#🥽┃virtual-reality
1 messages · Page 2 of 1
In editor was option to do it
You need to press play and then somewere it will be
Yea
imma try it
If no, I can send you a prefab with this
it doesnt work, but the controllers are now facing forward and is above me, because then it wasnt like it
?
try this
Erase
Test on it
I dont think it's working, I only have one camera, but I see both in the game view
any other ideas?
its the primary button on the right controller when i press it nothing happens
@hasty moss
@hasty moss
the A button
pretty sure they mean the script where you press it
YES
Yes
what do you mean by ovr?
OpenVR
ok
right now im using quest and then building it on to the headset
have i been doing that wrong
@hasty moss
@hasty moss is openvr like steamvr?
Probably
how should i write the if statement sorry im new to this a bit
void Update()
{
if(input.IsPressed())
{
//the code to do when pressed
}
}
```just a standard if statement
ok
i got an error
the "input" needs to be whatever your input action reference for the press would be
ok
what is this in xr grab interactable?
so what would this look like
using UnityEngine;
using UnityEngine.InputSystem;
public class NewBehaviourScript : MonoBehaviour
{
public InputAction inputAction;
void Start()
{
inputAction.Enable();
}
void Update()
{
if(inputAction.IsPressed())
{
//do the stuff you want to do
}
}
}
i got this
error CS0120: An object reference is required for the non-static field, method, or property 'InputAction.IsPressed()'
because you have to set the action in the inspector
yup
i had that before
send your code
what code
the script
replace InputAction with jumpActionReference
change InputAction.Enable(); to jumpActionReference.Enable(); and InputAction.IsPressed() to jumpActionReference.IsPressed()
and also switch InputActionReference jumpActionReference; to InputAction jumpActionReference;
ok
@ripe flower error CS1061: 'InputAction' does not contain a definition for 'Action' and no accessible extension method 'Action' accepting a first argument of type 'InputAction' could be found (are you missing a using directive or an assembly reference?)
remove .action, since now you have the action
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class playerController : MonoBehaviour
{
[SerializeField] private InputActionReference jumpAcitonReference;
[SerializeField] private float jumpForce = 500;
private Rigidbody _body;
private bool IsGrounded => Physics.Raycast(new Vector3(transform.position.x, transform.position.y + 2f, transform.position.z),
-transform.up, 2f);
private void Start()
{
jumpAcitonReference.action.Enable();
_body = GetComponent<Rigidbody>();
jumpAcitonReference.action.performed += OnJump;
}
private void OnJump(InputAction.CallbackContext context)
{
if (!IsGrounded) return;
_body.AddForce(Vector3.up * jumpForce);
}
}
?
the update function was not necessary because you are already subscribing to the performed callback
that is the script
but fingers crossed working
okay, so i got this bit of code that tracks the position of my camera and applies it to the collider i'm using, how can i make it track the rotation too?
Vector3 temp = camera.transform.position - this.transform.position;
temp.y = collider.transform.position.y;
collider.center = temp;
Look for the Position Constraint and Rotation Constraint components
im trying to make a small fps and I'm doing the reload system, now I have done that but now Im trying to track the number of ammo left in teh mag the problem I have is that I cant really know if the first mag is the second so when I track the ammo all of the mags would be out of ammo after teh first one, is there any way to track ammo efficiently instead of creating a diff script for each mag?
My approach to this would be to have a simple script on each magazine that stores how many bullets it has. Then when you load it in the gun you can check, and every time you shoot you can decrement the count
is the variable stored across multiple scripts or no?
Ole's way is the most common one. Have seen that a lot
And it's only stored on the magazine script @mellow rain
You simply read that value in your gun script and your ammo count script
ill try thx
the problem is when theres another magazine it still uses the same variable and the same scruipt so it'll still be empty or half empty
if it matters im using static variables to do it cuz I couldn't find any other way to call a variable from a diff script
Static means it's shared across all instances of the script. That won't work
It just needs to be a public int
You need a reference to your magazine
How are you loading the gun now, do you have a snapzone?
No. Whenever you load your gun with a magazine, you update your reference to that new magazine
So in your gun script, you have a variable called loadedMagazine or something
of type game object?
No, of type MagazineScript or whatever you called it
ok
And whenever you snap a magazine in place, you set loadedMagazine to the new magazine, by using GetComponent on the snapped object
That way, you now have access to loadedMagazine.bulletCount in your gun script
GetComponent<>() then whats inside the <>?
Your magazine script
ooh ok thx ill see if it works!
its giving me a null refrence even tho I did get component
fixde it
I needed to do findObjectOfType
then it worked
nvm in both cases it just picks up only one mag
I managed to make getComponent work by also searching for a tag
You don't wanna use the Find methods. They are very bad for performance
And it's not gonna give you the right reference
You should have a method that is called when you snap, that gives you the snapped object as a parameter
What does your function look like
loadedMag = GameObject.FindGameObjectWithTag("ammo").GetComponent<noAmmo>();
this is the getComponent one
k
FindGameObjectWithTag will always give you the same mag, not the one you're snapping
the whole script or only the one thats callede when it snaps?
Just the function first
But you can upload the whole script on pastebin and share the link
{
loadedMag = GameObject.FindGameObjectWithTag("ammo").GetComponent<noAmmo>();
numberOfAmmoLeft = loadedMag.ammoLeft;
print("MagIn!");
}``` the numberOfAmmoLeft is so when you take the mag out it doesnt make the magazine 0
Ok so there you don't have a reference to the actual mag you're snapping
Can you show how this function is called?
https://pastebin.com/aTdjHt2C also this is the whole script sry if its spaghetti code lol
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Ok, so in the screenshot you can see at the top that the function is called Select Entered, with a parameter of type SelectEnterEventArgs passed
yea
This means that there is information about the snapped object in the method call
so I can put in the () something like GameObject Magazine and that'll be the snapped object?
So change the declaration of the function to
public void MagIn(SelectEnterEventArgs snappedObject)
oh
you need to match the type
ok
And then inside the function you can now do Debug.Log(snappedObject.interactableObject.name)
To see what object you're snapping
it works when I use interactable other wise its an error
What does it print then? And what's the error?
no its in the script puts an error so I cant run it and its
Error CS1061 'IXRSelectInteractable' does not contain a definition for 'name' and no accessible extension method 'name' accepting a first argument of type 'IXRSelectInteractable'```
but it works fine with interactable
Aha I see
?
try snappedObject.interactableObject.transform.name
yea that works
welp I managed to make it work I did GetComponent and set it as the loadedMag variable tysm!
👍
Hey, does someone know how to check if an object with an "XR Grab Interactable script" has been grabbed?
I'm pretty sure you can call a function when it is grabbed so you can set a bool or something in it
Indeed I think you need to keep track of it on your own. https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@2.0/api/UnityEngine.XR.Interaction.Toolkit.XRGrabInteractable.html
Does anybody knows why my XR Rig is in the air even when I set the "Tracking origin mode" to floor, I want it to be on the ground what should I do?
Good morning. How can I go about launching any VR app on my device from inside my app (click button, opens new app, while closing current app). Basically an app launcher is what I'm building. I need it to work for Pico and for Quest.
since they want it to work on Pico, I searched how to do it on pico. Don't fully understand the code, but I'm gonna try it and see if it works on quest too 😬 https://devanswers.pico-interactive.com/index.php?qa=1679&qa_1=start-launch-any-application-in-the-right-mode
Please give us the right intent/function to launch any application (can be Unity app/Unreal App/ Pico ... to launch any app properly : please help us!
@hasty moss so for the fix you thought of(checking for the button press, moving it to the hand, disabling colliders, then when pressed again it drops) that would be like I click I pickup then I click again and it drops. Is tehre any way for when I let go of the button it drops?
^ you do, you can't edit their scripts so you can't add variables
Check your camera offset position.
is there a good way to make a jump? I have all the inputs setup but I cant find a jump that works
(I have a rb and collider)
Record that
Record your problem
not a problem just a question. Rn it would click then go to my hand, then click again and it drops. I was wondering if there was a way to make it so I hold the button to hold the item and when I let go it drops
also this lol^ was there something else I needed to do lol
Which collider do you disabled?
box collider on the item in grabbing so the raycast goes through it
also did I need to do anything else or did something mess up @hasty moss?
cuz I can't build to test anything
I would do it in other way
The easiest way is to when you realase the item from your hand
And it collide with belt slot
wdym
I dont get it
cuz how do I check if im still holding it if the box collider is off
do I just turn it off when I push the button down and then drop when I let go of the button?
so how do I fix this for testing @hasty moss?
cuz I can't test rn
do I need to do something else or did it just break
yea I have that
but ok I guess ill try to restart :(
@hasty moss still not being registed... last time I had to factory reset to fix this...
bruh
Did Oculus app see your quest?
do I need wifi for unity building and stuff?
No
ok cool lemme try something then
Oculus will generate you a new connection code
ah gotcha
trun off and turn on
kk
aight I got it
I switched cables, for some reason my other one wasnt working
Yep it works now :)
aight gonna go make some lunch lol, tysm for your help :D Ill do more in a bit
@hasty moss oh wait how do i check what item the raycast is on
hey guys!
i have a question about which VR plugin to use for unity
should i go for VRTK or should i Use unity XR Interaction Toolkit
can someone help me on this
also if there is a documentation link that could help it would be really nice
@thorn mortar the XR Interaction toolkit is amazing. Works great with new input system.
❓ Anyone know where I can find a free generic avatar? Something that is obviously a placeholder, but still looks humanoid? Not masculine or feminine.
@crude frost thanks for the information, I am trying to convince my boss to use XR interaction instead of VRTK so to make him believe I need some demerits of VRTK over XR interaction
if you could tell would be really nice otherwise thanks 🤩
@hasty moss do the hands go under RightController or XRControllerRight ?
This first
Yes
ok
and now how do I check what item my raycast is on and then bring it to my hand when I click the grip button?
if there's someone capable of solving this ... time-wasting problem, here i go.
i have a Portal game in VR, and finishing it up, i have come across a bug that players can easily replicate, it's just - if the player walks in the real world, the collider stays in place, which can result in walking through walls, if you think about it.. it's a pretty easy fix, but when i tried using
capsule.transform.position = camera.transform.position;
it makes me fly into the ceiling.. if you guys have any code idea i will be eternally grateful!
i've been wasting WAY too much time on this
@wintry fiber I have a solution, you will have to set the colliders height to the camera.transform.y, and the collider.center = new Vector3(camera.transform.x, camera.transform.y/2, camera.transform.z)
And I have a question for you as well, how do you make the portals work in VR? I've been trying for the last month or so... I can't seem to get the visuals of the portals to not be messed up
if you move the transform of the collider, you are moving the whole rig, including the camera (I assume that's how your rig is set up), so what you want to change is the collider itself, by using it's height, and center properties
sorry for responding late, i took a long shower, i can show you the portal project and share it with you in dms, also can you show me an example with the code i need?
@ripe flower
sure
void Update()
{
capsule.height = camera.transform.y;
capsule.center = new Vector3(camera.transform.x, camera.transform.y / 2, camera.transform.z);
}
did you forget to write .transform.position. ?
or am i missing something?
the capsule variable has to be the capsule itself, and not the trasform of the capsule
but where are those errors from?
visual studio
no worries 🙂
Can we use unity's old input system for oculus
is SRP better then URP for VR ?
Hi anyone know why the ray doesn't attach to the controller? It is just spawning on the floor.
does someone has a good jump script? I can seem to make the input system work
Yes
Both work. SRP has support for a lot of legacy assets, URP has all the new features and a lot of nice optimizations
have you followed this jump tutorial? https://youtu.be/Mfim9MlgYWY
whenever i start my test
the vr sets it to a certain fov
is there a way i can do a custom fov
No, the fov is determined by the headset itself
wait so theres no way to like hack it?
You could try setting it in LateUpdate
I did but the rigidbody really doesnt like the collision for some reason it just glitches through the ground
Yo guys, anybody knows why my app is full in pink colour after compile it? using Oculus Link is all good, I'm using URP and already tried to reset Quality in project settings.. 🙏
fixed! it was OVR Manager feature "skip unneeded shaders", I checked it time ago and though it was a good setting... 😩
@hasty moss can't figure out how to do the actual grabbing system
could I have some help?
First im not sure how to check which object my raycast is on
and then idk how to bring t hat 1 specific item to my hand
Only tutorials I can find is steamvr
If tiem A collide with item B and button A and B is presed then collider.transform.position = hand.transform.position
The logic is the same
Well no cuz before I was using a premade script and just changing settings in the inspector
so idk how to do this
so do I have an empty object at the end of my raycast?
I honestly have no clue how to do this
im sorry lol
Why do you want to use raycasting?
If you wanna grab
Then check colliderss
IF colliders colide with each oter
Cuz I wanna grab from a distance if you know what I mean
and buttons fro grabing are pressed
also do I get rid of the xr ones
which raycast do I use? the xr one?
ANd with this you can move this item
cool :D ty
The unity one
what do I change Input.mousePosition to
IDK why you choose a things from SDK's if you don't know how to use it
or do I disable all the xr scripts^
so I disable the xr scripts and use physics raycaster?
so I have a physics raycaster
IDK know what do this scripts
and now I add a script?
Yea
how do I check if the grip button is pressed again?
with if statment?
Google It
@hasty moss I feel really dumb ;-; now my camera isnt rotating, its staying fixed to the rotation of my oculus. So when I move my oculus the whole world moves 😭
is it not compatible with oculus quest 2 or smthn?
A) Do you use VR template? B) Without script and other things **I CAN NOT HELP YOU **!
This is compatible if you know what are you doing
A) Yes
B) idk what to provide for this lmao
Copy code ( and past there )? Screen shot of unity? Steps of what you did to achive this
Which code do you need
I geniunely have no clue
im new to this
I can't find any tutorials on exactly what I need
IDK I don't know your code
Use a standard Unity tutorials
Search what do you need for PC
And then port it for VR
which component does the moving my head around and controllers for openvr?
ive never used openvr
idk anything about it
When you create new VR template
THEN YOU DON'T CHANGE ANYTHING
Because everything works
And then you can ( doing script for ) attach items to your hands e.t.c
Think I mightve fixed it
nope, now I just cant build and run lol
like the box is literally grayed out
ughghg
oh nvm I got it lol
im an idiot
bruh it still isnt working
istg
im just going to restart :/
@hasty moss would I want a controller action based or device based?
dont change anything
?
@hasty moss help
I built my game
and its like
in a window
type thing
pleas help
I'm trying to build my game showing the right eye instead of the left one, and it seems I have to do a code
However I can't understand how to do it
hi all! i have a few shaders that seem to only render in one eye when using multiview, when i switch to multipass it renders in both eyes but i would love to avoid taking the hefy hit on performance by figuring out how to modify a shader to render in multiview (singlepass)
using a simple toonshader, also running things through pun2
All shader graph shaders should automatically support it
right, so i didnt explain my issue well enough. it seems to be more of a network issue combined with the multiview/multipass selection
even though i use the same toon shader on all of my materials, some objects synced from one client to another (in VR) only show up in one eye if on singlepass
What material/shader does that object have in runtime?
so most objects show in both eyes on singlepass just fine, except some objects that are synced through pun2 only show in one eyes
they just have a simple toon shader and most uses a texture atlas so its literally all the same material
And does the toon shader show properly on any other model?
so its something about pun not rendering properly to singlepass?
yea it shows fine on non networked objects
Do any material properties change?
PUN shouldnt change any visual data
Are you on the latest unity version of your LTS and latest pun version?
yes i’m on 2020.3.37f1 LTS and latest pun2 free package. everything runs properly. pun does not seem to be changing material properties.
currently for prototyping i make two builds, one for nonVR windows and one for PCVR windows. the difference is enabling the OVRrig and disabling the player camera (has to be there for pun’s game manager to work) in the vr build and for the nonVR build i simply disable the OVRrig.
the nonVR build can see everything including other nonVR player models and the models of the VR player as well, but for some reason multiview only allows the networked objects to appear in the left eye for VR with the rest of the environment doing fine in the right eye. right eye even includes random bits like shadows, particle effects etc. it’s perfectly fine when i switch the project to multipass but i can already feel the performance hit
plus i’m building to quest too
Go watch Valem Tutorials on YouTube, watch it all. Watch it again after that and follow along too. Then watch it again to make sure you didn't miss ANYTHING.
Can someone help me I. My gtag fan game I used normcore multi-player and kelester gorrila locomotion on Github
I'd say make a forum post about this for better support
Seem to miss some collision and then networking puts the player back when synced.
How is the collision matrix and does everything have colliders and player with rigidbody?
Also good news!
https://forum.unity.com/threads/urp-on-quest-2-depth-texture-enable-destroys-the-framerate.1318887/#post-8351898
tried it lol
why isn't it showing up?
oh nvm got it, what happened was I added the script from the project tab, but it showed up when I dragged it from the inspector on the object
sorry for ping, is there a way to get a video on oculus other than sending it in messenger?
liks is there a way I can send a vid here
Usb?
What do you wanna do exactly?
trying to make it go to my hand and follow exactly what my hand does
basically I want to grab the item lol
the xr grab interactables doesn't do exactly what I wan tthough
I think hoegrabbed fires too much.
Always put down debug logs to see what code is running when
I cant play it in unity though
So I build it
would it only go once?
if not how do I do it
@north path got it, I commented out the setting position and rotation so I realized it had to do with the parenting, and it looked like it was just falling down no matter what so I turned off gravity and it worked perfectly!
Maybe disable the rigidbody entirely when in hand and 3nable afterwards
Yea that works, I just disabled gravity though so not sure if it matters
Ill have to test a bit
Behaviour might be the same for now, but rigidbodies patented to eachother can cause issues
wdym
also how do I disable a collider
If you disable the gravity the rigidbody can still go away if a script calls addforce or whatever. So disabling it when grabned and enabling on release (or put it on and off kinematic) might save some headaches
ah ok
Collider is something else.
Doesn't collider.enabled = false work?
yep I think that was it
the hoe is sideways now lol @north path
how do I fix
oh I think ik
its just cuz the hand is rotated to be the correct way
Many guides should cover this
Did you check unity learn already? The VR guide is really good
uh no
It has a complete pathway which is very nice
so my hand's Z rotation is-90 how would I fix that
would I just add 90 to the z rotation for the hoe?
Maybe set the item's rotation to 0?
Again, just look for a guide instead of asking every small bit of the basics here
yea ig that could work because it would still follow rotation changes since its a child
ok sorry xD
this woudl require the hand to be at a perfect rotation tho, so im just going to try to add 90 to the Z axis
@north path sorry to ping again but how would I check if the A button is being pressed? All the stuff on the web was a bit too complicated for me ngl, this is what I found but it doesn't seem to be working:
I assume you're using the new input system? @proud umbra
Just follow this, faster for the both of us
It's time for an update! Today, we're going to do a rough overview of XR Toolkit 2.0 and how to set it up with Unity 2021, and OpenXR. I hope that sounds good, let's get started!
Chapters:
0:00 Intro
0:30 OpenXR
6:00 XR Toolkit
09:00 XR Rig
12:30 Controllers
19:00 Interactions
32:00 Teleporting
40:00 Smooth Locomotion
45:00 User Interface ...
ok thanks
so I'm running into this issue with SteamVR and vive trackers: the tracking origin shown in Unity and that from the vive tracker manual do not match. When using the rendermodel for either the 2.0 or 3.0 Vive tracker, it shows a wrong center point.
The manual clearly states that the tracking origin of the tracker is on the top of the ring surface around the camera screw. However, when loading the render model in Unity, it uses a different origin inside of the tracker body. I even checked the obj file in Blender and it seems the origin is also wrong for the mesh.
does anybody know what the problem is? is this a bug from steamvr?
is anyone familiar with referencing OVRPlugin in a DLL?
using Unity XR, when I do a build to Oculus Quest, how do I make it check for mic permissions? Pretty sure when I used to use Oculus Integrations, Their menu tools build the android manifest for me. Is there something like that for when using XR? Or do I need to edit the android manifest manually?
I am guessing the same as with other android devices. Might give you something to google
yeah. i have googled. I've added to the android manifest. I've called Permission.RequestUserPermission(Permission.Microphone); but i never get the permission popup
im using this script and applying it to my vr camera to try and get rid of the custom fov that my vr sets upon running
it is not working
Maybe you've already granted the permission on the device you're testing on?
is there any way to bypass the fov that the vr automatically sets
no idea what but
theres something strangely fun about watching these 2 dummies fight
if i have 2 cameras in a scene how do i stop one from changing fov
Any idea, why when I play scene with XR Origin setup, my camera is always slightly offcenter from the origin?
Its very obvious, because I spawn an Avatar, and the Avatar is 0,0,0 with my Origin, but my camera is off its right shoulder.
-Unity 2021.3
-I recenter before hitting play in Unity
-Oculus Quest over Link
Are you maybe slightly off the middle in your Guardian/Oculus play area?
I thought thats it. But, Nope. I'm using stationary boundary. Before I hit play, I recenter. I look down and can see the blue circle. I'm perfectly in center on it. I thought maybe my avatar was spawning off center, but its 0,0,0 in my xr origin. Just my camera is slightly off. It shouldn't be noticeable now, because for now, I'm deactivating my avatar except for the hands. But, my client may decide they want full body later and thats gonna take me back to the drawing board.
Also, if I recenter , it puts my camera center with the avatar, but for some reason puts me down by its knees.
I've forgotten how to use Animation Rigging, but still be able to keep my animations. Whats killing me, is I have an old project where they are both working together, but I can't get them working in my new project.
Walking animation works if I have 'Rig Builder' disabled. But, if I enable it, I get this error InvalidOperationException: The TransformStreamHandle cannot be resolved.
I think the issue is related to the Avatar.
The animation requires having the Avatar property. But, Rig Builder won't work with the avatar property filled in.
Heya!
Anyone has experience with the Oculus Integration and can help me out a little bit? I've mostly did VR Dev in another engine, but been using Unity for a while for non-vr stuff. Due to some unfixed bugs and issues in the other engine, I've decided to switch my VR development to Unity as well.
Since I have little to zero VR Experience in Unity, I've added the oculus integration, pulled in the "InteractionRigOVR-Synthetic" and a "SimpleGrabNoPose" prefab, and bam it works out of the box on my Quest 2.
I've set up some extra code for the app I want to create. Basically there's a trigger zone and if the user puts a grabbed object in that zone, the object should snap to the position and cannot be grabbed again. This is working perfectly fine so far.
HOWEVER I have no idea how to manually "Release" my grab on the hand, so the object has disabled grabber, no gravity anymore, but it is still stuck to my hand until I actually release it.
Can anyone tell me where/how to manually "release" this object despite what the hand is doing?
FYI finally figured out something that has been causing me greif.
To get XR controller angular velocity, I needed to map the input of the SPECIFIC OCULUS CONTROLLER.
Using XR Controller Right always returned 0,0,0
in case anyone else was having this issue
error when building for Oculus
`FAILURE: Build failed with an exception.
- What went wrong:
Execution failed for task ':launcher:mergeDebugNativeLibs'.
A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade
More than one file was found with OS independent path 'lib/arm64-v8a/libopenxr_loader.so'. If you are using jniLibs and CMake IMPORTED targets, see https://developer.android.com/studio/preview/features#automatic_packaging_of_prebuilt_dependencies_used_by_cmake
-
Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights. -
Get more help at https://help.gradle.org
BUILD FAILED in 4s
Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
`
i've been struggling for more than 12 hours on this
i think it's impossible to solve
i'm willing to pay 10$ to whoever helps me first
i'm really desperate
how do you change the script a XR ray interactor is using?
What do you mean?
Do you have both oculus and openxr packages in your project?
Search for lobOpenXR_loader.so and see if there are mutliple
i fixed it by placing
pickFirst 'lib/arm64-v8a/libopenxr_loader.so'
in launcher/build.gradle
That sounds like a workaround which might break later on
what do you want me to do then? yes there are multiple
Hey guys ! I’m developing a VR game with auto hand, I have some problem with hand collision, I checked in the demo scene and the hands are not going through any wall or object (like it should be), but when I’m loading my scene, my hands are going through all the wall and object (when Im forcing), do you have an idea how to fix this please ?
Hi , any one implement haptic feedback, can anyone please share the link or the code. Thanks
Delete one. You probably have too many similar stuff imported
Check the setup of the demo scene or ask in the auto hands discord
In this lesson, you will learn how to increase the immersion of your project through touch and audio stimuli. By the end of this lesson, the user will receive haptic and auditory feedback when they hover over or grab an object. There will also be 3D spatial ambient sound in the scene. This lesson is part of the Create with VR course.
Hey guys someone is running a VR headset on Linux ? Is it working well ?
Hey! if anyone can help me with learning how to put a model on a vr character, that would be great
I need a character with two arms and no legs, and i dont know how to do that
Are you asking about Inverse Kinematics?
? i dont know what that means
I assume you are wondering how to make the arms naturally align/ pose to match the position ofthe hands right?
can someone help please?? I'm trying to export my game but i keep getting this error and i cant figure it out
mby im just dumb af but I cant seem to find out how to collect the position of the controllers in openxr even with the documentation. help?
they are game objects in the hierarchy. is 'getting position' of them not working?
click 'build' and browse to a new path to build to. Looks like the path you have chosen doesn't exist.
This is a tutorial I did with Oculus OVRController, but the concepts is literally identical when using an XR rig. This video is part 3 in my VR series. Eventually I'll do an XR tutorial as I've moved to that now myself. https://www.youtube.com/watch?v=fDZden4B-CE&list=PLSq-rVcJ9fMZiItDPoCTlkpDux_XIq0_Z&index=3
How to Build a Game for Oculus Quest with ZERO Coding!
In this part we add the ability for our HMD and our Controllers to move the body parts of our character.
0:40 Add Unity Animation Rigging Package
4:25 Head Constraint
9:20 Switching to Head Target then Constraint
13:35 Chest Constraint
15:35 Arm Constraints
27:00 Hip Constraint (Body Posit...
Pretty sure SRP still lets you bake reflections. It has reflection probes and what not. Maybe I'm wrong.
ok thx
Anybody has gym free unity assets ? any link please ?
Can someone help with this error when I try to export my project? I dont know what it means
yooo sick forest in ice map
i can fix in vc if u want
just call me
kk sure
Anyone know of a water shader for VR URP that doesn't cause the game to lag and drop 50 fps whenever looking at it 😅
- What features does it need
- 50 fps on what? Pc (which pc)? Quest? In editor?
- If there is none I might be able to make one and put it on the asset store
As it says, change the color space (in case you didn't get it fixed)
Basically just need it to go down the waterfall and across the map. I said drop 50fps, just meaning the game tanks performance whenever I look at the water(So a lot when in this map)
Owh so just an animated texture?
And again, what hardware?
PC? PC VR? Quest 1? 2? Oculus link?
Yup super simple, PCVR. It's a mod for Blade and Sorcery VR, but i have been looking for a water shader that doesn't tank performance anyways
What is your PC hardware?
What performance are you getting not looking at it?
this will be a mod for a lot of different people to use but i7, 16 ram, 2070
mine are pretty standard
I can't help if you don't give me exact numbers
Also check the profiler to make sure it's the shader
And then look into making a scrolling texture shader. Many guides on YT
can someone help me?? I've been trying to figure this out for hours and i cant 😦
I already replied. As it says, it only supports linear color, so set the color mode to linear. Just google the error code and you qould have gotten there
how do i fix this every time i load into my game it just freezes like as if its in 2d when i look around al freezes u cant move anything
@gilded wolfi just started from scratch then this problem appeared
probably some script or something that is using a lot of resources and so it just can't do anything, try using the profiler to check if something's off there
weird cause this is literally my project
what is the profiler
well that's a lot of things tbh
alright well how do i solve
how do i open profiler
Watch this video in context on Unity's learning pages here - http://cms.hq.unity3d.com/learn/tutorials/modules/intermediate/editor/intro-to-profiler
The built-in profiler allows us to capture real-time data about our scenes and analyze there performance. In this video, you will be introduced to the profiler and its basic sections.
Help us capti...
also try disabling everything except the player to see if the problem persists
I can't call sorry
but try what I said to check if the problem is in something that is not the player, just disable everything else and check if the problem is still there
ima see
gimme asec
alr
tried it it works
but now what
then just keep enabling things until you find what if breaking everything
or use the profiler...
did you manage to find what the problem was then?
nope still trying
well I still think it must be a script that is making the performance drop, but maybe is something else like a shader
alr ik what it is its called canva thanks for help
wait when i jump up i fall down so slow
anyone know how to fix this
Check linear drag, as much big is more slow fall.
If is it 0, you must increase gravity multiplier
my curved canvas is extremly blurry, any help?
What curved canvas? CurvedUI asset? Oculus?
Is MSAA enabled and how high?
Is it just text or also the edges?
What headset?
Also in editor?
nvm got it
forgot to delete message
but i am facing another problem, i have a canvas with inputfield but when i click on input field my keyboard wont open
Again, give more info
What device? Does it have a built in keyboard? (PC Just uses a physical keyboard) Did you make your own digital keyboard?\
my controllers arent being tracked
any idea what the issue is?
using oculus quest
oculus quest 2
Give more info
What unity version, what xr plugins, how is your vr player made, whats ur headset, do the hands show stationary or not at all, etc
Do you know for sure that the quest 2 digital keyboard works automatically with unity?
And what unity version? Latest Oculus interaction plugin? How did you make your VR player?
You gotta be specific to get proper support
2021.2, XR interaction toolkit, standard xr origin, oculus quest 1, the hands are just at 0 0 0 in scene
- Update to 2021.3 for bug fixes
- OpenXR or Oculus plugin?
- Is there any mesh on the hands?
no mesh on the hands but I selected it in scene view
Just put a simple cube or sphere in there so you can actually see it. You can put it as child of the hand
yeah its just on the plane just tried it
And the other questions?...
oculus
ill update to 2021.3 for now to see if it may help
also getting this error
im following valem's new tutorial series
Send the full error
<RI.Hid> Failed to create device file:
2 The system cannot find the file specified.
thats it
Then follow it more closely I guess
Or follow the VR pathway on unity learn: https://learn.unity.com/pathway/vr-development
Nothing else if you click on it?
Weird
i am not sure if keyboard works on quest 2, unity version 2021.3.4f1 and i have latest oculus interaction plugin. I am using oculusInteractionSampleRig with controller ray interactor on my right controller
If there is no keyboard input in the demo scene you probably need to make a digital keyboard?
UPDATING WORKED YAY
Nice
ight imma continue have a nice day
On quest you need this in your manifest to be able to use the built-in keyboard @median cobalt
<uses-feature android:name="oculus.software.overlay_keyboard" android:required="false"/>
I have a really simple question that i cant figure out, does anyone know y when i test my game through my vr its a flat screen???
i cant figure it out
are you on oculus?
ye
apperantly, there is a bug when you have it set to open xr, so jsut set it to oculus xr
there shouldn't be any problems
project settings > XR Plug-inManegment
do you also have open xr checked?
strange, I might not be the right person to help you, since I use a vive and only have seen other people with oculus, sorry
oh ok, thank for your help tho 🙂
Hello guys,
I have an RTMP server (I can receive (vlc, FFmpeg, browser) the 4K 360 Livestream via HTTP-Flv, HLS, dash, and RTMP).
I would like to show it as a 360 Livestream in Unity (Quest 2) (e.g. skybox)
Is it possible, if yes, how? I could not find any information online about this topic.
Everything is possible :p
- get 360 video working
- get video stream working
- try to combine the 2
Hi
Is there any way to make the force in unity VR the way that it is in Vadar Immortal?
I haven't found a tutorial on it
In order to pick up an object, do the hands have to have colliders?
at time stamp 2:04 this youtuber sets the controller node to right hand, https://youtu.be/fZXKGJYri1Y
▶ Get access to exclusive content: https://www.patreon.com/ValemVR
▶ Join the Discord channel: https://discord.gg/5uhRegs
Welcome back to the part 3 of this tutorial serie that will teach you the basics of VR development in Unity. In this episode we will learn how to setup teleportation !
-LINKS-
Download White Rectangle for teleportation : ht...
this option doesnt show up for me
mine:
his:
how do i replicate what is done in the tutorial
im using unity 2019.4.40f1
dont worry
fixed it
I have a streaming server, I can watch the 360 stream on any device, I just need an idea how to play it in Quest 2 Unity
Be specific, not everyone knows each gane
Depends on how your grab code works. Just try it
Then just google how to play 360 content in VR in unity
The generic turn for this would be distance grab. VRTK4 has this, and probably other packages too.
I can play 360 video in unity, i can not play livestream in unity
The google how to stream video in unity
Haha, there is no info how to play like hls streaming in unity
how can i transform curved canvas to flat canvas? or how can i fix curved canvas buggy interface
The default video player in unity isn't very good @leaden plover. We use AVPro to play live video
any help? i need to have flat canvas not curved. (i am using cylinder to curve canvas)
Thank you, is it worth 200$?
Just use world space canvas?
It depends on your scope and budget of course. I know how complicated video is, so for us it has definitely been worth it
Anybody experienced a problem with VR canvas. It’s hard to explain but I am trying to fix this problem for a while. Like I have inputfields on my canvas. And when I click on inputfield nothing happens. I need to click next to inputfield to count it as a input( using quest 2, unity 2021.3.4f1 latest oculus integration)
Did you see the response from ole?
Anyone that has experience with quest 2? using unity 2021.3.5, oculus 3.0.2
my framerate is super low in an almost empty scene
This is profiled on the quest 2 itself
ugh, tried installing VRIF and getting a ton of errors..
Can I make a 3D object work as a canvas button? If I use the trigger on the 3D object it would call a func (XR Interaction toolkit)
Update to the latest unity version and see if it also happens in that.
Also maybe try switching Graphics APIs
Vr Interaction framework or xr Interaction toolkit?
If the first, put the errors on the VRIF discord (feel free to tag me so maybe I can help)
Yes, google how to make a button for VR
XR interaction toolkit, I easily made a button in 2D canvas and make it interactable with raycast, so when I trigger the button it call a func, but the same with a 3D object does not work bc the 3D object is not a button
As I said, google how to make a 3d button in VR.
It's a script you make yourself and when pressed you call a UnityEvent
How do I find an object that I'm trying to use the force on? I tried a distance grab script but that was buggy. I need the same way to select the object as for distance grab but not actually grab it (since I'm implementing the force lol).
I'm sure its something simple but I am having issue with the SteamVR plugin in unity. I am able to get it to work with my headset in a totally blank project but not in my current game at all. However, if I disable OpenVR Loader in the project settings and run then it connects to the headset but doesn't show the controllers.
do the controllers have the right script attached to it?
I just directly dragged and dropped the SteamVR [CameraRig]
hmm I don't have any expeirience with SteamVR
When you drag the rig in on a blank project it works 100%
Shoot raycasts in the direction of the controllers
I thought of it but thats really hard to get right
Why so?
you have to point in the EXACT direction
its meant to be more the general direction
Use a capsuleCast or overlapCapsule then
I can't grab objects that have the XR Grab Interactable component on them, I don't know if it's an issue with my input settings or something else
Fixed with this video: https://youtu.be/gGYtahQjmWQ
If you want to get started with VR development. This video is for you.
▶ Get access to exclusive content: https://www.patreon.com/ValemVR
▶ Join the Discord channel: https://discord.gg/5uhRegs
Want more details ? Check arvrtips articles :
▶How to Install Unity Hub and Setup a VR Project :
https://arvrtips.com/how-to-install-unity-hub/
▶The Only...
I am on Unity 2019 lts and trying to build an Android VR app that is going to deploy to different headsets from different manufacturers.
I want to be able to exclude certain scripts and assamblies from building into the different target devices and make sure to only run the code that is required for that specific device. Is there an easy way to approach this problem? I was looking into SBP but I am not sure that I understand the implications of what excluding certain assemblies and scripts/prefabs actually entails. Could anyone give me a rundown of what I should look for to get me on the right track?
Example would be:
Want to build for Android
Target device Oculus Quest
Only include Oculus stuff
Want to build for Android
Target device Pico
Only include Pico stuff
Etc..
Interested in an answer to this too
I did some tests to see if you could build an apk with both Pico and Oculus checked. Would have been nice, but no
Hopefully OpenXR will be a single build when it's more mature.
Now it's 2 builds and maybe some C# defines
Hi, anybody got an idea how to wrap a stack of boxes?
In vr
So basically i have stack of crates, and i need to wrap them in wrapping polythene
Any idea?
Much appreciated
Guys, what are you using for the backend? (e.g. auth like facebook because of the quest 2, then get data after login e.g. rest)
Probably something like a partially transparent plane which snaps parts to the boxes.
Like a self made trail
Hello
I'm creating a quest 2 hand tracking prototype where one hand mirrors the other. I'm using the oculus integration package.
I managed to do it by doing simple math on some position / rotation axis, but the result is not consistent.
I think it has to do with the starting orientation / position of the tracking.
Can anyone point me to resources that describe how the rig tracking is set up to work when the scene starts?
Hello, I am looking for a way to disable XR device mirroring to the main display since the main display is planned to show something different (currently the main display mirrors the XR view, it also displays for example the UI, however the XR gets mirrored which is what I don't want).
Therefore I am looking for the current counterpart of
VRSettings.showDeviceView = false;
https://docs.unity3d.com/560/Documentation/ScriptReference/VR.VRSettings-showDeviceView.html
Please 🙂
Please tag me with the replies, thank you!
im trying to make a vrchat world, but when trying to view certain parts im either 500 squares from where the are places or i see them up close but the floor ends up disapearing, is there a way to better view things?
Answering my own question:
UnityEngine.XR.XRSettings.showDeviceView = false;
Perhaps someone will find it useful 🙂
for openXR how hard is it to allow the VR player to use keyboard + mouse?
I want the vr player to use a computer in vr
the computer itself will be very simple
That's unrelated to OpenXR @versed quiver. Unity still listens to regular inputs as long as you don't tell it to stop
The main UX obstacle would be interacting with real objects through the glasses
https://issuetracker.unity3d.com/issues/oculus-quest-2-build-does-not-work-when-built-with-vulkan
Seems like the votes might have helped! Hopefully this crashing issue will be fixed, since I have seen many have it.
More votes might still help to get it done more quickly
Reproduction steps: 1. Open the user’s attached project 2. Go to Player Settings > Player > Android > Other Settings > G...
Seems like VR issues are getting further in the issue tracker in general lately, good to see
hi, i would need someones help. i want to do a teleportation on oculus quest 2 i am using interactionRigOVR-basic. I cant find a working tutorial and almost every tutorial is based on xr interaction toolkit.
or is there any way how i can transfer my projec t from interaction rig to xr interaction toolkit?
or can i use both oculus interaction and openxr interaction
If it's in early stages just remake the player with XR IT
Otherwise you can open the oculus integration demo scene and see how they do it or look for guides for oculus integration specifically
(Know that OpenXR is a runtime. You can use the oculus plugin with XR IT as well)
How can I make this entire maze one texture, instead of making 2040 cubes a texture individually
You have to Join it all into 1 object in a 3D Modelling Software like Blender
Wait
you might need Occlusion Culling on that tho
Since you dont need the whole maze to be loaded at the same time, Join parts of it together
Otherwise if its 1 object its always going to load the entire thing (which is unnecessary when your at the other side of the maze)
You basically want to select like a Box of it so its only loading 1-2 at a time
Hey I'm on google cardboard (VR) and when I look at certain spots (In the mobile game), the floor disappear... Also I'm using a projector to project caustics on the floor. Does anyone know what could cause that? I know it's pretty specific but hey I'm trying
People developing for quest 2, what unity version and oculus plugin are you using? I'm having a lot of framerate issues with almost empty scenes. This is a scene with 2 default 3d boxes in it.
using 24 ms for frame rendering, just barely sticking under 60 fps and sometimes reaching 30 when doing absolutely nothing.
I'm using Unity 2021.3.8 and oculus 3.0.2, so latest released and LTS versions. I have tried Vulkan and OpenGLE3 , Vulkan is a bit better imo but this is still terrible for an empty scene
but this doesn't seem right
Any guesses or tips? I just can't get started developing like this because every build just has terrible frame rate even in an empty scene
When I run the game on my pc, I get around 1.5ms and over 200fps
Maybe make sure you only have 1 camera in the whole scene, and of course on pc it will be a lot better performance, I mean, the quest 2 is more like developing for mobile, so you can't take the pc performance as a reference😅
2020 lts usually has best performance.
The spikes are probably vsync.
Do you set the fps somewhere in the project? How to frametimes look in OVR Metrics?
Hi everyone, I was playing with the XR Interaction Toolkit and I wondered one thing: if I need a third event besides Select and Activate, what is the best way to implement it?
For example, I take a weapon with the Select, I fire with Activate but what if I need to eject the magazine or change the rate of fire with a button?
Should I write a modified version of the XRBaseController and the Interactables and Interactors?
I'll try 2020 tomorrow
i don't set the fps anywhere, it was a completely new, blank project
i'll check frametimes tomorrow
We have no idea what you're doing and what's the issue. I don't know why your code makes it 2
If this refers to the error. That happens when there is no oculus hmd active on the system when oculus plugin is active
its just for testing
to see where its not working
idk why its not getting through the function call
Debug it then
Hey. I'm on unity 2020.3.30 and it seems I'm missing the option to "Lock Input To Game View". Current version of openxr installed. New input system enabled. anyone every have this happeen?
Should add I'm on Quest 2
And I know I
m just forgetting a step. A previous project that 100% worked in a different version of unity is also missing the lock input option
@gray oak Again, ask a proper question. Also, are you choosing to ignore the warning sent to your account?
so can anyone help me with finding the environment package
…im asking for help because I cant figure it out
Did you already put in debug logs? To see where the code stops
You didn't share the harvest code as well, so can't help much with that.
Also if it's really broken there will be an error as well
The only reason this wouldn't run is if there's an error in the Harvest line
Which could be a nullreference for example
not getting past 3
(ignore commenting)
Are there any errors?
nope
So it's printing 3 and then nothing more?
correct
even commented out its still not getting past 3?
oh my god
im an idiot
I was getting it form the gameobject
rather than my carrot lol
that game object doesn't even have that script
omg
oh you mean while actually playing the game?
Yes
that doesnt work for me for some reason
so I have to build it each time
That is.... not how it's meant to be
I know lol
idk why it doesnt work for me
another question, when I first click a button when I build my game, it like freezes and if I turn all the way around the world is like upside down for a second or so until it unfreezes
its so weird lol
not getting to 6 now...
for which part
Please get editor mode working. The time you save on figuring that out is gonna pay itself back immediately
when I call auto inventory on that script below it works perfectly fine
so idk why :/
You haven't even said what doesn't work so I don't have anything to go on
it gets to 5 but not to 6
meaning something in autoinventory is failing but idk what
I'm talking about running in editor
I'm not gonna help you until you can debug your own game
ok...
So why is it not working when you press play?
do you know if I need the oficial link cable?
because if not then I think its just this cable
You do not, but you do need a cable of a certain quality
yea
Have you tried air link?
lemme see if I have any other ones
does that work for building stuff though?
or for testing?
It's exactly the same just without cable
yooo it works
tysm
that is so helpful lol
Yes that's gonna save you a lot of time
now when I hit any button game completely freezes forever
lemme see if I can record a video of it
Check the console first
See now it tells you exactly on what line the issue is
this is amazing lol
ayy there we go
it was just these text lines lol
never thought something like that could be that simple tbh
oh I think I figured out the autoinventory issue
nope not yet getting closer though
how do I tell what object this is reffering to?
Can you show line 93?
Also, if you click the blue text in the error message it will take you to the relevant line
that makes sense but idk which object this isnt working for
only object with this script and without a rigid body is my hand but the script is disabled
In that last screenshot the rigidbody is indeed null
and if so how do i do it because I can't add a rigid body or my hand floats into space
What's the rigidbody for?
I disable it when that object goes into the inventory so it doesnt collide and float into space lol
well I make it isKinematic
can I just do that for the hand?
I don't understand what the hands have to do with this
oh yea there we go
it works now
everything works :D
Nice :)
tysm for the help!
actually I have one last question lol sorry my carrot is ending up like this and:
changing this line does nothing to fix it
idk why
You want to set the parent first
And then you most likely want to set carrot.transform.localRotation
I'm heading out now so good luck with debugging
still nope
ah ok ty
Hey, this is a long shot but has anyone been able to run a Unity VR game on Linux?
Seems like none of the XR plug-ins support Linux, so I don’t really expect to get it to work, but I wanted to ask at least
Never tried but try this? https://devinwillis.com/2019/11/29/oculus-quest-development-with-linux-and-unity3d/
Looks like that's for developing content to run directly on the headset... Was looking to run it on the PC. Thanks though
Hi, I want to ask a question. If anyone can help, I would be very happy.
I’m a Unity game developer. I developed and published mobile game before. This is my first time in VR development.
I’m testing my VR game in Oculus Quest 1.
I’ve some aliasing issues. When I test my game in editor, graphics are perfectly fine and there is no aliasing (jagged edges). When build .apk file into Oculus device and run the game, there is too much aliasing in 3D models and UI panel edges. Anti aliasing is set to 2 x Multi Sampling in Quality settings.
I tried to 4 x Multi Sampling. I also tried “QualitySettings.antiAliasing = 2;” in a Start() function.
But couldn’t solved the aliasing problem.
Does anybody have solution for it?
OpenXR should run on vulkan, at least on windows. So the APIs should work I guess
If you use oculus integration maybe untick set MSAA to recommended on the OVRPlayer prefab.
Also know the quest 1 resolution is just low, ans your PC will probably output a higher resolution than the quest 1 natively outputs
thicc carrot
can someone help with this thread? https://forum.unity.com/threads/xr-interactor-line-visual-reticle-points-to-the-wrong-direction.1327236/
Thanks for your reply. I don't use oculus integration. I only use Open XR Plugin. Although Quest 1 resolution is low, aliasing is too much in my game. When I play other games in Quest 1, I don't see that much aliasing
Try a blank project and try OpenGLES if you used vulkan. There is an openxr + vulkan + msaa issue I think
Indeed, isk how to fix it
Anyone able to help with that? Lol ^
I also have another question actually, so I set up all movement on my left controller(moving and turning) but when I go to the left or right it moves and turns at the same time. is there a way to disable moving left and right that way?
Maybe it moves and turns at the same time because you put moving and turning on the left controller?
read what you just said lol
well yea ik that
but idk how to disable moving left and right
Why not have Moving on the left controller and turning on the Right Controller (like every VR game)
im using the right controller for lots of other stuff(andd planning to use the joystick also) so id rather keep it on the left
this is my bigger issue though lol
so if anyone can help with tthatd be awesome
this didn't work sadly so idk what to do
You need to more adequately explain what you expect and what happens instead. A video would help too
this is whats happening to my carrot and the 2nd picture is what it is supposed to look like
basically it needs to be flat(scale) and its sideways(rotate)
I can send a vid in a bit if you need, my headset just died xD
Have you verified that those lines are being called at all?
how would I do that?
it either calls them or just skips past them
Add debug logs
by this I mean it continues afterwards
No, it can just skip past
oh so then how would I do that
what would debug logs do
considering it doesn't change anything
idk how to test if its being called
That's what debug logs do. If you print inside the if, and it prints in console, you know it's called
@pine bison
the debug log printed
im getting this though, all of them have rigid bodies though
my carrot actually isnt showing up in the inventory at all now
fixed this
no errors now, still doesnt show up
So it’s printing howdy but not transforming the object?
Correct
I've never done any VR development before, but I have a game idea that I think would work really well in VR. I want to try out some prototyping before committing to buying a VR device for development, but having natural VR-like input is really critical for validating my idea. I don't think Unity's input simulator will cut it. I do have Nintendo Switch Joy-Cons that seem like they might make a decent substitute for prototyping.
Has anyone used Joy-Cons as VR input devices? Any tips/warnings/libraries/etc?
Trust me you wont know if your Game Idea is actually good without trying VR
i used to have a bunch of VR Game Ideas but they all changed after i bought a VR Headset
You cant predict what VR feels like (especially not with Joy-Cons lol)
Google how to make a VR player using XR IT.
Then google how to make a prop hunt game and all aspects like switching meshes and multiplayer (the latter being the hardest)
Do you know how to fix it? Ive cant fix it :(
No, you just need to think about what could be causing the issue. Is the scale being set again after those lines for example? Are you scaling the wrong transform? Things like that
Any guide for vr oculus with old input system?
how would i add force to controller and so to the whole player? Basicly i would have fire coming out of player's hands and that would give lift or force to the player, so if you point your palm forward it would push you back or where ever you face your palm you would be pushed in the opposite direction, final product would be flying
@pine bison sorry for the ping but could I have some help? I got the rotation to work originally but it does this now?
also it disappears when grabbing it, not even in the inspector anymore
and now it doesnt work at all
after changing
nothing
doe sthis matter?
Like I’ve said before this is too much into your own code for me to know what can be wrong
sad ok
bro
im literally setting the position to 0,0,0
how does not even this work
like what
As a budget user i never looked at higher end headsets, but my employer has given space for a higher end headset.
My only concern is that as far as I can see, unity's systems work best with the quest2, or is this a misconception?, is an HTC vive pro as easy to setup on unity as oculus quest ?
For PC VR you probably want to use OpenXR. If you do all PCVR headsets should automatically work!
Then for android/native quest you can use the oculus plugin under android.
If you use a good VR frameworks/plugins they should be cross platform (like XR Interaction Toolkit, VR Interaction Framework, Hurricane VR, etc)
So of setup properly the hmd doesn't matter on PC :p
SteamVR has been a mess for a while with the new XR management system, but with OpenXR things are finally looking better. I've used the Vive Pro and it's a good headset but the vive wands suck. Right now I'm running a Vive Cosmos at work and I'm enjoying it a lot actually. I've also used Reverb G2 quite a bit and the headset itself is great, it's just that WMR is more of a bother to deal with
Ty for all the advice ❤️
can someone help me make a VR enemy with the XR interaction toolkit
Hey hey, downloaded fire particle effect from unity assets store and threw it into a custom modded beat saber map
But appearently my vision get's all f'ed up when I start playing it and it hinders other assets around the fire to
I'm using the quest 2 and I think it has problems rendering the fire effect?
this is what it should look like in game
It's exactly like how to do it in regular games unless you want something VR specific
Hello! Anyone know why, when calling some haptics using OpenXR, I have to precise the input action AND a controller, since in my input set up the hapticAction is set to a right controller binding?
Because flexible systems are great. Not everyone will have this exact same setup and might want to vibrate the left controller when the right one grabs onto it or whatever you can think og
Or did I misunderstand your issue
That's super fair, didn't think about that! It felt a bit repetitive to have the Input action + the controller in the same method, but I was not think of all the options it opened, so thanks!
does anybody know why the index controllers would be non functional in webxr
they move around, but thats it
cant find anything on youtube or google
Maybe they are too new. There is no official webxr support and the unofficial plugin is quite old
On the unity roadmap you can give feedback on why webxr would be useful
Might get it prioritized faster
Hello, does anyone know why when I use Micropone.Start() I get a Hourglass and my Oculus app stops like 0.5 seconds? its very annoying 
Any logs?
As far as i remember no, but i'm gonna check it
nothing :c
I've seen some people are having the same problem in IOS
Good news, another bug report came through. If it gets enough votes they might look into quest performance more!
https://issuetracker.unity3d.com/issues/quest-2-2022-dot-2-is-slower-than-2021-dot-3-when-built-on-quest-2
Reproduction steps: 1. Open Oculus Developer Hub, go to the Device Manager tab, and install OVR Metrics 2. Turn on Metrics Hud 3. Op...
I'm using XR. How can I have app quit and relaunch if headset is taken off and put back on?
Hi All!
Anyone has good/usable resources of implementing Quest2 Hand Tracking FROM SCRATCH without using the OVR Integration? They introduce way too much clutter and due to that they are not as fun to customize as I'd like it to be
I think you can do hand tracking, when using XR, but you still have to have the Oculus Integration in your project. I saw a tutorial on it a while back, i'll see if i can find it
It works fine with the Oculus Integration. I've just finished 2 projects with that one, but even a simple thing as force releasing an object while the user is still holding, was a pain...
Hello, I'm having trouble setting up my Oculus to Unity. I have the headset and controller rig hooked up just fine, but I can't see anything with the actual headset itself. It's just a black screen or a loading screen.
Using link?
Do other vr games work?
Do you have an Asus Laptop by chance with an AMD Onboard Graphics card? Go to Device Manager>Display Adapters and disable your onboard graphics card (for me its 'AMD Radeon Graphics'). Then try to connect Link. Once link is connected, you can re-enable your build in graphics card. It will break link most likely, but you can re-enable right away usually.
Any time you reboot headset or computer you may need to do these steps again.
❓ Anyway to access the Clipboard from VR headset? I know on Oculus Quest, in the web browser, you can hold down the trigger to copy something. But, is there a way in my unity app to then paste what I've copied into an input field?
Hey everyone, I'm having object disappear when I get too close. The near plane is already at 0.1. Is there anything I'm missing?
I'm using Oculus link yes. I haven't tested other games with link but I have successfully made a connection between the two devices using Virtual Desktop and SteamVR.
I'm using NVIDIA. NVIDIA GeForce GTX 1660 Ti to be specific
Put it smaller probably
Anyone in the room work with verts in VR?
I am looking for help with manipulating a cube. I have the vert selection and mesh generation handled. I am just having trouble dragging the verts with the controller
Yeah thats not a vr strong gpu
Might explain it, not sure though
For reference
Im using a 3060 ti and i still have lag issues sometime when connecting to pc
I hope I can get around that. I know I can connect my headset to my computer with steamVR or virtual desktop, to the point where I can see with my headset.
The problem is that you can't see Unity in your headset or that you can't even enter the oculus link thing?
I can enter the oculus link and connect to my laptop (yes I'm working on a laptop, I hope it's not an issue). I can use my headset and controllers to move around in my unity game, but I can't see the game with my headset.
^
hmmm I think I've had that problem before, but just reopening the project solved it for me...Have you set it to multiview?
Doesn't sound familiar... set what to multiview?
project settings-xr plug-in managment-oculus-stereo rendering mode-multiview
Multiview or Multi Pass?
multiview I think you need
Interesting, because I don't see a multiview option. Just a multi pass
like, I have it like this
in the android tab sorry
Mmmmm... I don't have an android tab
also, make sure you have oculus selected in the xr plug-in managment thing in both the PC tab and the android tab
That might be a lead
Do you have installed the android build thing? Like, to be able to build to android devices?
like, in here try to select android, at least that's what I have and it works for me
I don't have the android build installed. Do I need that to see with oculus?
I'm not sure, but try it if you want and see if it works, because I don't know what else could be😅
It's a lead so I'll take it
I have to go now, hope that solves the problem, I'll read more about this tomorrow because it's too late here😅
I appreciate it, I'm not in any big VR projects atm so there's no rush
also I don't think the laptop is the problem, because I've managed to make it work with a gtx 960m, so a 1660 Ti should work a lot better😅
Yeah at least it's not like a surface pro xD
you ever get to the oculus dash?
in my case when I enter playmode the oculus software often crashes out. My controllers and headset movements are still mirrored in the editor, but oculus software will black screen/get stuck often because I keep running out of vram (1060 6gb)
I also run out of regular ram too which also blackscreens it
🤣
I getcha
So simply put, you need a hardware upgrade
Maybe, I do have a desktop with the same graphics card as yours. I'll try it out there in due time
Any one please share some free gym assets, Thank you
Can anyone share any tips on how I could go about raycasting to the face of a cube using my movement to rotate it on the y axis
Greetings. I'm doing full body IK using Unity Animation Rigging. A current issue I'm trying to solve, is I don't want my in-game hands to go through my in-game body. I tried putting colliders on the bones, but that didn't work obviously. What can I do?
Probably nothing I can do, because the animator probably overrides all collisions, right?
I mean you could check to see if the IK target is in a valid spot right?
check if there's a collision at the IKtarget position before you apply it, and possibly offset it if there is a collision detected
Hi all.. beginner here so sorry if I get the lingo wrong: I am using XR ray interactor and selecting my object just fine. I point at it, hit trigger and it snaps to my hand. Even better though would be to "spawn" in my scene holding it already, no pointing and trigger necessary. How can I do this in code? I've tried adding it as a child object underneath my hand in the hierarchy... but this doesn't allow me to use the object's full functionality like wacking it against a wall and having the wall respect the object's colliders (object just passes right through the wall).
I'm relatively new to VR development and need some help. I'm trying to make a feature where the camera that the user looks through zooms into an area when you click a button with the vr headset, could anyone help me?
