#🥽┃virtual-reality

1 messages · Page 64 of 1

stoic storm
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oh, thanks dude !

gilded wyvern
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I tried to read it and it looks like you're doing

  weapon.rotation = Quaternion.LookRotation(lefthand.position - rightHandposition);

or thereabouts, and there's no smoothing on that of any kind.

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If your object pivot isn't at the grip, that'll cause problems too

gilded wyvern
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starting work on a puzzle game in VR. it'll have levers, buttons, switches and the likes, and you will also be able to climb certain elements in the world too.

small shell
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Ok I managed to put the smoothing on it and I'm 10 I'm very excited. But the only problem is that my gun starts to vibrate. Could someone tell me why my weapon starts to vibrate when it is with 2 hands?

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I know it's not from the hands and it is from the script because if I activate it, even if the hands are not on the weapon, the weapon starts to jump and move. It has to be because of something in the script

small shell
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It only works for me when I put the rigidbody of the weapon in kinematic

fleet rampart
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does anyone know how to properly use the Hexa4Rig from hurricaneVR cause none of the inputs work and im using OpenXR and i tried both versions of the rig and even tried to put the inputs in a input manager and i still got nothing

river sandal
dense roost
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Help. Does anyone know why my controllers aren't moving please? Using the XR origin action based

Edit: It only happens in the editor, so I can't test things without building the project

dense roost
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Also, can anyone please help me make a steering wheel with the XR grab interactable please? I can't make it work 😦

small shell
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Hello I have a question with the script to take an object with 2 hands in steam vr
and it is that when I use to script or mine when I put the weapon in movement speed and I don't put the velocityMovement and the TurnOnKinematics the weapon begins to vibrate a lot. That could be and tried everything but I think it has to do with the script not with the collider or anything like that

daring pecan
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Does anybody know if there's a way to render one eye black with the XR Rig, sort of like if the vr player is using an eye patch?

dense roost
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Hi. Does anyone know why when I grab the left cube, the one that goes to my hand is the one on top of the lever instead of the left one please?

autumn pewter
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Exception: The SDK 'VRTK.SDK_WindowsMRHeadset' doesn't exist anymore. The fallback SDK 'SDK_FallbackHeadset' will be used instead.
VRTK.VRTK_Logger.Log (LogLevels level, System.String message) (at Assets/VRTK/Scripts/Internal/VRTK_Logger.cs:167)

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any solution for this problem

midnight drift
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hey, it seems that my URP shaders aren't working in VR. They just don't render, and the object is invisible. How can I fix this?

finite willow
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Hey does anyone know anything about unity vr? I really really need help asap. I have a showcase tm and the whole thing just crashed and im not sure whats going on. I would be willing to pay

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everytime I load the game into quest it just shows a black screen and infinite hourglass

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it didnt have this problem before

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I would be willing to pay for diagnostic help like rn

finite willow
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or tomorrow. I could really use the help

wraith shale
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@finite willowsounds like you are running vulkan

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make sure you don't have opaque texture enabled on URP asset

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could try older OculusXR version from package manager too I suppose

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also could just try going back to GLES3 if you just have to get it running asap

dense roost
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Hi. Does anyone know why when I enable the option for postprocessing in the camera, the fps drop from 90 to 60 without any post processing being applied please? Is that normal or something is broken?

tiny niche
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post-processing is incredibly expensive

dense roost
finite willow
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do you htink it has anything to do with the hud overlay

wraith shale
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no idea

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doubt it

finite willow
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I really don't know what went wrong its been fine for 9 months nwo

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kinda freaking out

finite willow
wraith shale
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what I'd typically do in situation like that is to roll back version control to last working version and see what changed

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but something tells me you are not using one?

finite willow
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i did. it auto reverted the last one as well

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same issue black screen

wraith shale
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could be related to oculus update too I guess

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and sorry, I don't really have time or interest on doing calls for these, I just hop on to this channel on off when I feel like it

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I'd just try to find what kind of combination works.. if it's broken by some oculus update, swapping to older oculusXR could def help

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but I know many struggle with the black screen issue with Quest in general.. there's no single reason why it happens

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I'd suggest just trying to find a project that actually builds and works in quest, then try to see what's different about it

tiny niche
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depending on what your scenes look like, it might be all you need

dense roost
tiny niche
# dense roost like, an area light or what sorry?

post-processing is essentially rendering a quad that covers the entire screen with a special shader. What i'm suggesting is you attach geometry to things that require bloom and end up with less than full coverage on the screen

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its not going to work for all scenes, but it can give you a huge boost in performance on the scenes that can take advantage of it

dense roost
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But like, how do I attach geometry to simulate bloom? I don't understand how to do that sorry

tiny niche
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works the same way as you render any other mesh, only you use a bloom shader and render it during the post-processing pass of the pipeline

tiny niche
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@dense roost but you need to know ahead of time where the bloom effect can appear and it needs to never cover most of the screen

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one such example would be unreachable street lights off in the distance that you can only see from a certain range of angles

dense roost
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but like, what is a "bloom shader" first😅

tiny niche
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oh, sounds like you need to read up on how post-processing works under the hood

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and possibly the render pipeline as a whole

dense roost
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yeah probably

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all I know is that post processing is like rendering the same twice

tiny niche
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its not

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its just rendering a quad that covers the entire screen exactly

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so if you have a resolution of 1920*1080 then you're asking the gfx card to render another 2 073 600 pixels to make 1 post processing effect happen

dense roost
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and then how can I make that effect only affect a small part of the screen?

tiny niche
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and bloom is one of the more expensive post-processing effects, since it needs multiple samples to get the color for each pixel

tiny niche
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and post-processing is not a special hardware feature on the gfx card

umbral vault
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im so sorry to bother you but please can i ask how to get my unity 360 recorder specs to meet the oculus media upload specs for oculus tv?

small shell
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Hello I have a question with the script to take an object with 2 hands in steam vr
and it is that when I use to script or mine when I put the weapon in movement speed and I don't put the velocityMovement and the TurnOnKinematics the weapon begins to vibrate a lot. That could be and tried everything but I think it has to do with the script not with the collider or anything like that

small shell
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Does anyone know how to recoil weapons in steam vr?

rigid jasper
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I am trying to download 2019.4.31f1 for use with the VRchat SDK
but on the download archive there is no linux version
does it not exist or will it not let me download the editor

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(and the Unity Hub button is not working)

buoyant jolt
small shell
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where ?

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this is the first time i ask here

buoyant jolt
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right here

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right here

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Same on your other question - so no it isn't the first time for either question in this channel...

foggy prism
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whats that?

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unless you mean air link

chrome osprey
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ok so i am extremely new to uploading avatars and i was wondering if someone could help me with this. ive been trying to fix it for the past 2 hours

pine bison
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If you're new I highly recommend referring to the documentation @chrome osprey. It looks like you're using a Unity version that's newer than 2019.4. https://docs.vrchat.com

chrome osprey
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ahhhh

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ok that really helped

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thanks

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im kinda slow

lilac sierra
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Hi everyone! I'm hoping somebody can help me with an issue I'm having...

I am using an Oculus Rift CV1 with Unity version 2021.1.5f1. I followed the Unity integration guide from Oculus and downloaded their asset from the store.
When I hit the play button in the editor...hooray, everything works! However, when I stop play mode, the Oculus app never detects the game stopping. This means, when I hit the play button a second time, it just gets stuck in a never ending loading pattern.

When I followed the integration guide and ran the game the first time, I saw it added Unity to my Oculus library...once I've started and stopped play mode, the Unity app still shows itself as running in the Oculus app.

I've tried doing Application.Quit() and quitting the app through the Oculus dashboard, but it still thinks the game is still running. Does anybody have any suggestions of what I can do?

pine bison
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Never seen that happen with our headsets unfortunately, what happens in the headset when you stop playing?

lilac sierra
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@pine bison In the headset the game does stop and it returns me to the Oculus white void/dashboard scene, but Unity still shows as running in the library

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It seems to just be treating the whole editor as the game, so when the editor is still open, it thinks the game is still running.
I looked at the Unity application in the library, and it seems to be starting the editor with some launch parameters (-projectpath)
I wonder if there are some launch parameters I can tweak/add here? 🤔

split forum
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This happens to me all the time

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I forgot what my solution was but I think it was just closing and opening the whole editor every time it happens lol

lilac sierra
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Ah, yeah...it's looking like that is what I have to do...which is not ideal, because it takes a while to load 😅

split forum
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yeah, not sure what causes that endless loading but it's happened at least 5-10 times to me

lilac sierra
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I wonder...when Unity is started before the Oculus app, Oculus doesn't know Unity is running, and when I hit the play button, that is when it becomes aware of the Unity editor...

...so is there some way I can force the Oculus app to stop watching for applications? 🤔 I tried using the Oculus Tray Tool to stop/restart the Oculus service, but it still stubbornly says Unity is still running lol

buoyant jolt
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Never seen that issue, but our projects are all on 2020 and earlier

lilac sierra
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Hmm...I'll try an older version of Unity then, thanks

uncut hedge
civic prism
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hi, trying to implement openxr on an existing project and using unity's default skybox works fine but if I try to replace it with a custom shader, it isn't rendered and instead things "repeat" when I move the camera, as if the previous frame isn't being cleared
any idea what could be the cause?

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also is there a way to select between desktop mode and VR when running the game either from the editor or the build, and having some code do different stuff based on that IE swap between a desktop and a VR character controller?

chrome osprey
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where would i put the descriptor id to convert to quest?

open geyser
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using SteamVR, anyone know a good way I can teleport a player when they turn a door handle without causing the door handle to teleport with them?

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it's a rigidbody on a hinge that you can grab at the moment

buoyant jolt
buoyant jolt
lilac sierra
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Just to give an update on my issue...I rolled back to Unity version 2019.4.40f1 and it seems to have fixed my problem!

split forum
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What what I use to get the name of an object that I am currently holding? Looks like some stuff I tried to use to do that deprecated

civic prism
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@buoyant jolt where can I find this prefab? looked through the starter assets and examples of the interaction toolkit & plugin management packages but couldn't find it

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nvm found it, thanks

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nevermind, that wasn't it

pine bison
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@civic prism He's describing an asset they have made at their workplace, not a public one

civic prism
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ah

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how would one go about enabling/disabling VR from a script and detecting whether the game is being currently played in VR or on desktop then?

pine bison
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It's a matter of loading and unloading the XR Management system

civic prism
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thanks

buoyant jolt
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I can share the code this afternoon if you need it though

civic prism
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it's ok I managed to get my own solution working, sorta

buoyant jolt
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:)

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Excellent

foggy prism
foggy prism
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i rather stick with oculus link for games and development (one thing to change is just my specs on pc)

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and the second option is just build as an apk and install it in oculus

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so you dont get lag, since pc is not uploading frames for you

severe saffron
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air link performed poorly on my wifi but virtual desktop works great

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just something to consider

tiny niche
severe saffron
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yeah I didnt config it at all. I bet lowering the bitrate would help, because it just seemed like it couldnt keep up / many behind frames

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perhaps I'll give it another shot

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didnt even know it had any settings 🙂

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correction: Apparently I had used ODT in the past for wired link

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it was set to 500mbps, lowered it to 100 and the lag is gone 🙂

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thanks for uhhhh... pointing out the obvious 😄

glacial flax
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Anyone know what could result in InputDevice.TryGetFeatureValue(CommonUsages.primaryButton) to never return anything, but only on certain machines and only for certain buttons?
I have several users reporting that on their Quest2 all their VR controller buttons work except the primary and secondary. It work on my own Quest2 (and others), and I have no idea how the InputDevice system could fail only on very specific things.

daring badge
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How can I make VR hands wrap around objects like in the picture below?

tiny niche
daring badge
tiny niche
daring badge
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Ooh alright, thank you 😄

surreal knot
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can anyone please help me ? i have finished my game i have everything ready my map rigs etc... i also setup normcore aka multiplayer but my question is how do i make my friends join me and how do i publish it on side quest

modern tangle
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I can't answer your question on multiplayer. SideQuest publishing is easy enough, register as developer and they'll guide you through setting up the store page and everything.

surreal knot
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wait so if i publish it on sidequest can me and my friend play together?

modern tangle
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oh, I have no idea about that side of Sidequest or if they offer anything for multiplayer

pine bison
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Normcore should handle all your networking for you, SideQuest doesn't have anything to do with that. If your only goal is to use SideQuest to play with your friends, you don't even need it. You can just share the APK file with them and they can install it through the sidequest terminal

surreal knot
surreal knot
pine bison
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That's what you build from unity

surreal knot
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yea ik

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but i dont see the option

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can u possible vc?

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u dont have to talk

pine bison
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No I'm at work

surreal knot
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Oh ok

pine bison
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You need to build, there are tutorials you can follow for this

surreal knot
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Ok thank you 🙂

pine bison
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You haven’t set up the XR setting correctly

surreal knot
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what should i make it

static hamlet
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Anyone familiar with Google cardboard setup?

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I couldn't build my apk

sage wadi
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https://i.gyazo.com/061de758b9bcd311e6efd9e855cf8cc1.mp4
Does anyone know what might cause Quest2 controllers to not track position properly? I have rotation, but no position movement.
I'm trying to setup a project following this tutorial https://www.youtube.com/watch?v=yxMzAw2Sg5w

LOTS of people got the Oculus Quest 2 for Christmas. Want to learn how to make games for them all to enjoy? Yea you do!! Come learn how to set up a VR project in Unity's lastest version as well as some basics like how to use the grab interactable to pick up objects and the locomotion system to move via teleportation or continuous movement.

// 🎓...

▶ Play video
wraith shale
daring badge
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Yeah thats what im trying to create

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Is it using IK?

frail needle
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How would I change the speed of the OpenXR Continuous Move Provider via a script?

buoyant jolt
frail needle
frail needle
vast jasper
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need help with UI graphics. Im trying to have a HUD that always follows the players view in VR. But the UI gets hidden behind stuff flying by. It gets obstructed by game objects.
How do i rig it to always be infront of everything.
Ive tried a Custom Pass(im in HDRP) but i cant for the life of me figure out how it works. and it keeps messing up my game. so i was hoping there was a sorting layer thinga majig i could use for this thing. BUt i have no idea where to start.

buoyant jolt
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Usually I avoid HDRP in VR, and I often avoid static UI's in VR (as it feels like sticky notes stuck to a visor). But it depends on what type of canvas you setup. You can just use a shader and change the ztest though if you just want it on the screen all the time

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Not sure if ZTest Always works in HDRP, but that is what I'd do

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Mind you, that is only if you are using it the way I think you are

misty nimbus
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Is it possible to get the VR eye view in game/scene without a VR headset?

I've seen UnityMockHMD, but it's not compiled for linux for some godforsaken reason. 2020.3.5f1

pine bison
vivid flume
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bro do you tried the video source on cloud ?

storm ether
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anyone know if theres a way to get the console screen in the game to see in vr

vast jasper
pine bison
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I'm not familiar with HDRP whatsoever unfortunately

buoyant jolt
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Me either, we don't use HDRP on VR

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I'm sure it is pretty much the same process though, I'd just rework the existing HDRP UI shader

vagrant yarrow
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Hello guys I need to switch from XR to OVR Integration because I want to use the hand tracking. Any idea to detect pinch as a real input? To use it as a XR Controller (action-based)

tiny niche
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i would not use the action system for this though. its far too simplified to enable you to provide an excellent hand-tracking experience

mint turret
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anyone know what causes this issue? fixed

umbral shell
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hello
i enabled the xr interaction toolkit but in the player section in the project settings the xr settings dont show how can i see them ?

granite barn
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I set up a teleportation area in my VR game. Tested it and and the hands don't follow. How can I fix it? Btw, I'm not using a script. I'm just using a teleportation area and a ray interactor.

buoyant jolt
buoyant jolt
buoyant jolt
# granite barn I set up a teleportation area in my VR game. Tested it and and the hands don't f...

It depends a lot on what framework you used, and what hands you used, and how you are referencing them. In OVR, you can specify the models. In UnityXR, you can parent them to the controller. In both cases I would recommend instead attaching them to an alias, and having the alias follow the controllers though. That way you keep your VR code and interaction separate (so it is reusable in other projects and frameworks)

proud tree
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I am getting the error OVRInput doesn't exist in this context. How can I fix this?

buoyant jolt
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Hmm @proud tree to me it looks like something is wrong with your intellisense, it should be telling you if the class is missing and underlining it in red. Assuming you are using Visual Studio, you can also use Ctrl+A and Ctrl+K to fix your brackets. But if your intellisense is working and you are using VStudio, you can press Control+. on the OVRInput, and it will add the missing namespaces for you.

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That's what you should see if there is a problem and your IDE is configured properly

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Now, if the namespace can't be found by the IDE, you may not have enabled the right Oculus plugins

mint turret
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Anyone got any good tutorials for unity 2020 popup menu on the wrist?

umbral shell
lethal jackal
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Hi, does anyone have any advice they can give about 360 filming for VR? I've done some using the GoPro Max and edited it in Adobe Premiere Pro. I'm using it in Unity for a training application that I'm currently researching/developing. However I'm not an expert at these things and I'm sure there must be settings/formats/etc. that I can/should be using in order to get the best quality. Any advice gratefully accepted or signposts of other areas to seek help. Thanks.

buoyant jolt
# lethal jackal Hi, does anyone have any advice they can give about 360 filming for VR? I've don...

We spent a good 6 months studying 360 for various applications. The best advice I can give is to ensure the environment is perfect (lighting etc) as the compression on the GoPros can really mess with lights and darks. And post processing can take a week if you need to do it afterwards.

Always keep the originals.

We also stopped using the GoPro stitching for some open source thing. So don't be afraid to seek other tools.

You also really need to mic up and record the audio separate

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Oh, and keep the actors around eye height of the camera. And try and keep them 6 feet from it

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Too close and they fish eye, too far and the GoPro gets blurry

hardy kestrel
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is there a way to get hand positions on steamvr or do i have to add an offset for all controllers i want to support

buoyant jolt
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Steam VR doesn't support hands, only controllers, afaik. It is unique (comparatively speaking) as it includes controller models.

hardy kestrel
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as in getting the position of where the centre of hands would mostly be on the controller

sand magnet
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hey,
I am trying to build an experience for the Oculus Quest, when I am testing it in unity editor with oculus link on, it works properly, but as soon as I try to build and install the apk file on oculus, nothing happens,
The apk gets built, but its not installing on the quest, I even tried using the oculus developer hub.

Is there any specific settings for the quest which are different than android?

sand magnet
quartz slate
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does anyone know if dynamic resolution is functional on Quest 1/2?

quartz slate
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wondering if i can use the frame timing manager

storm ether
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hello, im trying to get controller input from XRBaseController

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XRBaseController Controller = other.GetComponentInParent<XRBaseController>();
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however cannot find the events attached to the XRBaseController to add a listener

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am i doing something wrong?

shrewd cove
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I can't get my valve index to connect to unity, I have steam vr open and the headset shows the steam vr home just fine, but nothing changes when I press run in unity, so I thought I should try making a build of the game and maybe it would work but it just gave me errors, but from what I can tell I already have IL2CPP already installed? Please Help.

proven wigeon
shrewd cove
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I assume so, I've made other games built for windows

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that could build in windows

proven wigeon
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check that in unity hub

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i meant "check" as in "verify its actually checked" 😅

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(just to be sure)

proven wigeon
shrewd cove
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oh that might have helped

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I didn't have it check

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would that fix how I still can't open the project in vr though?

proven wigeon
shrewd cove
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because I doesn't give me any errors when I otherwise run it in the editor

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it just doesn't show

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the module is installing

storm ether
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Its a component from the left and right controllers im pretty sure

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ive been creating a bag item where it tracks the position of the alternate hand and if the hand is inside of the bag and the alternate hand presses trigger it calls a method

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but i cant figure out how to get the alternate hand controls

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ive tried using XRDirectInteractors but they dont have events for the controller button presses

heavy crater
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I'm trying to make something like a VR clipboard that would allow the user to enter text or use drop downs, but I'm having trouble finding out how to get this to work. I'll attach a picture of what I have so far in the thread.

buoyant jolt
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Entering text is not fun in VR

buoyant jolt
plucky sleet
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hey guys ! i need some tutorials in creating complex vr interactions! can someone help !

lusty summit
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Hey! Anyone knows how to enable post processing in quest with passthrough? For me after enabling post processing, passthrough doesn't work.

north path
lusty summit
frail needle
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In the game view sometimes shadows appear/dissapear out of nowhere. Any settings to fix that?

frail needle
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nevermind

placid sparrow
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anyone here familiar with xr interaction toolkit? I'm trying to figure out how to get raycast hit info out of the xr ray interactor for my own purposes. Specifically trying to build a feature where you can first distance grab a handle of an object with a laser pointer, after which you can raycast &orient this object to a surrouding wall.

Are there any guides on how to do anything like this? I'm trying to read the source code of XRRayInteractor.cs to figure it out, but it's a bit out of my skill level 🥲 I think I can somehow code the rest after I just figure out how to get the raycast hit info (and the surface normal of the object that got hit).

buoyant jolt
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We ditched it for something we made internally. But you can cast rays with or without the XR interaction and change things manually if you want

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I'd probably just not use XR Interaction for this, and write something manual

placid sparrow
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Hmm, would be still nice to utilize all the other ready-made interaction niceness that comes from the xri ray, I wonder if the systems would start conflicting if I try to code custom logic "on the side". I found this line from the XRRayInteractor.cs, maybe I'll be able to hook into this data here:

readonly RaycastHit[] m_RaycastHits = new RaycastHit[k_MaxRaycastHits];

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though... maybe it'll still start conflicting with the toolkit if I try to start manipulating the XRI-grabbed object position out of the "system"

spice bough
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I wonder if someone can help me (forgive me if this question belongs in another category)
I set up a simple XR Origin, and I have my Quest2 liked via Steam, clicking play in Unity and the Scene is fine.
I have a chair game object which is fixed to the ground, and if I look down at the chair and move my head, it appears normal and smooth.
However, I have now attached a "Flat Plane" game object to my Camera as a Child, and I expect it to be "Fixed" or "Locked" to my vision, as I move my head around.
I see the engine is trying to do this, however... It's jittery...
Almost as though the Plane's position is only updated every other frame?
I'd really like to find a way to have any child object LOCKED to my vision without this jitter.
I just thought I'd ask, just in case there's a really obvious reason as to why this Jitter is happening.
(The same happens, if I build and deploy as an app, local to the Q2's hardware)
Thanks
https://youtu.be/k8iXFQRnf50

hidden hinge
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I have at least attached textmeshpro components to a camera controller with the xr interaction toolkit and never seen this issue to knowing if its the same framework or something else may help narrow down the problem area for people trying to figure out what it is.

mint turret
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So I’ve taken the dive into VR development but I’m not finding a whole lot on reloading in a unity vr game with regards to tutorials online, anyone have any ideas?

spice bough
round mortar
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Does anyone know why certain objects are only visible through my left eye.

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It's kinda cool the way they disappear when I close my left eye, but it's definately not what I'm trying to do, and I would appreciate some help.

sick creek
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Hi is there any way to record the headset and controller data per frame in Unity editor / runtime?

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I meant for a VR headset + controllers

buoyant jolt
buoyant jolt
buoyant jolt
sick creek
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@buoyant jolt thanks for the info

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@buoyant jolt If continuously writing to disk would there be any stuttering issues in the mocap, is there a recommended way to do this?

buoyant jolt
mint turret
buoyant jolt
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We do lots of real time data to CSV for our stroke therapy, it works great for us.

buoyant jolt
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But there are dozens of VR examples of gun interactions in all the framework samples, on YouTube, in the asset store.

sick creek
buoyant jolt
sick creek
round mortar
midnight saffron
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Anyone have favorite loading scenes in VR?

heavy crater
spice bough
# heavy crater I'm just bumping my question again if anyone has any answers about this

In theory, this should be easy?
So... It's a gameobject, with a mesh object, with a texture that is a clipboard.
Then child objects such as TextMesh Pro for the pre-determined text...
Then for the text boxes there's "Input Field" and "Dropdown" these are under the UI catagory when you choose to create new gameobjects.
And then all of these can be changed and accessed in your C# scripts for processing (like reading the data entered, and changing the text to simulate page turns).
You could also add buttons at the bottom of that, as child objects of the clipboard, so the user can manually move to the next/previous page.
If there's anything more you need to know beyond this, let me know... and feel fee to be specific about which bit you need help with

north path
tawny swift
#

hey, is it possible to test games in unity using steamvr? i'm trying to develop a game for my quest 2. My GPU is not supported by oculus software so i play pcvr using ALVR and Steamvr. The problem here is that every time i try to test the game in unity it opens up oculus software, i can't really develop anything by building it and sideloading it to quest as i can't see errors which would pop up in unity when testing. So would it be possible to use steamvr when testing the game in unity?

silk salmon
#

Is there somebody here that is familiar with the TobiiXR Unity SDK, used for eye tracking? Specifically Vive pro eye

round mortar
north path
round mortar
#

Ok, I'm on the built in render pipeline, so I'll try to get it to work for vr

north path
#

@tawny swift what's selected in xr management under desktop?

north path
round mortar
#

I'll have to look into that.

round mortar
north path
#

I meant what's selected in xr management. This doesn't matter for this issue. It's a shader issue

round mortar
#

Ok. The link says that I need to enable single pass stereo rendering in those settings. Should it already be enabled though?

tawny swift
abstract sigil
#

Has anyone here used Azure Mesh successfully? Does it compliment existing multiplayer frameworks like PUN or Normcore? Or is it an alternative?

round mortar
#

ok I just updated my xr interaction toolkit package and it's now telling me that I need to change XRRig to XROrigin, the only problem is that I can't find the XROrigin component in my code.

north path
north path
north path
round mortar
north path
#

Maybe it's a different 'using' script?
Not too sure, but there probably is documentation on it or something in the changelog

round mortar
#

Ok, it used to just be using UnityEngine.XR.Interaction.Toolkit; but that isn't working anymore, so I'll check out the documentation. Thank you!

wise prism
#

hi everyone, I come to you with a problem on my VR app : I am trying to slow (separately) the roll / yaw / pitch of my VR headset. I have done the following code but my problem is that, for instance, when I had some pitch it is always "in front of the origin camera and not where I am looking at". In the attached video you'll see as long as I'm looking at the start position my pitch increase is perfect, but when I turn my chair 90° to the left it's not working :/ any idea on how to deal with it ? (same applies for yaw and roll)
Thanks ! (i've tried in unreal but it was harder and worse)

round mortar
north path
#

Right click in VS and see what it gives as solutions? 😅
Havent used XRIT much

round mortar
#

it doesn't seem to have anything useful there

brazen maple
#

Hi, I'm trying to use Post Processing on an Oculus build but it's not working in the build

#

I know it's probably not wise to use Post Processing but does anyone know anything about this?

buoyant jolt
#

Yes, Android, and especially Android VR devices are incompatible with a lot of the post-processing style shaders - including some of those built into Unity. Turning on deferred rendering may work. But "not working" is a very loose term with a lot of meanings, so it is hard to say

severe saffron
#

many factors. which render pipe? @brazen maple

brazen maple
#

I'll try turning on deferred rendering!

tiny niche
#

@brazen maple the quest doesn't even come close to having acceptable performance when doing deferred rendering. Your scene will turn into a slideshow

solemn eagle
#

I have problem with a real world canvas and its buttons, when I disable the buttons on it and then I enable them again sometimes everything works but others the button get selected ( I can see it from the sprite swap) but the OnClick event doesn't get triggered.

I am using Unity 2019.4.15 and XRInteractionToolkit 0.10.0 - preview7

Any Idea how can i solve this? I tried to play a little bit with the script on the eventSystem XRUI input Module but had no luck

brazen maple
solemn eagle
#

@brazen maple when I did the unity certified professional test there were many question about which post process effect you should in VR and which not, and a lot also about rendering! You may take some research looking on what Unity has to say about them

brazen maple
#

I see! I'll look deeper into this!

#

It's really interesting having to re-learn a bunch of things for VR optimization but so worth it😅

severe saffron
#

yeah I essentially unlearned all postfx. mobile chips just cant do any fullscreen fx. Better to use quads with alpha gradients and stuff to try and fake it

#

pretend you're making a ps2 game and blammo you've got a quest 2 game

#

🤣

wise prism
# wise prism hi everyone, I come to you with a problem on my VR app : I am trying to slow (se...

I tried today to get the infos from the VR headset (using UnityEngine.XR.XRNode) but it didn't help, the problem is really that when I amplify the vertical movement (pitch), the amplification is along the origin Z axis so if my headset is looking 90° to the left, the amplification won't go towards his Z but the origin Z and then the movement is not what I want (using Rotate method). Someone knows how to solve it please ? it is pretty common and yet I can't find a working solution on the internet... :/ thx

tiny niche
sleek nimbus
#

how much more performance headroom do I have if I developed my game for the quest 2 compared to the quest 1?

sleek nimbus
#

I did my best to optimized my game for the quest 1, which ran my game at around 55-56 fps

sleek nimbus
north path
#

Then depending on where the bottleneck is I think it would run good on quest 2

north path
sleek nimbus
north path
#

But always test before making assumptions

buoyant jolt
wise prism
# tiny niche sounds like a matrix multiplication order issue. i would read up on linear algeb...

yes of course but my problem is not with linear algebra (i know how to change a referential) but with the cameras/referentials : i don't know which to use, because I am not used with unity and don't know where are the referentials and the rotations (for instance, the rotation written in the interface is different from the euler angles I get for the gameobject : what am i seeing then?)

tiny niche
#

generally speaking there's 1 transformation matrix per game object and they're multiplied with each other to form a hierarchy

wise prism
#

but is it stored as quaternions and converted or is it stored as vector3 (with the gimbal lock problem insolvable, even if we convert in quaternions) ? and how do you swap between the two types of view (local/global) ? when i use the method "Rotate" it does not say if it's applying to the local "view" or the global view of the rotation

wise prism
gray radish
#

I've been running into a recurring issue I can't exactly wrap my mind around
I'm working on adding multiple users to my Quest 2 demo and sometimes, the camera view becomes flat on the VR headset depending on the number of players present, or the join order

#

what could cause the VR player to have these issues? I'm not using per eye cameras, and am not sure what determines if a view is stereoscopic or not

drowsy bolt
#

hello people, i´m having some problems when i try to test VR apps in unity, the virtual heat movement is highter than real heat. For example if i move my head 90° to the right the virtual rotation is almost 160-180°. It happened in every direction.. any more has solved something like this? thanks..

wraith shale
#

Q1 is 72Hz

buoyant jolt
# wraith shale you mean Quest 2?

By default, the display framerate is independent of the application framerate. You can, and indeed should, target 90FPS on all platforms and let the display show it at its native frame rate.

#

But it's a bit pedantic, as the discussion is about challenges hitting the max framerate on the Quest 1 using Unity.

wraith shale
#

I don't know how you can do unlocked framerate on Quests

#

it's always vsynced regardless what you tell it

buoyant jolt
#

That doesn't have anything to do with the convo anyway.

wraith shale
#

main reason to bring that up was that if you meant Quest 2, the performance headroom is different

#

Quest 1 is super weak in comparison

buoyant jolt
#

I mean, nothing wrong with having a conversation, but I think you didn't read the post I replied to.

gray radish
#

Are left and right anchor cameras typically still used for quest 2 builds? even if per eye cameras is disabled

gentle stone
#

is there a way to reset HMD rotation and position with code ? I have multiple XR Origins and when i switch between them i want to player to face a specific position regardless of his head rotation IRL

round mortar
#

Does anyone know why my XRDirectInteractor is saying that there isn't an XRController?

north garnet
#

been having issue with vive pro eye tracking: Currently the problem is with newer versions of VIVE setup, it is not allowed to turn on the eye tracking robot from application. it stay at the orange status(not turn to green)

#

Can someone help?

rugged roost
#

I have a request, anyone know of a sample vr project (open-world/ large outdoor environment, uses HDRP, and runs at 90FPS? I'm not asking for complete project,I just want to know what optimisations techniques are used to help with framerate. Currently reading through a lot of guides that talk about using profilers, reducing SetPass calls etc.

dense roost
#

Help. I can't connect my oculus quest 2 because I get this message:

north path
#

Connect as in build and run or as in oculus link playmode? @dense roost

dense roost
#

none

north path
dense roost
#

cant playmode or build and run

north path
#

Because both are very different things

dense roost
#

when playmode I dont get any error, it just doesnt move or do anything

#

like, it doesnt pop up in the oculus screen

north path
#

Does it work in other VR games on that PC?

dense roost
#

idk, I dont have any lol

#

lemme get one real quick

north path
#

Then I can't help much with that further I'm afraid. Get a free game on steam and see if the issue is with the oculus link or with unity.

For build and run:
Did you follow the oculus quest developer guide?

north path
#

Okay good

#

What is enabled in XR management?

dense roost
north path
#

Don't use the quick preview. If you want the game on the quest use build settings and click build and run

dense roost
north path
#

Enable OpenXR for desktop, then in the openxr tab below xr management enable oculusxr plugin or something. That might fix that.

#

Do you have developer mode enabled on your quest?

dense roost
north path
#

Yep

#

Can you double check it's enabled

dense roost
north path
#

Did you allow access in the quest after connecting to the pc?

dense roost
#

how do I do that

north path
#

That should cover almost everything

rugged roost
dense roost
#

okay this is getting worse over time. Now my phone can't even find the headset...

north path
# rugged roost Would you happen to know of a video that specifically talks about HDRP with VR ...

90% of performance tricks are for all medium.
Make sure your standard vr tricks such as multiview are enabled for vr: https://youtu.be/i4fPErsEJD4

For the hdrp, this is a good read:
https://blog.unity.com/technology/get-acquainted-with-hdrp-settings-for-enhanced-performance

Other than that it's a lot of disabling features you don't need, general performance tricks and profiling when you have issues. Maybe your performance issue won't lay in what you researched

dense roost
#

still can't. I'm gonna try another unity version because the latest seems to have some bugs and I hope that's the problem

#

nope still nothing. Fk

#

any idea what else might be please? It might be something very simple but I cant find it pls

dense roost
#

well but now unity just crashes when I enter play mode... :_)

storm ether
#

is it better to modify XR base interactable scripts with overrides or just by using their interaction events?

#

i see alot of people like VR with andrew who override the XR Base interactable scripts alot

#

even though im pretty sure you could just use the base interactable events

north path
balmy locust
#

studying sockets today

cobalt eagle
balmy locust
cobalt eagle
#

Not yet...

lusty summit
#

Can we grab an animating object in VR using oculus interaction sdk?

round mortar
#

Does anyone know why my XRDirectInteractor is saying that there isn't an XRController?

north path
#

Check channel topic. VR related development stuff

north path
north path
round mortar
#

yeah I tried that as well

balmy locust
neon crane
#

hello,

I need to rely on one pipeline to create all my characters ( I have around 10 classes )
so far, I think the best ways to create characters in Unity is by using one of those:
UMA
ICLONE
BLENDER

I need to create 10 classes with 10 different outfits and gadgets ... I assume I would need another tool for that to model the gadget/armor/outfit

I'm working on multi-platform project, so I need something that is optimized to be able to get it on ANDROID as well as PC.

Which one would you suggest ? one of those 3 or something else ?

buoyant jolt
#

We use iClone when we use Unity

neon crane
buoyant jolt
#

We use blender or maya when we want to do our own internal models

#

iClone for our client work usually

balmy locust
#

that looks expensive!

neon crane
#

I wanna create a hero outfit, not sure which software or which asset I can use for that

buoyant jolt
#

Outfits are usually marvelous designer though

#

It helps to have technical artists on the team though

#

iClone/CC4 has plenty built in

novel cape
#

Has anyone used a multi camera setup for their UI in VR?

I'm using Hurricane VR with SteamVR, and if I add a second camera to my scene and parent it to the first, setting it to depth only and UI layer only on culling mask, all I get is a black screen with the UI on it in the editor.

If I turn off the camera, the main camera renders normally. If I set the order to -1 on the UI camera the game scene renders but not the UI. If I set it to 1 then the UI renders with a black background again.

I'm trying to do this because post processing is affecting my menus, which causes them to be super bright in dark places, and they're affecting my auto exposure too.

buoyant jolt
#

For animations we use rokoko suits, some folks use mixamo, we sometimes do traditional mocap, and we have a small volumetric space for making hologram stuff

#

Yes post processing on VR is bad, it caused unpredictable behavior on VR, does not work the same on all VR headsets and has a big overhead. Deferred rendering might fix it for you, but I can't advise on this part. You should be able to add the UI to a UI layer and omit it from post processing though

novel cape
#

Without post processing, you can't use HDR or bloom, or auto-exposure, or make things blurry in the distance when you're underwater... I and many others have used post processing a lot without issues in VRChat.

It's just this multi-camera setup in my own vr game which is giving me issues. The post processing works fine otherwise. I mean yeah, the menus are affected as well, but I expected that, and I planned to work around it with multiple cameras. VRChat does this now and it works well.

buoyant jolt
#

Ok then, sounds like it must be working great. Good luck

novel cape
#

In case anyone else runs into the same issue I had getting multiple cameras on different layers to work in VR, here's the solution:

Don't enable render directly to camera target on your main camera's post-processing component!

#

I never noticed this giving me a performance improvement anyway.

neon crane
# buoyant jolt iClone/CC4 has plenty built in

Thank you for the advice, I'll give the already available assets a shot before I hit any customized ones, marvelous a shot.

Although, I wonder if it's possible to customize an already built accessories/cloth made for Iclone, if that is possible, it might safe lots of time instead of starting from scratch , just changing the textures of an already ready to go asset or just add an accessory here or there ( maybe with zbrush , I dont thing marvelous can do accessories )

novel cape
#

I'm getting jitter / shaking on my UI camera which I've set to follow my main VR camera using a parent constraint. Anyone know why this would happen?

If I make the camera an actual child of the main camera, there's no jitter. But I'd rather not do that because that camera is part of Hurrican VR's player rig, and I don't want to attach a bunch of stuff to that rig because future updates might require me to replace the rig and I'll have to go looking for what I did before to recreate it and it would be easy to miss an extra camera. A minor concern of course, but I'm curious if the constraint system is updating in FixedUpdate or something so it doesn't precisely follow things.

fiery scaffold
#

Hi all, can someone please point me in the right direction in terms of going about creating a 360 walk through using 360 photos in Unity with Oculus (Quest, Rift)?

north path
north path
golden plume
#

Hey everyone.
I'm currently working on my first real VR Project and I have run into issues immediately 😄
I added everything related to the XR Interaction toolkit and an XR Origin as well.
My problem is that it seems like I'm unable to move the XR Origin without establishing a distance between the prefab and the main camera.

#

This is how it looks like when I set the position to 0

#

moving the prefab results in the aforementioned "break"

rose stream
#

So I'm trying to make a world for vrchat, and well, I wanna know if there's a way to test the world in the vr headset instead of on the computer.

#

I've looked around for answers bit I figure other people that know unity could help

buoyant jolt
buoyant jolt
autumn pewter
#

How do you upgrade the VR applications to the latest versions in Unity? is there any way ? Is it possible ?

north path
wet jewel
#

Hey does anybody know how to interact with canvas ui through xr hand's fingers not with raycasting. Just like Glue on Oculus quest 2

golden plume
#

@buoyant jolt Yeah that should be the case right? Everything does move, but the manipulator just establishes more and more distance to the children the farther I move the XR Origin. It's so strange and I can't find the reason for it 😦

Do you have another idea? Thanks for your help by the way!

autumn pewter
north path
autumn pewter
#

thank yoy

past island
#

anyone know what can cause this issue? my co-dev is using a Vive and doesnt get any errors, im using a rift S and i get this error every time

sleek nimbus
#

Does anyone know an easy way to reference the gameobject (in script) that is currently being "grabbed" by the "XRGrabInteratable" component?

feral tendon
#

anybody know why my hands are just in the air like that? also what happened to my right laser beam?

balmy locust
#

anybody know why my hands are just in

golden plume
balmy locust
#

FWIW, all the beginners having VR problems, I highly recommend you go through this: https://learn.unity.com/pathway/vr-development

Unity Learn

Welcome to VR Development! This learning pathway is designed for anyone interested in learning to create experiences for VR. This pathway assumes a basic knowledge of Unity and basic knowledge of programming.

wet jewel
#

I just made a vr controller with ReadyPlayerMe avatar but How am i suppose to change the avatar in runtime, please help anyone

fathom ocean
#

im trying to run my project from unity to my oculus go, the project does get to my oculus go and it does "run" you could say but I just see a dark grey screen, do you guys know anyone that could help?

north path
#

I made a quick tutorial on how to enable Application SpaceWarp for the Oculus/Meta Quest (2). I hope it can be useful for some!

I include a project with the minimal setup required, which can be used as a starting project or template for your Quest games.
If there is any feedback that's welcome (on the video or repo both)

Video: https://youtu.be/gCQS3MrRBqc
GitHub Repo: https://github.com/smitdylan2001/ApplicationSpaceWarp

Application SpaceWarp can give Oculus/Meta Quest (2) games a performance boost up to 70%!
The setup of this only needs to be done once and will automatically work with default or shader graph shaders. Custom shaders outside of Shader Graph might need to be upgraded manually following the Oculus Application SpaceWarp Guide below.

Working SpaceWa...

▶ Play video
severe saffron
#

Nice!

#

I saw another premade asw package but it was bloated

#

So this is interesting 🤔

neon crane
#

hey, i think vrrig doesnt collide with any wall

#

how to make the player collide with walls ?? .. i have the walls set on layer default and player on 8 ... and when i drag the player to the wall, looks like he is going through it , no problem

lofty tangle
north path
quiet nymph
#

ppomi4 — Today at 5:41 PM
Hi everyone, for work I have to build an application in standolone quest 2.
My apk don't start if my apk it's over 2 GB, standalone quest 2 can support only <2GB apk?

north path
wet jewel
#

I was uploading/publishing my vr app on oculus quest 2 it throws this error, about andriod menifest how can i fix it