG_GIT_TAG='$(SG_GIT_TAG)' \
|
||||
SG_GIT_COMMIT='$(SG_GIT_COMMIT)' \
|
||||
@@ -494,14 +488,13 @@ _mdbook_build:
|
||||
SG_HANDBOOK_REVISION='$(SG_HANDBOOK_REVISION)' \
|
||||
SG_HANDBOOK_REVISION_URL='$(SG_HANDBOOK_REVISION_URL)' \
|
||||
SG_HANDBOOK_PDF_URL='$(SG_HANDBOOK_PDF_URL)' \
|
||||
SG_HANDBOOK_EPUB_URL='$(SG_HANDBOOK_EPUB_URL)' \
|
||||
SG_GIT_BRANCH='$(SG_GIT_BRANCH)' \
|
||||
SG_GIT_TAG='$(SG_GIT_TAG)' \
|
||||
SG_GIT_COMMIT='$(SG_GIT_COMMIT)' \
|
||||
SG_GIT_COMMIT_NUMS_SINCE_TAG='$(SG_GIT_COMMIT_NUMS_SINCE_TAG)' \
|
||||
SG_GIT_TREE_STATE='$(SG_GIT_TREE_STATE)' \
|
||||
SG_GIT_IS_SHALLOW_CLONE='$(SG_GIT_IS_SHALLOW_CLONE)' \
|
||||
SG_GIT_LATEST_REMOTE_TAG='$(SG_GIT_LATEST_REMOTE_TAG)' \
|
||||
SG_GIT_TREE_STATE='$(SG_GIT_TREE_STATE)' \
|
||||
SG_GIT_VERSION='$(SG_GIT_VERSION)' \
|
||||
SG_GIT_VERSION_MAJOR='$(SG_GIT_VERSION_MAJOR)' \
|
||||
SG_GIT_VERSION_MINOR='$(SG_GIT_VERSION_MINOR)' \
|
||||
@@ -526,30 +519,24 @@ _pack:
|
||||
@mkdir -p "$(SG_DOCUMENTATION_PACK_DIR)"
|
||||
@echo "Moving '$(SG_DOCUMENTATION_HTML_DIR)' to '$(SG_HANDBOOK_PACKED_HTML_DIR)'..."
|
||||
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@mv "$(SG_DOCUMENTATION_HTML_DIR)" "$(SG_HANDBOOK_PACKED_HTML_DIR)"
|
||||
@mv $(SG_DOCUMENTATION_HTML_DIR) $(SG_HANDBOOK_PACKED_HTML_DIR)
|
||||
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@powershell -Command "Move-Item '$(SG_DOCUMENTATION_HTML_DIR)' '$(SG_HANDBOOK_PACKED_HTML_DIR)'"
|
||||
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@echo "Compressing '$(SG_HANDBOOK_PACKED_HTML_DIR)' to '$(SG_HANDBOOK_PACKED_HTML_FILE)'..."
|
||||
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@cd "$(SG_DOCUMENTATION_PACK_DIR)" \
|
||||
@cd $(SG_DOCUMENTATION_PACK_DIR) \
|
||||
&& zip $(SG_HANDBOOK_PACKED_HTML_FILE) -r $(SG_HANDBOOK_ESCAPED_NAME)
|
||||
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@cd "$(SG_DOCUMENTATION_PACK_DIR)" \
|
||||
@cd $(SG_DOCUMENTATION_PACK_DIR) \
|
||||
&& powershell Compress-Archive $(SG_HANDBOOK_ESCAPED_NAME) $(SG_HANDBOOK_PACKED_HTML_FILE)
|
||||
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@echo "Moving '$(SG_DOCUMENTATION_PDF_FILE)' to '$(SG_HANDBOOK_PACKED_PDF_FILE)'..."
|
||||
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@mv "$(SG_DOCUMENTATION_PDF_FILE)" "$(SG_HANDBOOK_PACKED_PDF_FILE)"
|
||||
@mv $(SG_DOCUMENTATION_PDF_FILE) $(SG_HANDBOOK_PACKED_PDF_FILE)
|
||||
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@powershell -Command "Move-Item '$(SG_DOCUMENTATION_PDF_FILE)' '$(SG_HANDBOOK_PACKED_PDF_FILE)'"
|
||||
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@echo "Moving '$(SG_DOCUMENTATION_EPUB_FILE)' to '$(SG_HANDBOOK_PACKED_EPUB_FILE)'..."
|
||||
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@mv "$(SG_DOCUMENTATION_EPUB_FILE)" "$(SG_HANDBOOK_PACKED_EPUB_FILE)"
|
||||
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@powershell -Command "Move-Item '$(SG_DOCUMENTATION_EPUB_FILE)' '$(SG_HANDBOOK_PACKED_EPUB_FILE)'"
|
||||
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
|
||||
.PHONY: _deploy
|
||||
_deploy:
|
||||
@@ -565,7 +552,7 @@ ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
--delete $(SG_DOCUMENTATION_HTML_DIR)/ \
|
||||
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)
|
||||
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@cd "$(SG_DOCUMENTATION_DIR)" \
|
||||
@cd $(SG_DOCUMENTATION_DIR) \
|
||||
&& "$(SG_RSYNC_BINARY_PATH_WINDOWS)" \
|
||||
-avze "\"$(SG_RSYNC_SSH_BINARY_PATH_WINDOWS)\" -p $(SG_HANDBOOK_SSH_PORT)" \
|
||||
--perms \
|
||||
@@ -574,19 +561,13 @@ else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)
|
||||
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@echo "Copying '$(SG_DOCUMENTATION_PDF_FILE)' to '$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)'..."
|
||||
@cp -v "$(SG_DOCUMENTATION_PDF_FILE)" "$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)"
|
||||
@cp -v $(SG_DOCUMENTATION_PDF_FILE) $(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)
|
||||
@echo "Uploading '$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)'..."
|
||||
@scp \
|
||||
-P $(SG_HANDBOOK_SSH_PORT) \
|
||||
"$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)" \
|
||||
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)
|
||||
@echo "Copying '$(SG_DOCUMENTATION_EPUB_FILE)' to '$(SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE)'..."
|
||||
@cp -v "$(SG_DOCUMENTATION_EPUB_FILE)" "$(SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE)"
|
||||
@echo "Uploading '$(SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)'..."
|
||||
@scp \
|
||||
-P $(SG_HANDBOOK_SSH_PORT) \
|
||||
"$(SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE)" \
|
||||
$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE) \
|
||||
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)
|
||||
@cp -v $(SG_DOCUMENTATION_PDF_FILE) $(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)
|
||||
@echo "Retrieving the list of deployed handbook revisions from '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_PORT)/$(SG_HANDBOOK_SSH_REMOTE_DIR)'..."
|
||||
@ssh \
|
||||
-p $(SG_HANDBOOK_SSH_PORT) $(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST) \
|
||||
@@ -599,96 +580,96 @@ endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
grep -i 'next' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE); \
|
||||
grep -vi 'next' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) \
|
||||
| sort -r; \
|
||||
} > "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp"
|
||||
@mv "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp" "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)"
|
||||
} > $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp
|
||||
@mv $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)
|
||||
@echo "Revisions list saved to '$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)'!"
|
||||
@echo "Current revisions:"
|
||||
@sed 's/^/ - /' "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)"
|
||||
@sed 's/^/ - /' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)
|
||||
@echo "Generating '$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)'..."
|
||||
@echo "<html>" > "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<head>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<title>Welcome to $(SG_PROJECT_NAME)</title>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<link rel='icon' href='favicon.svg'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<link rel='shortcut icon' href='favicon.svg'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<style>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "body {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "font-family: Arial, sans-serif;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "background-color: #003070;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "color: #fff;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "margin: 0;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "padding: 0;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "padding: 2.0em;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".logo-container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "text-align: center;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".logo-container img {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "max-width: 100%;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "height: auto;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".title-container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "text-align: center;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".revisions-container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "display: table;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "width: 300px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "margin: 0 auto;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "padding: 20px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".row {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "display: table-row;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".cell {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "display: table-cell;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "background-color: #004890;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "border-radius: 5px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "box-shadow: 0 4px 8px rgba(0, 0, 0, 0.1);" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "margin: 10px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "padding: 20px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "text-align: center;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "transition: transform 0.2s;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".cell:hover {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "transform: scale(1.05);" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".cell a {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "display: block;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "height: 100%;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "width: 100%;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "text-decoration: none;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "color: #fff;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "font-weight: bold;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</style>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</head>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<body>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<div class='container'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<html>" > $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<head>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<title>Welcome to $(SG_PROJECT_NAME)</title>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<link rel='icon' href='favicon.svg'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<link rel='shortcut icon' href='favicon.svg'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<style>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "body {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "font-family: Arial, sans-serif;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "background-color: #003070;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "color: #fff;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "margin: 0;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "padding: 0;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "padding: 2.0em;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".logo-container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "text-align: center;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".logo-container img {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "max-width: 100%;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "height: auto;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".title-container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "text-align: center;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".revisions-container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "display: table;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "width: 300px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "margin: 0 auto;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "padding: 20px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".row {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "display: table-row;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".cell {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "display: table-cell;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "background-color: #004890;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "border-radius: 5px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "box-shadow: 0 4px 8px rgba(0, 0, 0, 0.1);" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "margin: 10px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "padding: 20px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "text-align: center;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "transition: transform 0.2s;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".cell:hover {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "transform: scale(1.05);" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".cell a {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "display: block;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "height: 100%;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "width: 100%;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "text-decoration: none;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "color: #fff;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "font-weight: bold;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</style>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</head>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<body>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<div class='container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<div class='logo-container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<img src="favicon.svg" alt='SenseGlove' />" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<div class='title-container'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<h1>Welcome to the SenseGlove Unreal Engine Handbook</h1>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<h3>Please choose a revision to continue!</h3>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<h5>* Please note that the next revision is the documentation for the unstable next release of the plugin and subject to change!</h5>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<div class='revisions-container'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<img src="favicon.svg" alt='SenseGlove' />" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<div class='title-container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<h1>Welcome to the SenseGlove Unreal Engine Handbook</h1>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<h3>Please choose a revision to continue!</h3>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<h5>* Please note that the next revision is the documentation for the unstable next release of the plugin and subject to change!</h5>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<div class='revisions-container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@while read dir; \
|
||||
do \
|
||||
echo "<div class='row'><div class='cell'><a href=\"$$dir\">$$dir</a></div></div>"; \
|
||||
done < $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</body>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</html>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
done < $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</body>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</html>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "Uploading '$(SG_HANDBOOK_FAVICON_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)'"
|
||||
@scp \
|
||||
-P $(SG_HANDBOOK_SSH_PORT) \
|
||||
"$(SG_HANDBOOK_FAVICON_FILE)" \
|
||||
$(SG_HANDBOOK_FAVICON_FILE) \
|
||||
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)
|
||||
@echo "Uploading '$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)'"
|
||||
@scp \
|
||||
-P $(SG_HANDBOOK_SSH_PORT) \
|
||||
"$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)" \
|
||||
$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) \
|
||||
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)
|
||||
@@ -5,7 +5,7 @@
|
||||
#
|
||||
# (The MIT License)
|
||||
#
|
||||
# Copyright (c) 2020 - 2025 SenseGlove
|
||||
# Copyright (c) 2020 - 2024 SenseGlove
|
||||
#
|
||||
# Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
# of this software and associated documentation files (the "Software"), to deal
|
||||
@@ -33,8 +33,8 @@ fi
|
||||
|
||||
readonly JSON_INPUT=$(cat)
|
||||
|
||||
readonly CONTEXT=$(printf '%s' "${JSON_INPUT}" | xq '.[0]')
|
||||
readonly BOOK=$(printf '%s' "${JSON_INPUT}" | xq '.[1]')
|
||||
readonly CONTEXT=$(echo "${JSON_INPUT}" | xq '.[0]')
|
||||
readonly BOOK=$(echo "${JSON_INPUT}" | xq '.[1]')
|
||||
|
||||
escape_string() {
|
||||
printf '%s' "$1" | sed -e 's/\\/\\\\/g' -e 's/"/\\"/g'
|
||||
@@ -43,7 +43,6 @@ escape_string() {
|
||||
SG_PROJECT_NAME_ESCAPED=$(escape_string "${SG_PROJECT_NAME}")
|
||||
SG_HANDBOOK_REVISION_ESCAPED=$(escape_string "${SG_HANDBOOK_REVISION}")
|
||||
SG_HANDBOOK_REVISION_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_REVISION_URL}")
|
||||
SG_HANDBOOK_EPUB_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_EPUB_URL}")
|
||||
SG_HANDBOOK_PDF_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_PDF_URL}")
|
||||
SG_GIT_BRANCH_ESCAPED=$(escape_string "${SG_GIT_BRANCH}")
|
||||
SG_GIT_TAG_ESCAPED=$(escape_string "${SG_GIT_TAG}")
|
||||
@@ -63,15 +62,14 @@ SG_PLUGIN_VERSION_PATCH_ESCAPED=$(escape_string "${SG_PLUGIN_VERSION_PATCH}")
|
||||
SG_BUILD_HOST_ESCAPED=$(escape_string "${SG_BUILD_HOST}")
|
||||
SG_BUILD_TIME_ESCAPED=$(escape_string "${SG_BUILD_TIME}")
|
||||
|
||||
PARSED_BOOK=$(printf '%s' "${BOOK}" | xq "
|
||||
.items[] |= (
|
||||
PARSED_BOOK=$(echo "${BOOK}" | xq "
|
||||
.sections[] |= (
|
||||
if has(\"Chapter\") then
|
||||
.Chapter.content |=
|
||||
walk(if type == \"string\" then
|
||||
. | gsub(\"{{ #sg-project-name }}\"; \"${SG_PROJECT_NAME_ESCAPED}\") |
|
||||
gsub(\"{{ #sg-handbook-revision }}\"; \"${SG_HANDBOOK_REVISION_ESCAPED}\") |
|
||||
gsub(\"{{ #sg-handbook-revision-url }}\"; \"${SG_HANDBOOK_REVISION_URL_ESCAPED}\") |
|
||||
gsub(\"{{ #sg-handbook-epub-url }}\"; \"${SG_HANDBOOK_EPUB_URL_ESCAPED}\") |
|
||||
gsub(\"{{ #sg-handbook-pdf-url }}\"; \"${SG_HANDBOOK_PDF_URL_ESCAPED}\") |
|
||||
gsub(\"{{ #sg-git-branch }}\"; \"${SG_GIT_BRANCH_ESCAPED}\") |
|
||||
gsub(\"{{ #sg-git-tag }}\"; \"${SG_GIT_TAG_ESCAPED}\") |
|
||||
@@ -103,4 +101,4 @@ PARSED_BOOK=$(printf '%s' "${BOOK}" | xq "
|
||||
#echo "BOOK: ${BOOK}" >&2
|
||||
#echo "PARSED_BOOK: ${PARSED_BOOK}" >&2
|
||||
|
||||
printf '%s' "${PARSED_BOOK}"
|
||||
echo "${PARSED_BOOK}" | xq '.'
|
||||
|
||||
+6
-8
@@ -3,7 +3,7 @@
|
||||
#
|
||||
# (The MIT License)
|
||||
#
|
||||
# Copyright (c) 2020 - 2025 SenseGlove
|
||||
# Copyright (c) 2020 - 2024 SenseGlove
|
||||
#
|
||||
# Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
# of this software and associated documentation files (the "Software"), to deal
|
||||
@@ -28,6 +28,7 @@
|
||||
authors = ["Mamadou Babaei"]
|
||||
description = "Welcome to the SenseGlove Unreal Engine documentation!"
|
||||
language = "en"
|
||||
multilingual = false
|
||||
src = "src"
|
||||
text-direction = "ltr"
|
||||
title = "The SenseGlove Unreal Engine Handbook"
|
||||
@@ -42,23 +43,20 @@ use-default-preprocessors = true
|
||||
|
||||
[preprocessor.links]
|
||||
|
||||
[preprocessor.alerts]
|
||||
|
||||
[preprocessor.senseglove]
|
||||
after = [ "index", "links" ]
|
||||
command = "sh ./bin/sg-preprocessor.sh"
|
||||
|
||||
[output.epub]
|
||||
no-section-label = false
|
||||
curly-quotes = true
|
||||
epub-version = 3
|
||||
footnote-backrefs = true
|
||||
|
||||
[output.html]
|
||||
additional-css = ["styles/custom.css"]
|
||||
additional-js = []
|
||||
cname = "unreal.docs.senseglove.com"
|
||||
copy-fonts = true
|
||||
default-theme = "navy"
|
||||
git-repository-url = "https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal"
|
||||
git-repository-icon = "fab-git"
|
||||
git-repository-icon = "fa-git"
|
||||
input-404 = "404.md"
|
||||
mathjax-support = false
|
||||
no-section-label = false
|
||||
|
||||
@@ -4,7 +4,7 @@ Welcome to the documentation for the SenseGlove Unreal Engine Plugin (a.k.a. The
|
||||
|
||||
This handbook is an ongoing effort and a work in progress to document the SenseGlove Unreal Engine Plugin. Feel free to visit this handbook on a regular basis.
|
||||
|
||||
Due to superior formatting and frequent updates, we recommend [the online version of the handbook]({{ #sg-handbook-revision-url }}); nonetheless, it's also available in [PDF]({{ #sg-handbook-pdf-url }}) and [ePub]({{ #sg-handbook-epub-url }}) formats as well.
|
||||
Due to superior formatting and frequent updates, we recommend [the online version of the handbook]({{ #sg-handbook-revision-url }}); nonetheless, it's available in [PDF format]({{ #sg-handbook-pdf-url }}) as well.
|
||||
|
||||
> [!TIP]
|
||||
> Feel free to check out [the SenseGlove Unreal Engine Plugin landing page on Fab](https://www.fab.com/listings/62bcdd2a-0bb1-4f34-b7b8-c5e7c9313099) as well.
|
||||
|
||||
+5
-21
@@ -15,20 +15,11 @@ Welcom to the SenseGlove Unreal Engine Handbook!
|
||||
- [Via Microsoft Azure DevOps Repositories](getting-started/installation/microsoft-azure-devops-repositories.md)
|
||||
- [Enabling and Verifying the Plugin Version](getting-started/plugin-verify-version-enable/README.md)
|
||||
- [SenseCom](getting-started/sensecom/README.md)
|
||||
- [Bluetooth Low Energy](getting-started/sensecom/bluetooth-low-energy/README.md)
|
||||
- [SenseCom on Android](getting-started/sensecom/bluetooth-low-energy/android.md)
|
||||
- [SenseCom on GNU/Linux](getting-started/sensecom/bluetooth-low-energy/gnu-linux.md)
|
||||
- [SenseCom on Microsoft Windows](getting-started/sensecom/bluetooth-low-energy/microsoft-windows.md)
|
||||
- [Bluetooth Serial](getting-started/sensecom/bluetooth-serial/README.md)
|
||||
- [SenseCom on Android](getting-started/sensecom/bluetooth-serial/android.md)
|
||||
- [SenseCom on GNU/Linux](getting-started/sensecom/bluetooth-serial/gnu-linux/README.md)
|
||||
- [Connect to Nova gloves using Blueman Bluetooth Manager](getting-started/sensecom/bluetooth-serial/gnu-linux/blueman-bluetooth-manager.md)
|
||||
- [Connect to Nova gloves using Command-line](getting-started/sensecom/bluetooth-serial/gnu-linux/command-line.md)
|
||||
- [SenseCom on Microsoft Windows](getting-started/sensecom/bluetooth-serial/microsoft-windows.md)
|
||||
- [SenseCom on GNU/Linux](getting-started/sensecom/gnu-linux/README.md)
|
||||
- [Connect to Nova gloves using Blueman Bluetooth Manager](getting-started/sensecom/gnu-linux/blueman-bluetooth-manager.md)
|
||||
- [Connect to Nova gloves using Command-line](getting-started/sensecom/gnu-linux/command-line.md)
|
||||
- [SenseCom on Microsoft Windows](getting-started/sensecom/microsoft-windows.md)
|
||||
- [Enabling XR_EXT_hand_tracking on VR Headsets](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/README.md)
|
||||
- [PCVR Mode](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/README.md)
|
||||
- [Standalone Mode](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/README.md)
|
||||
- [Third-Party Tutorials](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/third-party-tutorials/README.md)
|
||||
- [Setup SenseGlove Default Classes](getting-started/setup-senseglove-default-classes/README.md)
|
||||
- [SGGameModeBase](getting-started/setup-senseglove-default-classes/sggamemodebase.md)
|
||||
- [SGPawn](getting-started/setup-senseglove-default-classes/sgpawn.md)
|
||||
@@ -65,10 +56,8 @@ Welcom to the SenseGlove Unreal Engine Handbook!
|
||||
|
||||
- [SenseGlove Console Commands](misc/console-commands/README.md)
|
||||
- [Deploying to Android (Standalone)](misc/android-standalone-deployment/README.md)
|
||||
- [Third-Party Tutorials](misc/android-standalone-deployment/third-party-tutorials/README.md)
|
||||
- [Upgrade Guide](misc/upgrade-guide/README.md)
|
||||
- [Optimizing for Higher FPS](misc/optimize-higher-fps/README.md)
|
||||
- [Third-Party Tutorials](misc/optimize-higher-fps/third-party-tutorials/README.md)
|
||||
|
||||
# 🛠️ Advanced Topics
|
||||
|
||||
@@ -80,8 +69,6 @@ Welcom to the SenseGlove Unreal Engine Handbook!
|
||||
- [Consuming FXRMotionControllerData](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/README.md)
|
||||
- [Blueprint](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/blueprint.md)
|
||||
- [C++](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/cpp.md)
|
||||
- [Third-Party Integrations](advanced-topics/openxr/third-party-integrations/README.md)
|
||||
- [Third-Party Tutorials](advanced-topics/openxr/third-party-tutorials/README.md)
|
||||
|
||||
# 🔌 Low-Level API
|
||||
|
||||
@@ -102,10 +89,7 @@ Welcom to the SenseGlove Unreal Engine Handbook!
|
||||
- [SenseGlove Unreal Engine Handbook License](license/senseglove-unreal-engine-handbook.md)
|
||||
- [Third-Party Licenses](license/third-party.md)
|
||||
- [SenseGlove SDK License](license/senseglove-sdk.md)
|
||||
- [SGBLE and SGBLExx Rust Dependencies Licenses](license/sgble-sgblexx-rust-dependencies.md)
|
||||
- [Boost C++ Libraries License](license/boost-cpp-libraries.md)
|
||||
- [{fmt} Formatting Library License](license/fmt-formatting-library.md)
|
||||
- [Loguru Logging Library License](license/loguru-loggin-library.md)
|
||||
- [Boost C++ Libraries](license/boost-cpp-libraries.md)
|
||||
- [Serial Communication Library License](license/serial-communication-library.md)
|
||||
|
||||
-----------
|
||||
|
||||
@@ -33,5 +33,3 @@ In the next sections we'll see:
|
||||
- [How we can directly consume the `FXRMotionControllerData`](consuming-fxrmotioncontrollerdata/) on UE `5.2`, `5.3`, `5.4`, and `5.5` to draw and animate debug virtual hands in both [Blueprint](consuming-fxrmotioncontrollerdata/blueprint.md) and [C++](consuming-fxrmotioncontrollerdata/cpp.md).
|
||||
|
||||
- [How we can directly consume the `FXRHandTrackingState`](consuming-fxrhandtrackingstate/) on UE `5.5` to draw and animate debug virtual hands in both [Blueprint](consuming-fxrhandtrackingstate/blueprint.md) and [C++](consuming-fxrhandtrackingstate/cpp.md).
|
||||
|
||||
- [The Consuming OpenXR Hand-Tracking Data tutorial series](third-party-tutorials/) provides a comprehensive introduction to virtual reality, OpenXR hand-tracking, and gesture detection in Unreal Engine. Additionally, this tutorial series covers procedural virtual hand mesh animation using the OpenXR hand-tracking data.
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
> separated into the two distinct structs, providing clearer and more
|
||||
> specialized handling of each.
|
||||
|
||||
Taking a closer look at the `FXRHandTrackingState` declaration inside the Unreal Engine's `HeadMountedDisplay` module at [`Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h`](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h), figuring out the data structure might not seem very straightforward:
|
||||
Taking a closer look at the `FXRHandTrackingState` declaration inside the Unreal Engine's `HeadMountedDisplay` module at `[Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h)`, figuring out the data structure might not seem very straightforward:
|
||||
|
||||
```cpp
|
||||
USTRUCT(BlueprintType)
|
||||
@@ -119,7 +119,7 @@ In order to draw and animate a virtual hand in real-time whether the data is com
|
||||
|
||||
Both `HandKeyLocations` and `HandKeyRotations` contain 26 elements as defined by OpenXR's [`XR_HAND_JOINT_COUNT_EXT`](https://registry.khronos.org/OpenXR/specs/1.1/man/html/XR_HAND_JOINT_COUNT_EXT.html) and [`XrHandJointLocationsEXT`](https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrHandJointLocationsEXT.html), etc.
|
||||
|
||||
Unreal Engine also provides an enum called `EHandKeypoint` naming the 26 joints, and the equivalent of `XR_HAND_JOINT_COUNT_EXT` as `EHandKeypointCount` inside [`Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h`](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h) as follows:
|
||||
Unreal Engine also provides an enum called `EHandKeypoint` naming the 26 joints, and the equivalent of `XR_HAND_JOINT_COUNT_EXT` as `EHandKeypointCount` inside `[Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h)` as follows:
|
||||
|
||||
```cpp
|
||||
/**
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
> separated into the two distinct structs, providing clearer and more
|
||||
> specialized handling of each.
|
||||
|
||||
Taking a closer look at the `FXRMotionControllerData` declaration inside the Unreal Engine's `HeadMountedDisplay` module at [`Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h`](https://github.com/EpicGames/UnrealEngine/blob/5.5/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h), figuring out the data structure might not seem very straightforward:
|
||||
Taking a closer look at the `FXRMotionControllerData` declaration inside the Unreal Engine's `HeadMountedDisplay` module at `[Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h)`, figuring out the data structure might not seem very straightforward:
|
||||
|
||||
```cpp
|
||||
USTRUCT(BlueprintType)
|
||||
@@ -174,7 +174,7 @@ In order to draw and animate a virtual hand in real-time whether the data is com
|
||||
|
||||
Both `HandKeyPositions` and `HandKeyRotations` contain 26 elements as defined by OpenXR's [`XR_HAND_JOINT_COUNT_EXT`](https://registry.khronos.org/OpenXR/specs/1.1/man/html/XR_HAND_JOINT_COUNT_EXT.html) and [`XrHandJointLocationsEXT`](https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrHandJointLocationsEXT.html), etc.
|
||||
|
||||
Unreal Engine also provides an enum called `EHandKeypoint` naming the 26 joints, and the equivalent of `XR_HAND_JOINT_COUNT_EXT` as `EHandKeypointCount` inside [`Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h`](https://github.com/EpicGames/UnrealEngine/blob/5.5/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h) as follows:
|
||||
Unreal Engine also provides an enum called `EHandKeypoint` naming the 26 joints, and the equivalent of `XR_HAND_JOINT_COUNT_EXT` as `EHandKeypointCount` inside `[Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h)` as follows:
|
||||
|
||||
```cpp
|
||||
/**
|
||||
|
||||
@@ -1,265 +0,0 @@
|
||||
# Third-Party OpenXR Integrations
|
||||
|
||||
The **SenseGlove Unreal Engine Plugin** registers itself as an `OpenXRHandTracking` provider, making it a fully compatible, drop-in replacement for Epic’s own **OpenXRHandTracking** plugin in Unreal Engine. This allows it to integrate seamlessly with any third-party system or plugin that can consume OpenXR hand-tracking data.
|
||||
|
||||
One notable example is the open-source, MIT-licensed [VR Expansion Plugin (VRE)](#vr-expansion-plugin).
|
||||
|
||||
> [!IMPORTANT]
|
||||
> As explained in the
|
||||
> [Third-Party Tutorials: Consuming OpenXR Hand-Tracking Data](../third-party-tutorials/)
|
||||
> section, it’s entirely possible to build your own custom hand interaction
|
||||
> system without relying on
|
||||
> [SGPawn](../../../getting-started/setup-senseglove-default-classes/sgpawn.html)
|
||||
> or any third-party OpenXR-compatible interaction plugin altogether.
|
||||
>
|
||||
> If your project requires finer-grained control than what these solutions
|
||||
> offer, the tutorials in that section will guide you through understanding the
|
||||
> OpenXR hand-tracking data format in Unreal Engine and help you implement a
|
||||
> fully tailored interaction system from the ground up in a few hours.
|
||||
|
||||
As the SenseGlove Unreal Engine Plugin is fully OpenXR-compliant, it provides OpenXR hand-tracking data in the expected format and takes over as the active provider within Unreal. If your existing interaction system (e.g. VRE plugin) already uses OpenXR hand-tracking, SenseGlove will function as a direct tracking source instead of a real hand.
|
||||
|
||||
> [!NOTE]
|
||||
> Since most hand-tracking systems are not capable of haptics feedback,
|
||||
> integrating SenseGlove's haptic feedback requires a small amount of additional
|
||||
> effort.
|
||||
>
|
||||
> The SenseGlove API is fully exposed to Unreal Engine via C++ and Blueprint,
|
||||
> so triggering haptic feedback is as simple as calling a function.
|
||||
> For more information, refer to the [Blueprint Changes](#blueprint-changes)
|
||||
> section below.
|
||||
|
||||
> [!IMPORTANT]
|
||||
> If you're using a third-party OpenXR hand interaction system, configuring the
|
||||
> [Wrist-Tracker Hardware Settings](../../../getting-started/setup-wrist-tracking-hardware/)
|
||||
> will likely have no effect, and your hand offsets may appear at the incorrect
|
||||
> location in the scene.
|
||||
>
|
||||
> This is because those settings are only recognized by SenseGlove’s native
|
||||
> actors and components such as `SGPawn`, `SGWristTrackerComponent`, etc.
|
||||
> Most third-party plugins are unaware of these settings. As a result, you'll
|
||||
> need to figure out how to manually apply the appropriate offsets within your
|
||||
> chosen OpenXR hand interaction system.
|
||||
>
|
||||
> For example, the VRE plugin provide similar configurations in their plugin's
|
||||
> settings section. For more information refer to the
|
||||
> [Changing Wrist-Tracker Offsets](#changing-wrist-tracker-offsets) section
|
||||
> below.
|
||||
|
||||
## Comparison of Supported OpenXR Hand-Interaction Systems
|
||||
|
||||
| | **Built-in?** | **Works out of the box?** | **Beginner-friendly?** | **Learning Curve** | **Featureful** | **Customizable?** | **Supports Custom Gestures?** |
|
||||
|-------------------------------------|---------------|------------------------------------|--------------------------------------------------|-----------------------------|--------------------------------------------------------------------------|-----------------------------------------------------------------|------------------------------------------------------------------------------------------------------------------------|
|
||||
| **SGPawn** | ✅ Yes | ✅ Yes | ✅ Most beginer-friendly | ✅ Very easy | ⚠️ Very basic | ⚠️ Very limited | ❌ Not yet, maybe added in the future |
|
||||
| **SenseGlove OpenXR** | ✅ Yes | ❌ Requires Blueprint or C++ coding | ✅ Requires a few hours of watching tutotrials | ✅ Moderate | ❌ You need to develop your own features and functionalities from scratch | ✅ Your imagination, creativity, and skill level are your limits | ✅ You have to implement your own recognition logic; example pinch detection algorithm is taught in the tutorial series |
|
||||
| **VR Expansion Plugin** | ❌ No | ⚠️ Partially – requires setup | ❌ Best suited for intermediate or advanced users | ⚠️ Steep | ✅ Diverse features and functionalities | ✅ Highly customizable | ✅ Via custom logic |
|
||||
| **Other OpenXR-compatible Plugins** | ❌ No | ❓ Check their documentation | ❓ Check their documentation | ❓ Check their documentation | ❓ Check their documentation | ❓ Check their documentation | ❓ Check their documentation |
|
||||
|
||||
## VR Expansion Plugin
|
||||
|
||||
The [**VR Expansion Plugin (VRE)**](https://vreue4.com/) is a robust, community-driven plugin for Unreal Engine that focuses on advanced VR interaction and gameplay mechanics. It is open-source (MIT licensed), actively maintained, and has received support from Epic via the [MegaGrants program](https://www.unrealengine.com/en-US/megagrants).
|
||||
|
||||
Designed to extend Unreal’s capabilities for virtual reality, VRE offers a modular set of tools covering:
|
||||
|
||||
- Multiplayer and networking
|
||||
- Locomotion systems
|
||||
- Object gripping and interaction
|
||||
- Custom movement and physics handling
|
||||
|
||||
The plugin is particularly useful for teams building sophisticated VR experiences. While it's beginner-friendly to an extent, its depth and flexibility are **best suited for intermediate to advanced Unreal Engine developers**. Whether you're prototyping with built-in features or extracting specific systems for your own framework, VRE offers a rich foundation for VR development.
|
||||
|
||||
> [!NOTE]
|
||||
> For support and assistance with the VRE plugin, you can join
|
||||
> [its active and welcoming Discord community](https://discord.gg/P4V7TY8BQy),
|
||||
> known for being responsive and supportive.
|
||||
|
||||
### SGVRETemplate Demo Scene
|
||||
|
||||
To showcase how SenseGlove can be integrated with OpenXR-compatible third-party interaction systems, SenseGlove provides a ready-to-use [VR Expansion Plugin Integration Demo for Unreal Engine 5.4](https://dev.azure.com/SenseGlove/_git/SGVRETemplate).
|
||||
|
||||
This repository includes UE `5.4`–compatible versions of both the **SenseGlove** and **VR Expansion** plugins, with all necessary setup and configuration already in place. Simply download the project and it should run out of the box, allowing you to explore the integration without additional setup.
|
||||
|
||||
> [!NOTE]
|
||||
> SenseGlove provides this demo to demonstrate the potential for integrating
|
||||
> with third-party OpenXR-based hand interaction systems.
|
||||
> Please note that the **VR Expansion Plugin** is a third-party solution, and as
|
||||
> such, **we do not offer official support for it**.
|
||||
>
|
||||
> For help with the VRE plugin, refer to its documentation at
|
||||
> [**vreue4.com**](https://vreue4.com/) and consider joining the
|
||||
> [**official VRE Discord community**](https://discord.gg/P4V7TY8BQy),
|
||||
> which is active, supportive, and very responsive.
|
||||
|
||||
### SGVRETemplate Modifications
|
||||
|
||||
The [**SGVRETemplate**](https://dev.azure.com/SenseGlove/_git/SGVRETemplate) is built on top of the [VR Expansion Plugin Example Template](https://github.com/mordentral/VRExpPluginExample). However, since the original template is not directly compatible with SenseGlove, several adjustments were necessary.
|
||||
|
||||
In addition, a few known issues with OpenXR support in the VR Expansion Plugin for Unreal Engine `5.4` required us to modify the plugin itself to ensure smooth integration.
|
||||
|
||||
Below is an overview of the key modifications made to both the project template and this version of the VRE plugin.
|
||||
|
||||
#### Blueprint Changes
|
||||
|
||||
- **Content/VRE/Core/Character/BP_VRCharacter**: Four functions were added: `SendVibration`, `SendFFB`, `SendSqueeze`, and `ResetHaptics`. These functions retrieve the glove instance and send the appropriate haptic command to it. In the `OnPossessed` event, `Load Controller by Name` was added along with a string uproperty `Tracking Offset`, which is used to load the correct tracking offsets based on the selected profile.
|
||||
|
||||
> [!NOTE]
|
||||
> If you'd like to implement your own haptic functions, the most convenient
|
||||
> approach is to
|
||||
> [safely acquire a glove instance](../../../advanced-topics/safe-glove-access-blueprint/).
|
||||
> Once you have the glove instance, applying haptic feedback is as simple as
|
||||
> calling the appropriate function.
|
||||
>
|
||||
> SenseGlove supports three types of haptics: Vibrations, Force-feedback, and
|
||||
> Wrist-squeeze.
|
||||
>
|
||||
> - Using `Send Custom Waveform`, you can send vibrations to the glove instance.
|
||||
> - Using `Queue Command Force Feedback Levels`, you can send force-feedback.
|
||||
> - Using `Queue Command Wrist Squeeze`, you can send a wrist-squeeze command to
|
||||
> the glove.
|
||||
>
|
||||
> Each of these functions can be called directly on the glove instance to
|
||||
> trigger the desired haptic feedback.
|
||||
|
||||
- **Content/VRE/Core/GraspingHands/GraspingHandManny**: In the `SetupFingerAnimations` function, replace the hardcoded check for `HandType == Left` with a string comparison: convert the enum to a string and check if it contains `"Left"`. This allows compatibility with alternative tracking sources such as `"Left Foot"`.
|
||||
|
||||
#### C++ Changes
|
||||
|
||||
- **Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Public/Grippables/HandSocketComponent.h**: The following line was added as a public `UPROPERTY` in the header file:
|
||||
|
||||
```cpp
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Animation")
|
||||
float HandAnimationProgress = 0.0f;
|
||||
```
|
||||
|
||||
- **Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Private/Grippables/HandSocketComponent.cpp**: In the function `bool UHandSocketComponent::GetBlendedPoseSnapShot(FPoseSnapshot& PoseSnapShot, USkeletalMeshComponent* TargetMesh, bool bSkipRootBone, bool bFlipHand)`, the `TrackLocation` calculation was modified from:
|
||||
|
||||
|
||||
```cpp
|
||||
if (TrackIndex != INDEX_NONE && (!bSkipRootBone || TrackIndex != 0))
|
||||
{
|
||||
double TrackLocation = 0.0f;
|
||||
HandTargetAnimation->GetBoneTransform(LocalTransform, FSkeletonPoseBoneIndex(TrackMap[TrackIndex].BoneTreeIndex), TrackLocation, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
```
|
||||
|
||||
To:
|
||||
|
||||
```cpp
|
||||
if (TrackIndex != INDEX_NONE && (!bSkipRootBone || TrackIndex != 0))
|
||||
{
|
||||
double TrackLocation = HandTargetAnimation->GetPlayLength() * HandAnimationProgress;
|
||||
HandTargetAnimation->GetBoneTransform(LocalTransform, FSkeletonPoseBoneIndex(TrackMap[TrackIndex].BoneTreeIndex), TrackLocation, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
```
|
||||
|
||||
- **Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Private/GripMotionControllerComponent.cpp**: In the function `void UGripMotionControllerComponent::GetCurrentProfileTransform(bool bBindToNoticationDelegate)`, the following logic was updated from:
|
||||
|
||||
```cpp
|
||||
if (HandType == EControllerHand::Left || HandType == EControllerHand::AnyHand || !VRSettings->bUseSeperateHandTransforms)
|
||||
{
|
||||
NewControllerProfileTransform = VRSettings->CurrentControllerProfileTransform;
|
||||
}
|
||||
else if (HandType == EControllerHand::Right)
|
||||
{
|
||||
NewControllerProfileTransform = VRSettings->CurrentControllerProfileTransformRight;
|
||||
}
|
||||
```
|
||||
|
||||
To:
|
||||
|
||||
```cpp
|
||||
if (UEnum::GetDisplayValueAsText(HandType).ToString().Contains("Left") || HandType == EControllerHand::AnyHand || !VRSettings->bUseSeperateHandTransforms)
|
||||
{
|
||||
NewControllerProfileTransform = VRSettings->CurrentControllerProfileTransform;
|
||||
}
|
||||
else if (UEnum::GetDisplayValueAsText(HandType).ToString().Contains("Right"))
|
||||
{
|
||||
NewControllerProfileTransform = VRSettings->CurrentControllerProfileTransformRight;
|
||||
}
|
||||
```
|
||||
|
||||
The following function was also updated; from:
|
||||
|
||||
```cpp
|
||||
void UGripMotionControllerComponent::GetHandType(EControllerHand& Hand)
|
||||
{
|
||||
if (!IMotionController::GetHandEnumForSourceName(MotionSource, Hand))
|
||||
{
|
||||
// Check if the palm motion source extension is being used
|
||||
// I assume eventually epic will handle this case
|
||||
if (MotionSource.Compare(FName(TEXT("RightPalm"))) == 0 || MotionSource.Compare(FName(TEXT("RightWrist"))) == 0)
|
||||
{
|
||||
Hand = EControllerHand::Right;
|
||||
}
|
||||
// Could skip this and default to left now but would rather check
|
||||
else if (MotionSource.Compare(FName(TEXT("LeftPalm"))) == 0 || MotionSource.Compare(FName(TEXT("LeftWrist"))) == 0)
|
||||
{
|
||||
Hand = EControllerHand::Left;
|
||||
}
|
||||
else
|
||||
{
|
||||
Hand = EControllerHand::Left;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
To:
|
||||
|
||||
```cpp
|
||||
void UGripMotionControllerComponent::GetHandType(EControllerHand& Hand)
|
||||
{
|
||||
if (!IMotionController::GetHandEnumForSourceName(MotionSource, Hand))
|
||||
{
|
||||
// Check if the palm motion source extension is being used
|
||||
// I assume eventually epic will handle this case
|
||||
if (MotionSource.Compare(FName(TEXT("RightPalm"))) == 0 || MotionSource.Compare(FName(TEXT("RightWrist"))) == 0 || MotionSource.ToString().Contains("Right"))
|
||||
{
|
||||
Hand = EControllerHand::Right;
|
||||
}
|
||||
// Could skip this and default to left now but would rather check
|
||||
else if (MotionSource.Compare(FName(TEXT("LeftPalm"))) == 0 || MotionSource.Compare(FName(TEXT("LeftWrist"))) == 0 || MotionSource.ToString().Contains("Left"))
|
||||
{
|
||||
Hand = EControllerHand::Left;
|
||||
}
|
||||
else
|
||||
{
|
||||
Hand = EControllerHand::Left;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### Changing Wrist-Tracker Offsets
|
||||
|
||||
If you are using wrist-tracking hardware supported by the SenseGlove plugin, you can change the offsets inside `BP_VRCharacter` using the uproperty `Tracking Offset` typing or copying any of the following, depending on your hardware:
|
||||
|
||||
- **SenseGlove_Quest3**: The wrist-tracking controller profile for for Meta Quest3.
|
||||
|
||||
- **SenseGlove_ViveWristTrackers**: The wrist-tracking controller profile for HTC VIVE wrist trackers.
|
||||
|
||||
#### Changing Motion Source
|
||||
|
||||
In `BP_VRCharacter`, you can change the wrist-tracking motion source for each hand. This is required depending on which tracker you are using.
|
||||
|
||||
#### Adding More Gestures
|
||||
|
||||
In the `GraspingHandManny` Blueprint, we’ve created a simple function called `SaveHandPose`. If you press the `Space Bar` while the game is running, it will save the current pose of the corresponding hand. The pose is stored in a gestures database located under `Content/SenseGlove` with the default name `NewHandPose`. You should rename the pose to something meaningful when you intend to use it.
|
||||
|
||||
It’s helpful to add an Event Dispatcher to the `GraspingHandManny` Blueprint, which is triggered in the Event Graph by the `On New Gesture Detected` event from the `OpenXRHandPose` component. This system is index-based rather than name-based, so keep that in mind when adding more dispatchers. By default, we’ve included examples for `Teleport`, `Grab`, `Release`, and `Use`.
|
||||
|
||||
#### Video Summary
|
||||
|
||||
This short video provides an overview of some of the key changes and modifications behind the SGVRETemplate demo scene, mentioned above.
|
||||
|
||||
<div style="margin: 0 auto; width: 560px;">
|
||||
<iframe width="560" height="315" src="https://www.youtube.com/embed/6uTu4T10mjU" frameborder="0" allowfullscreen></iframe>
|
||||
</div>
|
||||
|
||||
### SGVRETemplate Demo Calibration Scene
|
||||
|
||||
The SGVRETemplate includes a basic Calibration Scene located at `Content/SenseGlove/Maps/Calibration`. Inside this level, you’ll find a copy of `Content/SenseGlove/Blueprints/Calibration/BP_Calibrator` Blueprint responsible for transitioning to your desired target map after the calibration process is complete. You can configure the target map directly within this Blueprint by adjusting the `Level to Load` uproperty.
|
||||
@@ -1,34 +0,0 @@
|
||||
# Third-Party Tutorials: Consuming OpenXR Hand-Tracking Data
|
||||
|
||||
## Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Detection in Unreal Engine
|
||||
|
||||
In this tutorial, you'll learn how to get the OpenXR Hand-Tracking Data from the Unreal Engine API and how to consume it to draw virtual hand models using cubes (as hand joints). It will also dive into gesture recognition by implementing a simple pinch gesture recognition.
|
||||
|
||||
In the first part, it will focus on UE `4.26` to `5.4` API. And, in the second part, you'll learn how to update the project to work with `5.5`.
|
||||
|
||||
<div style="margin: 0 auto; width: 560px;">
|
||||
<iframe width="560" height="315" src="https://www.youtube.com/embed/67v-sEhidvM" frameborder="0" allowfullscreen></iframe>
|
||||
</div>
|
||||
|
||||
## Procedural Virtual Hand Mesh Animation Using OpenXR Hand-Tracking Data
|
||||
|
||||
Building on the [Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Recognition in Unreal Engine tutorial](#introduction-to-virtual-reality-openxr-hand-tracking-and-gesture-detection-in-unreal-engine), this slightly more advanced tutorial will dive deeper into the following topics:
|
||||
|
||||
- Transitioning seamlessly between motion controller and hand-tracking modes in Unreal Engine.
|
||||
- Adding custom debugging gizmos to improve development and testing workflows.
|
||||
- Visualizing debug virtual hands by incorporating the custom gizmos.
|
||||
- Animating virtual hand meshes with OpenXR hand-tracking data, moving beyond basic joint representation with cubes.
|
||||
- Re-using and adapting the gesture recognition code from the introductory tutorial to integrate with the new animated virtual hand meshes.
|
||||
This guide will help you take your VR projects to the next level with polished and practical implementations.
|
||||
|
||||
**Part 1**:
|
||||
|
||||
<div style="margin: 0 auto; width: 560px;">
|
||||
<iframe width="560" height="315" src="https://www.youtube.com/embed/TPEA1GJr_kU" frameborder="0" allowfullscreen></iframe>
|
||||
</div>
|
||||
|
||||
**Part 2**:
|
||||
|
||||
<div style="margin: 0 auto; width: 560px;">
|
||||
<iframe width="560" height="315" src="https://www.youtube.com/embed/xEnuephuNmw" frameborder="0" allowfullscreen></iframe>
|
||||
</div>
|
||||
+179
-511
File diff suppressed because it is too large
Load Diff
@@ -62,126 +62,78 @@
|
||||
└── ThirdParty (3rd-party dependencies)
|
||||
│
|
||||
├── android (.jar file Java libraries for Android)
|
||||
│ │
|
||||
│ ├── debug
|
||||
│ │
|
||||
│ └── release
|
||||
│
|
||||
├── include (header files)
|
||||
│ │
|
||||
│ └── SenseGlove
|
||||
│ ├── boost
|
||||
│ │
|
||||
│ ├── BLE (SGBLE headers)
|
||||
│ ├── SenseGlove
|
||||
│ │ │
|
||||
│ │ ├── Connect (SGConnect headers)
|
||||
│ │ │
|
||||
│ │ └── Core (SGCoreCpp headers)
|
||||
│ │
|
||||
│ ├── Common (SGCommon headers)
|
||||
│ │
|
||||
│ ├── Connect (SGConnect headers)
|
||||
│ │
|
||||
│ ├── Core (SGCore headers)
|
||||
│ │
|
||||
│ └── Log (SGLog headers)
|
||||
│ └── serial
|
||||
│
|
||||
├── lib (platform-specific pre-built binary dependencies)
|
||||
└── lib (platform-specific pre-built binary dependencies)
|
||||
│
|
||||
├── android
|
||||
│ │
|
||||
│ ├── android
|
||||
│ │ │
|
||||
│ │ └── r25b (Android NDK r25b dependencies for UE 5.1+)
|
||||
│ │ │
|
||||
│ │ ├── aarch64 (64-bit ARM variant of Android)
|
||||
│ │ │ │
|
||||
│ │ │ ├── debug
|
||||
│ │ │ │
|
||||
│ │ │ └── release
|
||||
│ │ │
|
||||
│ │ └── x86-64 (64-bit x86-64 variant of Android)
|
||||
│ └── r25b (Android NDK r25b dependencies for UE 5.1+)
|
||||
│ │
|
||||
│ ├── arm64 (64-bit ARM variant of Android)
|
||||
│ │ │
|
||||
│ │ ├── debug
|
||||
│ │ │
|
||||
│ │ └── release
|
||||
│ │
|
||||
│ ├── linux
|
||||
│ │ │
|
||||
│ │ ├── rustc (GNU/Linux binary dependencies built with Rust)
|
||||
│ │ │ │
|
||||
│ │ │ ├── aarch64 (dependencies targeting GNU/Linux AArch64 architecture)
|
||||
│ │ │ │ │
|
||||
│ │ │ │ ├── debug
|
||||
│ │ │ │ │
|
||||
│ │ │ │ └── release
|
||||
│ │ │ │
|
||||
│ │ │ └── x86-64 (dependencies targeting GNU/Linux x86-64 architecture)
|
||||
│ │ │ │
|
||||
│ │ │ ├── debug
|
||||
│ │ │ │
|
||||
│ │ │ └── release
|
||||
│ │ │
|
||||
│ │ ├── v22 (5.4 GNU/Linux dependencies)
|
||||
│ │ │ │
|
||||
│ │ │ ├── aarch64 (dependencies targeting GNU/Linux AArch64 architecture)
|
||||
│ │ │ │ │
|
||||
│ │ │ │ ├── debug
|
||||
│ │ │ │ │
|
||||
│ │ │ │ └── release
|
||||
│ │ │ │
|
||||
│ │ │ └── x86-64 (dependencies targeting GNU/Linux x86-64 architecture)
|
||||
│ │ │ │
|
||||
│ │ │ ├── debug
|
||||
│ │ │ │
|
||||
│ │ │ └── release
|
||||
│ │ │
|
||||
│ │ ├── v23 (UE 5.5 GNU/Linux dependencies)
|
||||
│ │ │ │
|
||||
│ │ │ ├── aarch64 (dependencies targeting GNU/Linux AArch64 architecture)
|
||||
│ │ │ │ │
|
||||
│ │ │ │ ├── debug
|
||||
│ │ │ │ │
|
||||
│ │ │ │ └── release
|
||||
│ │ │ │
|
||||
│ │ │ └── x86-64 (dependencies targeting GNU/Linux x86-64 architecture)
|
||||
│ │ │ │
|
||||
│ │ │ ├── debug
|
||||
│ │ │ │
|
||||
│ │ │ └── release
|
||||
│ │ │
|
||||
│ │ └── v25 (UE 5.6 GNU/Linux dependencies)
|
||||
│ │ │
|
||||
│ │ ├── aarch64 (dependencies targeting GNU/Linux AArch64 architecture)
|
||||
│ │ │ │
|
||||
│ │ │ ├── debug
|
||||
│ │ │ │
|
||||
│ │ │ └── release
|
||||
│ │ │
|
||||
│ │ └── x86-64 (dependencies targeting GNU/Linux x86-64 architecture)
|
||||
│ │ │
|
||||
│ │ ├── debug
|
||||
│ │ │
|
||||
│ │ └── release
|
||||
│ │
|
||||
│ └── windows
|
||||
│ │
|
||||
│ ├── v143 (Microsoft Visual Studio 2022 dependencies)
|
||||
│ │ │
|
||||
│ │ └── x86-64 (dependencies targeting Microsoft Windows x86-64 architecture)
|
||||
│ │ │
|
||||
│ │ ├── debug
|
||||
│ │ │
|
||||
│ │ └── release
|
||||
│ │
|
||||
│ └── rustc (Microsoft Windows binary dependencies built with Rust)
|
||||
│ │
|
||||
│ └── x86-64 (dependencies targeting Microsoft Windows x86-64 architecture)
|
||||
│ └── x64 (64-bit x86-64 variant of Android)
|
||||
│ │
|
||||
│ ├── debug
|
||||
│ │
|
||||
│ └── release
|
||||
│
|
||||
├── SGBleThirdPartyLibs (Third-party module providing SGBLE headers and libraries)
|
||||
├── linux
|
||||
│ │
|
||||
│ ├── v21 (UE 5.2 Linux dependencies)
|
||||
│ │ │
|
||||
│ │ ├── aarch64 (dependencies targeting AArch64 Linux architecture)
|
||||
│ │ │ │
|
||||
│ │ │ ├── debug
|
||||
│ │ │ │
|
||||
│ │ │ └── release
|
||||
│ │ │
|
||||
│ │ └── x86-64 (dependencies targeting x86-64 Linux architecture)
|
||||
│ │ │
|
||||
│ │ ├── debug
|
||||
│ │ │
|
||||
│ │ └── release
|
||||
│ │
|
||||
│ └── v22 (UE 5.3 and 5.4 Linux dependencies)
|
||||
│ │
|
||||
│ ├── aarch64 (dependencies targeting AArch64 Linux architecture)
|
||||
│ │ │
|
||||
│ │ ├── debug
|
||||
│ │ │
|
||||
│ │ └── release
|
||||
│ │
|
||||
│ └── x86-64 (dependencies targeting x86-64 Linux architecture)
|
||||
│ │
|
||||
│ ├── debug
|
||||
│ │
|
||||
│ └── release
|
||||
│
|
||||
├── SGConnectThirdPartyHeaders (Third-party module providing SGConnect headers)
|
||||
└── win64
|
||||
│
|
||||
├── SGConnectThirdPartyLibs (Third-party module providing SGConnect headers and libraries)
|
||||
├── msvc142 (Microsoft Visual Studio 2019 dependencies)
|
||||
│ │
|
||||
│ ├── debug
|
||||
│ │
|
||||
│ └── release
|
||||
│
|
||||
├── SGCoreThirdPartyLibs (Third-party module providing SGCore headers and libraries)
|
||||
└── msvc143 (Microsoft Visual Studio 2022 dependencies)
|
||||
│
|
||||
└── SGSerialThirdPartyLibs (Third-party module providing github.com/wjwwood/serial headers and libraries)
|
||||
├── debug
|
||||
│
|
||||
└── release
|
||||
```
|
||||
|
||||
@@ -9,11 +9,6 @@ There are various resources available for older versions of the SenseGlove Unrea
|
||||
- [Example C++ API Project (only compatible with early v1.x.x releases)](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal-SGPlaygroundCpp)
|
||||
- [Example Blueprint API Project (only compatible with early v1.x.x releases)](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal-SGPlaygroundBP)
|
||||
|
||||
### Third-Party OpenXR Integration Demos
|
||||
|
||||
- [A VRExpansionPlugin Integration Demo for UE `5.4`](https://dev.azure.com/SenseGlove/_git/SGVRETemplate)
|
||||
- [Documentation](../advanced-topics/openxr/third-party-integrations/)
|
||||
|
||||
## Tutorials
|
||||
|
||||
- [Finding out your SenseGlove plugin version](https://youtu.be/iF0JU2kpNhw)
|
||||
@@ -30,21 +25,3 @@ There are various resources available for older versions of the SenseGlove Unrea
|
||||
- [Setting up VIVE Focus 3 & VIVE Wrist Trackers in Unreal Engine](https://youtu.be/SGmQevkzsY4)
|
||||
- [SGBasicDemo: setup throwing objects and physics settings for the real and virtual hands](https://youtu.be/K9Qr_LqgTcY)
|
||||
- [SGBasicDemo v2: upgrading your projects to the SenseGlove Unreal Engine Plugin v2.0.0](https://youtu.be/VbWfoep-Hsg)
|
||||
|
||||
## Third-Party Tutorials
|
||||
|
||||
### OpenXR Tutorials
|
||||
|
||||
- [Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Detection in Unreal Engine](https://youtu.be/67v-sEhidvM)
|
||||
- [Procedural Virtual Hand Mesh Animation Using OpenXR Hand-Tracking Data - Part 1](https://youtu.be/TPEA1GJr_kU)
|
||||
- [Procedural Virtual Hand Mesh Animation Using OpenXR Hand-Tracking Data - Part 2](https://youtu.be/xEnuephuNmw)
|
||||
- [Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins](https://youtu.be/BWd3MwtfTJE)
|
||||
|
||||
### Android (Meta Quest / HTC VIVE) Tutorials
|
||||
|
||||
- [Build & Deploy Unreal Engine 5.5 Projects APK to Android & Meta Quest 3S/3/Pro/2 in Standalone Mode](https://youtu.be/EClbEbNcl4k)
|
||||
- [Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins](https://youtu.be/BWd3MwtfTJE)
|
||||
|
||||
### VR Optimization
|
||||
|
||||
- [Optimizing Unreal Engine VR Projects for Higher Framerates (Meta Quest, HTC VIVE, FFR, ETFR, NVIDIA DLSS, AMD FSR, and Intel XeSS Tips Included!)](https://youtu.be/67CZqMrAOns)
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
## Planned Features Completion Status
|
||||
|
||||
### Implemented as of v2.7.x
|
||||
### Implemented as of v2.2.x
|
||||
|
||||
- [X] Full SenseGlove low-level core API access through Unreal C++.
|
||||
- [X] Full SenseGlove low-level core API access through Blueprint.
|
||||
@@ -13,10 +13,9 @@
|
||||
- [X] Support for GNU/Linux x64 as a deployment platform.
|
||||
- [X] Support for GNU/Linux AArch64 as a deployment platform.
|
||||
- [X] Support for Android as a deployment platform.
|
||||
- [X] Support for Oculus Quest 2, Oculus Quest Pro, Oculus Quest 3, and Oculus Quest 3s.
|
||||
- [X] Support for HTC VIVE Pro, HTC VIVE Focus 3, HTC XR Elite, and HTC VIVE Focus Vision.
|
||||
- [X] Support for Oculus Quest 2 and Oculus Quest Pro.
|
||||
- [X] Support for HTC VIVE Pro and HTC VIVE Focus 3.
|
||||
- [X] Support for HTC VIVE Trackers and HTC VIVE Wrist Trackers.
|
||||
- [X] Support for both Bluetooth Serial and Bluetooth Low Energy.
|
||||
- [X] On-device calibration for Android without the need for SenseCom.
|
||||
- [X] Haptic feedback including force feedback, buzz, and thumper commands.
|
||||
- [X] A customizable Grab component that could be added to any actor.
|
||||
@@ -39,10 +38,8 @@
|
||||
- [X] The SenseGlove grab/touch sockets one-click-setup ability on any Epic-compliant virtual hand mesh from within the Unreal Editor's Content Browser, Skeleton Editor, or Skeletal Mesh Editor.
|
||||
- [X] A flexible virtual hand animation system that can take the mesh bone's transforms into account for a more reliable hand animation.
|
||||
- [X] Ability to manage the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly.
|
||||
- [X] Ability to automatically ask for the required permissions on Android when the plugin is enabled in any UE project.
|
||||
- [X] `ViveOpenXR` plugin compatibility.
|
||||
|
||||
### Upcoming features planned for the v2.8.x release
|
||||
### Upcoming features planned for the v2.3.x release
|
||||
|
||||
### Planned features long-term
|
||||
|
||||
|
||||
@@ -1,13 +1,11 @@
|
||||
## Platform Support Matrix
|
||||
|
||||
| | **Windows (MSVC 2017)** | **Windows (MSVC 2019)** | **Windows (MSVC 2022)** | **Linux x86-64 (Native Toolchain)** | **Linux AArch64 (Native Toolchain)** | **Meta Quest Standalone (Android NDK)** | **HTC VIVE Standalone (Android NDK)** | **Fab** | **Azure DevOps Version** |
|
||||
|:--------:|-------------------------|-------------------------|-------------------------|:-----------------------------------:|:------------------------------------:|:---------------------------------------:|:-------------------------------------:|:--------:|:------------------------:|
|
||||
| **5.7** | ❌ | ❌ | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x (r25b) | ❓ | ✅ v2.7.3 | ✅ v2.7.3 |
|
||||
| **5.6** | ❌ | ❌ | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x (r25b) | ❓ | ✅ v2.7.3 | ✅ v2.7.3 |
|
||||
| **5.5** | ❌ | ❌ | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x (r25b) | ❓ | ✅ v2.7.3 | ✅ v2.7.3 |
|
||||
| **5.4** | ❌ | ❌ | ⚠️ v2.7.x | ⚠️ v2.7.x | ⚠️ v2.7.x | ⚠️ v2.7.x (r25b) | ⚠️ v2.7.x (r25b) | ⚠️ v2.7.3 | ⚠️ v2.7.3 |
|
||||
| **5.3** | ❌ | ⚠️ v2.6.x | ⚠️ v2.6.x | ⚠️ v2.6.x | ⚠️ v2.6.x | ⚠️ v2.6.x (r25b) | ⚠️ v2.6.x (r25b) | ⚠️ v2.6.3 | ⚠️ v2.6.3 |
|
||||
| **5.2** | ❌ | ⚠️ v2.4.x | ⚠️ v2.4.x | ⚠️ v2.4.x | ⚠️ v2.4.x | ⚠️ v2.4.x (r25b) | ❓ | ⚠️ v2.4.2 | ⚠️ v2.4.2 |
|
||||
| | **Windows (MSVC 2017)** | **Windows (MSVC 2019)** | **Windows (MSVC 2022)** | **Linux x86-64 (Native Toolchain)** | **Linux AArch64 (Native Toolchain)** | **Meta Quest Stand-alone (Android NDK)** | **HTC VIVE Stand-alone (Android NDK)** | **Fab** | **Azure DevOps Version** |
|
||||
|:--------:|:-----------------------:|:-----------------------:|:-----------------------:|:-----------------------------------:|:------------------------------------:|:----------------------------------------:|:--------------------------------------:|:--------:|:------------------------:|
|
||||
| **5.5** | ❌ | ❌ | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x (r25b) | ❓ | ❌ | ✅ v2.2.2 |
|
||||
| **5.4** | ❌ | ❌ | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x (r25b) | ❓ | ✅ v2.2.2 | ✅ v2.2.2 |
|
||||
| **5.3** | ❌ | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x (r25b) | ❓ | ✅ v2.2.2 | ✅ v2.2.2 |
|
||||
| **5.2** | ❌ | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x (r25b) | ❓ | ✅ v2.2.2 | ✅ v2.2.2 |
|
||||
| **5.1** | ❌ | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x (r25b) | ❓ | ⚠️ v2.0.0 | ⚠️ v2.0.2 |
|
||||
| **5.0** | ❌ | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x (r21e) | ❓ | ⚠️ v1.6.1 | ⚠️ v1.6.1 |
|
||||
| **4.27** | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x (r21e) | ❓ | ⚠️ v1.3.1 | ⚠️ v1.4.3 |
|
||||
@@ -18,7 +16,7 @@
|
||||
| **4.22** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
|
||||
|
||||
* <code>✅</code> Supported
|
||||
* <code>⚠️</code> End-of-life (EOL) release that is not supported anymore and might be lacking features
|
||||
* <code>⚠️</code> Not supported by the latest release and might be lacking features
|
||||
* <code>❌</code> Not supported at all
|
||||
* <code>❓</code> Unknown or untested
|
||||
|
||||
@@ -28,5 +26,3 @@ Remarks:
|
||||
* Oculus and VIVE support is only provided through the recommended Android NDK versions by Epic Games.
|
||||
* [wjwwood/serial](https://github.com/wjwwood/serial) requires Android NDK API Level `28+` in order to be built successfully.
|
||||
* All third-party libraries target Android NDK API Level `29`, thus any project relying on the plug-in should be build with the same NDK API Level.
|
||||
* Meta Quest PCVR-mode support is only provided through the [Epic OpenXR plugin](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/#meta-quest). Furthermore, the Standalone-mode support is also provided through the [Epic OpenXR plugin](..//getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/#meta-quest) only. Please note that enabling the Meta XR plugin will result in crashes or unexpected behavior. Meta XR plugin compatibility is being worked on at the moment and might be supported in the future.
|
||||
* While HTC VIVE PCVR-mode support is only provided through the [Epic OpenXR plugin](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/#htc-vive), the standalone-mode support is only provided through the [official HTC `ViveOpenXR` plugin](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/#htc-vive) and no other plugin is supported.
|
||||
|
||||
@@ -1,20 +1,41 @@
|
||||
# Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets
|
||||
# Enabling XR_EXT_hand_tracking OpenXR extension on VR Headsets
|
||||
|
||||
> [!IMPORTANT]
|
||||
> Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires
|
||||
> the `XR_EXT_hand_tracking` OpenXR extension to function. Without this
|
||||
> OpenXR extension the plugin won't output any glove data.
|
||||
|
||||
Since version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the `XR_EXT_hand_tracking` OpenXR extension to function. Whether you are streaming your immersive 3D VR application from your PC to your VR headset, or deploying it to your VR headset in standalone mode, enabling `XR_EXT_hand_tracking` support, might require additional plugins or settings depending on the HMD's vendor or model.
|
||||
Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the `XR_EXT_hand_tracking` OpenXR extension to function. If you are streaming from your PC to your VR headset, to enabling `XR_EXT_hand_tracking` support, might require additional settings depending on the vendor.
|
||||
|
||||
## PCVR Mode
|
||||
For Meta Quest headsets, enable the `Developer runtime features` under the `Settings > Beta` section:
|
||||
|
||||
For instructions on [how to setup `XR_EXT_hand_tracking` support in PCVR mode](pcvr-mode/) please refer to the relevant section.
|
||||

|
||||
|
||||
## Standalone Mode
|
||||
> [!CAUTION]
|
||||
> Streaming to Meta Quest headsets from SteamVR is no longer supported because
|
||||
> the migration to OpenXR has caused controller offsets for Meta Quest HMDs to
|
||||
> break on SteamVR. One possible reason is that
|
||||
> [SteamVR lists `XR_FB_hand_tracking` as an unsupported feature](https://steamcommunity.com/app/250820/discussions/8/3121550424355682585/).
|
||||
> Further investigation is needed to identify the exact underlying cause.
|
||||
|
||||
For instructions on [how to setup `XR_EXT_hand_tracking` support in standalone mode on Android](standalone-mode/) please refer to the relevant section.
|
||||
For VIVE headsets relying on VIVE Business Streaming, ensure the Hand Tracking settings under `Input` are enabled:
|
||||
|
||||
## Third-Party Tutorials
|
||||

|
||||
|
||||
As a part of [this OpenXR comprehensive tutorial series](third-party-tutorials/), you will learn how to enable the developer runtime features, set up the OpenXR runtime, and the `XR_EXT_hand_tracking` support in PCVR mode. Furthermore, it will show you how to enable hand-tracking on Android (standalone mode) using the Meta XR and VIVE OpenXR plugins.
|
||||
> [!NOTE]
|
||||
> Tracking and accessing `FXRMotionControllerData` output from SenseGlove
|
||||
> devices do not require Hand and Body Tracking to be enabled on the HMD device.
|
||||
> Enabling this feature is only necessary if you wish to use hand-tracking as a
|
||||
> fallback option when no glove is connected to your PC.
|
||||
|
||||
As mentioned in the `v2.1.0` release changelog, enabling the Meta XR plugin—and potentially the VIVE OpenXR plugin—alongside the SenseGlove Unreal Engine Plugin in the same project will disrupt the OpenXR functionality provided by the SenseGlove Plugin, rendering it unusable.
|
||||
|
||||
> [!CAUTION]
|
||||
> As noted in the
|
||||
> [v2.1.0 release changelog](../../appendix/changelog.html), since this release
|
||||
> enabling the Meta XR plugin, —and potentially the VIVE OpenXR plugin—
|
||||
> alongside the SenseGlove Unreal Engine Plugin in the same project will disrupt
|
||||
> the OpenXR functionality provided by the SenseGlove Unreal Engine Plugin,
|
||||
> rendering it unusable.
|
||||
>
|
||||
> `Although the SenseGlove OpenXR implementation is fully compatible with the IOpenXRHMD interface and the FOpenXRHMD XRTrackingSystem, it is not compatible with the FOculusXRHMD backend provided by the Meta XR plugin. The same issue likely applies to the VIVE OpenXR plugin. So, if these plugins are enabled in your project, the SenseGlove OpenXR will not function as intended, effectively breaking the plugin's functionality. It seems these plugins are necessary in order to make the fallback to the hand-tracking feature work on Android. While we may add support and compatibility with Meta XR and VIVE OpenXR plugins in the future, for the time being, if your project requires these plugins, we advise continuing with the v2.0.x release of the SenseGlove Unreal Engine plugin until this issue is addressed.`
|
||||
|
||||
BIN
Binary file not shown.
-77
@@ -1,77 +0,0 @@
|
||||
# Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode
|
||||
|
||||
Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the `XR_EXT_hand_tracking` OpenXR extension to function. If you are streaming your immersive 3D VR application from your PC to your VR headset, enabling `XR_EXT_hand_tracking` support, requires additional plugins and settings depending on the HMD's vendor or model.
|
||||
|
||||
## Enabling OpenXR Plugin and Disabling OpenXRHandTracking Plugin
|
||||
|
||||
Regardless of the type or vendor of the HMD you have in mind for development or deployment purposes, the `OpenXR` plugin is required as a prerequisite. Also, ensure the `OpenXRHandTracking` is disabled as it conflicts with the SenseGlove Unreal Engine Plugin since both implement the same `XR_EXT_hand_tracking` OpenXR extension.
|
||||
|
||||
Though [enabling the SenseGlove Unreal Engine Plugin](../../plugin-verify-version-enable/) should enable the `OpenXR` plugin automatically, it is recommended to ensure this plugin is enabled, and most importantly `OpenXRHandTracking` is disabled, by navigating to `Edit > Plugins` in the Unreal Editor menus.
|
||||
|
||||

|
||||
|
||||
The `OpenXRHandTracking` plugin implements the `XR_EXT_hand_tracking` OpenXR extension.
|
||||
|
||||
## Meta Quest
|
||||
|
||||
To set up `XR_EXT_hand_tracking` support on Meta Quest HMDs in PCVR mode, depending on your project requirements (e.g. whether you rely on the `Meta XR` plugin or not), additional setup steps are required.
|
||||
|
||||
## Meta Quest Link App
|
||||
|
||||
For Meta Quest headsets, enable the `Developer runtime features` under the `Settings > Beta` section inside the Meta Quest Link app:
|
||||
|
||||

|
||||
|
||||
> [!IMPORTANT]
|
||||
> Enabling `Developer runtime features` in the Meta Quest Link requires a
|
||||
> [Meta Developer Account](https://developers.facebook.com/docs/development/register/).
|
||||
> If you are not signed in using a Meta Developer Account, this option won't
|
||||
> be shown to you inside Meta Quest Link.
|
||||
|
||||
> [!CAUTION]
|
||||
> Streaming to Meta Quest headsets from SteamVR is no longer supported because
|
||||
> the migration to OpenXR has caused controller offsets for Meta Quest HMDs to
|
||||
> break on SteamVR. One possible reason is that
|
||||
> [SteamVR lists `XR_FB_hand_tracking` as an unsupported feature](https://steamcommunity.com/app/250820/discussions/8/3121550424355682585/).
|
||||
> Further investigation is needed to identify the exact underlying cause.
|
||||
|
||||
### Meta XR Plugin
|
||||
|
||||
> [!CAUTION]
|
||||
> Please note that enabling the `Meta XR` plugin alongside the SenseGlove plugin
|
||||
> will result in crashes or unexpected behavior. `Meta XR` plugin compatibility
|
||||
> is being worked on and might be supported in the future.
|
||||
|
||||
## HTC VIVE
|
||||
|
||||
To set up `XR_EXT_hand_tracking` support on HTC VIVE HMDs in PCVR mode, additional plugins or configuration steps are required.
|
||||
|
||||
### OpenXRViveTracker Plugin
|
||||
|
||||
To enable VIVE Trackers support ensure the `OpenXRViveTracker` plugin is enabled by navigating to `Edit > Plugins` in the Unreal Editor menus. This plugin should be enabled, or wrist tracking won't function on VIVE devices at all.
|
||||
|
||||

|
||||
|
||||
The `OpenXRViveTracker` plugin implements the `XR_HTCX_vive_tracker_interaction` OpenXR extension which is necessary to use VIVE Trackers or to [emulate the VIVE Wrist Trackers as VIVE Trackers on Windows](#vive-business-streaming-app).
|
||||
|
||||
### VIVE Business Streaming App
|
||||
|
||||
For VIVE headsets relying on the VIVE Business Streaming application, ensure the Hand Tracking settings under `Input` are enabled and `XR_HTCX_vive_tracker_interaction` is enabled for VIVE Wrist Trackers by enabling `Emulate VIVE Wrist Tracker as VIVE Tracker`:
|
||||
|
||||

|
||||
|
||||
> [!NOTE]
|
||||
> Tracking and accessing `FXRMotionControllerData` output from SenseGlove
|
||||
> devices do not require Hand and Body Tracking to be enabled on the HMD device.
|
||||
> Enabling this feature is only necessary if you wish to use hand-tracking as a
|
||||
> fallback option when no glove is connected to your PC.
|
||||
|
||||
### SteamVR App
|
||||
|
||||
After enabling the [OpenXRViveTracker plugin](#openxrvivetracker-plugin) and [enabling `Emulate VIVE Wrist Tracker as VIVE Tracker` for VIVE HMDs relying on the VIVE Business Streaming](#vive-business-streaming-app), you need to perform one final setup in the SteamVR app for the SenseGlove Unreal Engine Plugin to be able to retrieve the correct wrist-tracking offsets. Once you have paired your VIVE Trackers or VIVE Wrist Trackers, navigate to `SteamVR Settings > Controllers > MANAGE TRACKERS` and make sure your left tracker is set to `LEFT FOOT` and the right tracker is set to `RIGHT FOOT`:
|
||||
|
||||

|
||||
|
||||
## SenseGlove Wrist Tracking Settings
|
||||
|
||||
Once you have set up everything, it's time to adjust the [SenseGlove Wrist Tracking Settings](../../setup-wrist-tracking-hardware/) inside the project-wide plugin's settings. For detailed information, please visit [the Wrist Tracking Hardware and HMD auto-detection configuration section](../../../plugin-configuration/plugin-settings/tracking/wrist-tracking/) as well.
|
||||
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BIN
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BIN
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-113
@@ -1,113 +0,0 @@
|
||||
# Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode
|
||||
|
||||
Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the `XR_EXT_hand_tracking` OpenXR extension to function. If you are deploying your immersive 3D VR application to your VR headset in standalone mode, enabling `XR_EXT_hand_tracking` support, requires additional plugins and settings depending on the HMD's vendor or model.
|
||||
|
||||
## Enabling OpenXR Plugin and Disabling OpenXRHandTracking Plugin
|
||||
|
||||
Regardless of the type or vendor of the HMD you have in mind for development or deployment purposes, the `OpenXR` plugin is required as a prerequisite. Also, ensure the `OpenXRHandTracking` is disabled as it conflicts with the SenseGlove Unreal Engine Plugin since both implement the same `XR_EXT_hand_tracking` OpenXR extension.
|
||||
|
||||
Though [enabling the SenseGlove Unreal Engine Plugin](../../plugin-verify-version-enable/) should enable the `OpenXR` plugin automatically, it is recommended to ensure this plugin is enabled, and most importantly `OpenXRHandTracking` is disabled, by navigating to `Edit > Plugins` in the Unreal Editor menus.
|
||||
|
||||

|
||||
|
||||
The `OpenXRHandTracking` plugin implements the `XR_EXT_hand_tracking` OpenXR extension.
|
||||
|
||||
## Meta Quest
|
||||
|
||||
To set up `XR_EXT_hand_tracking` support on Meta Quest HMDs in Standalone mode, depending on your project requirements (e.g. whether you rely on the `Meta XR` plugin or not), additional setup steps are required.
|
||||
|
||||
> [!IMPORTANT]
|
||||
> Although, the SenseGlove plugin does not require the `Meta XR` plugin to
|
||||
> function, and relying solely on the `OpenXR` and `OpenXRHandTracking` plugins
|
||||
> would suffice for functional glove data retrieval using OpenXR,
|
||||
> [hand-tracking as a fallback mechanism](../../../plugin-configuration/plugin-settings/tracking/#bfallbacktohandtrackingifnoglovedetected)
|
||||
> won't work on Android without the `Meta XR` plugin availability.
|
||||
|
||||
### Meta XR Plugin
|
||||
|
||||
> [!CAUTION]
|
||||
> Please note that enabling the `Meta XR` plugin alongside the SenseGlove plugin
|
||||
> will result in crashes or unexpected behavior. `Meta XR` plugin compatibility
|
||||
> is being worked on and might be supported in the future.
|
||||
|
||||
## HTC VIVE
|
||||
|
||||
To set up `XR_EXT_hand_tracking` support on HTC VIVE HMDs in Standalone mode, additional plugins or configuration steps are required.
|
||||
|
||||
> [!CAUTION]
|
||||
> The SenseGlove Unreal Engine Plugin `v2.7.x` is the last release series to
|
||||
> support Unreal Engine `5.4`, and its support will be removed in future minor
|
||||
> or major releases. This is important to keep in mind if your target
|
||||
> development and deployment platform is HTC VIVE in Standalone Mode.
|
||||
> Unfortunately, HTC has not released any updates to their HTC ViveOpenXR
|
||||
> plugin since December 6, 2024. Their
|
||||
> [latest release](https://developer.vive.com/resources/openxr/unreal/unreal-download/latest/)
|
||||
> [[1]](https://web.archive.org/web/20251113165658/https://developer.vive.com/resources/openxr/unreal/unreal-download/latest/)
|
||||
> [[2]](https://archive.ph/DlrLr), ViveOpenXR Plugin `v2.5.0`, supports only
|
||||
> Unreal Engine `5.3` and `5.4`.
|
||||
> [HTC VIVE PCVR Mode](../pcvr-mode/index.html#htc-vive) is unaffected and will
|
||||
> remain fully functional because, on Microsoft Windows, it is supported via the
|
||||
> [OpenXRViveTracker Plugin](../pcvr-mode/index.html#openxrvivetracker-plugin),
|
||||
> which is bundled with Unreal Engine and officially maintained by Epic Games.
|
||||
> If you still intend to target HTC in Standalone Mode, you are welcome to
|
||||
> continue using the latest SenseGlove Unreal Engine Plugin `v2.7.x`, which will
|
||||
> retain HTC Standalone Mode support. However, please keep in mind that once
|
||||
> newer versions of the SenseGlove Unreal Engine Plugin are released and UE
|
||||
> `5.4` is no longer supported, the latest release of the plugin supporting UE
|
||||
> `5.4` will not receive new features, hardware support, or bug fixes. If at any
|
||||
> point in the future HTC releases a new version of their ViveOpenXR plugin that
|
||||
> supports any Unreal Engine version we actively support,+
|
||||
> [in accordance with our support policy and Platform Support Matrix](../../../appendix/platform-support-matrix.html),
|
||||
> we will make every reasonable effort to reintroduce HTC Standalone Mode support.
|
||||
|
||||
### OpenXRViveTracker Plugin
|
||||
|
||||
Unlike the [PCVR-mode on Windows](../pcvr-mode/), the `OpenXRViveTracker` plugin is not required on Android since it only provides an implementation of the `XR_HTCX_vive_tracker_interaction` OpenXR extension which is necessary when we use VIVE Trackers on Windows or we [emulate the VIVE Wrist Trackers as VIVE Trackers on Windows](../pcvr-mode/#vive-business-streaming-app). Instead, we require the `XR_HTCX_vive_wrist_tracker_interaction` OpenXR extension to be able to use VIVE Wrist Trackers on Android, which is provided by the [`ViveOpenXR` plugin](#viveopenxr-plugin). So, you can safely ignore enabling this plugin for Android standalone deployments.
|
||||
|
||||
### ViveOpenXR Plugin
|
||||
|
||||
To enable VIVE Wrist Trackers support ensure the `ViveOpenXR` plugin is enabled by navigating to `Edit > Plugins` in the Unreal Editor menus. This plugin should be enabled, or wrist tracking won't function on VIVE devices at all.
|
||||
|
||||

|
||||
|
||||
The `ViveOpenXR` plugin implements the `XR_HTCX_vive_wrist_tracker_interaction` OpenXR extension.
|
||||
|
||||
> [!IMPORTANT]
|
||||
> Without the `ViveOpenXR` plugin deploying an immersive 3D VR application to
|
||||
> your HTC VIVE in Standalone mode won't be possible, whether you enable
|
||||
> `bStartInVR`, or not. Without it your app will be deployed and recognized as
|
||||
> a 2D app.
|
||||
|
||||
By default, the `ViveOpenXR` plugin settings located in `Edit > Project Settings > Plugins > Vive OpenXR` look something like these:
|
||||
|
||||

|
||||
|
||||

|
||||
|
||||
The following settings control the availability of hand-tracking when the `ViveOpenXR` plugin is enabled:
|
||||
|
||||
- **Enable Hand Interaction**: This enables the hand interactions with the OpenXR hand interaction extension `XR_HTC_hand_interaction`. Changing this setting will prompt you to restart the engine to apply the new settings. This setting should be enabled.
|
||||
|
||||

|
||||
|
||||
- **Use HTC Hand Interaction**: This selects which OpenXR hand interaction extension to use. If enabled, `XR_HTC_hand_interaction` will be used, effectively breaking SenseGlove glove and hand-tracking data output. If disabled, `XR_EXT_hand_interaction` will be used, which is compatible with the SenseGlove Unreal Engine Plugin. Changing this setting will prompt you to restart the engine to apply the new settings. This setting should be disabled.
|
||||
|
||||
The following settings control the availability of wrist-tracking when the `ViveOpenXR` plugin is enabled:
|
||||
|
||||
- **Enable Wrist Tracker**: This option controls the `XR_HTC_vive_wrist_tracker_interaction` OpenXR extension. If enabled, in turn, it enables the use of HTC Wrist Tracker interaction profiles in OpenXR. Changing this setting will prompt you to restart the engine to apply the new settings.
|
||||
|
||||

|
||||
|
||||
- **Enable Ultimate Tracker (Beta)**: This option controls the `XR_HTC_path_enumeration` and `XR_HTC_vive_xr_tracker_interaction` OpenXR extensions. If enabled, in turn, they enable the use of HTC Xr Tracker interaction profiles in OpenXR. Changing this setting will prompt you to restart the engine to apply the new settings.
|
||||
|
||||
- **Enable Ultimate Tracker Pogo Pin Inputs (Beta)**: Enables or disables the input options for Unreal's Enhanced Input System. Changing this setting will prompt you to restart the engine to apply the new settings.
|
||||
|
||||
The following setup demonstrates a functional immersive 3D VR application with the minimum `ViveOpenXR` required features enabled to make it compatible with the SenseGlove Unreal Engine Plugin:
|
||||
|
||||

|
||||
|
||||

|
||||
|
||||
## SenseGlove Wrist Tracking Settings
|
||||
|
||||
Once you have set up everything, it's time to adjust the [SenseGlove Wrist Tracking Settings](../../setup-wrist-tracking-hardware/) inside the project-wide plugin's settings. For detailed information, please visit [the Wrist Tracking Hardware and HMD auto-detection configuration section](../../../plugin-configuration/plugin-settings/tracking/wrist-tracking/) as well.
|
||||
BIN
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-17
@@ -1,17 +0,0 @@
|
||||
# Third-Party Tutorials: XR_EXT_hand_tracking Setup
|
||||
|
||||
## Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Detection in Unreal Engine
|
||||
|
||||
A part of this comprehensive tutorial will guide you through setting up the OpenXR runtime and enabling developer runtime features:
|
||||
|
||||
<div style="margin: 0 auto; width: 560px;">
|
||||
<iframe width="560" height="315" src="https://www.youtube.com/embed/67v-sEhidvM" frameborder="0" allowfullscreen></iframe>
|
||||
</div>
|
||||
|
||||
## Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins
|
||||
|
||||
A part of this comprehensive tutorial will guide you through setting up the Meta XR and VIVE OpenXR plugins for Android standalone-mode deployment:
|
||||
|
||||
<div style="margin: 0 auto; width: 560px;">
|
||||
<iframe width="560" height="315" src="https://www.youtube.com/embed/BWd3MwtfTJE" frameborder="0" allowfullscreen></iframe>
|
||||
</div>
|
||||
LFS
Executable
BIN
Binary file not shown.
@@ -2,14 +2,6 @@
|
||||
|
||||
SenseCom (short for SenseGlove Communications) is a background program that runs alongside your Unreal Engine application. Its primary function is to discover, and connect to SenseGlove devices on your system, exchanging data with them, much like a "SteamVR for Haptic Gloves." The SenseGlove Unreal Engine Plugin relies on SenseCom to communicate with any SenseGlove hardware.
|
||||
|
||||
Communication between your application and the physical gloves are possible via either [Bluetooth Low Energy (a.k.a. Bluetooth LE, colloquially BLE, formerly marketed as Bluetooth Smart)](bluetooth-low-energy/), or [Bluetooth Serial (a.k.a. BT Serial)](bluetooth-serial/) depending on the type and model of your glove, or the firmware version.
|
||||
|
||||
> [!IMPORTANT]
|
||||
> Some glove models support firmware upgrades from a Bluetooth Serial firmware
|
||||
> to a BLE-compatible firmware version. For more information, refer to the
|
||||
> [relevant documentation here](https://senseglove.gitlab.io/SenseGloveDocs/nova-2.html?highlight=firmware#updating-your-nova-2-0-firmware),
|
||||
> as this topic is beyond the scope of this handbook.
|
||||
|
||||
> [!NOTE]
|
||||
> SenseCom is required only for communication on Windows or Linux. For
|
||||
> standalone Android devices, the communication functionality is embedded
|
||||
|
||||
@@ -1,18 +0,0 @@
|
||||
# SenseCom (Bluetooth Low Energy)
|
||||
|
||||
Up to SenseCom `v1.7.x`, the only supported Bluetooth protocol for communication was Bluetooth Serial. However, starting with the `v1.8.x` series, SenseCom introduced support for Bluetooth Low Energy, which is now the preferred method of communication.
|
||||
|
||||
> [!IMPORTANT]
|
||||
> If SenseCom fails to recognize your gloves with Bluetooth Low Energy firmware,
|
||||
> it may be because the `Legacy Connections` option is enabled. In that case
|
||||
> SenseCom is only able to discover gloves with a Bluetooth Serial firmware.
|
||||
> Enabling this option should allow SenseCom to discover and connect to your
|
||||
> glove.
|
||||
>
|
||||
> 
|
||||
|
||||
> [!IMPORTANT]
|
||||
> Some glove models support firmware upgrades from a Bluetooth Serial firmware
|
||||
> to a BLE-compatible firmware version. For more information, refer to the
|
||||
> [relevant documentation here](https://senseglove.gitlab.io/SenseGloveDocs/nova-2.html?highlight=firmware#updating-your-nova-2-0-firmware),
|
||||
> as this topic is beyond the scope of this handbook.
|
||||
@@ -1,10 +0,0 @@
|
||||
# SenseCom on Android (Bluetooth Low Energy)
|
||||
|
||||
Unlike PCVR-mode on Windows or Linux, there's no separate SenseCom application available for Standalone-mode on Android; instead, the communication functionality is integrated into your application.
|
||||
|
||||
As a result, in Standalone-mode, unlike PCVR-mode where BLE gloves do not require pairing at the operating system level and connections are managed by SenseCom, you need to pair your desired gloves through your operating system's Bluetooth settings before launching any applications that rely on [the SenseGlove Unreal Engine Plugin](https://www.fab.com/listings/62bcdd2a-0bb1-4f34-b7b8-c5e7c9313099). These instructions vary depending on the vendor and model of your Head-Mounted Display device. Please refer to the official documentation for detailed instructions:
|
||||
|
||||
- [Meta Quest: Connect a compatible Bluetooth device to Meta Quest headsets](https://www.meta.com/en-gb/help/quest/3263186127339632/)
|
||||
- [HTC VIVE: Pairing Bluetooth devices](https://www.vive.com/eu/support/vive-xr/category_howto/pairing-bluetooth-devices.html)
|
||||
|
||||
If you are using a different kind of HMD, ensure you consult the vendor-specific instructions to properly pair your gloves with your HMD of choice in Standalone-mode.
|
||||
BIN
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LFS
BIN
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BIN
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BIN
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LFS
BIN
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BIN
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BIN
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@@ -1,115 +0,0 @@
|
||||
# SenseCom on GNU/Linux (Bluetooth Low Energy)
|
||||
|
||||
Follow these steps to quickly set up and run SenseCom on GNU/Linux:
|
||||
|
||||
1. First, obtain the SenseCom binaries from its [GitHub repository](https://github.com/Adjuvo/SenseCom).
|
||||
|
||||

|
||||
|
||||
2. Extract the SenseCom `.zip` file to a location on your computer.
|
||||
|
||||
```sh
|
||||
$ unzip SenseCom-main.zip -d /some/path/
|
||||
```
|
||||
|
||||
3. Navigate to the `SenseCom_Linux_Latest` folder containing the SenseCom binaries for GNU/Linux:
|
||||
|
||||
```sh
|
||||
$ cd /some/path/SenseCom-main/Linux/SenseCom_Linux_Latest/
|
||||
```
|
||||
|
||||
4. List the files and check the executable permissions for the main SenseCom binary, `SenseCom.x86_64`:
|
||||
|
||||
```sh
|
||||
$ ls -ahl
|
||||
|
||||
total 20M
|
||||
drwxr-xr-x 3 mamadou mamadou 5 Apr 10 11:24 .
|
||||
drwxr-xr-x 3 mamadou mamadou 5 Apr 10 11:24 ..
|
||||
drwxr-xr-x 7 mamadou mamadou 34 Apr 10 11:24 SenseCom_Data
|
||||
-rw-r--r-- 1 mamadou mamadou 15K Apr 10 11:24 SenseCom.x86_64
|
||||
-rw-r--r-- 1 mamadou mamadou 33M Apr 10 11:24 UnityPlayer.so
|
||||
```
|
||||
|
||||
5. As seen above the `SenseCom.x86_64` binary does not have the executable permission. Run the following command to set the executable permission for all users:
|
||||
|
||||
```sh
|
||||
$ chmod a+x SenseCom.x86_64
|
||||
```
|
||||
|
||||
6. Veirfy the executable permission has been set on `SenseCom.x86_64`:
|
||||
|
||||
```sh
|
||||
$ ls -l SenseCom.x86_64
|
||||
|
||||
-rwxr-xr-x 1 mamadou mamadou 14720 Apr 10 11:24 SenseCom.x86_64
|
||||
```
|
||||
|
||||
7. Make sure the glove is powered on.
|
||||
|
||||
8. Time to run the SenseCom executable:
|
||||
|
||||
```
|
||||
$ ./SenseCom.x86_64
|
||||
|
||||
[UnityMemory] Configuration Parameters - Can be set up in boot.config
|
||||
"memorysetup-bucket-allocator-granularity=16"
|
||||
"memorysetup-bucket-allocator-bucket-count=8"
|
||||
"memorysetup-bucket-allocator-block-size=4194304"
|
||||
"memorysetup-bucket-allocator-block-count=1"
|
||||
"memorysetup-main-allocator-block-size=16777216"
|
||||
"memorysetup-thread-allocator-block-size=16777216"
|
||||
"memorysetup-gfx-main-allocator-block-size=16777216"
|
||||
"memorysetup-gfx-thread-allocator-block-size=16777216"
|
||||
"memorysetup-cache-allocator-block-size=4194304"
|
||||
"memorysetup-typetree-allocator-block-size=2097152"
|
||||
"memorysetup-profiler-bucket-allocator-granularity=16"
|
||||
"memorysetup-profiler-bucket-allocator-bucket-count=8"
|
||||
"memorysetup-profiler-bucket-allocator-block-size=4194304"
|
||||
"memorysetup-profiler-bucket-allocator-block-count=1"
|
||||
"memorysetup-profiler-allocator-block-size=16777216"
|
||||
"memorysetup-profiler-editor-allocator-block-size=1048576"
|
||||
"memorysetup-temp-allocator-size-main=4194304"
|
||||
"memorysetup-job-temp-allocator-block-size=2097152"
|
||||
"memorysetup-job-temp-allocator-block-size-background=1048576"
|
||||
"memorysetup-job-temp-allocator-reduction-small-platforms=262144"
|
||||
"memorysetup-temp-allocator-size-background-worker=32768"
|
||||
"memorysetup-temp-allocator-size-job-worker=262144"
|
||||
"memorysetup-temp-allocator-size-preload-manager=262144"
|
||||
"memorysetup-temp-allocator-size-nav-mesh-worker=65536"
|
||||
"memorysetup-temp-allocator-size-audio-worker=65536"
|
||||
"memorysetup-temp-allocator-size-cloud-worker=32768"
|
||||
"memorysetup-temp-allocator-size-gfx=262144"
|
||||
Loading in SingleInstance mode
|
||||
```
|
||||
|
||||

|
||||
|
||||
9. After running SenseCom, it will not automatically connect to your gloves unless you have already paired them. To pair your devices, navigate to the hamburger menu and select `Pair Devices`.
|
||||
|
||||

|
||||
|
||||
10. Once inside the `Pair Devices` section, in case your gloves are already turned on, you should be able to spot them inside the `Nearby Devices` list.
|
||||
|
||||

|
||||
|
||||
> [!IMPORTANT]
|
||||
> If SenseCom fails to recognize your gloves with Bluetooth Low Energy firmware,
|
||||
> it may be because the `Legacy Connections` option is enabled. In that case
|
||||
> SenseCom is only able to discover gloves with a Bluetooth Serial firmware.
|
||||
> Enabling this option should allow SenseCom to discover and connect to your
|
||||
> glove.
|
||||
>
|
||||
> 
|
||||
|
||||
11. Clicking on any glove within the `Nearby Devices` list will prompt a pairing confirmation. If this is the desired glove you wish to pair, proceed by clicking the `Confirm` button.
|
||||
|
||||

|
||||
|
||||
12. After pairing all gloves, you can return to the main SenseCom window by pressing the `< Back` button. If needed, you can always revisit the `Paired Devices` list to unpair any gloves.
|
||||
|
||||

|
||||
|
||||
13. If you have followed all the steps correctly, upon returning to the main SenseCom window, you should see that your gloves are connected
|
||||
|
||||

|
||||
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
@@ -1,46 +0,0 @@
|
||||
# SenseCom on Microsoft Windows (Bluetooth Low Energy)
|
||||
|
||||
Follow these steps to quickly set up and run SenseCom on Microsoft Windows:
|
||||
|
||||
1. First, obtain the SenseCom binaries from its [GitHub repository](https://github.com/Adjuvo/SenseCom).
|
||||
|
||||

|
||||
|
||||
2. Extract the SenseCom `.zip` file to a location on your computer after downloading it.
|
||||
|
||||
3. Ensure any glove you would like to pair with and connect to your system is not paired, or connected to any other device, such as another PC or VR headset.
|
||||
|
||||
4. Make sure the glove is powered on.
|
||||
|
||||
5. Now, it's time to run SenseCom. Navigate to the folder where you extracted SenseCom and go to `/path/to/extracted/SenseCom/directory/Win/SenseCom_Win_Latest`, and then run the executable `SenseCom.exe`.
|
||||
|
||||

|
||||
|
||||
6. After running SenseCom, it will not automatically connect to your gloves unless you have already paired them. To pair your devices, navigate to the hamburger menu and select `Pair Devices`.
|
||||
|
||||

|
||||
|
||||
7. Once inside the `Pair Devices` section, in case your gloves are already turned on, you should be able to spot them inside the `Nearby Devices` list.
|
||||
|
||||

|
||||
|
||||
> [!IMPORTANT]
|
||||
> If SenseCom fails to recognize your gloves with Bluetooth Low Energy firmware,
|
||||
> it may be because the `Legacy Connections` option is enabled. In that case
|
||||
> SenseCom is only able to discover gloves with a Bluetooth Serial firmware.
|
||||
> Enabling this option should allow SenseCom to discover and connect to your
|
||||
> glove.
|
||||
>
|
||||
> 
|
||||
|
||||
8. Clicking on any glove within the `Nearby Devices` list will prompt a pairing confirmation. If this is the desired glove you wish to pair, proceed by clicking the `Confirm` button.
|
||||
|
||||

|
||||
|
||||
9. After pairing all gloves, you can return to the main SenseCom window by pressing the `< Back` button. If needed, you can always revisit the `Paired Devices` list to unpair any gloves.
|
||||
|
||||

|
||||
|
||||
10. If you have followed all the steps correctly, upon returning to the main SenseCom window, you should see that your gloves are connected
|
||||
|
||||

|
||||
@@ -1,17 +0,0 @@
|
||||
# SenseCom (Bluetooth Serial)
|
||||
|
||||
Up to SenseCom `v1.7.x`, the only supported Bluetooth protocol for communication was Bluetooth Serial. However, starting with the `v1.8.x` series, SenseCom introduced support for Bluetooth Low Energy, which is now the preferred method of communication.
|
||||
|
||||
> [!IMPORTANT]
|
||||
> If you are using SenseCom `v1.8.x+` and it fails to recognize your gloves with
|
||||
> a Bluetooth Serial firmware, it may be because the `Legacy Connections` option
|
||||
> is disabled, which is the default. Enabling this option should allow SenseCom
|
||||
> to discover and connect to your glove.
|
||||
>
|
||||
> 
|
||||
|
||||
> [!IMPORTANT]
|
||||
> Some glove models support firmware upgrades from a Bluetooth Serial firmware
|
||||
> to a BLE-compatible firmware version. For more information, refer to the
|
||||
> [relevant documentation here](https://senseglove.gitlab.io/SenseGloveDocs/nova-2.html?highlight=firmware#updating-your-nova-2-0-firmware),
|
||||
> as this topic is beyond the scope of this handbook.
|
||||
@@ -1,10 +0,0 @@
|
||||
# SenseCom on Android (Bluetooth Serial)
|
||||
|
||||
Unlike PCVR-mode on Windows or Linux, there's no separate SenseCom application available for Standalone-mode on Android; instead, the communication functionality is integrated into your application.
|
||||
|
||||
As a result, you need to pair your desired gloves through your operating system's Bluetooth settings before launching any applications that rely on [the SenseGlove Unreal Engine Plugin](https://www.fab.com/listings/62bcdd2a-0bb1-4f34-b7b8-c5e7c9313099). These instructions vary depending on the vendor and model of your Head-Mounted Display device. Please refer to the official documentation for detailed instructions:
|
||||
|
||||
- [Meta Quest: Connect a compatible Bluetooth device to Meta Quest headsets](https://www.meta.com/en-gb/help/quest/3263186127339632/)
|
||||
- [HTC VIVE: Pairing Bluetooth devices](https://www.vive.com/eu/support/vive-xr/category_howto/pairing-bluetooth-devices.html)
|
||||
|
||||
If you are using a different kind of HMD, ensure you consult the vendor-specific instructions to properly pair your gloves with your HMD of choice in Standalone-mode.
|
||||
@@ -1,99 +0,0 @@
|
||||
# SenseCom on GNU/Linux (Bluetooth Serial)
|
||||
|
||||
Follow these steps to quickly set up and run SenseCom on GNU/Linux:
|
||||
|
||||
1. First, obtain the SenseCom binaries from its [GitHub repository](https://github.com/Adjuvo/SenseCom).
|
||||
|
||||

|
||||
|
||||
2. Extract the SenseCom `.zip` file to a location on your computer.
|
||||
|
||||
```sh
|
||||
$ unzip SenseCom-main.zip -d /some/path/
|
||||
```
|
||||
|
||||
3. Navigate to the `SenseCom_Linux_Latest` folder containing the SenseCom binaries for GNU/Linux:
|
||||
|
||||
```sh
|
||||
$ cd /some/path/SenseCom-main/Linux/SenseCom_Linux_Latest/
|
||||
```
|
||||
|
||||
4. List the files and check the executable permissions for the main SenseCom binary, `SenseCom.x86_64`:
|
||||
|
||||
```sh
|
||||
$ ls -ahl
|
||||
|
||||
total 20M
|
||||
drwxr-xr-x 3 mamadou mamadou 5 Apr 10 11:24 .
|
||||
drwxr-xr-x 3 mamadou mamadou 5 Apr 10 11:24 ..
|
||||
drwxr-xr-x 7 mamadou mamadou 34 Apr 10 11:24 SenseCom_Data
|
||||
-rw-r--r-- 1 mamadou mamadou 15K Apr 10 11:24 SenseCom.x86_64
|
||||
-rw-r--r-- 1 mamadou mamadou 33M Apr 10 11:24 UnityPlayer.so
|
||||
```
|
||||
|
||||
5. As seen above the `SenseCom.x86_64` binary does not have the executable permission. Run the following command to set the executable permission for all users:
|
||||
|
||||
```sh
|
||||
$ chmod a+x SenseCom.x86_64
|
||||
```
|
||||
|
||||
6. Veirfy the executable permission has been set on `SenseCom.x86_64`:
|
||||
|
||||
```sh
|
||||
$ ls -l SenseCom.x86_64
|
||||
|
||||
-rwxr-xr-x 1 mamadou mamadou 14720 Apr 10 11:24 SenseCom.x86_64
|
||||
```
|
||||
|
||||
7. Time to run the SenseCom executable:
|
||||
|
||||
```
|
||||
$ ./SenseCom.x86_64
|
||||
|
||||
[UnityMemory] Configuration Parameters - Can be set up in boot.config
|
||||
"memorysetup-bucket-allocator-granularity=16"
|
||||
"memorysetup-bucket-allocator-bucket-count=8"
|
||||
"memorysetup-bucket-allocator-block-size=4194304"
|
||||
"memorysetup-bucket-allocator-block-count=1"
|
||||
"memorysetup-main-allocator-block-size=16777216"
|
||||
"memorysetup-thread-allocator-block-size=16777216"
|
||||
"memorysetup-gfx-main-allocator-block-size=16777216"
|
||||
"memorysetup-gfx-thread-allocator-block-size=16777216"
|
||||
"memorysetup-cache-allocator-block-size=4194304"
|
||||
"memorysetup-typetree-allocator-block-size=2097152"
|
||||
"memorysetup-profiler-bucket-allocator-granularity=16"
|
||||
"memorysetup-profiler-bucket-allocator-bucket-count=8"
|
||||
"memorysetup-profiler-bucket-allocator-block-size=4194304"
|
||||
"memorysetup-profiler-bucket-allocator-block-count=1"
|
||||
"memorysetup-profiler-allocator-block-size=16777216"
|
||||
"memorysetup-profiler-editor-allocator-block-size=1048576"
|
||||
"memorysetup-temp-allocator-size-main=4194304"
|
||||
"memorysetup-job-temp-allocator-block-size=2097152"
|
||||
"memorysetup-job-temp-allocator-block-size-background=1048576"
|
||||
"memorysetup-job-temp-allocator-reduction-small-platforms=262144"
|
||||
"memorysetup-temp-allocator-size-background-worker=32768"
|
||||
"memorysetup-temp-allocator-size-job-worker=262144"
|
||||
"memorysetup-temp-allocator-size-preload-manager=262144"
|
||||
"memorysetup-temp-allocator-size-nav-mesh-worker=65536"
|
||||
"memorysetup-temp-allocator-size-audio-worker=65536"
|
||||
"memorysetup-temp-allocator-size-cloud-worker=32768"
|
||||
"memorysetup-temp-allocator-size-gfx=262144"
|
||||
Loading in SingleInstance mode
|
||||
```
|
||||
|
||||
8. If you have already paired any glove with your system, SenseCom should recognize and connect to your glove(s) shortly. If not, please follow the instructions on [How to connect to Nova gloves using Blueman Bluetooth Manager](blueman-bluetooth-manager.md) or [How to connect to Nova gloves using Command-line](command-line.md).
|
||||
|
||||

|
||||
|
||||
> [!IMPORTANT]
|
||||
> If you are using SenseCom `v1.8.x+` and it fails to recognize your gloves with
|
||||
> a Bluetooth Serial firmware, it may be because the `Legacy Connections` option
|
||||
> is disabled, which is the default. Enabling this option should allow SenseCom
|
||||
> to discover and connect to your glove.
|
||||
>
|
||||
> 
|
||||
|
||||
> [!NOTE]
|
||||
> For more detailed information and troubleshooting, consult the
|
||||
> [SenseCom documentation page on SGDocs](https://senseglove.gitlab.io/SenseGloveDocs/sensecom/overview.html),
|
||||
> please.
|
||||
BIN
Binary file not shown.
BIN
Binary file not shown.
@@ -1,67 +0,0 @@
|
||||
# SenseCom on Microsoft Windows (Bluetooth Serial)
|
||||
|
||||
Follow these steps to quickly set up and run SenseCom on Microsoft Windows:
|
||||
|
||||
1. First, obtain the SenseCom binaries from its [GitHub repository](https://github.com/Adjuvo/SenseCom).
|
||||
|
||||

|
||||
|
||||
2. Extract the SenseCom `.zip` file to a location on your computer after downloading it.
|
||||
|
||||
3. Ensure any glove you would like to pair with and connect to your system is not paired, or connected to any other device, such as another PC or VR headset.
|
||||
|
||||
4. Make sure the glove is powered on.
|
||||
|
||||
5. Access Windows Bluetooth Settings by navigating to `Settings > Devices > Bluetooth & other devices`.
|
||||
|
||||

|
||||
|
||||
6. Click on `Add Bluetooth or other devices`.
|
||||
|
||||
7. In the new window click on `Bluetooth`.
|
||||
|
||||

|
||||
|
||||
8. Wait for the glove to be discovered, then click on it.
|
||||
|
||||

|
||||
|
||||
9. Click `Connect` to connect and pair the glove.
|
||||
|
||||

|
||||
|
||||
10. Once the glove is paired, you're good to go. Click on `Done`.
|
||||
|
||||

|
||||
|
||||
11. Once you are back to Windows Bluetooth settings, verify that the glove is listed as a paired device.
|
||||
|
||||

|
||||
|
||||
12. After successfully paring your glove, it's time to run SenseCom. Navigate to the folder where you extracted SenseCom and go to `/path/to/extracted/SenseCom/directory/Win/SenseCom_Win_Latest`, and then run the executable `SenseCom.exe`.
|
||||
|
||||

|
||||
|
||||
> [!NOTE]
|
||||
> Inside the `/path/to/extracted/SenseCom/directory/Win/` folder, a SenseCom
|
||||
> installer is available if you wish to permanently install it on your
|
||||
> operating system.
|
||||
|
||||
13. In a moment, SenseCom should recognize and connect to your glove(s):
|
||||
|
||||

|
||||
|
||||
> [!IMPORTANT]
|
||||
> If you are using SenseCom `v1.8.x+` and it fails to recognize your gloves with
|
||||
> a Bluetooth Serial firmware, it may be because the `Legacy Connections` option
|
||||
> is disabled, which is the default. Enabling this option should allow SenseCom
|
||||
> to discover and connect to your glove.
|
||||
>
|
||||
> 
|
||||
|
||||
> [!NOTE]
|
||||
> For more detailed information and troubleshooting, consult the
|
||||
> [SenseCom documentation page on SGDocs](https://senseglove.gitlab.io/SenseGloveDocs/sensecom/overview.html),
|
||||
> please.
|
||||
|
||||
14. At this stage, SenseCom is ready and you should be able to connect to and communicate with SenseGlove devices from inside your Unreal Engine applications.
|
||||
@@ -0,0 +1,91 @@
|
||||
# SenseCom on GNU/Linux
|
||||
|
||||
Follow these steps to quickly set up and run SenseCom on GNU/Linux:
|
||||
|
||||
1. First, obtain the SenseCom binaries from its [GitHub repository](https://github.com/Adjuvo/SenseCom).
|
||||
|
||||

|
||||
|
||||
2. Extract the SenseCom `.zip` file to a location on your computer.
|
||||
|
||||
```sh
|
||||
$ unzip SenseCom-main.zip -d /some/path/
|
||||
```
|
||||
|
||||
3. Navigate to the `SenseCom_Linux_Latest` folder containing the SenseCom binaries for GNU/Linux:
|
||||
|
||||
```sh
|
||||
$ cd /some/path/SenseCom-main/Linux/SenseCom_Linux_Latest/
|
||||
```
|
||||
|
||||
4. List the files and check the executable permissions for the main SenseCom binary, `SenseCom.x86_64`:
|
||||
|
||||
```sh
|
||||
$ ls -ahl
|
||||
|
||||
total 20M
|
||||
drwxr-xr-x 3 mamadou mamadou 5 Apr 10 11:24 .
|
||||
drwxr-xr-x 3 mamadou mamadou 5 Apr 10 11:24 ..
|
||||
drwxr-xr-x 7 mamadou mamadou 34 Apr 10 11:24 SenseCom_Data
|
||||
-rw-r--r-- 1 mamadou mamadou 15K Apr 10 11:24 SenseCom.x86_64
|
||||
-rw-r--r-- 1 mamadou mamadou 33M Apr 10 11:24 UnityPlayer.so
|
||||
```
|
||||
|
||||
5. As seen above the `SenseCom.x86_64` binary does not have the executable permission. Run the following command to set the executable permission for all users:
|
||||
|
||||
```sh
|
||||
$ chmod a+x SenseCom.x86_64
|
||||
```
|
||||
|
||||
6. Veirfy the executable permission has been set on `SenseCom.x86_64`:
|
||||
|
||||
```sh
|
||||
$ ls -l SenseCom.x86_64
|
||||
|
||||
-rwxr-xr-x 1 mamadou mamadou 14720 Apr 10 11:24 SenseCom.x86_64
|
||||
```
|
||||
|
||||
7. Time to run the SenseCom executable:
|
||||
|
||||
```
|
||||
$ ./SenseCom.x86_64
|
||||
|
||||
[UnityMemory] Configuration Parameters - Can be set up in boot.config
|
||||
"memorysetup-bucket-allocator-granularity=16"
|
||||
"memorysetup-bucket-allocator-bucket-count=8"
|
||||
"memorysetup-bucket-allocator-block-size=4194304"
|
||||
"memorysetup-bucket-allocator-block-count=1"
|
||||
"memorysetup-main-allocator-block-size=16777216"
|
||||
"memorysetup-thread-allocator-block-size=16777216"
|
||||
"memorysetup-gfx-main-allocator-block-size=16777216"
|
||||
"memorysetup-gfx-thread-allocator-block-size=16777216"
|
||||
"memorysetup-cache-allocator-block-size=4194304"
|
||||
"memorysetup-typetree-allocator-block-size=2097152"
|
||||
"memorysetup-profiler-bucket-allocator-granularity=16"
|
||||
"memorysetup-profiler-bucket-allocator-bucket-count=8"
|
||||
"memorysetup-profiler-bucket-allocator-block-size=4194304"
|
||||
"memorysetup-profiler-bucket-allocator-block-count=1"
|
||||
"memorysetup-profiler-allocator-block-size=16777216"
|
||||
"memorysetup-profiler-editor-allocator-block-size=1048576"
|
||||
"memorysetup-temp-allocator-size-main=4194304"
|
||||
"memorysetup-job-temp-allocator-block-size=2097152"
|
||||
"memorysetup-job-temp-allocator-block-size-background=1048576"
|
||||
"memorysetup-job-temp-allocator-reduction-small-platforms=262144"
|
||||
"memorysetup-temp-allocator-size-background-worker=32768"
|
||||
"memorysetup-temp-allocator-size-job-worker=262144"
|
||||
"memorysetup-temp-allocator-size-preload-manager=262144"
|
||||
"memorysetup-temp-allocator-size-nav-mesh-worker=65536"
|
||||
"memorysetup-temp-allocator-size-audio-worker=65536"
|
||||
"memorysetup-temp-allocator-size-cloud-worker=32768"
|
||||
"memorysetup-temp-allocator-size-gfx=262144"
|
||||
Loading in SingleInstance mode
|
||||
```
|
||||
|
||||
8. If you have already paired any glove with your system, SenseCom should recognize and connect to your glove(s) shortly. If not, please follow the instructions on [How to connect to Nova gloves using Blueman Bluetooth Manager](blueman-bluetooth-manager.md) or [How to connect to Nova gloves using Command-line](command-line.md).
|
||||
|
||||

|
||||
|
||||
> [!NOTE]
|
||||
> For more detailed information and troubleshooting, consult the
|
||||
> [SenseCom documentation page on SGDocs](https://senseglove.gitlab.io/SenseGloveDocs/sensecom/overview.html),
|
||||
> please.
|
||||
+1
-1
@@ -1,4 +1,4 @@
|
||||
# Connect to Nova gloves using Blueman Bluetooth Manager (Bluetooth Serial)
|
||||
# Connect to Nova gloves using Blueman Bluetooth Manager
|
||||
|
||||
Follow these steps to pair a Nova glove with your PC on GNU/Linux usng the Blueman Bluetooth Manager:
|
||||
|
||||
Regular → Executable
Regular → Executable
Regular → Executable
Regular → Executable
Regular → Executable
+1
-1
@@ -1,4 +1,4 @@
|
||||
# Connect to Nova gloves using Command-line (Bluetooth Serial)
|
||||
# Connect to Nova gloves using Command-line
|
||||
|
||||
Follow these steps to pair a Nova glove to your PC on GNU/Linux usng command-line and Bluez:
|
||||
|
||||
Regular → Executable
Regular → Executable
Regular → Executable
@@ -0,0 +1,59 @@
|
||||
# SenseCom on Microsoft Windows
|
||||
|
||||
Follow these steps to quickly set up and run SenseCom on Microsoft Windows:
|
||||
|
||||
1. First, obtain the SenseCom binaries from its [GitHub repository](https://github.com/Adjuvo/SenseCom).
|
||||
|
||||

|
||||
|
||||
2. Extract the SenseCom `.zip` file to a location on your computer after downloading it.
|
||||
|
||||
3. Ensure any glove you would like to pair with and connect to your system is not paired, or connected to any other device, such as another PC or VR headset.
|
||||
|
||||
4. Make sure the glove is powered on.
|
||||
|
||||
5. Access Windows Bluetooth Settings by navigating to `Settings > Devices > Bluetooth & other devices`.
|
||||
|
||||

|
||||
|
||||
6. Click on `Add Bluetooth or other devices`.
|
||||
|
||||
7. In the new window click on `Bluetooth`.
|
||||
|
||||

|
||||
|
||||
8. Wait for the glove to be discovered, then click on it.
|
||||
|
||||

|
||||
|
||||
9. Click `Connect` to connect and pair the glove.
|
||||
|
||||

|
||||
|
||||
10. Once the glove is paired, you're good to go. Click on `Done`.
|
||||
|
||||

|
||||
|
||||
11. Once you are back to Windows Bluetooth settings, verify that the glove is listed as a paired device.
|
||||
|
||||

|
||||
|
||||
12. After successfully paring your glove, it's time to run SenseCom. Navigate to the folder where you extracted SenseCom and go to to `/path/to/extracted/SenseCom/directory/Win/SenseCom_Win_Latest`.
|
||||
|
||||

|
||||
|
||||
> [!NOTE]
|
||||
> Inside the `/path/to/extracted/SenseCom/directory/Win/` folder, a SenseCom
|
||||
> installer is available if you wish to permanently install it on your
|
||||
> operating system.
|
||||
|
||||
13. In a moment, SenseCom should recognize and connect to your glove(s):
|
||||
|
||||

|
||||
|
||||
> [!NOTE]
|
||||
> For more detailed information and troubleshooting, consult the
|
||||
> [SenseCom documentation page on SGDocs](https://senseglove.gitlab.io/SenseGloveDocs/sensecom/overview.html),
|
||||
> please.
|
||||
|
||||
14. At this stage, SenseCom is ready and you should be able to connect to and communicate with SenseGlove devices from inside your Unreal Engine applications.
|
||||
Regular → Executable
Binary file not shown.
@@ -3,74 +3,3 @@
|
||||
To enable the SenseGlove Unreal Engine Plugin to track the gloves position and rotation in the world, you need to specify a positional tracking hardware, referred to as Wrist Tracking Hardware within the plugin. By default, if the Wrist Tracking Hardware is not explicitly set, the plugin will attempt to automatically detect it by identifying your Head-mounted display (HMD) hardware. However, this auto-detection feature may not be entirely reliable, as it is still experimental, and it may occasionally fail.
|
||||
|
||||
For detailed information, please visit [the Wrist Tracking Hardware and HMD auto-detection configuration section](../../plugin-configuration/plugin-settings/tracking/wrist-tracking/).
|
||||
|
||||
## Prerequisites
|
||||
|
||||
Before you even consider setting up the Wrist Tracking Settings for the SenseGlove Unreal Engine Plugin, please make sure that you have already taken all the necessary steps in the [Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets](../enabling-xr-ext-hand-tracking-vr-headsets/) section for [PCVR](../enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/) or [Standalone](../enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/) modes. Otherwise, there's no guarantee that the plugin can access the location data from the wrist-tracking hardware of your choice. So, as the first troubleshooting measure, we always recommend double-checking the relevant prerequisite guides above.
|
||||
|
||||
## Meta Quest 2 Controller
|
||||
|
||||
For the Meta Quest 2, whether in PCVR or Standalone mode, the functional wrist-tracking settings looks something like this:
|
||||
|
||||

|
||||
|
||||
## Meta Quest Pro Controller
|
||||
|
||||
For the Meta Quest 3, whether in PCVR or Standalone mode, the functional wrist-tracking settings looks something like this:
|
||||
|
||||

|
||||
|
||||
## Meta Quest 3 Controller
|
||||
|
||||
For the Meta Quest 3, whether in PCVR or Standalone mode, the functional wrist-tracking settings looks something like this:
|
||||
|
||||

|
||||
|
||||
## HTC VIVE Tracker
|
||||
|
||||
For the HTC VIVE Pro using VIVE Trackers, which only supports the PCVR mode, the functional wrist-tracking settings looks something like this:
|
||||
|
||||

|
||||
|
||||
## HTC VIVE Focus 3 Wrist Tracker
|
||||
|
||||
The wrist-tracking settings for the HTC VIVE Focus Vision, VIVE XR Elite, and VIVE Focus 3, when using VIVE Wrist Trackers, will vary depending on the platform and configuration in use.
|
||||
|
||||
### PCVR Mode
|
||||
|
||||
When running in PCVR mode, the functional wrist-tracking settings looks something like this:
|
||||
|
||||
")
|
||||
|
||||
### Standalone Mode
|
||||
|
||||
> [!CAUTION]
|
||||
> The SenseGlove Unreal Engine Plugin `v2.7.x` is the last release series to
|
||||
> support Unreal Engine `5.4`, and its support will be removed in future minor
|
||||
> or major releases. This is important to keep in mind if your target
|
||||
> development and deployment platform is
|
||||
> [HTC VIVE in Standalone Mode](../enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/index.html#htc-vive).
|
||||
> Unfortunately, HTC has not released any updates to their HTC ViveOpenXR
|
||||
> plugin since December 6, 2024. Their
|
||||
> [latest release](https://developer.vive.com/resources/openxr/unreal/unreal-download/latest/)
|
||||
> [[1]](https://web.archive.org/web/20251113165658/https://developer.vive.com/resources/openxr/unreal/unreal-download/latest/)
|
||||
> [[2]](https://archive.ph/DlrLr), ViveOpenXR Plugin `v2.5.0`, supports only
|
||||
> Unreal Engine `5.3` and `5.4`.
|
||||
> [HTC VIVE PCVR Mode](../enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/index.html#htc-vive) is unaffected and will
|
||||
> remain fully functional because, on Microsoft Windows, it is supported via the
|
||||
> [OpenXRViveTracker Plugin](../pcvr-mode/index.html#openxrvivetracker-plugin),
|
||||
> which is bundled with Unreal Engine and officially maintained by Epic Games.
|
||||
> If you still intend to target HTC in Standalone Mode, you are welcome to
|
||||
> continue using the latest SenseGlove Unreal Engine Plugin `v2.7.x`, which will
|
||||
> retain HTC Standalone Mode support. However, please keep in mind that once
|
||||
> newer versions of the SenseGlove Unreal Engine Plugin are released and UE
|
||||
> `5.4` is no longer supported, the latest release of the plugin supporting UE
|
||||
> `5.4` will not receive new features, hardware support, or bug fixes. If at any
|
||||
> point in the future HTC releases a new version of their ViveOpenXR plugin that
|
||||
> supports any Unreal Engine version we actively support,+
|
||||
> [in accordance with our support policy and Platform Support Matrix](../../appendix/platform-support-matrix.html),
|
||||
> we will make every reasonable effort to reintroduce HTC Standalone Mode support.
|
||||
|
||||
When running in Standalone mode, the functional wrist-tracking settings looks something like this:
|
||||
|
||||
")
|
||||
|
||||
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
@@ -1,31 +0,0 @@
|
||||
# {fmt} Formatting Library License
|
||||
|
||||
```
|
||||
Copyright (c) 2012 - present, Victor Zverovich and {fmt} contributors
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of this software and associated documentation files (the
|
||||
"Software"), to deal in the Software without restriction, including
|
||||
without limitation the rights to use, copy, modify, merge, publish,
|
||||
distribute, sublicense, and/or sell copies of the Software, and to
|
||||
permit persons to whom the Software is furnished to do so, subject to
|
||||
the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be
|
||||
included in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
||||
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
|
||||
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
|
||||
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
--- Optional exception to the license ---
|
||||
|
||||
As an exception, if, as a result of your compiling your source code, portions
|
||||
of this Software are embedded into a machine-executable object form of such
|
||||
source code, you may redistribute such embedded portions in such object form
|
||||
without including the above copyright and permission notices.
|
||||
```
|
||||
@@ -1,28 +0,0 @@
|
||||
# Loguru Logging Library License
|
||||
|
||||
```
|
||||
This is free and unencumbered software released into the public domain.
|
||||
|
||||
Anyone is free to copy, modify, publish, use, compile, sell, or
|
||||
distribute this software, either in source code form or as a compiled
|
||||
binary, for any purpose, commercial or non-commercial, and by any
|
||||
means.
|
||||
|
||||
In jurisdictions that recognize copyright laws, the author or authors
|
||||
of this software dedicate any and all copyright interest in the
|
||||
software to the public domain. We make this dedication for the benefit
|
||||
of the public at large and to the detriment of our heirs and
|
||||
successors. We intend this dedication to be an overt act of
|
||||
relinquishment in perpetuity of all present and future rights to this
|
||||
software under copyright law.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
|
||||
OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
|
||||
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
|
||||
OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
For more information, please refer to <https://unlicense.org>
|
||||
```
|
||||
@@ -3,8 +3,6 @@
|
||||
```
|
||||
SENSEGLOVE SDK LICENSE
|
||||
|
||||
Copyright (c) 2020 - 2025 SenseGlove
|
||||
|
||||
Purchase of the Product does not entitle you to ownership or a license to any
|
||||
software generated by SenseGlove for use with the Product (the “Software”).
|
||||
To the extent that SenseGlove, in its sole discretion, grants you access to any
|
||||
|
||||
@@ -5,8 +5,6 @@ The SenseGlove Unreal Engine Handbook is licensed under the terms of the CC BY (
|
||||
```
|
||||
Attribution 4.0 International
|
||||
|
||||
Copyright (c) 2020 - 2025 SenseGlove
|
||||
|
||||
=======================================================================
|
||||
|
||||
Creative Commons Corporation ("Creative Commons") is not a law firm and
|
||||
|
||||
@@ -5,7 +5,7 @@ The SenseGlove Unreal Engine Plugin is licensed under the terms of the MIT Licen
|
||||
```
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2020 - 2025 SenseGlove
|
||||
Copyright (c) 2020 - 2024 SenseGlove
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -1,34 +0,0 @@
|
||||
# SGBLE and SGBLExx Rust Dependency Licenses
|
||||
|
||||
SGBLE and SGBLExx, components of the SenseGlove SDK, are built using the Rust programming language. These libraries rely on a variety of open-source Rust crates. To ensure commercial developers can use our SDK without licensing concerns, we strictly rely on crates with **permissive licenses at runtime**.
|
||||
|
||||
Some dependencies, like `r-efi`, are dual-licensed and allow permissive use. The **only copyleft tool** used is `cbindgen`, which is solely a **build-time dependency**. It is employed to automatically generate C FFI bindings for SGBLE, which is implemented in pure Rust. Since `cbindgen` is not required at runtime and acts more like a transpiler (source-to-source compiler), it does **not introduce any licensing risks** for commercial applications.
|
||||
|
||||
Below is a comprehensive list of all third-party crates and their corresponding licenses used in SGBLE and SGBLExx:
|
||||
|
||||
```
|
||||
(MIT OR Apache-2.0) AND OFL-1.1 AND Ubuntu-font-1.0 (1): epaint_default_fonts
|
||||
(MIT OR Apache-2.0) AND Unicode-3.0 (1): unicode-ident
|
||||
0BSD OR Apache-2.0 OR MIT (1): adler2
|
||||
Apache-2.0 (15): ab_glyph, ab_glyph_rasterizer, accesskit_winit, codespan-reporting, dpi, gethostname, gl_generator, glutin, glutin_egl_sys, glutin_glx_sys, glutin_wgl_sys, khronos_api, owned_ttf_parser, spirv, winit
|
||||
Apache-2.0 OR Apache-2.0 WITH LLVM-exception OR MIT (7): linux-raw-sys, linux-raw-sys, rustix, rustix, wasi, wasi, wit-bindgen-rt
|
||||
Apache-2.0 OR BSD-2-Clause OR MIT (4): zerocopy, zerocopy, zerocopy-derive, zerocopy-derive
|
||||
Apache-2.0 OR BSD-3-Clause OR MIT (3): btleplug, num_enum, num_enum_derive
|
||||
Apache-2.0 OR BSL-1.0 (1): ryu
|
||||
Apache-2.0 OR LGPL-2.1-or-later OR MIT (1): r-efi
|
||||
Apache-2.0 OR MIT (286): accesskit, accesskit_atspi_common, accesskit_consumer, accesskit_macos, accesskit_unix, accesskit_windows, addr2line, ahash, android-activity, android_log-sys, android_logger, android_system_properties, anstream, anstyle, anstyle-parse, anstyle-query, anstyle-wincon, arboard, arrayvec, as-raw-xcb-connection, ash, async-broadcast, async-channel, async-executor, async-fs, async-io, async-lock, async-process, async-recursion, async-signal, async-task, async-trait, atomic-waker, atspi, atspi-common, atspi-connection, atspi-proxies, autocfg, backtrace, bit-set, bit-vec, bitflags, bitflags, block-buffer, blocking, bluez-async, bluez-generated, bumpalo, cc, cesu8, cfg-if, cgl, clap, clap_builder, clap_lex, colorchoice, concurrent-queue, core-foundation, core-foundation, core-foundation-sys, core-graphics, core-graphics-types, cpufeatures, crc32fast, crossbeam-utils, crypto-common, ctor, ctor-proc-macro, dbus, dbus-tokio, digest, displaydoc, document-features, downcast-rs, dtor, dtor-proc-macro, ecolor, eframe, egui, egui-wgpu, egui-winit, egui_glow, either, emath, enumflags2, enumflags2_derive, env_filter, env_logger, epaint, equivalent, errno, event-listener, event-listener-strategy, fastrand, fdeflate, flate2, foreign-types, foreign-types-macros, foreign-types-shared, form_urlencoded, futures, futures-channel, futures-core, futures-executor, futures-io, futures-lite, futures-macro, futures-sink, futures-task, futures-util, getrandom, getrandom, gimli, gpu-alloc, gpu-alloc-types, gpu-descriptor, gpu-descriptor-types, hashbrown, heck, heck, hermit-abi, hermit-abi, hex, home, humantime, idna, idna_adapter, image, immutable-chunkmap, indexmap, is_terminal_polyfill, itertools, itoa, jni, jni, jni-sys, jobserver, jpeg-decoder, js-sys, khronos-egl, lazy_static, libc, libdbus-sys, litrs, lock_api, log, memmap2, metal, naga, ndk, ndk-context, ndk-sys, ndk-sys, nohash-hasher, num-traits, object, once_cell, ordered-stream, parking, parking_lot, parking_lot_core, paste, percent-encoding, pin-project, pin-project-internal, pin-project-lite, pin-utils, piper, pkg-config, png, polling, ppv-lite86, pretty_env_logger, proc-macro-crate, proc-macro2, profiling, quote, rand, rand, rand_chacha, rand_chacha, rand_core, rand_core, regex, regex-automata, regex-syntax, renderdoc-sys, rustc-demangle, rustc-hash, rustversion, scoped-tls, scopeguard, serde, serde_derive, serde_json, serde_repr, serde_spanned, sha1, shlex, signal-hook-registry, smallvec, smol_str, socket2, stable_deref_trait, static_assertions, syn, tempfile, thiserror, thiserror, thiserror-impl, thiserror-impl, thread_local, toml, toml_datetime, toml_edit, ttf-parser, type-map, typenum, unicode-segmentation, unicode-width, unicode-xid, url, utf16_iter, utf8_iter, utf8parse, uuid, version_check, wasm-bindgen, wasm-bindgen-backend, wasm-bindgen-futures, wasm-bindgen-macro, wasm-bindgen-macro-support, wasm-bindgen-shared, web-sys, web-time, webbrowser, weezl, wgpu, wgpu-core, wgpu-hal, wgpu-types, winapi, winapi-i686-pc-windows-gnu, winapi-x86_64-pc-windows-gnu, windows, windows, windows-core, windows-core, windows-implement, windows-implement, windows-interface, windows-interface, windows-result, windows-result, windows-strings, windows-sys, windows-sys, windows-sys, windows-targets, windows-targets, windows-targets, windows_aarch64_gnullvm, windows_aarch64_gnullvm, windows_aarch64_gnullvm, windows_aarch64_msvc, windows_aarch64_msvc, windows_aarch64_msvc, windows_i686_gnu, windows_i686_gnu, windows_i686_gnu, windows_i686_gnullvm, windows_i686_msvc, windows_i686_msvc, windows_i686_msvc, windows_x86_64_gnu, windows_x86_64_gnu, windows_x86_64_gnu, windows_x86_64_gnullvm, windows_x86_64_gnullvm, windows_x86_64_gnullvm, windows_x86_64_msvc, windows_x86_64_msvc, windows_x86_64_msvc, write16, x11rb, x11rb-protocol
|
||||
Apache-2.0 OR MIT OR Zlib (12): bytemuck, bytemuck_derive, cursor-icon, glow, miniz_oxide, objc2-app-kit, objc2-core-bluetooth, objc2-core-foundation, objc2-core-graphics, objc2-io-surface, raw-window-handle, xkeysym
|
||||
BSD-2-Clause (1): arrayref
|
||||
BSD-3-Clause (3): jni-utils, tiny-skia, tiny-skia-path
|
||||
BSL-1.0 (2): clipboard-win, error-code
|
||||
CC0-1.0 (1): hexf-parse
|
||||
ISC (1): libloading
|
||||
MIT (91): android-properties, block, block2, block2, bytes, calloop, calloop-wayland-source, cfg_aliases, combine, dashmap, dispatch, dlib, endi, generic-array, glutin-winit, is-terminal, libredox, malloc_buf, memoffset, mio, nix, objc, objc-sys, objc2, objc2, objc2-app-kit, objc2-cloud-kit, objc2-contacts, objc2-core-data, objc2-core-image, objc2-core-location, objc2-encode, objc2-foundation, objc2-foundation, objc2-link-presentation, objc2-metal, objc2-quartz-core, objc2-symbols, objc2-ui-kit, objc2-uniform-type-identifiers, objc2-user-notifications, orbclient, ordered-float, quick-xml, quick-xml, redox_syscall, redox_syscall, sctk-adwaita, serde-xml-rs, simd-adler32, slab, smithay-client-toolkit, smithay-clipboard, strict-num, strsim, strum, strum_macros, synstructure, tiff, tokio, tokio-macros, tokio-stream, tokio-util, tracing, tracing-attributes, tracing-core, uds_windows, wayland-backend, wayland-client, wayland-csd-frame, wayland-cursor, wayland-protocols, wayland-protocols-plasma, wayland-protocols-wlr, wayland-scanner, wayland-sys, winnow, x11-dl, xcursor, xdg-home, xkbcommon-dl, xml-rs, zbus, zbus-lockstep, zbus-lockstep-macros, zbus_macros, zbus_names, zbus_xml, zvariant, zvariant_derive, zvariant_utils
|
||||
MIT OR Unlicense (7): aho-corasick, byteorder-lite, memchr, same-file, termcolor, walkdir, winapi-util
|
||||
MPL-2.0 (1): cbindgen
|
||||
N/A (2): sgble, sgblueman
|
||||
Unicode-3.0 (19): icu_collections, icu_locid, icu_locid_transform, icu_locid_transform_data, icu_normalizer, icu_normalizer_data, icu_properties, icu_properties_data, icu_provider, icu_provider_macros, litemap, tinystr, writeable, yoke, yoke-derive, zerofrom, zerofrom-derive, zerovec, zerovec-derive
|
||||
Zlib (2): foldhash, slotmap
|
||||
```
|
||||
|
||||
For detailed terms of use, please refer to the license files in each project's upstream repository.
|
||||
@@ -5,10 +5,7 @@ Please note that while the SenseGlove Unreal Engine Plugin is made available und
|
||||
The following third-party software are used and shipped with the SenseGlove Unreal Engine Plugin:
|
||||
|
||||
- [The SenseGlove SDK (a.k.a. SenseGlove Backend Libraries, or SenseGlove Core Libraries)](senseglove-sdk.md)
|
||||
- [SGBLE and SGBLExx Rust Dependencies](sgble-sgblexx-rust-dependencies.md)
|
||||
- [The Boost C++ Libraries](boost-cpp-libraries.md)
|
||||
- [The {fmt} Formatting Library](fmt-formatting-library.md)
|
||||
- [The Loguru Logging Library License](loguru-loggin-library.md)
|
||||
- [The Serial Communication Library](serial-communication-library.md)
|
||||
|
||||
For more information consult their own respective open-source licenses, please.
|
||||
|
||||
@@ -17,17 +17,16 @@ Here are a few important notes to consider:
|
||||
</div>
|
||||
|
||||
> [!CAUTION]
|
||||
> As of the `v2.1.0` release of the SenseGlove Unreal Engine Plugin, the
|
||||
> `XR_EXT_hand_tracking` OpenXR extension is required for the plugin to
|
||||
> function. Without this OpenXR extension, the plugin won't output any glove
|
||||
> data.
|
||||
> Unreal Engine provides `XR_EXT_hand_tracking` support through the `OpenXR`
|
||||
> and `OpenXRHandTracking` plugins. However, for this to function on Android
|
||||
> in standalone mode in conjunction with other plugins such as `Meta XR` or
|
||||
> `ViveOpenXR` plugins, or
|
||||
> [hand-tracking as a fallback mechanism when no glove data is available](../../plugin-configuration/plugin-settings/tracking/#bfallbacktohandtrackingifnoglovedetected),
|
||||
> [extra configuration steps and considerations are required](../../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/).
|
||||
|
||||
## Third-Party Tutorials
|
||||
|
||||
This [Android Standalone Mode Deployment tutorials series](third-party-tutorials/) covers how to build and deploy Unreal Engine `5.5` Projects APK to Android and Meta Quest 3S/3/Pro/2 in standalone mode. Furthermore, it covers the how-to on enabling OpenXR hand-tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) plugins.
|
||||
> As noted in the
|
||||
> [v2.1.0 release changelog](../../appendix/changelog.html), since this release
|
||||
> enabling the Meta XR plugin, —and potentially the VIVE OpenXR plugin—
|
||||
> alongside the SenseGlove Unreal Engine Plugin in the same project will disrupt
|
||||
> the OpenXR functionality provided by the SenseGlove Unreal Engine Plugin,
|
||||
> rendering it unusable.
|
||||
>
|
||||
> `Although the SenseGlove OpenXR implementation is fully compatible with the IOpenXRHMD interface and the FOpenXRHMD XRTrackingSystem, it is not compatible with the FOculusXRHMD backend provided by the Meta XR plugin. The same issue likely applies to the VIVE OpenXR plugin. So, if these plugins are enabled in your project, the SenseGlove OpenXR will not function as intended, effectively breaking the plugin's functionality. It seems these plugins are necessary in order to make the fallback to the hand-tracking feature work on Android. While we may add support and compatibility with Meta XR and VIVE OpenXR plugins in the future, for the time being, if your project requires these plugins, we advise continuing with the v2.0.x release of the SenseGlove Unreal Engine plugin until this issue is addressed.`
|
||||
>
|
||||
> This also means that although the SenseGlove Unreal Engine Plugin is able to
|
||||
> produce FXRMotionControllerData for SenseGlove devices just fine, the
|
||||
> hand-tracking on Android won't work. So, the fallback to hand-tracking
|
||||
> mechanism on Android is broken at the moment.
|
||||
|
||||
@@ -1,41 +0,0 @@
|
||||
# Third-Party Tutorials: Android Standalone Mode Deployment
|
||||
|
||||
## On-Click Unreal Engine 5.7 Android Packaging & APK Build Tutorial | Meta Quest & HTC VIVE Standalone
|
||||
|
||||
This tutorial provides a complete, streamlined guide to packaging and deploying Unreal Engine 5.7 projects to Android devices in standalone mode, with full support for Meta Quest and HTC VIVE headsets. Viewers learn how to correctly install and configure every required component, including Android Studio, SDK, NDK, JDK, and Visual Studio, using either a manual setup, or an open-source one-click PowerShell installer featured in the video.
|
||||
|
||||
The tutorial walks through creating a fresh Unreal Engine VR Template project, configuring Android project settings, enabling ADB device debugging, and generating a working APK using the updated Project Launcher workflow in UE 5.7. It also covers how to integrate the Meta XR and HTC VIVE OpenXR plugins to ensure proper VR recognition and hand-tracking functionality on each platform.
|
||||
|
||||
By the end, developers understand how to go from a blank project to a fully packaged and deployable Android APK, with functioning VR, correct device targeting, and reliable deployment pipelines on both Meta Quest and HTC VIVE standalone headsets.
|
||||
|
||||
<div style="margin: 0 auto; width: 560px;">
|
||||
<iframe width="560" height="315" src="https://www.youtube.com/embed/SCtAfDeWXBM" frameborder="0" allowfullscreen></iframe>
|
||||
</div>
|
||||
|
||||
## Build & Deploy Unreal Engine 5.5 Projects APK to Android & Meta Quest 3S/3/Pro/2 in Standalone Mode
|
||||
|
||||
This video will guide you through the process of building and deploying an Unreal Engine 5.5 project (or any version newer than `4.24`) to Android Standalone Mode for Meta Quest 2 and Quest 3 devices. The steps outlined here should also apply to other Android-based VR headsets.
|
||||
|
||||
It will show you where and how to download and install the necessary prerequisites, such as the Android SDK, NDK, Java Development Kit (JDK), and Microsoft Visual Studio. Next, it will configure both the development environment and Unreal Engine for a successful build. Finally, it will walk you through deploying your project to your VR headset and troubleshooting common errors to ensure a smooth experience.
|
||||
|
||||
<div style="margin: 0 auto; width: 560px;">
|
||||
<iframe width="560" height="315" src="https://www.youtube.com/embed/EClbEbNcl4k" frameborder="0" allowfullscreen></iframe>
|
||||
</div>
|
||||
|
||||
## Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins
|
||||
|
||||
The OpenXR hand-tracking provided by Epic won't work out of the box on Android when projects are deployed in standalone mode to HMDs such as Meta Quest or HTC VIVE devices.
|
||||
|
||||
In this tutorial you'll learn how to deploy your Unreal Engine projects to Android with functional hand-tracking on the following head-mounted displays:
|
||||
|
||||
- Meta Quest 3S
|
||||
- Meta Quest 3
|
||||
- Meta Quest Pro
|
||||
- Meta Quest 2
|
||||
- HTC VIVE Focus Vision
|
||||
- HTC VIVE XR Elite
|
||||
- HTC VIVE Focus 3
|
||||
|
||||
<div style="margin: 0 auto; width: 560px;">
|
||||
<iframe width="560" height="315" src="https://www.youtube.com/embed/BWd3MwtfTJE" frameborder="0" allowfullscreen></iframe>
|
||||
</div>
|
||||
@@ -5,7 +5,6 @@
|
||||
| Handbook Revision | {{ #sg-handbook-revision }} |
|
||||
| Handbook Revision URL | [{{ #sg-handbook-revision-url }}]({{ #sg-handbook-revision-url }}) |
|
||||
| Handbook PDF URL | [{{ #sg-handbook-pdf-url }}]({{ #sg-handbook-pdf-url }}) |
|
||||
| Handbook ePub URL | [{{ #sg-handbook-epub-url }}]({{ #sg-handbook-epub-url }}) |
|
||||
| Git Branch | {{ #sg-git-branch }} |
|
||||
| Git Tag | {{ #sg-git-tag }} |
|
||||
| Git Commit | {{ #sg-git-commit }} |
|
||||
|
||||
@@ -30,167 +30,6 @@ When streaming from a PC to Meta Quest devices, the default refresh rate is set
|
||||
|
||||

|
||||
|
||||
## HTC VIVE Specific Optimizations in Standalone Mode
|
||||
|
||||
Headsets like the HTC VIVE Focus 3 and Focus Vision have larger framebuffers, higher eye-buffer size, wider fields of view (FOV), and varying refresh rates compared to HMDs like the Meta Quest series. As a result, performance can differ when running the same content across these devices.
|
||||
|
||||
### Setting a Custom Pixel Density
|
||||
|
||||
If performance on the Focus 3 or Focus Vision is lower than on the Quest, we recommend adjusting the **Pixel Density** to approximately `0.8` (or a value suited to your content). This reduces the eye buffer size, and matches the resolution of Quest 2, hence increasing FPS:
|
||||
|
||||

|
||||
|
||||
### Setting a Lower Refresh Rate
|
||||
|
||||
The `ViveOpenXR` plugin provides various Blueprint functions to query the supported refresh rates and adjust the current refresh rate according to your needs:
|
||||
|
||||

|
||||
|
||||
But, before you'd be able to make these adjustments you have to enable the relevant settings by navigating to `Edit > Project Settings > Plugins > Vive OpenXR` and ensure the `Enable Display Refresh Rate` option is checked. This option enables the OpenXR extension `XR_FB_display_refresh_rate` support which allows your application to dynamically adjust the display refresh rate in order to improve the overall user experience. Please note that You need to restart the engine to apply new settings after changing this setting.
|
||||
|
||||

|
||||
|
||||
In order to query all the available display refresh rates use the Blueprint function `Enumerate Display Refresh Rates`:
|
||||
|
||||

|
||||
|
||||
At the moment with most devices it returns `75.0` and `90.0` hz values.
|
||||
|
||||
To change the current display refresh rate use the Blueprint function `Request Display Refresh Rate`:
|
||||
|
||||

|
||||
|
||||
To obtain the current display refresh rate use the Blueprint function `Get Display Refresh Rate`:
|
||||
|
||||

|
||||
|
||||
If you're looking to squeeze more performance out of your HTC VIVE HMD in standalone mode, consider lowering the target refresh rate from `90hz` to `75hz`. This can help reduce GPU workload and improve overall stability while still maintaining a somewhat smooth experience.
|
||||
|
||||
### HTC VIVE Optimal Rendering Settings
|
||||
|
||||
As a last resort consider adding the following rendering settings to your project's `DefaultEngine.ini` under the `/Script/Engine.RendererSettings` section and experiment with them until you obtain your desired results:
|
||||
|
||||
```ini
|
||||
[/Script/Engine.RendererSettings]
|
||||
r.Mobile.DisableVertexFog=True
|
||||
r.Mobile.AllowDitheredLODTransition=False
|
||||
r.Mobile.AllowSoftwareOcclusion=False
|
||||
r.Mobile.VirtualTextures=False
|
||||
r.DiscardUnusedQuality=False
|
||||
r.AllowOcclusionQueries=True
|
||||
r.MinScreenRadiusForLights=0.030000
|
||||
r.MinScreenRadiusForDepthPrepass=0.030000
|
||||
r.MinScreenRadiusForCSMDepth=0.010000
|
||||
r.PrecomputedVisibilityWarning=False
|
||||
r.TextureStreaming=True
|
||||
Compat.UseDXT5NormalMaps=False
|
||||
r.VirtualTextures=False
|
||||
r.VirtualTexturedLightmaps=False
|
||||
r.VT.TileSize=128
|
||||
r.VT.TileBorderSize=4
|
||||
r.vt.FeedbackFactor=16
|
||||
r.VT.EnableCompressZlib=True
|
||||
r.VT.EnableCompressCrunch=False
|
||||
r.ClearCoatNormal=False
|
||||
r.ReflectionCaptureResolution=128
|
||||
r.ReflectionEnvironmentLightmapMixBasedOnRoughness=True
|
||||
r.ForwardShading=True
|
||||
r.VertexFoggingForOpaque=True
|
||||
r.AllowStaticLighting=True
|
||||
r.NormalMapsForStaticLighting=False
|
||||
r.GenerateMeshDistanceFields=False
|
||||
r.DistanceFieldBuild.EightBit=False
|
||||
r.GenerateLandscapeGIData=False
|
||||
r.DistanceFieldBuild.Compress=False
|
||||
r.TessellationAdaptivePixelsPerTriangle=48.000000
|
||||
r.SeparateTranslucency=True
|
||||
r.TranslucentSortPolicy=0
|
||||
TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000)
|
||||
r.CustomDepth=1
|
||||
r.CustomDepthTemporalAAJitter=True
|
||||
r.PostProcessing.PropagateAlpha=2
|
||||
r.DefaultFeature.Bloom=False
|
||||
r.DefaultFeature.AmbientOcclusion=False
|
||||
r.DefaultFeature.AmbientOcclusionStaticFraction=True
|
||||
r.DefaultFeature.AutoExposure=False
|
||||
r.DefaultFeature.AutoExposure.Method=0
|
||||
r.DefaultFeature.AutoExposure.Bias=1.000000
|
||||
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
|
||||
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
|
||||
r.EyeAdaptation.EditorOnly=False
|
||||
r.DefaultFeature.MotionBlur=False
|
||||
r.DefaultFeature.LensFlare=False
|
||||
r.TemporalAA.Upsampling=False
|
||||
r.SSGI.Enable=False
|
||||
r.AntiAliasingMethod=3
|
||||
r.DefaultFeature.LightUnits=1
|
||||
r.DefaultBackBufferPixelFormat=4
|
||||
r.Shadow.UnbuiltPreviewInGame=True
|
||||
r.StencilForLODDither=False
|
||||
r.EarlyZPass=3
|
||||
r.EarlyZPassOnlyMaterialMasking=False
|
||||
r.DBuffer=True
|
||||
r.ClearSceneMethod=1
|
||||
r.VelocityOutputPass=0
|
||||
r.Velocity.EnableVertexDeformation=0
|
||||
r.SelectiveBasePassOutputs=False
|
||||
bDefaultParticleCutouts=False
|
||||
fx.GPUSimulationTextureSizeX=1024
|
||||
fx.GPUSimulationTextureSizeY=1024
|
||||
r.AllowGlobalClipPlane=False
|
||||
r.GBufferFormat=1
|
||||
r.MorphTarget.Mode=True
|
||||
r.GPUCrashDebugging=False
|
||||
vr.InstancedStereo=True
|
||||
r.MobileHDR=False
|
||||
vr.MobileMultiView=True
|
||||
r.Mobile.UseHWsRGBEncoding=True
|
||||
vr.RoundRobinOcclusion=False
|
||||
vr.ODSCapture=False
|
||||
r.MeshStreaming=False
|
||||
r.WireframeCullThreshold=5.000000
|
||||
r.RayTracing=False
|
||||
r.RayTracing.UseTextureLod=False
|
||||
r.SupportStationarySkylight=True
|
||||
r.SupportLowQualityLightmaps=True
|
||||
r.SupportPointLightWholeSceneShadows=True
|
||||
r.SupportAtmosphericFog=True
|
||||
r.SupportSkyAtmosphere=True
|
||||
r.SupportSkyAtmosphereAffectsHeightFog=False
|
||||
r.SkinCache.CompileShaders=False
|
||||
r.SkinCache.DefaultBehavior=1
|
||||
r.SkinCache.SceneMemoryLimitInMB=128.000000
|
||||
r.Mobile.EnableStaticAndCSMShadowReceivers=True
|
||||
r.Mobile.EnableMovableLightCSMShaderCulling=True
|
||||
r.Mobile.AllowDistanceFieldShadows=True
|
||||
r.Mobile.AllowMovableDirectionalLights=True
|
||||
r.MobileNumDynamicPointLights=4
|
||||
r.MobileDynamicPointLightsUseStaticBranch=True
|
||||
r.Mobile.EnableMovableSpotlights=False
|
||||
r.Mobile.EnableMovableSpotlightsShadow=False
|
||||
r.GPUSkin.Support16BitBoneIndex=False
|
||||
r.GPUSkin.Limit2BoneInfluences=False
|
||||
r.SupportDepthOnlyIndexBuffers=True
|
||||
r.SupportReversedIndexBuffers=True
|
||||
r.LightPropagationVolume=False
|
||||
r.Mobile.AmbientOcclusion=False
|
||||
r.GPUSkin.UnlimitedBoneInfluences=False
|
||||
r.GPUSkin.UnlimitedBoneInfluencesThreshold=8
|
||||
r.Mobile.PlanarReflectionMode=0
|
||||
bStreamSkeletalMeshLODs=(Default=False,PerPlatform=())
|
||||
bDiscardSkeletalMeshOptionalLODs=(Default=False,PerPlatform=())
|
||||
VisualizeCalibrationColorMaterialPath=None
|
||||
VisualizeCalibrationCustomMaterialPath=None
|
||||
VisualizeCalibrationGrayscaleMaterialPath=None
|
||||
r.Mobile.AntiAliasing=3
|
||||
r.Mobile.FloatPrecisionMode=2
|
||||
r.OpenGL.ForceDXC=0
|
||||
r.DynamicGlobalIlluminationMethod=1
|
||||
r.ReflectionMethod=1
|
||||
r.Shadow.Virtual.Enable=0
|
||||
r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject=False
|
||||
```
|
||||
|
||||
## Game User Settings and Engine Scalability Settings
|
||||
|
||||
Unreal Engine offers predefined graphics quality profiles known as Engine Scalability Settings, which can be easily adjusted to optimize performance. These settings can be modified directly within the Unreal Editor through the Settings menu on the toolbar or dynamically at runtime using code. Importantly, these settings are universal, meaning changes made in the Unreal Editor will apply to the game when run in PIE (Play In Editor) mode, and settings adjusted via code will also affect the editor itself.
|
||||
|
||||
BIN
Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user