#🥽┃virtual-reality
1 messages · Page 64 of 1
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.
If your object pivot isn't at the grip, that'll cause problems too
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.
How do I add that smoothing you speak of?
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?
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
It only works for me when I put the rigidbody of the weapon in kinematic
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
you pirated the asset or something? why aren't you asking in their support discord....
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
Also, can anyone please help me make a steering wheel with the XR grab interactable please? I can't make it work 😦
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
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?
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?
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)
any solution for this problem
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?
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
everytime I load the game into quest it just shows a black screen and infinite hourglass
it didnt have this problem before
I would be willing to pay for diagnostic help like rn
or tomorrow. I could really use the help
@finite willowsounds like you are running vulkan
make sure you don't have opaque texture enabled on URP asset
could try older OculusXR version from package manager too I suppose
also could just try going back to GLES3 if you just have to get it running asap
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?
that just means your game can't keep up with 90, so its dropping down to 60
post-processing is incredibly expensive
and is there any way to add something like bloom but with low performance impact...?
I tried all of these things. everytime it just goes to a black screen and infinite hourglass on the quest
do you htink it has anything to do with the hud overlay
I really don't know what went wrong its been fine for 9 months nwo
kinda freaking out
would you possibly be willing to hop in a call with me later tonight
what I'd typically do in situation like that is to roll back version control to last working version and see what changed
but something tells me you are not using one?
could be related to oculus update too I guess
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
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
but I know many struggle with the black screen issue with Quest in general.. there's no single reason why it happens
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
not screenspace bloom, but you could attach glow planes to lightsources
depending on what your scenes look like, it might be all you need
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
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
But like, how do I attach geometry to simulate bloom? I don't understand how to do that sorry
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
thx m8
@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
one such example would be unreachable street lights off in the distance that you can only see from a certain range of angles
but like, what is a "bloom shader" first😅
oh, sounds like you need to read up on how post-processing works under the hood
and possibly the render pipeline as a whole
its not
its just rendering a quad that covers the entire screen exactly
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
and then how can I make that effect only affect a small part of the screen?
and bloom is one of the more expensive post-processing effects, since it needs multiple samples to get the color for each pixel
read up on shaders. the shader has nothing to do with the geometry
and post-processing is not a special hardware feature on the gfx card
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?
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
Does anyone know how to recoil weapons in steam vr?
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
(and the Unity Hub button is not working)
Both of your questions have been answered in here before
right here
right here
Same on your other question - so no it isn't the first time for either question in this channel...
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
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
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?
Never seen that happen with our headsets unfortunately, what happens in the headset when you stop playing?
@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
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? 🤔
This happens to me all the time
I forgot what my solution was but I think it was just closing and opening the whole editor every time it happens lol
Ah, yeah...it's looking like that is what I have to do...which is not ideal, because it takes a while to load 😅
yeah, not sure what causes that endless loading but it's happened at least 5-10 times to me
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
Never seen that issue, but our projects are all on 2020 and earlier
Hmm...I'll try an older version of Unity then, thanks
Yes, air link
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?
example
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?
where would i put the descriptor id to convert to quest?
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?
it's a rigidbody on a hinge that you can grab at the moment
We don't build against SteamVR, as we need to be cross platform, but I would "release" the handle prior to teleporting.
There isn't an overly easy way, but we have a master Player prefab with a state. While in the Editor, you can set it to Desktop, VR Controller, VR Gaze, mobile touch, AR, Web and auto detect. It controls the enabling of VR. If you handle turning VR on and off via script, you could probably put together something much simpler if you wanted
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!
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
@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
nvm found it, thanks
nevermind, that wasn't it
@civic prism He's describing an asset they have made at their workplace, not a public one
ah
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?
It's a matter of loading and unloading the XR Management system
There are some example scripts here https://docs.unity3d.com/Packages/com.unity.xr.management@4.1/manual
thanks
There isn't a prefab for it, you'll need to roll your own, but it's pretty easy to do
I can share the code this afternoon if you need it though
it's ok I managed to get my own solution working, sorta
i tried that, but i dont get output. thats definitely because i have a bad wifi
Ah...
i rather stick with oculus link for games and development (one thing to change is just my specs on pc)
and the second option is just build as an apk and install it in oculus
so you dont get lag, since pc is not uploading frames for you
air link performed poorly on my wifi but virtual desktop works great
just something to consider
did you set air link to fixed bitrate? most people forget to do that and then run into issues because their wifi bandwidth is not stable
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
perhaps I'll give it another shot
didnt even know it had any settings 🙂
correction: Apparently I had used ODT in the past for wired link
it was set to 500mbps, lowered it to 100 and the lag is gone 🙂
thanks for uhhhh... pointing out the obvious 😄
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.
How can I make VR hands wrap around objects like in the picture below?
you create a pose for them
For every individual item?
yes, but you can also be a bit clever about it and make standardized "handles" for your items, so its only a few different poses that get used
Ooh alright, thank you 😄
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
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.
wait so if i publish it on sidequest can me and my friend play together?
.
oh, I have no idea about that side of Sidequest or if they offer anything for multiplayer
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
OH THANK YOU SO MUCH U SAVED ME A WHOLE WEEK
but how do i turn it to a apk?
That's what you build from unity
No I'm at work
Oh ok
You need to build, there are tutorials you can follow for this
Ok thank you 🙂
?
You haven’t set up the XR setting correctly
what should i make it
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.
// 🎓...
there's also 3rd party asset on asset store called "Auto Hand" which can trace the object and match the fingers to pose accordingly
How would I change the speed of the OpenXR Continuous Move Provider via a script?
contMoveProv.MoveSpeed = 100;?
Thank you, I'll try that
It worked! thanks for the help
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.
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
Not sure if ZTest Always works in HDRP, but that is what I'd do
Mind you, that is only if you are using it the way I think you are
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
I've done this in BIRP, by creating a UI shader without a ZPass, meaning it always renders on top. As per the second answer here http://answers.unity.com/answers/887523/view.html
bro do you tried the video source on cloud ?
anyone know if theres a way to get the console screen in the game to see in vr
how would you go about and make a ZPass for HDRP? any other name i should search for solutions?
I'm not familiar with HDRP whatsoever unfortunately
Me either, we don't use HDRP on VR
I'm sure it is pretty much the same process though, I'd just rework the existing HDRP UI shader
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)
check the oculus docs, but you probably have to write your own input device class to enable the action system to handle gestures
i would not use the action system for this though. its far too simplified to enable you to provide an excellent hand-tracking experience
anyone know what causes this issue? fixed
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 ?
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.
what?
You also need the XR Plugin Management
You can use it with OpenXR now, but using OVR - just follow the docs https://developer.oculus.com/documentation/unity/unity-handtracking/#get-started-with-interactions
Utilize the hand tracking feature to use hands as input devices.
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)
I am getting the error OVRInput doesn't exist in this context. How can I fix this?
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.
That's what you should see if there is a problem and your IDE is configured properly
Now, if the namespace can't be found by the IDE, you may not have enabled the right Oculus plugins
Anyone got any good tutorials for unity 2020 popup menu on the wrist?
Ah ok thanks
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.
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
Oh, and keep the actors around eye height of the camera. And try and keep them 6 feet from it
Too close and they fish eye, too far and the GoPro gets blurry
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
Steam VR doesn't support hands, only controllers, afaik. It is unique (comparatively speaking) as it includes controller models.
as in getting the position of where the centre of hands would mostly be on the controller
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?
Never mind, found the solution for my specific problem,
Turns out had to delete the old data of the software from android>data and android>obb
does anyone know if dynamic resolution is functional on Quest 1/2?
wondering if i can use the frame timing manager
hello, im trying to get controller input from XRBaseController
XRBaseController Controller = other.GetComponentInParent<XRBaseController>();
however cannot find the events attached to the XRBaseController to add a listener
am i doing something wrong?
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.
did you installed the modules to build for windows? (or mac if its a mac?)
check that in unity hub
i meant "check" as in "verify its actually checked" 😅
(just to be sure)
i don't know that class, where does it come from?
oh that might have helped
I didn't have it check
would that fix how I still can't open the project in vr though?
not sure about that
because I doesn't give me any errors when I otherwise run it in the editor
it just doesn't show
the module is installing
Its a component from the left and right controllers im pretty sure
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
but i cant figure out how to get the alternate hand controls
ive tried using XRDirectInteractors but they dont have events for the controller button presses
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.
Entering text is not fun in VR
Getting SteamVR to work and play nice is not trivial anymore. We had to use the OpenXR plugin, and very specific versions of Unity and XR Plugin & XR Interactions, and even then ended up writing a few of our own helper scripts to get SteamVR working properly
hey guys ! i need some tutorials in creating complex vr interactions! can someone help !
Hey! Anyone knows how to enable post processing in quest with passthrough? For me after enabling post processing, passthrough doesn't work.
Anything in the console indicating the issue maybe?
And what unity version? Urp?
Nope, nothing in console. Unity 2021.3.3f1. I tried both urp and built in.
In the game view sometimes shadows appear/dissapear out of nowhere. Any settings to fix that?
nevermind
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).
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
I'd probably just not use XR Interaction for this, and write something manual
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];
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"
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
Please Help.... The grey plane is not smooth when moving with HMD
Don't have an answer to your question, just curious what framework you're using. XR Interaction Toolkit or something else?
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.
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?
Yeah its XR im using I think... Thats whats in the hierarchy
Does anyone know why certain objects are only visible through my left eye.
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.
Hi is there any way to record the headset and controller data per frame in Unity editor / runtime?
I meant for a VR headset + controllers
That doesn't really have anything to do with VR and just standard unity and C#.
Sounds like it could be a shader problem. Try changing to deferred rendering / using other shaders / disabling any post processing
Just write out their transform.position and transform.rotation?
@buoyant jolt thanks for the info
@buoyant jolt If continuously writing to disk would there be any stuttering issues in the mocap, is there a recommended way to do this?
Write it out on a separate thread and write it out in chunks
Having the player reload (with detachable mag) makes it BR specific 😅
We do lots of real time data to CSV for our stroke therapy, it works great for us.
Not at all. VR is a display and inputs. That's it. Everything else is crap sitting on top of it.
So you want something to reload? Make a collider for a clip that when it touched the gun it sets the ammo to full. It has nothing to do with VR
But there are dozens of VR examples of gun interactions in all the framework samples, on YouTube, in the asset store.
thanks! that sounds great, will check it out
You can also check out something like ghost tools, which is a great way to replay transform data
are those available on the asset store?
Sorry I didn't notice your message until now. Do you mean just change my vr camera to deferred rendering, or is this implemented through shaders?
Anyone have favorite loading scenes in VR?
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
Deferred is not recommended for VR, since you cannot use MSAA for edge smoothing.
What unity version and xr loaders do you use in XR Integration?
Do you use custom shaders or just default Unity shaders for your materials?
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?
Is there somebody here that is familiar with the TobiiXR Unity SDK, used for eye tracking? Specifically Vive pro eye
I'm in 2020.3 for unity, I'm not sure what xr loaders are, and I mostly use the default shaders, but the object's that are only through one eye are custom shaders.
This is one of the custom shaders. https://gdl.space/tarumumuka.cs
Either make your shaders in shadergraph or add custom support for vr: https://docs.unity3d.com/Manual/SinglePassStereoRendering.html
@round mortar
Ok, I'm on the built in render pipeline, so I'll try to get it to work for vr
@tawny swift what's selected in xr management under desktop?
I recently saw shader graph supports built in as well :p
I'll have to look into that.
Hi, sorry to bother you, but that link says that you find the xr settings in the player tab of project settings; however, I can't find xr settings in there. Do you know kind of where I need to look?
I meant what's selected in xr management. This doesn't matter for this issue. It's a shader issue
Ok. The link says that I need to enable single pass stereo rendering in those settings. Should it already be enabled though?
sorry for late reply, if you mean the plug-in provider then i have Open-XR on Desktop and Oculus on Android
Has anyone here used Azure Mesh successfully? Does it compliment existing multiplayer frameworks like PUN or Normcore? Or is it an alternative?
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.
Make sure SteamVR is selected as openxr runtime (google how to)
Then it should open up in steamvr
On your VR player game object you need to remove the XR Rig component and add XR origin
Yes, all modern VR games should use single pass unless something makes it impossible
I did that, but in a previous script, I referenced the xr rig component, and I'm not able to change it to an xr origin.
Maybe it's a different 'using' script?
Not too sure, but there probably is documentation on it or something in the changelog
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!
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)
I seems to me like I need to have using Unity.XR.CoreUtils; because the XROrigin script says namespace Unity.XR.CoreUtilsand in the XRRig script it says using Unity.XR.CoreUtils;, but when I type that in, it says that "The type or namespace name 'CoreUtils' does not exist in the namespace 'Unity.XR' (are you missing an assembly reference?)"
Right click in VS and see what it gives as solutions? 😅
Havent used XRIT much
it doesn't seem to have anything useful there
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?
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
many factors. which render pipe? @brazen maple
Standard
Darn, and by not working I mean it looks like it would without PP in the build
I'll try turning on deferred rendering!
@brazen maple the quest doesn't even come close to having acceptable performance when doing deferred rendering. Your scene will turn into a slideshow
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
Yeah, I had to find a few work arounds
@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
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😅
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
🤣
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
sounds like a matrix multiplication order issue. i would read up on linear algebra
how much more performance headroom do I have if I developed my game for the quest 2 compared to the quest 1?
I did my best to optimized my game for the quest 1, which ran my game at around 55-56 fps
yeah but those performance targets seems to be very contextual
Then depending on where the bottleneck is I think it would run good on quest 2
Yep, and I know nothing about your game, so cant help much more then redirect to docs and say test to find out
fair, is there a rough % of how much more powerful quest 2 is compared to quest 1?
Check the docs I sent. Somewhere 10-80% faster depending on what you're doing
But always test before making assumptions
It's almost impossible to get 90 FPS on Quest 1, even with an empty project. It can be done but is not trivial. You can't really compare the two very easily
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?)
depends on which mode is active in the editor, but you're probably setting global rotations and reading local rotations, or vice versa
generally speaking there's 1 transformation matrix per game object and they're multiplied with each other to form a hierarchy
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
i've found this which answers most of my questions but I still haven't found out the perfect rotate to do :/ https://docs.unity3d.com/ScriptReference/Transform-rotation.html thanks anyway I keep looking (if you have an idea i'm in 😉 )
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
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..
you mean Quest 2?
Q1 is 72Hz
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.
I don't know how you can do unlocked framerate on Quests
it's always vsynced regardless what you tell it
That doesn't have anything to do with the convo anyway.
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
I mean, nothing wrong with having a conversation, but I think you didn't read the post I replied to.
Are left and right anchor cameras typically still used for quest 2 builds? even if per eye cameras is disabled
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
Does anyone know why my XRDirectInteractor is saying that there isn't an XRController?
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?
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.
Help. I can't connect my oculus quest 2 because I get this message:
Connect as in build and run or as in oculus link playmode? @dense roost
none
Performance optimization is dependant on what you want to do. There are many YouTube videos, gdc talks, etc on performance, which will be clearer than receiving a full project
cant playmode or build and run
when playmode I dont get any error, it just doesnt move or do anything
like, it doesnt pop up in the oculus screen
Does it work in other VR games on that PC?
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?
okay PCVR games do work
Don't use the quick preview. If you want the game on the quest use build settings and click build and run
welp
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?
yes, from the mobile app, right?
welp didnt work
Did you allow access in the quest after connecting to the pc?
how do I do that
https://developer.oculus.com/documentation/unity
Also, don't think you followed the official guide
This is an overview topic that summarizes sub-topics defined in the table of contents.
That should cover almost everything
Would you happen to know of a video that specifically talks about HDRP with VR with a focus on optisation in detail? I'm finding videos but they're either non-vr related or they don't use HDRP. I won't deny that there isn't useful stuff in those videos, but would appreciate it you know of a video (that you may have used) using vr and HDRP so that I can add to my watch list
okay this is getting worse over time. Now my phone can't even find the headset...
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
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
FINALLY I get it anuthorized. The problem was that I wasn't even getting the allow debugging pop up, so if anyone has that same problem just follow those steps, at least it worked for me 😄 https://www.reddit.com/r/sidequest/comments/dsebyq/cant_connect_to_sidequest_tried_everything_ive/
well but now unity just crashes when I enter play mode... :_)
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
Check generated log files
studying sockets today
hey guys i need some help im following this tutorial: https://www.youtube.com/watch?v=VdT0zMcggTQ&list=PLrk7hDwk64-a_gf7mBBduQb3PEBYnG4fU&index=4 and im already at 12:44 but when i run nothing works can someone help? (also if i log the count of the devices it says 0)
Have you seen this? https://learn.unity.com/pathway/vr-development
Not yet...
Can we grab an animating object in VR using oculus interaction sdk?
Does anyone know why my XRDirectInteractor is saying that there isn't an XRController?
Check channel topic. VR related development stuff
I haven't used it, but I don't see why not as long as it has the right components on it.
Doesn't it work?
Maybe it required the action based variant? (New input system)
Otherwise no clue
yeah I tried that as well
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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 ?
We use iClone when we use Unity
does it work will with pc and andriod ? for example oculus quest 2?
We use it all the time for our VR projects on quest, Pico. Using it at hospitals, government locations, our games, etc.
We use blender or maya when we want to do our own internal models
iClone for our client work usually
that looks expensive!
what about the armor and the outfit of the characters, do u model them on zbrush ?
I wanna create a hero outfit, not sure which software or which asset I can use for that
Usually we model them using marvelous designer, some of the team uses zbrush here and there. I go between marmoset and substance painter for texturing.
Outfits are usually marvelous designer though
It helps to have technical artists on the team though
iClone/CC4 has plenty built in
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.
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
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.
Ok then, sounds like it must be working great. Good luck
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.
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 )
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.
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)?
Did you google 'unity 360 photo' already?
Maybe the constraint updates in Update and the camere in LateUpdate?
If you make a prefab (varient) of the hurricane rig you can use that and if they update it it's still fine
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"
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
If you move the base XR Rig, everything else is a child object and should follow
You'll need to ask on the VR chat support I think.
If you make your own game though you could explore it yourself. But VR chat doesn't really have any support on this discord that I've seen
How do you upgrade the VR applications to the latest versions in Unity? is there any way ? Is it possible ?
The same as any unity upgrade. From which to which version do you want to upgrade?
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
Google 'unity vr ui touch'
@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!
2017 to 2021 , it's current version
Ah thats legacy VR to XR Management. Don't know much about that, but it takes a lot of work
thank yoy
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
Does anyone know an easy way to reference the gameobject (in script) that is currently being "grabbed" by the "XRGrabInteratable" component?
anybody know why my hands are just in the air like that? also what happened to my right laser beam?
anybody know why my hands are just in
Does the same happen to everyone who is adding the XR Origin? I'm unable to properly adjust the camera thanks to this.
FWIW, all the beginners having VR problems, I highly recommend you go through this: https://learn.unity.com/pathway/vr-development
I just made a vr controller with ReadyPlayerMe avatar but How am i suppose to change the avatar in runtime, please help anyone
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?
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...
Nice!
I saw another premade asw package but it was bloated
So this is interesting 🤔
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
That can be a loaded question.
If you mean just by thumb stick movement it’s as simple and moving a collider using physics so that it detects collisions and responds correctly.
If you mean how to stop players from playspace cheating and moving through objects that’s gets more complicated.
Yep, know what you mean. This one should only have the bare minimum and best performing settings
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?
Yes, and the play store supports even less, 100MB. You have to seperate the apk and other data (probably .obb)
https://docs.unity3d.com/2018.4/Documentation/Manual/android-OBBsupport.html
I was uploading/publishing my vr app on oculus quest 2 it throws this error, about andriod menifest how can i fix it