#🥽┃virtual-reality

1 messages · Page 2 of 1

hasty moss
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In editor runtime?

ripe flower
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yes

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or in a normal built runtime

hasty moss
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Do you have something like this?

hasty moss
foggy prism
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on the controllers?

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or what

hasty moss
hasty moss
foggy prism
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imma try it

hasty moss
foggy prism
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it doesnt work, but the controllers are now facing forward and is above me, because then it wasnt like it

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?

hasty moss
foggy prism
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these are cubes?

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if yes i want these but alright

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also whats this?

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@hasty moss

hasty moss
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Erase

hasty moss
foggy prism
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works!

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uh one thing tho

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can i grab with these?

ripe flower
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I dont think it's working, I only have one camera, but I see both in the game view

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any other ideas?

hasty moss
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You have to write your own script

tame bane
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its the primary button on the right controller when i press it nothing happens

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@hasty moss

tame bane
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@hasty moss

hasty moss
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Where you press the button?

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Because I don't see it

tame bane
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the A button

ripe flower
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pretty sure they mean the script where you press it

tame bane
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oh

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that makes a ton of sense now

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should i use an if statment

hasty moss
tame bane
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whats the best way to write that

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in the void

hasty moss
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In update

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You can use OVR

tame bane
hasty moss
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OpenVR

tame bane
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ok

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right now im using quest and then building it on to the headset

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have i been doing that wrong

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@hasty moss

foggy prism
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@hasty moss is openvr like steamvr?

hasty moss
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Yea

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But easier

hasty moss
tame bane
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how should i write the if statement sorry im new to this a bit

ripe flower
tame bane
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ok

ripe flower
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the "input" needs to be whatever your input action reference for the press would be

tame bane
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so primarybutton

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@ripe flower

ripe flower
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I guess

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you'll need the reference to it

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and make sure it's enabled

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on start

tame bane
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ok

foggy prism
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what is this in xr grab interactable?

tame bane
ripe flower
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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
        }
    }
}
tame bane
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error CS0120: An object reference is required for the non-static field, method, or property 'InputAction.IsPressed()'

ripe flower
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because you have to set the action in the inspector

ripe flower
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yup

tame bane
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i had that before

ripe flower
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send your code

tame bane
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what code

ripe flower
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the script

tame bane
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ok

ripe flower
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replace InputAction with jumpActionReference

tame bane
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ok

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thats what i thought

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where do i replace it

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@ripe flower

ripe flower
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change InputAction.Enable(); to jumpActionReference.Enable(); and InputAction.IsPressed() to jumpActionReference.IsPressed()

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and also switch InputActionReference jumpActionReference; to InputAction jumpActionReference;

tame bane
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ok

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@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?)

ripe flower
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remove .action, since now you have the action

tame bane
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ok done

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with no errors

tame bane
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@ripe flower

ripe flower
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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);
    }
}
ripe flower
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the update function was not necessary because you are already subscribing to the performed callback

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that is the script

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but fingers crossed working

wintry fiber
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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;
pastel swan
mellow rain
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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?

pine bison
mellow rain
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is the variable stored across multiple scripts or no?

north path
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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

mellow rain
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ill try thx

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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

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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

pine bison
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Static means it's shared across all instances of the script. That won't work

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It just needs to be a public int

mellow rain
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well how do I call it then?

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cuz every way I found didnt work

pine bison
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You need a reference to your magazine

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How are you loading the gun now, do you have a snapzone?

mellow rain
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yea

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well I can set a refrence but wont that be only for that one magazine?

pine bison
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No. Whenever you load your gun with a magazine, you update your reference to that new magazine

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So in your gun script, you have a variable called loadedMagazine or something

mellow rain
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of type game object?

pine bison
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No, of type MagazineScript or whatever you called it

mellow rain
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ok

pine bison
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And whenever you snap a magazine in place, you set loadedMagazine to the new magazine, by using GetComponent on the snapped object

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That way, you now have access to loadedMagazine.bulletCount in your gun script

mellow rain
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GetComponent<>() then whats inside the <>?

pine bison
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Your magazine script

mellow rain
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ooh ok thx ill see if it works!

mellow rain
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its giving me a null refrence even tho I did get component

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fixde it

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I needed to do findObjectOfType

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then it worked

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nvm in both cases it just picks up only one mag

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I managed to make getComponent work by also searching for a tag

pine bison
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You don't wanna use the Find methods. They are very bad for performance

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And it's not gonna give you the right reference

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You should have a method that is called when you snap, that gives you the snapped object as a parameter

mellow rain
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yea I figured that

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I do

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wait what?

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it does

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?

pine bison
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What does your function look like

mellow rain
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loadedMag = GameObject.FindGameObjectWithTag("ammo").GetComponent<noAmmo>();

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this is the getComponent one

pine bison
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Nonono

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Show the whole function

mellow rain
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k

pine bison
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FindGameObjectWithTag will always give you the same mag, not the one you're snapping

mellow rain
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the whole script or only the one thats callede when it snaps?

pine bison
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Just the function first

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But you can upload the whole script on pastebin and share the link

mellow rain
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    {

        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
pine bison
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Ok so there you don't have a reference to the actual mag you're snapping

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Can you show how this function is called?

mellow rain
pine bison
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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

mellow rain
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yea

pine bison
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This means that there is information about the snapped object in the method call

mellow rain
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so I can put in the () something like GameObject Magazine and that'll be the snapped object?

pine bison
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So change the declaration of the function to
public void MagIn(SelectEnterEventArgs snappedObject)

mellow rain
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oh

pine bison
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you need to match the type

mellow rain
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ok

pine bison
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And then inside the function you can now do Debug.Log(snappedObject.interactableObject.name)

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To see what object you're snapping

mellow rain
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it works when I use interactable other wise its an error

pine bison
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What does it print then? And what's the error?

mellow rain
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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'```
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but it works fine with interactable

pine bison
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Aha I see

mellow rain
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?

pine bison
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try snappedObject.interactableObject.transform.name

mellow rain
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yea that works

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welp I managed to make it work I did GetComponent and set it as the loadedMag variable tysm!

pine bison
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👍

vapid vortex
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Hey, does someone know how to check if an object with an "XR Grab Interactable script" has been grabbed?

mellow rain
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I'm pretty sure you can call a function when it is grabbed so you can set a bool or something in it

pine bison
wet jewel
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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?

crude frost
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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.

crude frost
proud umbra
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@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?

proud umbra
crude frost
mellow rain
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is there a good way to make a jump? I have all the inputs setup but I cant find a jump that works

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(I have a rb and collider)

proud umbra
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Also my oculus is no longer being recognized...

hasty moss
proud umbra
# hasty moss 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

proud umbra
proud umbra
proud umbra
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cuz I can't build to test anything

hasty moss
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I would do it in other way

proud umbra
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?

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wdym

hasty moss
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The easiest way is to when you realase the item from your hand

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And it collide with belt slot

proud umbra
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wdym

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I dont get it

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cuz how do I check if im still holding it if the box collider is off

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do I just turn it off when I push the button down and then drop when I let go of the button?

proud umbra
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cuz I can't test rn

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do I need to do something else or did it just break

hasty moss
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Restart PC

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ANd connect Quest on Cabel

proud umbra
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but ok I guess ill try to restart :(

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@hasty moss still not being registed... last time I had to factory reset to fix this...

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bruh

hasty moss
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Did Oculus app see your quest?

proud umbra
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no...

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bruh

proud umbra
proud umbra
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ok cool lemme try something then

hasty moss
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You have to restart your oculus and your PC and app

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And after some time

proud umbra
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wdym

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why

hasty moss
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Oculus will generate you a new connection code

proud umbra
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ah gotcha

hasty moss
proud umbra
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kk

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aight I got it

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I switched cables, for some reason my other one wasnt working

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Yep it works now :)

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aight gonna go make some lunch lol, tysm for your help :D Ill do more in a bit

proud umbra
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@hasty moss oh wait how do i check what item the raycast is on

thorn mortar
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hey guys!

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i have a question about which VR plugin to use for unity

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should i go for VRTK or should i Use unity XR Interaction Toolkit

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can someone help me on this

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also if there is a documentation link that could help it would be really nice

crude frost
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@thorn mortar the XR Interaction toolkit is amazing. Works great with new input system.

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❓ Anyone know where I can find a free generic avatar? Something that is obviously a placeholder, but still looks humanoid? Not masculine or feminine.

thorn mortar
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@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

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if you could tell would be really nice otherwise thanks 🤩

proud umbra
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@hasty moss do the hands go under RightController or XRControllerRight ?

proud umbra
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The RightController?

hasty moss
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Yes

proud umbra
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ok

proud umbra
# hasty moss Yes

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?

wintry fiber
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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!

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i've been wasting WAY too much time on this

ripe flower
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@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)

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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

ripe flower
wintry fiber
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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?

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@ripe flower

ripe flower
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sure

wintry fiber
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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. ?

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or am i missing something?

ripe flower
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the capsule variable has to be the capsule itself, and not the trasform of the capsule

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but where are those errors from?

wintry fiber
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visual studio

ripe flower
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right, .position

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yes

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sorry for the misunderstanding

wintry fiber
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no worries 🙂

grave sandal
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Can we use unity's old input system for oculus

storm ether
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is SRP better then URP for VR ?

charred ledge
mellow rain
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does someone has a good jump script? I can seem to make the input system work

pine bison
lone gate
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whenever i start my test

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the vr sets it to a certain fov

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is there a way i can do a custom fov

pine bison
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No, the fov is determined by the headset itself

lone gate
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wait so theres no way to like hack it?

pine bison
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You could try setting it in LateUpdate

mellow rain
vagrant yarrow
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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.. 🙏

vagrant yarrow
proud umbra
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@hasty moss can't figure out how to do the actual grabbing system

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could I have some help?

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First im not sure how to check which object my raycast is on

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and then idk how to bring t hat 1 specific item to my hand

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Only tutorials I can find is steamvr

hasty moss
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If tiem A collide with item B and button A and B is presed then collider.transform.position = hand.transform.position

hasty moss
proud umbra
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so idk how to do this

proud umbra
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I honestly have no clue how to do this

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im sorry lol

hasty moss
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Why do you want to use raycasting?

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If you wanna grab

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Then check colliderss

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IF colliders colide with each oter

proud umbra
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Cuz I wanna grab from a distance if you know what I mean

hasty moss
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and buttons fro grabing are pressed

proud umbra
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also do I get rid of the xr ones

hasty moss
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With this you know what your Raycast hit

proud umbra
hasty moss
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ANd with this you can move this item

proud umbra
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cool :D ty

hasty moss
proud umbra
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what do I change Input.mousePosition to

proud umbra
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I have one from xr

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is that what you mean

hasty moss
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IDK why you choose a things from SDK's if you don't know how to use it

proud umbra
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so I disable the xr scripts and use physics raycaster?

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so I have a physics raycaster

hasty moss
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IDK know what do this scripts

proud umbra
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and now I add a script?

hasty moss
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Yea

proud umbra
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how do I check if the grip button is pressed again?

hasty moss
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with if statment?

proud umbra
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yea but like

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whats the button pressed called

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I only know keyboard or mouse

hasty moss
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Google It

proud umbra
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@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 😭

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is it not compatible with oculus quest 2 or smthn?

hasty moss
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This is compatible if you know what are you doing

proud umbra
hasty moss
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Copy code ( and past there )? Screen shot of unity? Steps of what you did to achive this

proud umbra
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Which code do you need

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I geniunely have no clue

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im new to this

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I can't find any tutorials on exactly what I need

hasty moss
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IDK I don't know your code

hasty moss
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Search what do you need for PC

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And then port it for VR

proud umbra
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none of them help for me ngl

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But ok

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sure

hasty moss
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Create the same project from begining

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And download a Oculus SDK

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And set up it

proud umbra
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which component does the moving my head around and controllers for openvr?

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ive never used openvr

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idk anything about it

hasty moss
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When you create new VR template

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THEN YOU DON'T CHANGE ANYTHING

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Because everything works

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And then you can ( doing script for ) attach items to your hands e.t.c

proud umbra
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Think I mightve fixed it

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nope, now I just cant build and run lol

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like the box is literally grayed out

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ughghg

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oh nvm I got it lol

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im an idiot

proud umbra
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bruh it still isnt working

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istg

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im just going to restart :/

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@hasty moss would I want a controller action based or device based?

hasty moss
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dont change anything

proud umbra
proud umbra
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@hasty moss help

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I built my game

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and its like

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in a window

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type thing

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pleas help

brazen tundra
#

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

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However I can't understand how to do it

restive fox
#

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)

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using a simple toonshader, also running things through pun2

restive fox
#

right, so i didnt explain my issue well enough. it seems to be more of a network issue combined with the multiview/multipass selection

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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

north path
#

What material/shader does that object have in runtime?

restive fox
#

so most objects show in both eyes on singlepass just fine, except some objects that are synced through pun2 only show in one eyes

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they just have a simple toon shader and most uses a texture atlas so its literally all the same material

north path
#

And does the toon shader show properly on any other model?

restive fox
#

so its something about pun not rendering properly to singlepass?

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yea it shows fine on non networked objects

north path
#

Do any material properties change?
PUN shouldnt change any visual data

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Are you on the latest unity version of your LTS and latest pun version?

restive fox
#

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

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plus i’m building to quest too

chilly helm
# proud umbra pleas help

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.

snow geyser
north path
north path
proud umbra
#

why isn't it showing up?

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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

north path
#

Add the gameobject on which the script is

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Ah there ya go

proud umbra
#

Now I just gotta hope it works xD

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somewhat

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xD

proud umbra
#

liks is there a way I can send a vid here

north path
#

Usb?

proud umbra
#

oh like casting it?

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lemme try that

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you know how to fix this?

north path
proud umbra
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basically I want to grab the item lol

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the xr grab interactables doesn't do exactly what I wan tthough

north path
#

I think hoegrabbed fires too much.
Always put down debug logs to see what code is running when

proud umbra
#

So I build it

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would it only go once?

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if not how do I do it

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@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!

north path
proud umbra
#

Ill have to test a bit

north path
#

Behaviour might be the same for now, but rigidbodies patented to eachother can cause issues

proud umbra
#

also how do I disable a collider

north path
#

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

proud umbra
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ah ok

north path
#

Collider is something else.
Doesn't collider.enabled = false work?

proud umbra
#

yep I think that was it

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the hoe is sideways now lol @north path

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how do I fix

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oh I think ik

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its just cuz the hand is rotated to be the correct way

north path
#

Many guides should cover this

proud umbra
north path
#

Did you check unity learn already? The VR guide is really good

proud umbra
#

uh no

north path
#

It has a complete pathway which is very nice

proud umbra
#

ah I see it

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thanks

proud umbra
#

would I just add 90 to the z rotation for the hoe?

north path
#

Maybe set the item's rotation to 0?

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Again, just look for a guide instead of asking every small bit of the basics here

proud umbra
#

yea ig that could work because it would still follow rotation changes since its a child

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ok sorry xD

proud umbra
proud umbra
#

@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:

north path
#

I assume you're using the new input system? @proud umbra

#

https://youtu.be/5ZBkEYUyBWQ

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 ...

▶ Play video
icy light
#

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?

zenith pasture
#

is anyone familiar with referencing OVRPlugin in a DLL?

crude frost
#

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?

north path
crude frost
#

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

lone gate
#

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

shell kayak
lone gate
#

is there any way to bypass the fov that the vr automatically sets

compact lynx
#

no idea what but

lone gate
#

if i have 2 cameras in a scene how do i stop one from changing fov

crude frost
#

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

north path
crude frost
# north path 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.

crude frost
#

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.

jagged mesa
#

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?

tribal spire
#

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

wintry fiber
#

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

fallow topaz
#

how do you change the script a XR ray interactor is using?

north path
north path
wintry fiber
north path
wintry fiber
#

what do you want me to do then? yes there are multiple

polar berry
#

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 ?

autumn pewter
#

Hi , any one implement haptic feedback, can anyone please share the link or the code. Thanks

north path
north path
balmy locust
# autumn pewter Hi , any one implement haptic feedback, can anyone please share the link or the ...
Unity Learn

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.

polar berry
#

Hey guys someone is running a VR headset on Linux ? Is it working well ?

unkempt lily
#

Hey! if anyone can help me with learning how to put a model on a vr character, that would be great

unkempt lily
ripe flower
unkempt lily
ripe flower
#

I assume you are wondering how to make the arms naturally align/ pose to match the position ofthe hands right?

unkempt lily
#

no

#

nvm

normal ingot
#

can someone help please?? I'm trying to export my game but i keep getting this error and i cant figure it out

cerulean gale
#

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?

wintry fiber
#

how can i make reflections in VR without HDRP or URP?

#

ping me if you answer

crude frost
crude frost
crude frost
# unkempt lily Hey! if anyone can help me with learning how to put a model on a vr character, t...

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...

▶ Play video
crude frost
autumn pewter
#

Anybody has gym free unity assets ? any link please ?

normal ingot
#

Can someone help with this error when I try to export my project? I dont know what it means

surreal knot
#

i can fix in vc if u want

normal ingot
#

were is vc?

surreal knot
#

just call me

normal ingot
#

kk sure

clear minnow
#

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 😅

north path
north path
clear minnow
north path
#

Owh so just an animated texture?

#

And again, what hardware?
PC? PC VR? Quest 1? 2? Oculus link?

clear minnow
north path
clear minnow
#

this will be a mod for a lot of different people to use but i7, 16 ram, 2070

clear minnow
north path
#

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

normal ingot
#

can someone help me?? I've been trying to figure this out for hours and i cant 😦

gilded wolf
#

i told you what to do

#

you cant hide from me

#

also post the working video

north path
surreal knot
#

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

dense roost
surreal knot
dense roost
surreal knot
#

how do i open profiler

dense roost
# surreal knot what is the 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...

▶ Play video
#

also try disabling everything except the player to see if the problem persists

surreal knot
#

can we call please im very confused

#

VERY

dense roost
#

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

surreal knot
#

gimme asec

#

alr

#

tried it it works

dense roost
#

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?

surreal knot
dense roost
#

well I still think it must be a script that is making the performance drop, but maybe is something else like a shader

surreal knot
#

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

young peak
north path
#

Holy shit HDRP with VR is a shitshow

#

Can barely do anything while in-game

median cobalt
#

my curved canvas is extremly blurry, any help?

north path
median cobalt
#

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

north path
#

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?\

mystic depot
#

my controllers arent being tracked
any idea what the issue is?
using oculus quest

north path
north path
# median cobalt oculus quest 2

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

mystic depot
north path
mystic depot
north path
mystic depot
#

yeah its just on the plane just tried it

north path
#

And the other questions?...

mystic depot
#

ill update to 2021.3 for now to see if it may help

#

also getting this error

#

im following valem's new tutorial series

north path
#

Send the full error

mystic depot
#

<RI.Hid> Failed to create device file:
2 The system cannot find the file specified.

#

thats it

north path
north path
mystic depot
#

nope

north path
#

Weird

median cobalt
north path
#

If there is no keyboard input in the demo scene you probably need to make a digital keyboard?

north path
mystic depot
#

ight imma continue have a nice day

pine bison
#

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"/>

normal ingot
#

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

ripe flower
#

are you on oculus?

normal ingot
#

ye

ripe flower
#

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

normal ingot
#

ok ill try

#

were do i switch it? sorry im new to unity kinda

ripe flower
#

project settings > XR Plug-inManegment

normal ingot
#

ok

#

done

#

I have oculus checked

#

already

ripe flower
#

do you also have open xr checked?

normal ingot
#

now i do, let me test

#

hmm it wont let me check open xr

ripe flower
#

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

normal ingot
leaden plover
#

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.

north path
mystic depot
#

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

cerulean flower
#

In order to pick up an object, do the hands have to have colliders?

fallow topaz
#

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...

▶ Play video
#

this option doesnt show up for me

#

his:

#

how do i replicate what is done in the tutorial

#

im using unity 2019.4.40f1

#

dont worry

#

fixed it

leaden plover
north path
north path
north path
pine bison
leaden plover
north path
leaden plover
#

Haha, there is no info how to play like hls streaming in unity

median cobalt
#

how can i transform curved canvas to flat canvas? or how can i fix curved canvas buggy interface

pine bison
#

The default video player in unity isn't very good @leaden plover. We use AVPro to play live video

median cobalt
#

any help? i need to have flat canvas not curved. (i am using cylinder to curve canvas)

leaden plover
pine bison
#

It depends on your scope and budget of course. I know how complicated video is, so for us it has definitely been worth it

median cobalt
#

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)

north path
worthy zephyr
#

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

cerulean flower
#

ugh, tried installing VRIF and getting a ton of errors..

leaden plover
#

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)

north path
north path
north path
leaden plover
north path
mystic depot
#

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).

shadow valve
#

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.

mystic depot
shadow valve
#

I just directly dragged and dropped the SteamVR [CameraRig]

mystic depot
#

hmm I don't have any expeirience with SteamVR

shadow valve
#

When you drag the rig in on a blank project it works 100%

north path
mystic depot
north path
#

Why so?

mystic depot
#

you have to point in the EXACT direction

#

its meant to be more the general direction

north path
#

Use a capsuleCast or overlapCapsule then

glad galleon
#

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

glad galleon
# glad galleon I can't grab objects that have the XR Grab Interactable component on them, I don...

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...

▶ Play video
floral mural
#

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..

pine bison
#

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

north path
#

Hopefully OpenXR will be a single build when it's more mature.
Now it's 2 builds and maybe some C# defines

somber salmon
#

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

leaden plover
#

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)

north path
fathom estuary
#

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?

deep fox
#

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!

summer orchid
#

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?

deep fox
versed quiver
#

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

pine bison
#

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

north path
#

Seems like VR issues are getting further in the issue tracker in general lately, good to see

median cobalt
#

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.

median cobalt
#

or is there any way how i can transfer my projec t from interaction rig to xr interaction toolkit?

median cobalt
#

or can i use both oculus interaction and openxr interaction

north path
#

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)

summer orchid
#

How can I make this entire maze one texture, instead of making 2040 cubes a texture individually

tight geode
#

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

atomic jewel
#

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

worthy zephyr
#

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

dense roost
#

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😅

north path
dreamy patrol
#

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?

proud umbra
#

why doesn't it get to 2?

#

also how do I fix this?

worthy zephyr
#

i don't set the fps anywhere, it was a completely new, blank project

#

i'll check frametimes tomorrow

north path
north path
proud umbra
#

to see where its not working

#

idk why its not getting through the function call

north path
rustic sedge
#

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

urban cloak
#

@gray oak Again, ask a proper question. Also, are you choosing to ignore the warning sent to your account?

gray oak
#

so can anyone help me with finding the environment package

proud umbra
north path
pine bison
#

Which could be a nullreference for example

proud umbra
#

(ignore commenting)

pine bison
#

Are there any errors?

proud umbra
#

nope

pine bison
#

So it's printing 3 and then nothing more?

proud umbra
#

correct

proud umbra
#

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

pine bison
#

Then there should have been an error

#

But ok

proud umbra
pine bison
#

Yes

proud umbra
#

so I have to build it each time

pine bison
#

That is.... not how it's meant to be

proud umbra
#

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...

pine bison
#

This is too deep in your own code for me to be able to help

#

However

proud umbra
pine bison
#

Please get editor mode working. The time you save on figuring that out is gonna pay itself back immediately

proud umbra
#

I know lol

#

idk why it doesnt work

proud umbra
#

so idk why :/

pine bison
#

You haven't even said what doesn't work so I don't have anything to go on

proud umbra
#

it gets to 5 but not to 6

#

meaning something in autoinventory is failing but idk what

pine bison
#

I'm talking about running in editor

#

I'm not gonna help you until you can debug your own game

proud umbra
#

ok...

pine bison
#

So why is it not working when you press play?

proud umbra
#

because if not then I think its just this cable

pine bison
#

You do not, but you do need a cable of a certain quality

proud umbra
#

yea

pine bison
#

Have you tried air link?

proud umbra
#

lemme see if I have any other ones

#

does that work for building stuff though?

#

or for testing?

pine bison
#

It's exactly the same just without cable

proud umbra
#

ah ok

#

ill try it now ty

proud umbra
#

tysm

#

that is so helpful lol

pine bison
#

Yes that's gonna save you a lot of time

proud umbra
#

now when I hit any button game completely freezes forever

#

lemme see if I can record a video of it

pine bison
#

Check the console first

proud umbra
#

wait no I can't send it from the ehadset

pine bison
#

See now it tells you exactly on what line the issue is

proud umbra
#

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

proud umbra
pine bison
#

Can you show line 93?

proud umbra
#

do I just count

pine bison
#

Also, if you click the blue text in the error message it will take you to the relevant line

proud umbra
#

ohh ok

proud umbra
# proud umbra

that makes sense but idk which object this isnt working for

proud umbra
pine bison
#

In that last screenshot the rigidbody is indeed null

proud umbra
#

and adding a rigidbody messes it up

#

does that affect it even though its disabled?

proud umbra
pine bison
#

What's the rigidbody for?

proud umbra
#

well I make it isKinematic

#

can I just do that for the hand?

pine bison
#

I don't understand what the hands have to do with this

proud umbra
#

it works now

#

everything works :D

pine bison
#

Nice :)

proud umbra
proud umbra
#

changing this line does nothing to fix it

#

idk why

pine bison
#

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

proud umbra
proud umbra
oblique ice
#

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

proud umbra
oblique ice
#

Looks like that's for developing content to run directly on the headset... Was looking to run it on the PC. Thanks though

tranquil mauve
#

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?

north path
north path
west mantle
tranquil mauve
north path
proud umbra
#

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?

tight geode
#

read what you just said lol

proud umbra
#

but idk how to disable moving left and right

tight geode
#

Why not have Moving on the left controller and turning on the Right Controller (like every VR game)

proud umbra
#

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

proud umbra
#

so if anyone can help with tthatd be awesome

proud umbra
pine bison
#

You need to more adequately explain what you expect and what happens instead. A video would help too

proud umbra
#

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)

proud umbra
pine bison
#

Have you verified that those lines are being called at all?

proud umbra
#

it either calls them or just skips past them

pine bison
#

Add debug logs

proud umbra
#

well it gets past it

#

so yea id assume its getting called

proud umbra
pine bison
#

No, it can just skip past

proud umbra
#

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

pine bison
#

That's what debug logs do. If you print inside the if, and it prints in console, you know it's called

proud umbra
#

gotcha

#

ill test it in a bit

proud umbra
#

@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

proud umbra
pine bison
#

So it’s printing howdy but not transforming the object?

unique venture
#

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?

old bear
#

could someone help me make vr prop hunt

#

because im doing it rn and its to hard cry

tight geode
#

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)

north path
proud umbra
pine bison
#

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

grave sandal
#

Any guide for vr oculus with old input system?

tawny swift
#

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

proud umbra
#

@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?

pine bison
#

Like I’ve said before this is too much into your own code for me to know what can be wrong

proud umbra
#

bro

#

im literally setting the position to 0,0,0

#

how does not even this work

#

like what

lucid bridge
#

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 ?

north path
#

So of setup properly the hmd doesn't matter on PC :p

pine bison
# lucid bridge As a budget user i never looked at higher end headsets, but my employer has give...

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

lucid bridge
#

Ty for all the advice ❤️

sonic crypt
#

can someone help me make a VR enemy with the XR interaction toolkit

heavy helm
#

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

north path
tardy flower
#

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?

north path
#

Or did I misunderstand your issue

tardy flower
shut crane
#

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

north path
#

On the unity roadmap you can give feedback on why webxr would be useful

#

Might get it prioritized faster

zealous fox
#

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 UnityChanDown

zealous fox
#

As far as i remember no, but i'm gonna check it

zealous fox
zealous fox
#

I've seen some people are having the same problem in IOS

north path
crude frost
#

I'm using XR. How can I have app quit and relaunch if headset is taken off and put back on?

jagged mesa
#

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

crude frost
jagged mesa
#

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...

round saffron
#

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.

north path
crude frost
# round saffron Hello, I'm having trouble setting up my Oculus to Unity. I have the headset and ...

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?

real vector
#

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?

round saffron
round saffron
mild igloo
#

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

crisp pivot
#

For reference
Im using a 3060 ti and i still have lag issues sometime when connecting to pc

round saffron
dense roost
round saffron
#

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.

dense roost
#

hmmm I think I've had that problem before, but just reopening the project solved it for me...Have you set it to multiview?

round saffron
#

Doesn't sound familiar... set what to multiview?

dense roost
round saffron
#

Multiview or Multi Pass?

dense roost
#

multiview I think you need

round saffron
#

Interesting, because I don't see a multiview option. Just a multi pass

dense roost
#

like, I have it like this

dense roost
round saffron
#

Mmmmm... I don't have an android tab

dense roost
#

also, make sure you have oculus selected in the xr plug-in managment thing in both the PC tab and the android tab

round saffron
#

That might be a lead

dense roost
#

like, in here try to select android, at least that's what I have and it works for me

round saffron
#

I don't have the android build installed. Do I need that to see with oculus?

dense roost
#

I'm not sure, but try it if you want and see if it works, because I don't know what else could be😅

round saffron
#

It's a lead so I'll take it

dense roost
#

I have to go now, hope that solves the problem, I'll read more about this tomorrow because it's too late here😅

round saffron
#

I appreciate it, I'm not in any big VR projects atm so there's no rush

dense roost
#

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😅

round saffron
#

Yeah at least it's not like a surface pro xD

severe saffron
#

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

#

🤣

round saffron
#

I getcha

crisp pivot
#

So simply put, you need a hardware upgrade

round saffron
#

Maybe, I do have a desktop with the same graphics card as yours. I'll try it out there in due time

autumn pewter
#

Any one please share some free gym assets, Thank you

mild igloo
#

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

crude frost
#

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?

severe saffron
#

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

vestal field
#

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).

unreal violet
#

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?