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Vive - Streaming With OpenXR


Follow the "New Project" instructions from the Vive OpenXR websiteโ€‹

Follow the instructions from the HTC website to set up your project

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Make Sure to install "Vive Business Streaming" and "SteamVR"

Ensure that your project is compatible with HTCโ€™s hand-tracking guidelinesโ€‹

Follow the instructions from the vive unreal hand tracking guidelines to setup up your project

Enable OpenXR and OpenXRHandTracking pluginsโ€‹

In Unreal-Engine, under plugins, make sure that the openXR and that the openXRHandTracking is checked.

plugin_folder

In Unreal-Engine, under plugins, make sure that other non-openXR plugins are disabled.

plugin_folder

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Make Sure you disable the "SteamVR Plugin", otherwise the hand movement will not be recognized correctly.

Make sure that you PC-VR streaming is working correctlyโ€‹

On your pc open both SteamVR and Vive Business Streaming apps.

In Vive Business Streaming make sure that "Hand Tracking" is checkedโ€‹

Open the settings in the "Vive Business Streaming" app.

Under "Input" make sure "Hand tracking" checkbox is checked. plugin_folder

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Hand Tracking must be enabled on VBS in order to track finger motion.

In SteamVR, make sure that the openXR backend is set to SteamVR.โ€‹

Open SteamVR settings.

Under "OpenXR" make sure that your current OpenXR Runtime is set to SteamVR.

plugin_folder

Try to deploy a simple level to your headsetโ€‹

Try and build the project and deploy it to your headset.

Download and extract AR 51 Unreal-SDK Plugin and AR 51 OpenXR Plugins into the Plugins folderโ€‹

Your plugins folder should look like this plugin_folder

Restart the editor to enable the plugins.

Create a new levelโ€‹

File -> New Level -> Basic

Be sure to set the visibility of the plugins to Trueโ€‹

In the Content Browser window. Select settings and enable "Show Plugin Content"

Drag the AR 51 SDK Blueprint into the current levelโ€‹

From the "Content Browser" windows, select Plugins -> AR 51 SDK Content -> Blueprints and drag "AR51SDK_Blueprint" into the level.

From the "Content Browser" windows, select Plugins -> AR51SDK_OPENXR Content -> Blueprints and drag: "VRPawn", "OpenXrBoundary Adapter_BP" and "OpenXrHands Adapter_BP" into the level.

Make sure your VrPawn object uses "stage tracking"โ€‹

Either create a new VRPawn object (using these instructions) or edit the provided VRPawn Blueprint.

Make sure that your tracking space is set to โ€œStageโ€ tracking_set_to_stage

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If you do not set the tracking mode to โ€œStageโ€, the skeleton will not appear on your body once you restart the VR application.

In AR 51 Blueprint, select "HtcVive" as the platform typeโ€‹

From the Details panel, under โ€œGeneralโ€, you should see the "Platform" field. Please select "HTC Vive" select_platform_type

In a tethered deployment - enable "Start in VR"โ€‹

Before deploying to a tethered application (PC VR app), be sure that you project is set to start in VR.

In Unreal-Engine, under "Project Settings" -> "Project Description" enable "Start in VR".

enable_start_in_VR

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Hit Playโ€‹

Make sure that AR 51's system is running on the same local network as your device.

You should see the character move in realtime character_waving.

On your first run, perform device calibrationโ€‹

You should now perform device calibration so that the character would position on your body.

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