MFC Chroma Editor

[CChromaEditor] is a work in progress to pack the functionality of [UE4ChromaSDK] and [UnityChromaSDK] into a Windows DLL.

[GameMakerChromaExtension] uses a GameMaker extension to load the embedded MFC DLL.

[ConsoleChromaEditor] is a C# Console app for testing the embedded MFC DLL.

[Enhanced Color Button]

[Embedded MFC in DLL]

[GameMaker SetDisplay Extension]

if os_type==os_windows
{external_call(external_define("SetDisplayResolution.dll","SetDisplayResolution",dll_cdecl,ty_real,3,ty_real,ty_real,ty_real),argument0,argument1,argument2)}

[GameMaker Importing Resources]

UE4 Plugin for Chroma

This week, I’m wrapping up a UE4 plugin for Chroma [UE4ChromaSDK].

Next step, I’ll be making a [Custom Asset Type] on [tgraupmann].

The ForceFeedbackEffect has a hover animation that when clicked plays the animation which is what I want to do for Chroma. “Play selected force feedback effect” from

[AssetTypeActions_ForceFeedbackEffect.h]
[AssetTypeActions_ForceFeedbackEffect.cpp]

[Setting up AssetTypeActions]

Works!

Next step customizing the details window.

So you'll want to create an IDetailCustomization-derived class and implement that interface and register/unregister it in your plugin module's startup/shutdown logic
As for how to implement that interface, lot of stuff to cover there.
You'll implement CustomizeDetails, which has a IDetailLayoutBuilder parameter.

Example: [LocalizationDashboard]

Go to Editor Preferences, all settings, search "Localization Dashboard" and check the box.
Then go to Window -> Localization Dashboard (under Experimental), from the top-level menus.

[Customizing Details Panels]

[Programming DetailsCustomization]

[Slate Example Widgets]

Steam: SteamVR Plugin for Razer Hydra

[SteamVR Plugin for Razer Hydra]

** Caution: Be sure to close any Game, UE4, Unreal Launcher, SteamVR, and Unity processes that are running before installing.

Source: [steamvr_driver_hydra]

Install "SteamVR" - steam://install/250820

Install "Sixense SDK for the Razer Hydra" - steam://install/42300

Install "SteamVR Driver for Razer Hydra" - steam://install/491380

[issue]

OSVR: Setup SteamVR

SteamVR has support for OSVR. I tested with an OSVR HDK2.

Install SteamVR:

steam://install/250820

I used the OSVR control panel to flash the HDK2 to the [latest firmware] (`hdk2svr-2.00.hex`).

The setup instructions can be found at the [SteamVR-OSVR] project.

[Kevin Godby] is the developer of the SteamVR-OSVR plugin.

[Russell Taylor] is the primary RenderManager developer.

The 7zip archive with the pre-built Windows drivers can be found in the [files] section.

Extract the archive.

Copy the `SteamVR-OSVR\lib\openvr\osvr` folder to `C:\Program Files (x86)\Steam\steamapps\common\SteamVR\drivers` folder as a subfolder.

Initially, the SteamVR tutorial was up-side down. I found a solution on Reddit. [New SteamVR-OSVR driver available: fixes display orientation]

Close `SteamVR` and `Steam` before editing the `C:\Program Files (x86)\Steam\config\steamvr.vrsettings` file.

{
   "driver_osvr" : {
      "scanoutOrigin" : "lower-right",
      "verbose" : true
   },
   "steamvr" : {
      "mirrorViewGeometry" : "0 0 1080 600"
   }
}

Be sure to relaunch the OSVR server before starting SteamVR.

Relaunch Steam, and the SteamVR tutorial.

Issues:

[Main monitor on different GPU prevents VR applications detecting Vive]

Since I have dual graphics cards, I had to swap graphics cards slots to get SteamVR to recognize the headset in Direct Mode.

There’s a couple important logs for debugging `SteamVR` issues.

* `C:\Program Files (x86)\Steam\logs\vrcompositor.txt`

* `C:\Program Files (x86)\Steam\logs\vrserver.txt`

Razer: OSVR Demo

First, I have my hands on the [OSVR HACKER DEVELOPMENT KIT].

After assembling the hacker kit, the manual says download and run the OSVR Hacker Development Kit software from [osvr.github.io].

OSVR has [chat rooms] to talk with other developers.

There are specific channels for “support” requests – see [support.osvr.com].

Nice that no drivers are required for Windows 10.

I had an old `DK1 model` and the firmware drivers were found in `C:\Program Files\HDK-Runtime\OSVR-CPI\dfu-prog-usb-1.2.2`.

Install [Render Manager].

[Getting Started Guide]

[Building with OSVR]

You may already have the `OSVR-Core` installed which can be found in `C:\Program Files\HDK-Runtime\OSVR-Core\bin`.

Or download and unpack the [Daily OSVR-Core Windows Binary Snapshot].

Start the server, run `OSVR-Core-Snapshot-v.X\bin\osvr_server.exe`.

Download and unpack the [OSVR-Unity Assets Snapshot].

Create a new unity project.

Import the unity package `OSVR-Unity-vX\OSVR-Unity.unitypackage`.

Open the demo scene `Assets\OSVRUnity\Sample\VRFirstPerson.unity`.

Hit `Play`.

[Troubleshooting RenderManager]

[NVIDIA Gameworks VR]

Razer Acquires THX

[Razer’s THX purchase means cinema-approved VR and laptops]

We are excited to announce that THX Ltd. has joined the Razer family. We welcome the highly-talented team that has become synonymous with premium-quality audio and video experiences. Find out more about how THX is evolving at http://rzr.to/nFtxI

Posted by Razer on Monday, October 17, 2016

OUYA Plugin With Turret Mouse Support

I made some changes to the OUYA Unity Plugin and placed the updates into a new repository. I moved the Java source into an Android Studio project and removed the Java/NDK compile options from the editor. And then I added support for the Razer Turret Mouse service with an API to access the mouse position and button information on the Forge TV.

https://github.com/ouya/ouya-unity-plugin

Cocos2d Plugin for Razer SDK

I created a Cocos2d Plugin for the Razer SDK. There’s several ways to build Cocos2d (i.e. Visual Studio, Android Studio, and XCode). The Visual Studio build process doesn’t support the AAR format yet, so the plugin uses the JAR format. The Android Studio gradle files do support AAR files.
[Cocos2d Plugin Razer SDK]

Windows 10 Upgrade

Today is the last day to upgrade to Windows 10 for free. I’m running Windows 10 on everything else, but my Razer Blade 14″ is running Windows 8. I need to reinstall anyway since I had some old dependencies that were getting in the way of compiling UE4 for Android.

[Razer Blade 14″ drivers]