#🥽┃virtual-reality

1 messages · Page 3 of 1

pine bison
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the solution for this is to have two sets of hands, in a way. You have one transform that represents the real location of your hands, and then you have a second transform that tries to follow the hands wherever they go, but are affected by physics. Then you use this second pair of transforms to control your rig

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You can not change the field of view of the camera since this is set by the VR hardware. And even if you could it would most likely be disorienting and sickness inducing to the player

median cobalt
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how can i develop on quest 2 using playmode in unity?

boreal aspen
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use airlink

median cobalt
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i am using it

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and when i press play on unity nothing happens

boreal aspen
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can you see you computer screen in the vr?

median cobalt
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yes

boreal aspen
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try running throw there

median cobalt
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tried it

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still nothing

boreal aspen
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do you have a link cable or any usb-c cable

median cobalt
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yes

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i have c cable

boreal aspen
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plug it into your pc and turn off airlink on you quest

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plug the cable to you pc and quest

median cobalt
#

have it

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now?

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still nothing

dense roost
# median cobalt still nothing

try setting the build platform to android and set in the project settings to oculus, and also try reopening the project because that's what works for me most of the times😅

open pier
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hello everyone 🙂 i started a project with oculus quest 2 and everything was working perfectly, but when a build for my vr, the build comes with a terrybl quality

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anyone knows why or know resolve it

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?

dense roost
deep fox
#

Hello,

issue: unknown cause of Vive Pro framerate capped at 45fps only in Unity

in Steam Home and all other VR apps constant 90fps

Win11
Unity 2021.3.8f1
SteamVR 1.23.7

updated Nvidia drivers to the most recent version, settings reset to their defaults - FAIL

in SteamVR settings
motion smoothing OFF - FAIL
supersampling OFF - FAIL

within Unity Project Settings > Time fixed timestep 0.0111 - FAIL

The scene is almost empty, with very lightweight objects.

Any hints more than much appreciated 🙂
Pls tag me with the replies.

edit: solution: #🥽┃virtual-reality message

mild igloo
#

Hey

muted laurel
#

What is better and what is more easy to use and to work with?
OpenXR or SteamVR?

The troubles I already had on OpenXR was: If you use a vr headset and combine it with different controller, like in my case: HP Reverb G2 Headset with Valve Index Controller. They don't match up together... even with Open Space callibrator running in the background!

deep fox
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@muted laurel perhaps you might find some solutions in some of the videos and articles by SkarredGhost, I remember he recorded a vid some time ago for a hacky method to have cross-platform project for VR, which imho is still not a trivial task.

muted laurel
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But my other fear is, I dont know if steamvr supports also all the plattforms like OpenXR?

deep fox
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something is overriding your settings for the controllers

muted laurel
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Does steamvr support already build in: oculus, vive, Windows mixxed reality and valve index?

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Maybe I delete my Openxr scripts and assets and begin from scratch with SteamVR instead.

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I only will publish it on steam, so...

deep fox
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afaik steamvr needs oculus software running to detect quest and touch controllers, WMR perhaps has the same thing -needing Microsoft software running in the background and telling the SteamVR what to do.

muted laurel
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But I dont eant to make my game exclusive for only one type of headsets. I want support: oculus, WMR, vive and index...

deep fox
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You should also take into considerations what would your end users use. While Valve Knuckles are great, and while Reverb is also quite good, it is more likely that there would be either Reverb users with Reverb controllers or Index users with Valve Knuckles, so there could be some considerations if what you are trying to achieve is the best what you could do for your end users.

deep fox
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@muted laurel idk how much this will help you with what you need, however here:
How to build, test, and run OpenXR applications in Unity https://www.youtube.com/watch?v=TmXExs4ccYs

A complete tutorial on how to manage OpenXR applications in Unity. The version of Unity I have used is 2021.3.5f1.


Useful links:

▶ Play video
muted laurel
north path
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SteamVR has per finger controll on the index controller. Other than that I have not seen much difference in term of features (next to OpenXR being a broader platform with better hardware support)

mental sentinel
hollow zodiac
#

Hello I am trying to upload a Vrc world but I am getting errors and have no clue how to resolve them

deep fox
# deep fox Hello, issue: unknown cause of Vive Pro framerate capped at 45fps only in Unity...

answering my own question, so someone could benefit from it in the future:

I tried almost everything I could try, after reading Unity forums, reddit topics and the docs. I found it. You wouldn't believe what was the reason.

In my case the reason of the framerate almost capped at half of the 90fps easily achievable in other apps was...

having both the Game and the Scene tabs visible while having project running in VR was causing the framerate drop almost in half.

Yes. This can be reproduced. Unity 2021.3.8f1 (LTS). If anyone would have similar issue and would try all what I mentioned in original message and with no results - try not having both Scene and Game tabs visible when you hit Play. Then, magically, you will have your framerates as normal. Kind regards 🙂

vr virtual reality low fps fps halved 45fps vive pro issue

distant gazelle
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I'm getting the angle between the position vectors of the motion controllers, but the angle I get changes based on position in the scene. Can anybody provide some insight on why that is and a different way to go about it?

polar valve
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I’m trying to get a lens flare shader to work in VR… the Shader takes the viewport position of the sun as a uniform property, and this property is being set inside OnPreRender for the camera. In the C# debugger I can see that it’s producing a different value for each eye. But the flares are being drawn in the same position for each eye - and I grabbed a frame with renderdoc and confirmed that each eye has the same value in its constant buffer for the sun position.

Any ideas? Are you not allowed to change shader properties in prerender for the right eye?

%^#&@!%#^!&@%$& I don't understand why but using Shader.SetGlobalVector worked instead of setting it directly on the material

thorn mortar
# median cobalt have it

hi, i've been struggling with this for a few days now but now I sideload application using sidequest but cant run in editor, not sure why this is happening because before we used VRTK it was running on the device now i am using open XR and it doesnt run in the device using air link or cable, if you have found a way please let me know

median cobalt
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it was a knock off oculus link cable, which was working kinda well. I bought a new cable not original oculus link and its working now

thorn mortar
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@median cobalt you mean that the fake cable is working good now?

median cobalt
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It was USB 2.0

leaden plover
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hey guys, what are you using for ads in VR (e.g. quest 2) ? google ads, unity ads, maybe something third?

flint wyvern
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Hey im using XR and im having a hard time figuring out how to read the position of the one of the joysticks on my quest, can someone recomend a guide

north path
north path
flint wyvern
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Im strugging to read it generally

north path
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Do you use the new input system?

flint wyvern
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Yeah the action based one

north path
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Then add an xr controller position then

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Or just use xr Interaction toolkit

ripe flower
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I think they mean the input from the joystick, not the position

north path
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The vr pathway on unity learn is great

flint wyvern
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I am using the toolkit

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I just want to know the position of either joystick

ripe flower
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if you are already tracking the controllers, you can get the transforms position

north path
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You need to look for it in the input lists or just press it when listening to a button

flint wyvern
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Im using an XR Origin and it has left and right controller children, does that count as tracked?

ripe flower
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if you attach an object to the hands, and move your controllers in real life, do they track?

flint wyvern
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One min let me check

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Yes they do

ripe flower
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then yes, they are tracked

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so if you simply want the position of the controllers, you could use the transforms. if you want inputs from the controllers, you can learn how the new inputs system works, and how to get and read those inputs.

flint wyvern
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I just wanted the position of the joystick

ripe flower
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How much about the inputs system do you know

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so then I know where to start

flint wyvern
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I mean Im a professional c# software dev, im not a game dev

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Im aware that the new system is event based

ripe flower
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create a new script, or use one you already have and add public InputActionReference joystickInput

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then in the unity inspector you can assign the LHC or RHC primaryaxis input action to that actionreference

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in the start method you need to enable the input action, so do joystickInput.action.Enable();

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then wherever you want to read the input you do joystickInput.action.ReadValue<Vector2>();

flint wyvern
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I take it that I then get two floats, the x and y?

ripe flower
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yes, the vector2 will contain the x and y of the joystick

flint wyvern
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Alright

leaden plover
ripe flower
north path
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Have you seen many VR games with ads?

leaden plover
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this looked interesting for me, but when i submit it, I get some strange non utf8 characters, no redirect, no e-mail

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this would be the best solution, this would fit in a vr game, i know the normal banner ads are not fit in vr ... but i am out of options

fathom minnow
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What would be the best way for creating sprinting and stamina for unity XR/VR?

Edit: I am going to try checking XR input and switching the locomotion system depending on if the player is clicking the sprint button

ripe flower
fathom minnow
ripe flower
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then I don't know

fathom minnow
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ok

autumn pewter
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Guys, I have made an object interact able using VRTK 4, I can not see now in the headset

north path
leaden plover
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guys, what are you using for (keyboard) text user input? e.g. for login etc

fathom minnow
fathom minnow
leaden plover
fathom minnow
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I'll check rn

leaden plover
fathom minnow
leaden plover
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then i guess for xr i have to design my own keyboard

fathom minnow
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as well

leaden plover
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is it good idea to mix the ovr with xr?

fathom minnow
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Wait

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I think that the OVR keyboard

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is only for like

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Tracked IRL keyboards, but I know there is a way to use the oculus keyboard as I have seen games use it before

leaden plover
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the keyboard is one of the basic input's, i can not belive that they forgot to add a keyboard in to the XR **Interaction **toolkit

pine bison
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It’s possible to use the Quest keyboard with a simple addition to the android manifest @leaden plover. But if you’re building for more platforms than Quest, you would need a custom solution

fluid siren
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hello I have a question, I want to make an NPC that can be grabbed like in the game Blade and Sorcery, does anyone have an idea of ​​how this interaction can be done? I exactly want to do, for example, that you can grab some part of the body and be able to hit it and then throw it and it gets up on its own.

north path
fluid siren
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Nice, I was thinking of using Animation Rigging, to test how it looks, if it works I'll send a video to show you, thank you!

north path
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Awesome! Feel free to ping me, would love to see :p
Animation rigging is a big part of IK yeah, so you will probably use that or another 3rd party asset

verbal obsidian
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Why is my inertia like 10x bigger when I'm wearing the headset compared to when I'm not, with Oculus XR Plugin?

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I need to add 10x the force for the same height of a jump, when my MainCamera is linked to my Oculus.

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It's a Generic XR Device with Position tracking, but there isnt mass anywhere

verbal obsidian
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Ok, for SOME reason, DRAG was being set to a high value, when I loaded the headset.

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I made the "fall down" script slow down the fall by adding drag when jump is held while falling, and that occulus drag magically disappeared, because I also have to set drag every frame when I'm not falling.

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But the object being moved by the script is not the occulus, it's a mother node, so I guess there's something fishy going on

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Welp, at least now the game works both with and without VR 😄

median cobalt
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i cant see my controllers in unity playmode. I am using openXR on oculus quest 2 on unity version 2021.3.4f1. but when i open another project which was made with oculus integration it works

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i the controllers do work, but they are not tracked

dense roost
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any idea why EarlyUpdate.XRUpdate is taking 24.64ms please?? It is just dropping frames like crazy 😦

torpid ginkgo
tame bane
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hey i need help so i downloaded the oculus integration and imported it and now my hands dont move but the line renders for the menu do

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help please

bitter tulip
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I want to create a render scale slider to my indie game and was wondering if anyone could point me in the right direction for how to accomplish that? I found a really nice tutorial on how to do it here: https://catlikecoding.com/unity/tutorials/custom-srp/render-scale/ However, I don't have the same scripts such as "CameraBufferSettings", "CustomRenderPipelineAsset", or "CameraRenderer" that they reference in the tutorial. I figured this could be a difference between 2D, 3D, or VR projects in Unity but I'm not sure. Anyone have any insight?

A Unity Custom SRP tutorial about decoupling the render resolution from the target buffer size.

mild igloo
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Hey guys I am trying to figure out how to pick up a cube with the Oculus controller but keep it flush with the top of the controller ring. I am going for a pushing action. Right now I have a raycast and when I am close enough I pull the trigger and the wall moves to the hit point but its the center of the wall. Should I add the scale on the axis/2 so that it stays flush?

mild igloo
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This room is the slowest responding room

twilit lance
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Anyone knows how to fix this?

storm ether
storm ether
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U need be in oculus rift menu

twilit lance
storm ether
tender zephyr
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Hey everyone, I have some 360 pictures of a room. Is it in any way possible to be able to walk through that like i am in the room itself with mouse/keyboard or VR headset or would I only be able to look around? It's just 360 pictures, no 3d scans. Is this possible or would I have to replicate the room itself in blender or with 3d scans if I wanted to walk around in it (using photogrammetry for example)?

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This is the picture in question

storm ether
tender zephyr
tender zephyr
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Thankyouuuu

leaden plover
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is the xr interaction toolkit have curved canvas ?

wide sun
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Hello friend, i want to ask something. i have a problem with my VR Project

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The problem is how to read boolean from gameobject that can read twice , three times

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Public void showbrg()
{

If(btnbrg==true)

{

For(int i=0;i<=5;i++)

{

barang1[i].transform.position=posisibrg1[i].transform.position
lastpressed="1";
}

If(btnbrg==true&&lastpressed=="1")

{

For(int i=0;i<=5;i++)
{

barang2[i].transform.position=posisibrg2[i].transform.position
lastpressed="2";
}

If(btnbrg==true&&lastpressed=="2")

{

For(int i=0;i<=5;i++)
{

barang3[i].transform.position=posisibrg3a[i].transform.position
lastpressed="3";
}

}

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I don't put it on void update because, i interact the Gameobject with Hover

autumn pewter
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Hi, the teleport is not working in my htc vive controller, however I can grab and can do other stuff, I used VRTK 4.
I am using 2021.3.8f1

gilded wyvern
fluid siren
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Yes, i understand, like first step,i m trying that grab anywhere part to NPC, like second step, implement IK for try interactions with physics.

gilded wyvern
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your best bet would be to try physics first, as you grab with physics in bas

gilded wyvern
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If you can successfully grab a ragdoll that isn't animated or anything, you can move forward and look into animating the ragdoll

fluid siren
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Nice, i trying to do this.

mild igloo
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Has anyone here manipulated verts in VR? I am struggling with getting it working well. The verts move a small amount but not 1 : 1 with the controller or the raycast end point

 Vector3 posZ = primaryController.transform.position + transform.forward.normalized * primaryController.rayDistance;

                    for (int i = 0; i < surface.Vertices.Length; i++)
                    {     
                        surface.Vertices[i] = new Vector3(surface.Vertices[i].x, surface.Vertices[i].y, posZ.z + 1);
                    }

                   selectedObject.GetComponent<MeshFilter>().sharedMesh.vertices = surface.Vertices;

                   selectedObject.GetComponent<MeshCollider>().sharedMesh = surface.filter.sharedMesh;```
gilded wyvern
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are they flagging as being touched or anything?

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Also, children of an object don't have to be in the same layer as the parent

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you're free to change them

twilit lance
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I'm trying to make a turning button. Like the one on the image. But I'm trying to limit the rotation (so that it can only be rotated for 180 degrees on a axis) of the button, but I can't seem to get it right. Anyone that could help me?

tender zephyr
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If I put my Quest2 in Developer Mode and use apps like sidequest, will that make me lose my warranty? If not, what would make me lose warranty?

pine bison
tender zephyr
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Awesome, thankyou for the response

gilded wyvern
gilded wyvern
twilit lance
gilded wyvern
#

:)

storm ether
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anyone can help me, how to make damage from gun to puppet master

twilit lance
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@gilded wyvern So I got a rotating button right now. Now I want to make that if I rotate the button, that it stays on that rotation. And then if I grab it again to rotate it further, that I can rotate it from that exact position. But right now when I try that it automatically goes back to the rotation my hands is in if you know what I mean. Do you know a way to fix that?

gilded wyvern
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lemme have a quick look at the xr toolkit docs

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what version of the toolkit are you on btw?

gilded wyvern
twilit lance
gilded wyvern
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okay, should be able to change the "match rotation" thing then

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give it a try

twilit lance
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Alright, if I can find it 😅

gilded wyvern
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Should be a boolean somewhere near the bottom of the grab interactable inspector thing

twilit lance
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Or waaiit

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It might be named differently

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Oooh found it, if you click on the square next to "Use Dynamic Attach" you get the options of Match Position, Rotation

gilded wyvern
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there ya go!

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that might help you

twilit lance
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Yep, thanks!

twilit lance
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@gilded wyvern One last question, I've been trying to find a way to make the button have like multiple different positions. Just like the washing machine button, it has different modes it can be set on. I want that with like 8 different modes. How would I do that? Google can't help that much, since I can't seem to find what I want to find

gilded wyvern
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hm

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that's a tricky one, methinks

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gimme a moment

twilit lance
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Sure!

gilded wyvern
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you would have to compare the local rotation to something for sure

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maybe a list of a custom class (WasherMode, for example), that has an angle specified. If its within a certain tolerance, then its that mode or whatever

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The other one, which just jumped into my mind is this. might be more confusing though
you set up a number of modes or whatever you want to do with it
You take the rotation range on that axis
and do something with the % operator

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im not quite sure on the maths though

twilit lance
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I see, I'll try it out. Thanks!

gilded wyvern
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With these cubes, are they on the same layer as your piano keys, or are they on the same layer as the guitar

gilded wyvern
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Here's what I do

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I create a layer for the character, which collides with the ground or default layers

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And if something interactable has moving parts, or subcolliders

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I have a separate layer for the hands which doesn't collide with the player, and I have another separate layer for moving parts on interactables

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the hands can interact with both the interactable layer and the interactable moving parts layer

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you can have one hand layer, as the hands won't cause issues when they overlap

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I know

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what layer is your body collider on?

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and does that layer collide with the default layer

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What layer is your body collider on?

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no

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for the player

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If you have one

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Does that collide with the interactable layer?

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I know

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Does the Player layer collide with the interactable layer in the collision matrix, in physics settings

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hm, okay

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What layer are your hands on?

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There's no left or right hand layer

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No, not a left hand and right hand object

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I meant a left hand and right hand collision layer

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Are they InteractionLayers or Collision Layers

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Or are they Tags

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Show me your full inspector window

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no

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well

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Make a single layer for hands

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Make sure the hands Do not collide with the Player layer

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The hands must only collide with any layers that will contain objects you want to interact with either by grabbing or pushing

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The reason you are being pushed around when the string colliders are on the Default Layer, is because your body collides with the default layer.

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Making a hands layer that collides with the interactable layer, but does not collide with the Player layer is your solution

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Yeah, that should be alright

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Try it now, with the string colliders on the interactable layer

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They should, yes

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That's irrelevant to the strings, but you can always try it with being able to pick it back up

gilded wyvern
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did it work?

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Do you have the cubes on the strings set as triggers or colliders

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And are they on the Interactable Collision Layer

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Are they on the right layer?

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Okay

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let me think

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Are you 100% certain you put the script to make the sound on the cubes

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Okay
Are your hands on the Hand layer?

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Are your hands on the hand layer

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This is completely unrelated to my question

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Are you sure the strings are on the right layer too?

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no

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I mean

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Are you sure the string colliders are on the right layer

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Try making a layer called Music or something, and put everything that makes music, on that layer

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put your keys and strings on that layer

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and make it only collide with the hands

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see if it still works on the piano

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that will tell us if layers are the problem

gilded wyvern
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Could you have muted or turned the volume down on the audioSources on the strings?

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hm

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im honestly not sure what might be doing it?

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Show me the inspector for your string collider, like take a screenshot of the entire inspector

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I can't think what the issue could possibly be then

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No, that won't be it

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the number of sounds won't be the problem

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are you getting any errors at all?

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go straight to the guitar, hit the strings, and see if it gives you the error

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Then I don't know what the issue is

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yeah :/

north path
#

There is an older asset on the asset store. No official way to do it sadly.

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Do you use unity?
Assets are just scripts etc, so I don't see why it's not possible to use them

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Feel free to write your own system, but not many will be able to help

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Ahhh

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That's new to me

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Sorry to not be of much help further. If you get something working I'd love to see!

fathom minnow
#

I am making a horror game with next bots on VR (Quest/Quest2) the player has 1 "Mixed" light on it and the bots use pathfinding AI with navmeshes and stuff but it seems that when the next bot gets within I'll say like 10 feet of the player and the player can see it and all the game just decides it wants to freeze and stop working! It seems to happen before the player "Dies" but I'm not fully sure. Any help is greatly appreciated!

crisp sigil
#

im have big unfun issue, im trying to build for quest but for whatever reason the game crashes on startup. My config is fine, the same as my other quest projects that worked. ive spent almost 24 hours on this with no luck. any ideas?

crisp sigil
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I havent found a way to do that, all I have is the ovr profiler right now

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i dont know how to get a log file off my quest

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im building it as an apk and running it on the headset

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yes

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i dont know, lemme see if i can find one

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nope

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theres no log files

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theres a log gatherer tool

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it couldnt gather anything

crisp sigil
#

Just trial and error so far

wet jewel
#

Hello everyone, I was trying to build a VR app, I made a build in Window PC to test my application, but when I run the app tons of errors shows on my screen, some of them from log file are -

#

The referenced script (Unknown) on this Behaviour is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
A scripted object (probably UnityEngine.XR.OpenXR.Features.Interactions.KHRSimpleControllerProfile?) has a different serialization layout when loading. (Read 72 bytes but expected 204 bytes)
Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
The referenced script (Unknown) on this Behaviour is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
A scripted object (probably UnityEngine.XR.OpenXR.Features.RuntimeDebugger.RuntimeDebuggerOpenXRFeature?) has a different serialization layout when loading. (Read 72 bytes but expected 184 bytes)
Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
The referenced script (Unknown) on this Behaviour is missing!

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Please help me how can I fix it

north path
#

@crisp sigil @storm ether you can use multiple things to get data

The log file also is generated on android and should be visible in the file manager.

You can make a dev build and use the profiler and use the console like normal, even with native builds

And external log tools should work fine

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And you can make a custom console you can see in world space and print the logs to that. Also really nice to have

quick sentinel
#

hey guys,I have unity 2019.3.7, and the XR toolkit package requires 2019.4 and later!
the package used to work with my version when it was in preview stage, how can I get it?

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my internet is so bad that it will take forever to download a new version

north path
quick sentinel
#

Is there a reason you are using this really old unity version?

my internet is so bad that it will take forever to download a new version
and its stable so its ok for me

quick sentinel
north path
#

Then do it overnight or something. Backporting stuff on your own can cause a lot of issues later on. Especially since input is different per VR headset, so this sounds like a bad idea

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If it's simply a case of waiting I am not going to help much.
But you can go to the packages manifest file and change the package version for VRIT

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OR just use the version which already works for you (;
Don't expect to have a new package to work on a unity version over 3 years old

quick sentinel
#

thanks, trust me, if its an option I would do it, I live in syria where there are a lot of power cuts, the internet speed is 2 mega BITS per second for 5 users, its so hard for me to download a new version, and downloading it requires me to download the building stuff for webgl and others, so its not an option for me

north path
#

Maybe try an internet cafe or something?

quick sentinel
#

Don't expect to have a new package to work on a unity version over 3 years old
I just hope that there is a way that I can get the preview package that was released when my version was the latest, what I will be doing is really simple, its just a really tiny project im not even making it for myself, so its no long term or something, so in my case the preview un-stable stuff will be ok

#

thanks for your time anyway @north path

north path
#

Yep, everything you'd see in your console. Probably in the Android - Data - (your project) folder

wet jewel
#

Hello I have made a VR app on windows through OpenXR after building it when run this app it gives me black screen Here is the Player Log I can't find what is the issue please help me out.

polar berry
#

Hello, i've a problem, for my VR project i needed to multiply the scale by 10 all the gameObject, but my hands are going through the wall and object, do you have any idea ? I don't have this problem at scale 1..

wet jewel
#

2 levels with UI Canvas

#

There are game objects with behaviours script in the game

#

I have not tried that, let me try. I will ping you

#

Yes empty scene with VR rig works fine, then why game levels are not able to execute.

#

This was helpful, thanks for support

north path
#

I am working on a VR horror title and would like to get more inside in what people think about both horror and VR.
It would be greatly appreciated if you could spend a few minutes to fill in our survey!
If you want to discuss further or want to add anything feel free to DM me!

https://forms.gle/JUZj3DUCtvNuEJPB9

fathom minnow
#

Hello I have found issues while developing my game

#

It seems whenever an AI object or just a non-static specifically AI object enters the spotlight or is about to the game freezes completely

#

This doesn't happen in the editor but does on the APK when I tested.

storm ether
#

I've got a problem with my controllers in unity. so a couple of days ago i was adding some netcode to a game i was working on and hadn't tested it at all and so I'm coming back now and for some reason my hands are no longer tracking in unity i have double checked that they work outside the game using steam vr but while I'm in unity no matter what i do no input will be received to the controllers (tracking, button presses, everything). could someone help me figure out the problem with my controllers?

marble wedge
gilded wyvern
#

Question is; why are you trying to lower the resolution of the VR camera?

#

what are you trying to achieve by doing this?

north path
#

Performance probably

gilded wyvern
#

Then you can look into other things such as Fixed Foveated Rendering, where the centre of the screen is at full resolution and it is lowered just at the edges, where the player cannot see

#

And Dynamic Resolution on a VR camera might cause problems for the player themselves too

north path
#

Yep, I responded in the forum post as well

gilded wyvern
#

@marble wedge Your best bet is likely not to reduce VR render resolution. There are other options, such as having the same camera render on the main and VR displays, which is more performant than having two separate cameras with different resolutions. You can also look into other general optimisation methods such as Occlusion Culling, or you can look at VR-specific methods such as FFR. Don't reduce the resolution of the VR view, as this can cause sickness and/or general discomfort while playing.

marble wedge
#

@gilded wyvern The reason why we're trying to lower resolution is for recording purposes. The recording camera should have a stable FPS, but if you're enabling a recording camera, you're rendering twice.

gilded wyvern
#

Are you recording footage using an external program?

#

Or is something in Unity doing the recording?

marble wedge
#

It's for us as well as for streamers/YouTubers.

gilded wyvern
#

What's the performance impact from using two cameras like?

marble wedge
#

Double the rendering, which results in a more unstable FPS, because the rendering costs have doubled.

#

Which results in stuttering @ the recording camera and a messed up recording in the end

north path
#

That's why big studios record on extremely high end PCs or simply have a rendered cinematics

north path
marble wedge
#

Both actually.

#

Because the computer needs to calculate double the rendering

gilded wyvern
#

You should probably look at optimising rendering somehow rather than dropping the vr resolution

marble wedge
#

So you're not sure how to lower the resolution for just the VR camera?

#

Because fixing rendering performance will take way more time to fix than lowering the resolution, I believe.

north path
#

Better performance is always good for the end user though
I am not sure how to drop the resolution of a single camera. From what I recall you need to use render textures and a blit for this, which might get advances, especially for VR which can give issues with blit and render textures since it's a stereo view

median cobalt
#

how can i detect controller position and calculate the direction where i am swinging my controller

median cobalt
#

basiacally i want to calculate the rirection where the controller is pointing and for example mark it with a arrow

gilded wyvern
#

or you can get the direction of motion by either doing the maths yourself with positions, updating the reference position at the end of every frame

median cobalt
#

can u tell me more on how to do that please

#

@gilded wyvern

#

if u will have time reach out to me, thanks

gilded wyvern
#

Here's roughly what you'd do
on start, you'd set a vector3, OldPosition (or something like that) as the position of the controller
then at the start of a frame, you'd want to set a vector3, NewPosition or thereabouts as the position of the controller again
new - old (i think it is) and then normalised gives you the direction

#

you should be able to figure the rest out

barren spindle
#

for some reason light only shows when i look in a certain direction?? idk if this is just sidequest being weird but making sure just incase

leaden plover
#

what are the best settings for the best quality in VR? (e.g. anti-aliasing etc)

north path
leaden plover
north path
#

What di you mean? @leaden plover

leaden plover
#

I will try to make a screenshot tomorrow

fathom minnow
#

!Help! The player falls through the ground or doesn't teleport correctly when I set its position to a certain vector3 for a teleport system

north path
fathom minnow
#

I may have fixed it but just on a side note the player can glitch through walls when sprinting like into a corner

north path
#

Set it to continues.

And make sure you teleport so the feet allign with ground, not the middle of the player

fathom minnow
north path
#

Whut? Discrete could have those issues but continues should not. It's the most accurate

fathom minnow
#

Well basically the player speeds into a corner and continuously runs into it they can fall out

north path
#

Maybe try other continues settings?

#

Or increase wall thickness

severe saffron
#

its probably the movement method

#

if you're setting position of the rigidbody not using moveposition or addforce

#

then yeah, you'll go through walls

#

setting transform.position or setting rb.velocity will ignore collisions

hollow scaffold
#

If anyone else is having performance issues on the Quest 2 with Unity 2022.2 or 2021.3.x using URP, please go vote for this bug to be fixed: https://issuetracker.unity3d.com/issues/quest-2-2022-dot-2-is-slower-than-2021-dot-3-when-built-on-quest-2
Thanks to @north path for reporting this 🙂

tame bane
#

hey i need help so i downloaded the oculus integration and imported it and now my hands dont move but the line renders for the menu do

north path
#

What doesn't work exactly?

north path
solar sphinx
#

Hey VR Devs, Need your help in understanding a problem, I am developing experiences for both Oculus and Pico neo 3. So far the visual quality of the experiences are not looking good.

I am getting something like an anti-aliasing issue or jagged edges or shimmering like artifacts when seen from the headsets.

The recordings from Oculus and Pico are coming out near 4K also the PC preview is looking flawless.

What am I missing...Is there anything I need to do specifically.

solar sphinx
#

For a quick answer, I created this comparison...This experience is built for Pico neo 3 eye.

#

Overall, The visual seen through the headset is at 60% to 80% of what is seen from the in-game recordings

north path
#

Look up the official oculus quest unity development guide
Dont see what hinge joints have to do with anything

north path
pine bison
leaden plover
#

How can I do that?

pine bison
#

On the texture import settings

solar sphinx
# north path Do both use the same quality preset?

The image comparison was a mockup, The left is the recording from headset, But the right one has many artifacts like I mentioned...The project is URP based. I usually use only medium preset and delete all other presets

severe hare
#

So basically, the problem is that the unity xr grab interactable just enable grabbing for any interactor that act with it I found a way to detected the interactor class. So I know wheter it a ray or hand. However, Even I put zerocode in the if function it still enable grabbing.

severe hare
#

Ok, so to simplify it further

#

I found Grab() function that said to be called every time that I press select. Im not sure how this Grab() work, but it must be a problem. Is there a way to prevent it calling??

pine bison
#

What's your goal @severe hare? To disable grabbing on an object under certain conditions?

severe hare
#

Yep.

#

the basic goal is

severe hare
#

So I want one object to be grabbable by hand but do something else by ray

pine bison
#

Right, that's a better way to put it

#

My initial thought then is that perhaps you shouldn't use the Ray Interactor but instead make your own script with a raycast

severe hare
#

So I could detect if the ray hit the object and retrieve the object properties with raycast right??

pine bison
#

I'm not too familiar with the XR interaction framework but as far as I know, the ray interactor is just made for the express purpose to grab things from a distance

severe hare
#

Okay thank will try it

next flame
#

Hey, has anyone tried using Unity Recorder to record 360 videos?

I have an issue where my recording is not looking in the right direction. It seems to be facing North, but it is not facing where my camera is facing.

Anyone knows how to fix this? 😦

quick sentinel
#

hey, there was an option called "virtual reality support" in the player sittings in the old versions of unity, how can I enable it in unity 2021 ?

#

this option makes the game view like in VR and give the options to show: left eye, right eye , both eyes

pine bison
#

This option has been deprecated and replaced with the XR Management System @quick sentinel. Last version with what you're describing is 2019 LTS

quick sentinel
pine bison
#

It's pretty straight forward but I would recommend following a youtube tutorial

quick sentinel
eternal bison
#

Is anyone here using Unity XR-SDK? Or any reference for relevant group or folks?

north path
#

What's that? @eternal bison

shadow valve
#

Does anyone know how to find the documentation on Steam VR Throwables specifically the Throwable (Script)

shadow valve
#

Found the documentation on the method I was looking for. not much there.

shadow valve
#

Got it working

#

any time bud

#

connecting blocks together like legos

north path
scarlet inlet
north path
#

Probably because almost no one has done it.
On the forums it can stand out a bit more.

And specific questions help better than asking if someone has used it

median cobalt
#

How can i detect a swing with my controller(XR interaction)

mild igloo
#

anyone here familiar with haptics works? I am attempting to implement a subtle pulse when dragging an object

#

docs seem sparse

mild igloo
#

Oculus Integrations

mild igloo
#

Just grabbed RGB Haptics. Seems promising

lofty tangle
quick sentinel
#

cant I have both Oculus and OpenXR? can you tell me if this can cause any problems? (having only Oculus)
thanks

pine bison
storm ether
#

can someone help me fix double vision caused by TAA?

pine bison
#

The XR Origin represents your play area, and your play area is an area you define yourself, with its pivot at the floor. As such, the pivot point of the XR origin will always remain on the floor, and when you walk around the play area, the origin does not move. You can not parent things to the XR Origin if you want it to follow your player around. Instead you would, like you say, attach it to the headset camera somehow

wet jewel
#

Hello guys, I am making a Multiplayer XR app with Photon PUN2, when entering the other level, all players enters the room and there are more than one XR Origin in the herarchy I have been trying to disable all the scripts on other player which are not owned locally (using PhotonView.IsMine). first of all they do not get disabled and if I disabled them while running it in editor my own controller stops. what should I do

#

Please Help me

pine bison
#

You should instantiate different prefabs for remote players than the local one @wet jewel. There shouldn't be any more xr origins loading at all

wet jewel
#

How can I instantiate an independent prefab of XR Origin in the scene

pine bison
#

I'm not familiar with photon, but the high level idea is that you sync the headset position and hand positions for each player. You would then use a prefab for remote players that just reads this information

twilit lance
#

I rotate my character with the joysticks in VR. But if I got a object in my hand that rotates too with the joystick. Is there a way to set it up like that you rotate your character with one joystick and rotate the object with the other joystick?

gilded wyvern
#

Has anyone managed to get hands or arms to follow objects with IK in VR?

gilded wyvern
#

I'm currently attempting to use the built in animation constraints for this

#

I'm attempting to grab guns with two hands, and have the avatars' hands grab the gun and follow it around

#

while the other options would be either the hands not matching the desired position, or just having floating hands, which are completely hidden when something is grabbed

opal lantern
#

Hi Anyone Working on Projects related to LENOVO Think Reality?

north path
#

I don't understand, why doesnt it work on quest?

#

Tip: use .wav and compress it in Unity to vorbis (probably with streaming enabled for memory usage). Otherwise you compress it twice

#

Depends on the project. Check the profiler I guess

#

I dont have enough info to give an answer. Too many settings etc that can influence that

#

Again. not enough info to pinpoint it. Run the profiler

#

Yes, then you compress it to ogg and then unity does it again. Unity compresses it upon build

#

I use VR Interaction Framework, which already has this

severe saffron
#

btw scene switching in editor is horrendously slow. Native build? Scene switches instantly. Doing it in editor? Takes up to like 4 seconds!

Also did you enable streaming loading? Or are you doing the compressed in memory option that means the entire song must be loaded ASAP?

north path
#

Did you even try it on the quest? @weak thistle
Always test on device when possible

#

A paid VR frameworks. Google exists (;

Otherwise child it to the main camera I guess. Or lerp the rotation and force the position

#

Then check out what I fully set.
Force the position to 1 meter under the headset or whatever and rotate it with the headset.

For full body I suggest looking into FinalIK

#

Don't think so. It's not that huge of a difference, but for the next ones use lossless

severe saffron
#

click the audio clip asset

#

check load in background

#

set load type to streaming

#

blammo, non-thread stalling streaming clip

#

and yeah, loading will be way faster if you build it native. I just wrote a scene teleporter in my own game. Its completely fast and asynchronous on the quest 2

#

but in editor? totally stalls it when loading

#

this is known behavior async load doesnt load async in editor

#

streaming means it loads chunks off the disk

#

otherwise it has to load the entire song into memory

#

yes a native APK build.

#

PCVR means the PC will vary and I can't tell you how fast a scene will load; but in the case of a quest 2 native build with about 100 modular elements in a scene(prefabs, audio,mesh,texture)?

Loads faster than I can make a transition for.

#

<1s

#

android likes ogg

#

you might find other combos work well though

#

vorb it up

#

PCM makes bigger files but uses less CPU.
OGG smaller files more CPU.

#

the article I linked basically tries to pro/con each combination

#

but basically you gotta profile it

#

yes it probably wont even recompress considering you preserve the sample rate

#

just check if this changes

#

at 100% it should remain the same size

#

in my example it shrank because it was wav2ogg

#

FinalIK will allow you to use VRIK and set up a full body rig

#

but a rig on what?

#

FinalIK is not an entire VR package, just for animations

#

so yeah you'd probably need some kind of framework for grabbables and whatnot

#

valem has tutorials using animation rigging which is free

#

assuming you dont wanna pay for finalIK

#

I mean sockets exist right? Can't you just float a socket under the main camera?

#

teleport it every frame somewhere below the camera

#

yeah thats why I said to teleport it

#

parenting is just messy

#

teleporting to worldspace works 100% every time 😄

#

socketTransform.position=CamTransform.position + CamTransform.forward*0.3f+ CamTransform.up*-0.3f;

#

blammo, now the socket is 0.3m in front of you and 0.3m down

#

probably too big of a number but thats for you to play with

#

it rotates if you tell it to

#

just slerp it to match the camera's flat rotation

#

socketTransform.rotation=Quaternion.Euler(0,camTransform.rotation.eulerAngles.y,0);

#
Quaternion destRot = Quaternion.Euler(0,camTransform.rotation.eulerAngles.y,0);
socketTransform.rotation=Quaternion.Slerp(socketTransform,destRot,Time.deltaTime*5f);
#

slerpy makes it smooth

pine bison
#

Valem and Justin do not make pro level tutorials @weak thistle. They are one of the best points of entry for getting into VR dev in unity. You should look for their introduction tutorial series

pine bison
#

In this day and age?

pine bison
#

Mobile VR like google cardboard is better left behind if you ask me

#

All the official tools that used to be available on the asset store has been deprecated, so I'm only aware of it on github now

mystic quiver
#

Does anyone know why, when i turn on fog with RenderSettings.fog = true; it does not work in my quest but it works in the editor?

tame bane
north path
#

Follow any VR guide @tame bane

#

Preferably for XR Interaction Toolkit for flexibility

tame bane
#

Ok

#

I’ve followed many it’s just I messed up

polar berry
#

Hello I have a question, I need to store some kind of stats of the players and loot box, that the player cannot modify from json or something like this, so which database is the best to use for a VR game on oculus quest ? Can I use something like firebase ?

daring temple
#

i am using open xr
i want to use the interactable velocity tracking, without the grabbing system

#

the object i want to velocity track will never leave the player's hand

severe saffron
#

theres a lot of stuff out there or you just roll your own

#

pretty much anything that works with android will work on quest

polar berry
tiny niche
#

but pretty much any database should do the trick

north path
wet jewel
#

Hello guys, I have been brainstorming on this "How people make cross-platform apps", user can enter with VR and with Desktop, Do they make two different controllers or they make one with this new input system.

#

But input system is so complicated to me that I can't figured it out How can I make my controller accessed by both VR and Keyboard/Mouse

#

Any Thoughts

north path
wet jewel
north path
#

Looks like you already got it?

#

I'd say make the game first and then focus on porting

wet jewel
#

It's a noob question but I don't find any keyboard inputs

north path
#

When pressing the plus you have multiple options

wet jewel
crude frost
#

I'm still struggling with detecting when HMD is removed when using XR Rig. I'd like the app to restart or quit when it detects headset removed, and then put back on.

north path
crude frost
#

i tried user presence. i'm using new input system. and its like built into it, but wasn't working. maybe i just need to try again

#

ah! On Applciation Focus may be the solution. Ty. I'll try that

distant drum
#

Hey, is there any standard on whether or not multithreading is helpful on headset-based VR (as opposed to PCVR)?

tawny terrace
#

so i have an oculus and when i look at the script it says left controller and oculus left controller package what should i do for this

urban cloak
#

@tame bane Don't spam the channels please

urban cloak
tame bane
#

Spam the channels

#

I don’t use this server that much

urban cloak
tame bane
#

I’m not even home

#

Oh probably my little brother

#

Sorry

mighty cobalt
#

Hey, I cannot get input from my Valve Index controllers(the tracking works)
After seeing that the XR interactables didn't work, i tried seeing if Unity is even getting input from my controllers, so I clicked on "Listen" in the Input Actions, but nothing happens if I press buttons on the controller. What could be the problem?

lofty tangle
#

Anyone get issues with drifty movement when keeping the center of the collider in-line with the player and using input to move the rigidbody?

wet jewel
full basin
#

It seens that if you use Oculus Interation SDK in Unity Store, it will set the manifest for you automatically.

wet jewel
#

If there is any other way so that manifest don't get modified or I don't have to do any extra work after build apk, Please share with me, It would be great help

full basin
#

I have tried in Unity 2020.3.28f1 with Oculus SDK and it works, and my apk was pass in Oculus App Lab already. Have you ever try to create a new empty project with the Oculus SDK? If your current project use some thrid party plugins or sdk, maybe something modify your manifest.

wet jewel
gilded wyvern
#

when using the XR Interaction toolkit, is it possible to get which hand is attached to an interactor? or would i just get the controller component and check which hand its using?

north path
severe saffron
#

its not like multithreading is a magic bullet

#

there are constraints I'm too derpy to explain myself 😛

I find its good for pathfinding and mesh generation but I find myself writing a lot of the agent logic and raycast stuff locked to unity's singlethreaded stuff

#

¯_(ツ)_/¯

agile marsh
#

Guys, i am starting with VR course in Unity. I don't have a VR headset, do suggest some cheap headsets to start with the course..

Thanks in advance.

wet jewel
agile marsh
#

Can I start with Google cardboard or any other mobile VR device for completing a course?

wet jewel
#

rest you can read here

tawny terrace
#

i got partical in vr but idk what code i should type to make it so when i hit the object the partical plays

gilded wyvern
#

Is there a way to force an interaction to end, using the XR interaction toolkit?

wise tartan
#

can someone help me?

#

im using Oculus integration

#

trying to upload my game via the unity tool.

wise tartan
#

anyone?

north path
#

Did you go to oculus -> tools -> create store compatible manifest? @wise tartan

north path
wise tartan
#

yes

#

i did create store compatible maniftest.

tawny terrace
#

in my game i have a canvas with a button UI and i was wondering how i could make it so that it teleports me to the next place

#

please anyone?

lofty tangle
buoyant jolt
#

Same with us

north path
#

Have a list/array of positions and go to the next one each button press

gilded wyvern
mighty cobalt
#

Do the OpenXR and SteamVR plugins conflict?

pine bison
mint mural
#

Heya,

So im currently trying to do some stuff with VR.

I was wondering if there was any documents/examples about connecting Input devices (e.x Joysticks, Gamepads, huggable pillows) with USB-A to USB-C converter or bluetooth.
Or if it was possible to use a different input system and having the game on a VR.

Also is it possible to get the amount of input buttons on an input device and the name of the button?

Anyone have any tips?
Thanks in advance!

north path
#

If you want to make a huggable pillow you gotta go through the regular costom controller setup stuff

mint mural
#

do you have a link to documentation for this

#

I am lost where to go atm when i use

List<UnityEngine.XR.InputDevice> dev = new List<UnityEngine.XR.InputDevice>();

it returns 0 for the input devices

pine bison
#

Well how do you populate that list?

north path
pine bison
#

Additionally, this list will only give you available XR hardware. It has nothing to do with gamepads and the like

mint mural
#

oh that explains

gilded wyvern
#

Do the opposite - scale up the buildings
If you want to give the impression, looking at Moss, that the player and the creatures are smaller, then you can make the buildings bigger to give that impression

pine bison
#

You can scale the camera too. This is how you do small scale content in AR without messing up AI and lighting

severe saffron
#

scaling the camera is by far the easiest way to accomplish this. No need to mess with model scale at all!

mystic quiver
#

does anyone know why my game is giving stain on the eye? i first thought it was my lens but i dont think it is bc when i look at something from far away it does not happen.

severe saffron
#

eye strain? Thats VR!

#

seriously though is your game fast motion or something?

#

if you're using quest 2 the fixed focal distance is something like 5 meters

#

anything closer / reading up close will strain your eyes because the lenes don't adjust

gilded wyvern
#

if you scale up the buildings, it will feel as though the character is smaller. Lets say you want the player the size of a mouse or something, and the buildings to appear "normal" sized; you could scale up the buildings so that the player and the other creatures look incredibly small next to it

shell kayak
#

You can easily scale the VR camera rig to whatever you want, so the player is a giant in a real-scale world.

gilded wyvern
#

You could also try that ^

radiant magnet
#

Hi All,
Did anyone faced this problem before?
"Addressable not working in quest 2? "
And working in the editor?

#

for the apk size more than 1gb. or loading it from obb?

gilded wyvern
radiant magnet
#

Thanks for the reply, I will ask in that channel as well. Also I will look at the above link.

gilded wyvern
#

This link i just sent does talk about porting psvr to quest though

#

Although, it may well be transferrable to what you're doing

radiant magnet
#

Thanks I will take a look at that one as well.

gilded wyvern
#

Not sure if anyone's got a clue on this but if you've played Hotdogs, Horseshoes and Hand Grenades, you'll know of the quickbelt, which allows you to "lock" magazines into the pouches and grab magazines infinitely. Does anyone have any clues on how to do this, using the XR toolkit? im brainstorming ideas myself

sour holly
#

guys are you know why my video capture not appear in vr?

north path
leaden plover
#

If i would like to publish my game (quest2 ) to a private test channel, what is the way usually?

spice summit
#

Does anyone know how to get the UnityEngine.Ui stuff working with the HTC Vive headset and the SteamVr package? Buttons work fine, the scroll bar currently does not

rain holly
#

hey i want to make a game for google cardboard
which one i choosw

north path
rain holly
pine bison
#

Did you just jump to that step or did you actually do the prerequisites before it

severe saffron
#

make sure you follow all the steps! If cardboard is missing its likely you didn't add it via git/package manager! @rain holly

floral stream
#

Hi everyone, Does anyone know how to make a vr cross platform game like mobile or desktop?

limber niche
onyx blaze
#

Anyone have a code for making jumping in vr?

lofty tangle
#

Unless you want the person to irl jump for it to jump in game

floral stream
north path
wise tartan
#

can anyone help me? im trying to add jumping to my unity xr game but dont know how?

#

there is no tutorials and when i followed one it didnt work]

smoky wedge
#

so has anyone tried to build for the pico neo 3?

pine bison
wet jewel
#

Does any body knows why my hand controllers are stuck below me in the app, I really don't know what I changed which caused this

smoky wedge
buoyant jolt
#

We have many clients running our stuff with Pico 3s. Nothing but love. You can use OpenXR with it.

#

From there you can build a hybrid Quest, Pico, Rift, SteamVR, WebVR and WMR build with very little plug-ins quite easily.

#

Pico 2 however is a very different answer

balmy locust
#

weirdly the tracking worked, and the locomotion worked, but I lost position (But not rotation) of the controllers.

#

hopefully you have some kind of version control?

wise tartan
#

can someone help me add climbing to my unity XR game.

brittle hornet
#

OpenXR, screen space UI that I want to show up on the deskop monitor sometimes because compltely impossible to click once i hook up the index remotes for my open xr game

#

impossible as in it doesn`t detect mouse hover, or click events

#

Ive tried removeing all objects from scene except the UI and the Event system for the Ui and it still doesnt fix it

brittle hornet
#

Using unity 2021.3.3f1

#

It works perfectly if I switch the game to simulator mode

wet jewel
wet jewel
#

So this is manually you can remove oculus Integration, there is a oculus folder in the asset open it in explorer, close unity and delete oculus folder open unity again it will work fine and oculus integration package will be removed

wet jewel
storm ether
#

Hello, I am trying to follow a tutorial by valem about his physics hands, but it doesn't seem to work properly as my physics hands are following the real model hands. Any help how to fix this ?

balmy locust
mystic depot
#

hi there
Is there any way to easily detect which hand is holding an object with the XR Grab Interactable script on it?

tawny terrace
#

when i play my game the controllers dont follow my actual hands and idk how to fix it

#

they just get stuck in air and move with my hand but stay still and dont move with me

north path
tawny terrace
tawny terrace
north path
tawny terrace
#

k

storm ether
north path
buoyant jolt
buoyant jolt
#

Job postings aren't allowed on the discord channel

storm ether
#

Ok, can you help with proper channel

mild igloo
#

What is the best way to push an object with your VR controller?

#

been stuck trying to push a cube with my controller without using physics..

severe saffron
#

why not physics

mild igloo
#

I tried to apply my controllers speed to the transform forward of the cube but it just shot off into space . The goal is to raycast to the cube and push it or pull it. I can't figure out how to apply my controllers forward movement to the cubes. The cubes can only be pushed on its forward (back or forth)

#

tried cube.forward = controller.forward but that inherits rotation of the controller and can be moved/turned in all directions.

#

parenting is not an option since it basically does the same

wet jewel
wet jewel
#

Hello Guys, I have a query regarding to the development environment is there a way to build and run my app and test it on my oculus quest 2 instantly rather than building it and uploading it on oculus hub, installing and then using it. It takes too much time to check my changes

#

Oculus Android apk acts totally different from the desktop application or unity editor run

north path
pine bison
#

Just do build and run, no need to install the apk separately

north path
#

Oh yeah

mystic depot
#

is there a way to toggle haptics?

neon crane
#

hi ,
when I'm working on a vr built, I usually build the test file on unity and then install it on oculus/pico a thrid party app like sidequest, for some reason sidequest has stopped working, it time out while " checking apk blacklisting" .. does anyone know any alternative way to freely build and install test builds via sidequest or any other alternative ?

pine bison
#

Just do it via ADB if you're comfortable with command line @neon crane. It's super easy and you can use the Android SDK installed with unity

#

The command is just adb install -r [PATH]

balmy locust
north path
mystic depot
north path
#

Ah, that is useful info.
Maybe make a script that keeps triggering halticimpulse in a coroutine or other method untill you manually stop it?

wet jewel
#

Hello guys, sorry to bother you again, This question is regarding to the oculus app lab, when ever I update my apk on oculus hub, oculus provide option to update but it never updates it, I tried uninstalling it and reinstalling it, but it only worked once. Is there any solution I can over come this

north path
#

Do you use a keystore?
If the signature from this or the application folder (com.companyName.ProjectName) change it will not update

zenith pasture
#

whats the highest amount of tris you guys usually aim for when making apps for quest 2?

pine bison
wet jewel
north path
zenith pasture
north path
#

I mean, if the game goes under 72 fps it can be rejected by oculus and it can be uncomfortable.
It's not as simply as a triangle count = this fps

#

On android draw calls also is really important. As well as using the right shaders etc

wet jewel
#

is there any particular reason that unity apk act differently on oculus quest 2, It works totally fine on unity editor or as a desktop app

zenith pasture
north path
#

I truely cannot say this without seeing the project

north path
wet jewel
#

why is that

north path
#

Jittering can be bad performance. The quest is slower than your PC most likely and has a tiled GPU.

No hands being tracked might depend on how your VR player is setup. What packages do you use?

wet jewel
#

and the same app worked fine, in the previous build

north path
#

For android in xr management, do you use the OpenXR package or Oculus?

north path
north path
wet jewel
bronze cypress
#

Hey i need some help, ive been trying to setup ik for this character model but for some reason every time i click play it gets shoved down like this

#

anyone know why this is happening?

shadow valve
#

Does anyone know how to connect objects kinda like legos? I tried spherecasting to find the nearest object and setting that object as parent but all that ended up doing was now the other object moving effected the scale of the child object. Which led to some weirdness with the cube's shape. Any help or reference material to read would be appreciated.

balmy locust
mint veldt
#

i need some help with rigging something for a game if anybody could help?

#

its for a gtag movemnt game

leaden plover
#

did anybody have a problem with publishing app into the Oculus store?
I got an error "focus awareness must be required=true"
even if I just upload the VR camera in one scene and nothing else, I get this error.

balmy locust
north path
somber salmon
#

Hi,
I made a vr game with open xr, the issue i have is when the oculus device is removed (it goes to standby) and then worn again, the orientation and floor positions are messed up.

#

Could someone please help me out

#

: (

leaden plover
leaden plover
balmy locust
north path
#

If you have a project in which you can reproduce performance issues make a bug report for it. The lack of repro projects is a part of the slow fix

leaden plover
north path
#

Then make a bug report with both 2020 and 2021 versions attached:p

somber salmon
somber salmon
sinful aspen
#

Does anyone know how to simulate VR input via code in an automatic test (using Unity Test Framework)?

In my automated tests I need to move the hands around, grab things, etc... I'm using the latest standard Unity XR plugin stack and the XR Interaction Toolkit

north path
somber salmon
#

Is it a prerelease?

#

@north path

sick creek
#

Hello does unity render the whole world in VR, or only camera fov for devices like oculus quest 2

balmy locust
buoyant jolt
#

It depends on what settings you disable

sick creek
#

@buoyant jolt I haven't done any special settings its a VR build with default settings, but I find that even objects that are out of view seem to be generating draw calls

buoyant jolt
#

It has a hard time determining what is in sight, out of sight, and seems to still leave things in draw cycles in a lot of Unity versions

sick creek
#

@buoyant jolt I don't have occlusion culling enabled, but intuitively I would have thought that unity ignores objects that are out of view, I had heard of frustum culling etc, years ago so thought that may have been the default now

buoyant jolt
sick creek
#

@buoyant jolt thanks

autumn pewter
#

every time I step in the scene and try to grab somethings, my scenes move down and it goes so far from me ? why is it so ?

sinful aspen
wet jewel
leaden plover
wicked bane
#

I have created as an exercise a Oculus Quest 2 scene, can someone with an Oculus test it?
I don't have a VR unfortunately 😅

north path
#

At least tell what it is. If you want people to playtest something for free for you at least make it easy for them and don't make them dig for what they gotta test @will_DGD#7826

#

LMAO he left

severe saffron
#

🤣

somber salmon
wet jewel
#

Hello, I made an object but I can't get near to it with my XR Origin, something invisible stopping me to get closer to it, I have put a box collider on XROrigin and object, I don't want to remove them, and this should not be the problem coz I can bump into the wall which has a collider but in my scenario I can't

north path
undone meteor
#

So I am trying to set up what i believe is called a stereoscopic set of cameras for vr, on the oculus quest 2.
I have my vr functionality working however i want to make each eye be assigned a different camera, however each camera only lets me pick between None or Both instead of Left and Right

#

I have also tried manually setting it with code, however this variable changing doesnt even seem to be represented in the objects


    public Camera CamMain;
    public Camera CamBlue;
    public Camera CamRed;

    void Start()
    {
        Debug.Log("main cam has " + CamMain.stereoTargetEye);
        Debug.Log("Blue cam has " + CamBlue.stereoTargetEye);
        Debug.Log("Red cam has " + CamRed.stereoTargetEye);

        CamBlue.stereoTargetEye = StereoTargetEyeMask.Left;
        CamRed.stereoTargetEye = StereoTargetEyeMask.Right;

        Debug.Log("Blue cam has " + CamBlue.stereoTargetEye);
        Debug.Log("Red cam has " + CamRed.stereoTargetEye);
        Debug.Log("main cam has " + CamMain.stereoTargetEye);
    }
#

they did not change at all in the inspector

#

ive switched all the settings between multipass and singlepass many times over, and looked through as many other people with this issue as possible without finding anything that worked

balmy gust
#

Might it be that its not intended to render two cameras for two eyes as of syncing issues and motion sickness?

undone meteor
#

and i have found a few pieces of documentation telling me i should be able to turn it left and right as well

balmy gust
#

but I am by far no expert in VR .just guessing common sense 🙂

undone meteor
#

well the setting is supposed to be there, and there were other examples i saw of people testing out whether each eye works by rendering different objects with each camera

#

yeahh i getcha,
this is an issue ive been going at for a few days now with no luck, and if anybody actually knows anything about this, sharing would be greatly appreciated

balmy gust
#

But your isnpector is only showing both?

balmy gust
#

Is it URP, HDRP?

undone meteor
#

the code lets me run it, and i have the variables linked in

#

URP

#

running unity 2020.3.30f1

balmy gust
#

Did you try default pipeline instead of URP?

undone meteor
#

hm

#

i dont think i have

#

i think ive been on urp because of a previous method of trying to acheive the same effect

#

ill try remaking the project in the default pipeline because im not too sure how to grade back down

#

wait actully might be easy

#

YOOO

undone meteor
balmy gust
undone meteor
#

:D

smoky wedge
#

so i need some help, my game was working fine on my quest for a while, but suddenly when i try to load it up on the quest today, (my new build and my old builds) they get stuck on the 3 dot loading screen forever

#

any ideas as to why this could have happened?

pine bison
#

adb logcat -s Unity

wet olive
#

heyy i need some help my quest 2 link is show the eternal dots of misery could someone hop in a call and help me fix it pls

north path
wet olive
#

ive restarted and im just updating my nvidia

#

it happens when loading link

#

im using the kiwi design link cable

#

and ive followed their instructions to the letter and ive reinstalled my oculus app

north path
#

I guess contact oculus/meta support for that. Not really a unity issue.
Also try different USB ports maybe?
Or a rando usb c cable to check if it's the cable

wet olive
#

i tested the connection the cable is fine and oculus support are being idiots

north path
#

It being fine with regular data transfer and in VR is different

#

Been there, done that

#

Gotta rule out each part

wet olive
#

ok lemme check

wet olive
wet olive
twilit mica
#

What is the difference between Device and Floor?

somber salmon
#

Hi, what sw could i use to debug oculus device

icy mantle
#

Can anyone tell me, what those Plug-in providers are and what it does? Im new to XR in unity

north path
north path
north path
# icy mantle Can anyone tell me, what those Plug-in providers are and what it does? Im new to...

There are a few you gotta know:

  • OpenXR:
    Cross platform plugin which supports all VR runtimes (steamvr, oculus, windows mr)

  • steamvr:
    Well, steamvr only, so you get SteamVR exclusive features like index knuckle per finger tracking (other than that idk what)

  • oculus:
    Oculus runtime only. Gives oculus specific features, but afaik most of these can be used with OpenXR already.

My personal advice:
Use OpenXR as runtime onless needed otherwise for PCVR

For oculus quest select oculus in the android tab only. It has some performance settings that can be nice. You can still use OpenXR for PCVR (:

lime bone
#

Hiya, I’m currently workin on an avatar for Vrchat and I came across this error and it won’t allow me to use the builder in the VRCSDK. What do I do?

north path
#

And read the requirements for the avatars properly. Probably missing something or a bad export

icy mantle
north path
# icy mantle thank you so much man! One more question: so this PC tab is, that i run my appli...

The PC part is correct. OpenXR works with oculus link/pico link as well, since that runs in oculus or steamvr runtime

Are you just developing for meta quest (2) or also other standalone devices as well?
If just oculus, in the android tab you can select oculus to have those extra performance optimizations. OpenXR also works however, so this might be faster if you make your own VR system. All other systems support all platforms so that shouldn't be an issue

icy mantle
#

so i guess id like to develop for them

north path
#

Do you use XR Interaction Toolkit or something else? @icy mantle

#

I'd say just get started with OpenXR. You can always add support for other devices using that since new devices should work with it :p

icy mantle
#

its just a little project for university, and id like to support multiple devices (because we have to pitch this project as well)

north path
#

Sick

#

Then OpenXR can be an interesting subject to talk about support wise

icy mantle
#

ok, and this XR interaction toolkit is also built, that it would support other controllers? then this would be perfect @north path

north path
#

Yepp

#

Maybe check out the Unity Learn VR Pathway

icy mantle
mild igloo
#

Any of you guys know if there is a way to the the speed of the VR controller. I tried the OVRPlugin but can't find anything usefel

#

useful

buoyant jolt
mild igloo
# buoyant jolt Depends on what VR framework you are using. But you can track the current positi...

private void FixedUpdate()
{
previousPosition = transform.position;
}

private void Update()
{
    Velocity = (transform.position - previousPosition) / Time.deltaTime;

    float rawVelocity = Velocity.magnitude;

    fwdVelocity = Mathf.Round(rawVelocity * 100) * 0.01f;

    currentPosition = transform.position;

    if (currentPosition.z > previousPosition.z)
    {
        _direction = Direction.Forward;
    }
    else if(currentPosition.z < previousPosition.z)
    {
        _direction = Direction.Backward;
    }
    else
    {
        _direction = Direction.None;
    }

}
buoyant jolt
buoyant jolt
# mild igloo private void FixedUpdate() { previousPosition = transform.position; ...

private void Update()
{
    Velocity = (transform.localPosition - previousPosition) / Time.deltaTime;

    float rawVelocity = Velocity.magnitude;

    fwdVelocity = Mathf.Round(rawVelocity * 100) * 0.01f;

    currentPosition = transform.localPosition;

    _direction = Direction.None;

    if (currentPosition.z > previousPosition.z)
        _direction = Direction.Forward;
    else if(currentPosition.z < previousPosition.z)
        _direction = Direction.Backward;

    previousPosition = transform.localPosition;
}
zenith pasture
#

What could be a reason why a piece of code works just fine in unity, but does not work after build?

atomic badge
#

Unsure if this is the correct channel to ask but here goes

#

I'm working on a script which requires me to read inputs from a Quest 2 Controller

#

I have a bunch of public InputActionProperty where i set the input Actions

#

Now the problem is

#

When i Manually add the action and the binding , the script won't read the value.. (Bottom 2)

#

However if I use reference and reference actions defined in the Unity XR plugin Asset.. it works.. (Upper 3)

#

Even though the ones I set manually and the ones in the asset are Identical

#

Why is that?

#

For now I'm getting around the problem by adding all the buttons i need in the existing Input Asset.. but I would still like to understand this problem

#

is it my fault or unity's fault

pine bison
zenith pasture
north path
#

The more specific, the easier we can help. So the script @zenith pasture

zenith pasture
zenith pasture
north path
#

And what doesn't work exactly?
Already tried adding debug.logs to all values to see where it goes wrong? (Then make a debug build and use logcat to see logs)

storm ether
#

is having alot of 4k textures effect the performance in VR or it just increase the game size ?

zenith pasture
#

Haven't tried debugs in build yet

north path
north path
zenith pasture
#

I will try to get logcat working

crisp pivot
#

anyone dealt with controller vibrations on oculus?

#

installed oculus package to my project, included this line to my code but nothing happens (the code is being run every update)
OVRInput.SetControllerVibration(1, 1, OVRInput.Controller.All);

polar valve
#

Unity 2019.4:
I'm hitting a crash that seems to only occur when VR is enabled. callstacks attached

This only seems to happen when I'm using a lot of rendertexture cameras (the game has an external camera system, think lots of security cameras that are all rendering the scene separately). I assume I'm running out of some kind of resource but I have no idea what.

severe saffron
#

you might just go ahead and start limiting how many of those cameras can be active at once

#

stagger their updates so they arent doing it the same frame. Try using less RTs and use viewport rects to pick where you wanna draw

#

I think you might be better off with 1 camera that hops around, and draws to a single larger rendertexture instead of a bunch of little ones

#

(you'd have to test this is actually better though! I'm guessing here :P)

#

@polar valve

polar valve
#

yeah, that will be the hacky bandaid if I can't figure this out :/

#

or more likely, timeslicing them between frames so only N can update per frame

wet jewel
#

Hey anybody knows How to make a whiteboard, marker and eraser; other than this tutorial, experience was not so good and I really don't know how to make an eraser.
https://www.youtube.com/watch?v=sHE5ubsP-E8&ab_channel=JustinPBarnett

Ever since Half Life: Alyx, I KNOW you've imagined playing around with a whiteboard in your games. Well today is the day! In this tutorial I'll show you how to set up whiteboards and markers using Unity VR. (This will work for any Unity VR framework too!)

// 💻 DOWNLOAD THE PROJECT
https://shop.justinpbarnett.com/products/whiteboard

// 🥽 TAKE T...

▶ Play video
zenith pasture
#

but not in unity

pine bison
north path
# zenith pasture found the exact line that causes the issue, it is this: Vector2 pixelUV = rayca...
zenith pasture
crisp pivot
#

Anyone dealt with controller vibrations on oculus?
installed oculus package to my project, included this line to my code but nothing happens (the code is being run every update)
OVRInput.SetControllerVibration(1, 1, OVRInput.Controller.All);

zenith pasture
north path
north path
zenith pasture
north path
#

Not sure if it will fix it but worth a shot

crisp pivot
north path
crisp pivot
#

Pretty sure its openxr, i can confirm when i get home

#

But i did install oculus package

north path
#

Then make sure oculus features are enabled in the settings of OpenXR

OR (the better solution) use OpenXR for the rumble, so it runs on all controllers and not just oculus ones

north path
#

The package is openXR compliant

crisp pivot
#

Ill try those 2 when i get home

zenith pasture
#

thanks anyways, at least I know what to look for now

north path
zenith pasture
#

spent a good few hours on this, happy to finally know where the issue is and (hopefully) how to fix it

#

thanks for help

north path
#

No problemo :P

pine bison
#

What file type are you using @zenith pasture? Cause you don't have the option with GLTF

zenith pasture
#

I was given the project to debug it, so I just contacted the person who sent it to me to fix it and send me the updated version

#

Im the code person, he´s the model person

#

but I suppose they should be all FBX´s

atomic badge
#

Hello,
I have a question. When I am playtesting my VR unity project, the game has less FPS inside the headset,
But if I peek from under the headset and look at my laptop screen, The Game is running VERY smoothly in the Scene as well as the game windows

#

Is there some setting i'm missing or what could be the issue?

#

I am using Airlink to playtest

#

I don't have a link cable, though I do have VR Desktop (Unsure how to set up playtesting through vr desktop)

north path
#

Maybe file a bug report?

crisp pivot
atomic badge
#

Inside the Headset I get Low Fps / laggy
But in the Unity editor window everything is smooth

#

Its like.. The Game IS running smooth

#

but the headset is displaying with skipped frames or something

pine bison
#

It is very possible your airlink connection is bad

atomic badge
#

Possible, though I am able to play boneworks and other pc games smoothly

#

without any issues

north path
#

Check the profiler

pine bison
#

It's enough to enable the stats button in the game view to see the FPS there

atomic badge
#

nvm i am stupid, I thought you meant In the headset

#

you meant in the editor window

pine bison
#

Yes

atomic badge
#

The fps seems to be capped to 30fps..

atomic badge
#

Well it seems my project as a whole is capped to 30fps.
though for some reason it feels smoother on my laptop screen than in my quest 2 headset.. (Might just be a visual thing between hardware???? idts but maybe)
In any case.. The target to reach should be 72fps but i'm unsure what settings to change and knobs to turn to achieve this

#

I've tried fiddling and doing the following :

#
  1. Turn off Vsync in project settings>Quality
  2. Add this line of code to the Start Function of an empty gameobject
QualitySettings.vSyncCount = 0;
Application.targetFrameRate = 60;
#

I am using URP

severe saffron
#
  1. shouldnt that be 72 not 60?
  2. If using oculus integration you can set framerate through ovrmanager
#
  1. I think unity XR also has a way to set the framerate but all I know is that for VR, application.targetframerate isnt it
#

@atomic badge

#

in any case 30 would be really uncomfortable in VR but would look normal video on flatscreen

atomic badge
#

in either case the fps seems locked to 30

severe saffron
#

which unity version?

atomic badge
#

I am using the XR Management plugin with OpenXR

#

This is my installation

atomic badge
#

:(

#

page seems to be missing

severe saffron
#
 
if (Unity.XR.Oculus.Performance.TryGetDisplayRefreshRate(out var rate))
{
    float newRate = 90f; // fallback to this value if the query fails.
    if (Unity.XR.Oculus.Performance.TryGetAvailableDisplayRefreshRates(out var rates))
    {
        newRate = rates.Max();
    }
    if (rate < newRate)
    {
        if (Unity.XR.Oculus.Performance.TrySetDisplayRefreshRate(newRate))
        {
            Time.fixedDeltaTime = 1f / newRate;
            Time.maximumDeltaTime = 1f / newRate;
        }
    }
}
atomic badge
#

woahwoah woah what is this

severe saffron
#

sets to max hz, defaults 90

atomic badge
#

should I just plug this into a start function smoewhere?

severe saffron
#

I believe so

atomic badge
#

hmm let me try this

severe saffron
#

seems like there has been 3+ ways to set fps in the past

#

so if it doesnt work we'll try the next thing 🤣

atomic badge
#

by all means >.<
i just want to understand why this is so convulated and how to fix it

#

brb need to get headset and test

#

seem to be getting an error

#

it seems .max is not a valid thingy

severe saffron
#

lets make it shorter then

#
if (Unity.XR.Oculus.Performance.TrySetDisplayRefreshRate(90))
    {
        Time.fixedDeltaTime = 1f / 90;
        Time.maximumDeltaTime = 1f / 90;
    }```
#

oops put 90f

#

actually the int is probably fine

#

good luck lol

atomic badge
#

^ yeah got the problem

#

using System.Linq; had to do this

#

at the top

severe saffron
#

ah

atomic badge
#

testing now

severe saffron
#

🤞

#

if this doesnt work might have to make sure unity's using the right gpu or profile the scene

#

¯_(ツ)_/¯

atomic badge
#

Ok while I notice the difference in referesh rate.
I can still see my Hand Controllers Jitter

#

and the view too when i move my head around

#

the jitter isn't there in the Unity Editor window, only when i view through my headset

severe saffron
#

you said you're using air link?

atomic badge
#

Yeah

severe saffron
#

hard wired the pc to the router?

atomic badge
#

Yup, it works perfectly when playing pcvr games

severe saffron
#

is the editor view visible?

#

do you have a gameobject selected?

#

deselect and maximize gameview

#

make sure the inspector isn't visible/updating

atomic badge
#

ok lemme try

#

Oh my god

#

That was it

#

THAT was it!?

severe saffron
#

the editor is known to be a lot laggier than a build but it also highly varies depending on whats selected

#

yes!!

atomic badge
#

How is the UI causing LAG?

#

what the heck

severe saffron
#

it updates every tick

#

its very laggy lmao

atomic badge
#

First of all, Thank you so much

#

Second of all, WHAT?

#

🤦‍♂️

severe saffron
#

yep I am used to maximize on play

#

def check that box

atomic badge
#

Idk how to feel about this internally