#🥽┃virtual-reality
1 messages · Page 3 of 1
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
how can i develop on quest 2 using playmode in unity?
use airlink
can you see you computer screen in the vr?
yes
try running throw there
do you have a link cable or any usb-c cable
plug it into your pc and turn off airlink on you quest
plug the cable to you pc and quest
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😅
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
anyone knows why or know resolve it
?
maybe try removing all quality settings and just leaving one so it is the same in the editor and the build, but other than that I don't know sorry
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
Hey
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!
@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.
about mysterious 45 fps cap it seems I am not the only one: https://forum.unity.com/threads/vr-build-locked-at-45-fps.954660/ Could anyone tell me who could be knowing on how to debug this?
I dont have performance issiues, i took OpenXR to support all VR plattform, but The thing is, that I can not have different conntrollers, that are not made for the different headset, even with steamvr and OpenXR in the background.
But my other fear is, I dont know if steamvr supports also all the plattforms like OpenXR?
I'm glad you don't have performance issues. I do x) #🥽┃virtual-reality message
something is overriding your settings for the controllers
Does steamvr support already build in: oculus, vive, Windows mixxed reality and valve index?
Maybe I delete my Openxr scripts and assets and begin from scratch with SteamVR instead.
I only will publish it on steam, so...
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.
But I dont eant to make my game exclusive for only one type of headsets. I want support: oculus, WMR, vive and index...
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.
by default OpenXR should be handling just what you described. This is the idea behind OpenXR itself. To provide universal standard, however it is still quite early with OpenXR. It is possible, however, as you see, it is not so much ready ready. Needs additional effort to make it work as intended.
@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:
- Unity LTS download link: https://unity3d.com/unity/qa/lts-releases
- Sample project repository: https://github.com/Unity-Technologies/XR-Interaction-Toolkit-Examples
- OpenXR info on Unity docs: https://docs.uni...
Now I need some help. Anyone :)? #🥽┃virtual-reality message
I already have OpenXR...
I just want to know, if steamvr does also support the same features?
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)
Need to make sure in your project settings that your headset is listed and selected.
Hello I am trying to upload a Vrc world but I am getting errors and have no clue how to resolve them
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
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?
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
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
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
@median cobalt you mean that the fake cable is working good now?
It was USB 2.0
hey guys, what are you using for ads in VR (e.g. quest 2) ? google ads, unity ads, maybe something third?
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
Most VR games don't use those ads, since it doesn't have the play store etc to link to and a flat screen ads break the VR experience a lot.
Maybe look into banner ads etc
The joysticks is just a vector2. The position is vector3. What doesn't work exactly?
Im strugging to read it generally
Do you use the new input system?
Yeah the action based one
I think they mean the input from the joystick, not the position
The vr pathway on unity learn is great
if you are already tracking the controllers, you can get the transforms position
You need to look for it in the input lists or just press it when listening to a button
Im using an XR Origin and it has left and right controller children, does that count as tracked?
if you attach an object to the hands, and move your controllers in real life, do they track?
then yes, they are tracked
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.
I just wanted the position of the joystick
I mean Im a professional c# software dev, im not a game dev
Im aware that the new system is event based
create a new script, or use one you already have and add public InputActionReference joystickInput
then in the unity inspector you can assign the LHC or RHC primaryaxis input action to that actionreference
in the start method you need to enable the input action, so do joystickInput.action.Enable();
then wherever you want to read the input you do joystickInput.action.ReadValue<Vector2>();
I take it that I then get two floats, the x and y?
yes, the vector2 will contain the x and y of the joystick
Alright
So what are the vr games use for ads? I tried to integrate the unity ads banner, but its not showing in VR and I couldnt find documentation how to place and alig it in a canvas
for the not showing in vr bit, is it set to be a world space canvas? other then that, I have no experience in ads
Most just are paid, use subscriptions, or have IAP.
Otherwise use anything that runs in world space, but income probably will be lower since you don't really get clicks
Have you seen many VR games with ads?
this looked interesting for me, but when i submit it, I get some strange non utf8 characters, no redirect, no e-mail
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
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
Is there a difference between sprinting in VR and 3D?
I'm talking specifically about using the unity XR toolkit locomotion system
then I don't know
ok
Guys, I have made an object interact able using VRTK 4, I can not see now in the headset
Look for the momement code and add a multiplier (or maybe there already is a variable for movement speed?). The rest is the same for any 3d controller
guys, what are you using for (keyboard) text user input? e.g. for login etc
With XR I just designed my own keyboard with UI but if your developing for meta/oculus I think you can use just the built in keyboard somehow
I found it works just to check for input and depending on that and how much stamina you have to allow you to sprint or stop sprinting
did you try to use the built-in? (I am using XR interaction toolkit)
Is there such thing?
I'll check rn
you said its possible to use the quest built in keyboard, but i couldnt find a solution how to use it
I did see that with the OVR plugin it seems there is some sort of keyboard
then i guess for xr i have to design my own keyboard
You can just get the OVR plugin
as well
is it good idea to mix the ovr with xr?
Wait
I think that the OVR keyboard
is only for like
Tracked IRL keyboards, but I know there is a way to use the oculus keyboard as I have seen games use it before
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
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
I’ve used this one for cross platform and it works fine https://assetstore.unity.com/packages/tools/input-management/vrkb-virtual-reality-keyboard-151812
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.
Probably using ragdolls and IK for blending between player actions and the traditional animation it has.
Or maybe fully IK/procedural animations. Would be awesome
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!
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
Why is my inertia like 10x bigger when I'm wearing the headset compared to when I'm not, with Oculus XR Plugin?
I need to add 10x the force for the same height of a jump, when my MainCamera is linked to my Oculus.
It's a Generic XR Device with Position tracking, but there isnt mass anywhere
Ok, for SOME reason, DRAG was being set to a high value, when I loaded the headset.
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.
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
Welp, at least now the game works both with and without VR 😄
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
i the controllers do work, but they are not tracked
any idea why EarlyUpdate.XRUpdate is taking 24.64ms please?? It is just dropping frames like crazy 😦
@glass iron #📖┃code-of-conduct For collab posts location links.
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
help please
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?
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?
This room is the slowest responding room
Anyone knows how to fix this?
Someone can help me, how to off this?
I know, you need enable ur vr and enable oculus link or oculus air link
U need be in oculus rift menu
Thanks a lot!
np
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)?
This is the picture in question
I don't think that what you can walk in 360, that's impossiblr
Yea I figured... Guess I'll make a 3d model of the room and 3d scan the furniture. Thanks anyways!
np, good luck
Thankyouuuu
is the xr interaction toolkit have curved canvas ?
Hello friend, i want to ask something. i have a problem with my VR Project
The problem is how to read boolean from gameobject that can read twice , three times
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";
}
}
I don't put it on void update because, i interact the Gameobject with Hover
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
Bas is... Very, very complicated. I've spoken with Lyneca (one of the big modders and warpfrogs spell guy) and while it looks simple-ish on the surface, its so very interesting but complex further than that.
You might be able to create a custom interactor/interactable. Im not too sure how you'd go about that, and my vr is out of commission rn so i wouldn't be able to tackle it myself
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.
your best bet would be to try physics first, as you grab with physics in bas
If you can successfully grab a ragdoll that isn't animated or anything, you can move forward and look into animating the ragdoll
Nice, i trying to do this.
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;```
are they flagging as being touched or anything?
Also, children of an object don't have to be in the same layer as the parent
you're free to change them
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?
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?
No. Tinkering with hardware or jailbreaking is what voids your warranty
Awesome, thankyou for the response
You can make it a velocity tracking interactable, if you're using the XR Interaction Toolkit, put a configurable joint on it and lock the position, then set up your rotation limits accordingly (locking the rotation on the axes you don't want to rotate).
Ah okay, thanks!
np, @ me if you need anything else
I will do that for sure, thanks!!
:)
anyone can help me, how to make damage from gun to puppet master
@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?
lemme have a quick look at the xr toolkit docs
what version of the toolkit are you on btw?
Depending on what version of the XR toolkit you're on, the grab interactable (assuming that's what you're using) should have an option that says "match rotation"
see what that's currently on and then try changing the value and testing it
2.1.1
Alright, if I can find it 😅
Should be a boolean somewhere near the bottom of the grab interactable inspector thing
It is not there. This is what I have
Or waaiit
It might be named differently
Oooh found it, if you click on the square next to "Use Dynamic Attach" you get the options of Match Position, Rotation
Yep, thanks!
@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
Sure!
you would have to compare the local rotation to something for sure
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
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
im not quite sure on the maths though
I see, I'll try it out. Thanks!
With these cubes, are they on the same layer as your piano keys, or are they on the same layer as the guitar
Here's what I do
I create a layer for the character, which collides with the ground or default layers
And if something interactable has moving parts, or subcolliders
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
the hands can interact with both the interactable layer and the interactable moving parts layer
you can have one hand layer, as the hands won't cause issues when they overlap
I know
what layer is your body collider on?
and does that layer collide with the default layer
What layer is your body collider on?
no
for the player
If you have one
Does that collide with the interactable layer?
I know
Does the Player layer collide with the interactable layer in the collision matrix, in physics settings
hm, okay
What layer are your hands on?
There's no left or right hand layer
No, not a left hand and right hand object
I meant a left hand and right hand collision layer
Are they InteractionLayers or Collision Layers
Or are they Tags
Show me your full inspector window
no
well
Make a single layer for hands
Make sure the hands Do not collide with the Player layer
The hands must only collide with any layers that will contain objects you want to interact with either by grabbing or pushing
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.
Making a hands layer that collides with the interactable layer, but does not collide with the Player layer is your solution
Yeah, that should be alright
Try it now, with the string colliders on the interactable layer
They should, yes
That's irrelevant to the strings, but you can always try it with being able to pick it back up
did it work?
Do you have the cubes on the strings set as triggers or colliders
And are they on the Interactable Collision Layer
Are they on the right layer?
Okay
let me think
Are you 100% certain you put the script to make the sound on the cubes
Okay
Are your hands on the Hand layer?
Are your hands on the hand layer
This is completely unrelated to my question
Are you sure the strings are on the right layer too?
no
I mean
Are you sure the string colliders are on the right layer
Try making a layer called Music or something, and put everything that makes music, on that layer
put your keys and strings on that layer
and make it only collide with the hands
see if it still works on the piano
that will tell us if layers are the problem
Could you have muted or turned the volume down on the audioSources on the strings?
hm
im honestly not sure what might be doing it?
Show me the inspector for your string collider, like take a screenshot of the entire inspector
I can't think what the issue could possibly be then
No, that won't be it
the number of sounds won't be the problem
are you getting any errors at all?
go straight to the guitar, hit the strings, and see if it gives you the error
Then I don't know what the issue is
yeah :/
There is an older asset on the asset store. No official way to do it sadly.
Do you use unity?
Assets are just scripts etc, so I don't see why it's not possible to use them
Feel free to write your own system, but not many will be able to help
Ahhh
https://github.com/De-Panther/unity-webxr-export
Woah this is supporting the latest unity version
That's new to me
Sorry to not be of much help further. If you get something working I'd love to see!
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!
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?
I havent found a way to do that, all I have is the ovr profiler right now
i dont know how to get a log file off my quest
im building it as an apk and running it on the headset
yes
i dont know, lemme see if i can find one
nope
theres no log files
theres a log gatherer tool
it couldnt gather anything
Just trial and error so far
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!
Please help me how can I fix it
@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
And you can make a custom console you can see in world space and print the logs to that. Also really nice to have
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?
my internet is so bad that it will take forever to download a new version
You might be able to force it in the packages manifest and change a file responsible for verification in the package so unity doesnt give warnings.
It might break however. Is there a reason you are using this really old unity version?
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
but can you explain it more to me, sorry I dont understand
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
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
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
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
Maybe try an internet cafe or something?
bruh, internet cafes in syria?
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
Yep, everything you'd see in your console. Probably in the Android - Data - (your project) folder
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.
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..
Please HELP I can't find any solution over internet
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
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!
This questionnaire is for the VR FEAR PROJECT, made by students of University of Arts Utrecht.
There will be questions specifically for VR games and for horror games. It is not an issue if you have not played any VR titles or horror titles.
VR FEAR PROJECT is an internal codename and will be changed in the future.
All data will be used internal...
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.
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?
Hey guys, does anyone know how to lower the resolution for only the VR camera?
Here is the forum post: https://forum.unity.com/threads/dynamic-resolution-on-vr-camera.1333062/
Question is; why are you trying to lower the resolution of the VR camera?
what are you trying to achieve by doing this?
Performance probably
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
Yep, I responded in the forum post as well
@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.
@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.
Are you recording footage using an external program?
Or is something in Unity doing the recording?
Yeah. It's a recording camera which allows to have a higher FOV than the default camera.
It's for us as well as for streamers/YouTubers.
What's the performance impact from using two cameras like?
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
That's why big studios record on extremely high end PCs or simply have a rendered cinematics
Is just the recording messed up or also the gameplay in VR?
If just the recording, your recording settings in the tool you use are not the best
You should probably look at optimising rendering somehow rather than dropping the vr resolution
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.
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
how can i detect controller position and calculate the direction where i am swinging my controller
basiacally i want to calculate the rirection where the controller is pointing and for example mark it with a arrow
You can easily get the direction your controller is pointing in by getting the transform.up or transform.forward for your controller (i forget which one it is because controller orientations wacky)
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
can u tell me more on how to do that please
@gilded wyvern
if u will have time reach out to me, thanks
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
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
what are the best settings for the best quality in VR? (e.g. anti-aliasing etc)
Best is 8x MSAA, 8k textures, ultra high res LODs
But no current PC will run that properly, so you need to clarify a bit
in the UI canvas, the pixels are well visible. Only the unity app and other programs look nice
What di you mean? @leaden plover
I will try to make a screenshot tomorrow
!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
Is the player rigidbody set to continues?
And is it a premade teleport system or did you code it yourself?
For teleport I made it just set the position to spawn for like respawning and the rigidbody is not set to contiues
I may have fixed it but just on a side note the player can glitch through walls when sprinting like into a corner
Set it to continues.
And make sure you teleport so the feet allign with ground, not the middle of the player
One problem when I have set it to continues in the past the player could easily glitch through walls
Whut? Discrete could have those issues but continues should not. It's the most accurate
Well basically the player speeds into a corner and continuously runs into it they can fall out
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
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 🙂
Reproduction steps: 1. Open Oculus Developer Hub, go to the Device Manager tab, and install OVR Metrics 2. Turn on Metrics Hud 3. Op...
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
What doesn't work exactly?
How are the hands etc setup? Do you use the OVR player? Did you follow the oculus startup guide already?
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.
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
Look up the official oculus quest unity development guide
Dont see what hinge joints have to do with anything
Do both use the same quality preset?
Sprite textures do not have mipmaps enabled by default. You need to turn that on for world space UI
How can I do that?
On the texture import settings
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
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.
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??
What's your goal @severe hare? To disable grabbing on an object under certain conditions?
this one
So I want one object to be grabbable by hand but do something else by ray
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
Okay, tbh I dont know what choice do I have. really new here thanks
So I could detect if the ray hit the object and retrieve the object properties with raycast right??
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
And yes that's the idea
Okay thank will try it
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? 😦
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
This option has been deprecated and replaced with the XR Management System @quick sentinel. Last version with what you're describing is 2019 LTS
oh now I see, thank you, so should I install the XR Management System package and it should work?
It's pretty straight forward but I would recommend following a youtube tutorial
ok, thank you for your time
Is anyone here using Unity XR-SDK? Or any reference for relevant group or folks?
What's that? @eternal bison
Does anyone know how to find the documentation on Steam VR Throwables specifically the Throwable (Script)
Found the documentation on the method I was looking for. not much there.
Ahhh
Making a custom headset?
Maybe if you have a specific question ask on the forums?
Sortta, but unity folks aren't very helpful or open for discussions in this regards.
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
How can i detect a swing with my controller(XR interaction)
anyone here familiar with haptics works? I am attempting to implement a subtle pulse when dragging an object
docs seem sparse
Depends what system you use
Oculus Integrations
Just grabbed RGB Haptics. Seems promising
first record what the controller is doing, position/velocity, and check if the changes from the current frame and last frame fall inline with what you think a swing is. then do something when it determines that a swing has taken place
cant I have both Oculus and OpenXR? can you tell me if this can cause any problems? (having only Oculus)
thanks
No, it’s one or the other. It’s recommended to use OpenXR now
thanks
can someone help me fix double vision caused by TAA?
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
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
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
Okay this make sense, But when a player joins a scene it comes with a controller and there is only one prefab of XR controller, if there will be no more XR Origins then there will be no other players. Please explain more
How can I instantiate an independent prefab of XR Origin in the scene
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
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?
Has anyone managed to get hands or arms to follow objects with IK in VR?
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
Hi Anyone Working on Projects related to LENOVO Think Reality?
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
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?
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
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
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
In this day and age?
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
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?
no how do i check the hands setup
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 ?
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
firebase loot locker playfab
theres a lot of stuff out there or you just roll your own
pretty much anything that works with android will work on quest
Loot locker looks really good ! Thanks for this !
for that you need a backend as well
but pretty much any database should do the trick
Start a new project and follow one. IF you have issues ask for help on that issue
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
VR and mouse/keyboard requires you to make a VR emulator or make 2 different game systems
For multiple controller types just map multiple buttons of different controllers (or generic buttons) to the same action
How can I map my keyboard inputs with "Move" action which runs on joystick of VR
Click on the plus and add multiple bindings
Looks like you already got it?
I'd say make the game first and then focus on porting
I have already made the game.
It's a noob question but I don't find any keyboard inputs
You added a vector2 input. Keyboard is just true or false, not a vector2. Add a double binding instead
When pressing the plus you have multiple options
Okay thanks
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.
Or maybe https://answers.unity.com/questions/496290/can-somebody-explain-the-onapplicationpausefocus-s.html
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
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
Hey, is there any standard on whether or not multithreading is helpful on headset-based VR (as opposed to PCVR)?
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
@tame bane Don't spam the channels please
How do I
How do you, what?
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?
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?
Hello buddy, I have seen you answering questions on unity forum related to this topic, I was publishing my XR app on Oculus App Lab, But this error pops up, how can I fix it
The focus aware manifest meta-data tag must be set with required="true". More information can be found here: https://developer.oculus.com/distribute/vrc-quest-input-4/
Describes the Oculus Store requirement for focus aware apps.
It seens that if you use Oculus Interation SDK in Unity Store, it will set the manifest for you automatically.
Yes it does, but while building your apk, Unity modifies it, I have decompiled it and changed the manifest and recompiled it again, now I am facing this error and I don't see any tag in manifest related to focus awareness
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
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.
okay I will try that
Hello mate same error, but this time camera permission wasn't there, I have noticed the difference between old project and new project in android manifest, The new one was different so I copy pasted it but still no progress. Any thoughts
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?
On Quest 2 with both Multiview and MultiPass stereomode there was a significant Increase in GPU metrics . This was noted on both the...
quest 2 has multiple cores so depending on the task multithreading can be beneficial; but you have to profile the overhead of creating threads and make sure the task in mind fits.
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)_/¯
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.
I think most of VR developer are using Oculus Quest 2
Can I start with Google cardboard or any other mobile VR device for completing a course?
As of 2019.3, Unity officially supports these platforms for XR:
ARKit
ARCore
Microsoft HoloLens
Windows Mixed Reality
Magic Leap
Oculus
PlayStation VR
rest you can read here
i got partical in vr but idk what code i should type to make it so when i hit the object the partical plays
Is there a way to force an interaction to end, using the XR interaction toolkit?
can someone help me?
im using Oculus integration
trying to upload my game via the unity tool.
anyone?
Did you go to oculus -> tools -> create store compatible manifest? @wise tartan
Patience, we also do this in our free time (;
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?
probably, but it was harder to figure out for me than creating my own interaction system from scratch that lets me do all the things the XR interaction toolkit doesnt.
Same with us
Not a vr issue right. Set the VR player to a different position?
Have a list/array of positions and go to the next one each button press
I might have figured it out lmao
Do the OpenXR and SteamVR plugins conflict?
Yes, you can not have both active at the same time. If you're talking about the XR System Plugins
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!
You can use any input the platform supports the way you want.
Just make sure it actually works on the quest if you target that. Windows has a lot of freedom with this
If you want to make a huggable pillow you gotta go through the regular costom controller setup stuff
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
Well how do you populate that list?
Google how to make a custom controller in Unity. Idk what hardware you have etc
Additionally, this list will only give you available XR hardware. It has nothing to do with gamepads and the like
oh that explains
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
You can scale the camera too. This is how you do small scale content in AR without messing up AI and lighting
scaling the camera is by far the easiest way to accomplish this. No need to mess with model scale at all!
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.
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
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
You can easily scale the VR camera rig to whatever you want, so the player is a giant in a real-scale world.
You could also try that ^
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?
It sounds quite clear - Addressable package apparently doesn't work on the quest 2. Best bet would be to have a look around, and to ask in #📦┃addressables as well
https://forums.oculusvr.com/t5/Unity-VR-Development/Addressables-Loadpath-in-Quest-2/td-p/932725
Have a look at this post, this is the first thing I could find on it.
Thanks for the reply, I will ask in that channel as well. Also I will look at the above link.
https://www.gamedeveloper.com/programming/unity-addressables-it-s-never-too-big-to-fit
This one might also be good to read through too
This link i just sent does talk about porting psvr to quest though
Although, it may well be transferrable to what you're doing
Thanks I will take a look at that one as well.
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
Can you be more specific. What's the issue?
If i would like to publish my game (quest2 ) to a private test channel, what is the way usually?
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
hey i want to make a game for google cardboard
which one i choosw
https://developers.google.com/cardboard/develop/unity/quickstart
Followed the official quickstart guide? @rain holly
what i choose or what i have to do
Did you just jump to that step or did you actually do the prerequisites before it
make sure you follow all the steps! If cardboard is missing its likely you didn't add it via git/package manager! @rain holly
Hi everyone, Does anyone know how to make a vr cross platform game like mobile or desktop?
WARNING: This is a highly addictive VR game & must be played with at least 2 other people who join the game on mobile devices. The required mobile app for iOS and Android is free.
Do you have what it takes to protect the golden acorns in this new multiplayer party game from Resolution Games, or are you feeling a little squirrely?
Get the game ...
Depends how you want to do it. Cross platform using Unity’s services is quite easy.
Anyone have a code for making jumping in vr?
It’s not much different from jumping in any other first person game. But depends on your player controller
Unless you want the person to irl jump for it to jump in game
Example or reference please 🙂
XR Interaction Toolkit should be cross platform by default with OpenXR
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]
so has anyone tried to build for the pico neo 3?
Yes, with the SDK provided on their site. Worked fine for me
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
thank you, i wanted to be sure cause i was aiming for crossplay
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
This happened to me today when I added Oculus Integration and the Oculus XR driver. I reverted to a plain Open XR / XR Toolkit version and it fixed it. I had only added Oculus Integration for the android manifest generation for applab, but the package is huge and did something nefarious.
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?
can someone help me add climbing to my unity XR game.
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
Thanks man letting me know about this but I haven't pushed this work yet, I think I have to do this all again!!!
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
But I have a question for you what if I want to use other features oculus integration offers, I can manually add android manifest in my case but what if in future I want to have that keyboard feature they offer then what? again my controller will go crazy is there any fix?
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 ?
Dunno. I'm not even 100% sure it was the Oculus package that was responsible. Git / Git LFS is continually useful on stuff like this.
hi there
Is there any way to easily detect which hand is holding an object with the XR Grab Interactable script on it?
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
You have given no info on how you track the hands. What package do you use for your VR player?
What headset? Unity version?
so i think its Xr my headset is oculus quest 2 and my unity version is 2021.3.9f1
i think package is XR idk but my player is called XR rig so
Probably XR Interaction Toolkit?
Did you follow a guide already?
Maybe check the VR development pathway on Unity Learn :p
k
Could someone take a look at my question please
If it's his guide maybe ask on his socials as well
I'd suggest asking the person who made the tutorial
Job postings aren't allowed on the discord channel
Ok, can you help with proper channel
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..
why not physics
I tried that but it was a bit wonky.
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
I am pretty sure about it, that it was oculus integration package, I already had "Oculus Hands" folder in my assets and oculus integration rewrote it which was causing that problem. So if you have "Oculus Hands" folder then remove it from the check list while importing oculus integration
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
Use SideQuest or adb to install the apk
Just do build and run, no need to install the apk separately
Oh yeah
is there a way to toggle haptics?
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 ?
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]
good to know. I won't ask how long it took to figure that one out!
Yes, did you google it already?
I think all VR solutions ship with haptics support
Yeah, but in the xr toolkit the only method I found was like hapticimpulse(intensity, duration) which isnt a toggle
Ah, that is useful info.
Maybe make a script that keeps triggering halticimpulse in a coroutine or other method untill you manually stop it?
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
Do you use a keystore?
If the signature from this or the application folder (com.companyName.ProjectName) change it will not update
whats the highest amount of tris you guys usually aim for when making apps for quest 2?
Oculus documentation sets the Quest 2 at max 1 million triangles rendered https://developer.oculus.com/documentation/unity/po-art-direction/
No keystore is same, as far as I know One cannot publish or update same app with different keystore
Personally the absolute max for me is 800k since I have some skinned meshes and custom shaders as well.
I aim to have 500k on screen most of the time
Colleague of mine has 600k tris and 600k verts and is experiencing some lag, but that's probably not enough to cause some more significant issues, right?
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
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
I do realize that, that's why I asked whether the tri count could be the main culprit or if there's another issue
I truely cannot say this without seeing the project
Yes, one platform is windows and the other is android.
Explain the issue if you want support
In unity editor and desktop app nothings jitters, I can see my hands, move and all but when I build android apk and published it on oculus it was jittering everything was stuck can't see my hands can't move
why is that
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?
XR Interaction toolkit!! If this answers your question
and the same app worked fine, in the previous build
For android in xr management, do you use the OpenXR package or Oculus?
Yes for sure
Then compare differences to that version I guess (if you use version control)
It was an or question lol
I will try to figure it out this way
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?
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.
not sure if you fixed this yet. Shot in the dark, but are you incrementing the version number properly? It's android, so you need a 'monotonically increasing integer' version number. Just add one every time you push to app lab.
i need some help with rigging something for a game if anybody could help?
its for a gtag movemnt game
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.
what are you using to generate the manifest?
https://issuetracker.unity3d.com/issues/meta-quest-performance-loss-between-urp-versions-when-built
Got a new report in trying to fix the latest URP versions!
Please vote on it
Reproduction steps: # Open the user’s attached project “QuestURPPerf2020.zip” # Enable the Metrics HUD in ODH to see App GPU Time an...
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
: (
I simply just built an apk with unity, and tried to publish on the alpha channel
this is very similar to the issue what i mentioned a few days earlier
Do a little research into generating the manifest.
Yeah it's a widely known issue, but performance still can be acceptable on 2021, just not optimal.
A bit back there was another similar issue which gave us a small xr improvement in 2021.3.10, so update if you can
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
OpenXR package 1.5.1?
i am using 2021.3.10 and i can reproduce it mostly on big rendering scene
Then make a bug report with both 2020 and 2021 versions attached:p
1.4.2
I have no idea why its happening
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
Maybe try 1.5.1?
Hello does unity render the whole world in VR, or only camera fov for devices like oculus quest 2
Unity has a mock VR controller somewhere among the XR packages. Driving that from a test would be my first try.
Both. It can draw the whole world. It can do occlusion culling (showing what the camera can see). Foveated rendering reducing workload. And some other things that you may not care about.
It depends on what settings you disable
@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
Their occlusion culling isn't very good to be honest
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
@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
Yes, frustrum culling doesn't catch all objects very well, where occlusion culling is supposedly better at it. There is some good information here: https://docs.unity3d.com/Manual/OcclusionCulling.html
@buoyant jolt thanks
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 ?
Yeah I tried that actually, I think your talking about the MockHMD XR plug-in, I tried that actually but it won’t run in test scenes for some reason, always throws a somewhat cryptic error
All I need is a simple way to control the VR input from script, like trigger buttons, change hand/head location etc…
Check line at 9 you have to add this and it will resolve your problem. Check mine manifest
It's working, thank you @wet jewel !!!
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 😅
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
🤣
Fixed this, i was building with the XR simulator game object (from xr interaction toolkit). Once i disable and build again, it worked!
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
Use collision layers or IgnoreCollider in code?
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
Might it be that its not intended to render two cameras for two eyes as of syncing issues and motion sickness?
and i have found a few pieces of documentation telling me i should be able to turn it left and right as well
but I am by far no expert in VR .just guessing common sense 🙂
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
https://docs.unity3d.com/ScriptReference/StereoTargetEyeMask.html should have those , right?
But your isnpector is only showing both?
None and Both
Is it URP, HDRP?
the code lets me run it, and i have the variables linked in
URP
running unity 2020.3.30f1
Did you try default pipeline instead of URP?
https://developer-global.pico-interactive.com/docs/unity/en/13136/unreal-xr-sdk-faq1/
theres also this suggesting the same
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
you have just saved my project, thank you very much
You are welcome 🙂
:D
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?
Use logcat to see the log when that happens
adb logcat -s Unity
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
When?
When starting the game? When going into link? Already updated drivers and restarted your PC?
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
.
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
i tested the connection the cable is fine and oculus support are being idiots
It being fine with regular data transfer and in VR is different
Been there, done that
Gotta rule out each part
ok lemme check
nope nort the cable and all my drivers are updated and ive tried every port on my computer
i fixed it the ovr server was shunting all the processing to my low power graphics card instead of my 3070
What is the difference between Device and Floor?
Hi, what sw could i use to debug oculus device
Can anyone tell me, what those Plug-in providers are and what it does? Im new to XR in unity
With 1 the eyes start ar the camera position, with the other the camera position is seen as where the player stands, so it will increase the height of the camera (not confirmed, that's what I thought it did)
A quick google search gave this result: https://docs.unity3d.com/Manual/configuring-project-for-xr.html
What do you mean?
You can just enable debug build and enable autoconnect profiler?
Or use logcat
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 (:
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?
That's a VRChat issue, not Unity. Contact their support for a proper answer
And read the requirements for the avatars properly. Probably missing something or a bad export
thank you so much man!
One more question: so this PC tab is, that i run my application on PC and it gets streamt to the headset, correct?
and if i wanna run my application on the headset (without a pc) i have to install the anroid module and select openxr in this tab?
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
Id like to develop for multiple headsets. it doesnt really matter which (except it has to be oculus, because i got quest 1). right now i chose in the interaction profile valve index controllers, htc vive and valve oculus
so i guess id like to develop for them
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
yea im gonna add it soon
its just a little project for university, and id like to support multiple devices (because we have to pitch this project as well)
ok, and this XR interaction toolkit is also built, that it would support other controllers? then this would be perfect @north path
ah i see, ok thank you very much man, u really helped me clearing things up
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
Depends on what VR framework you are using. But you can track the current position, the last position, and the time of the last frame - which will tell you the meters per second
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;
}
}
Yes 🙂
You maaaay want to move that out of FixedUpdate, as that runs on the physics cycle, and won't be in sync with the visual display.
You also may want to switch from positions to localPositions, otherwise your directions may be incorrect when the player teleports or moves or spins around their play zone.
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;
}
What could be a reason why a piece of code works just fine in unity, but does not work after build?
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
That could be a lot of different things. More details are needed
The entire script? Or is the general idea of it enough?
The more specific, the easier we can help. So the script @zenith pasture
sorry for the delay,
https://gdl.space/exacayikob.cs
https://gdl.space/hutululawu.cs
- is supposed to read a color from a gameobject, 2) then applies it to whatever it is on
this is what said gameobject looks like
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)
is having alot of 4k textures effect the performance in VR or it just increase the game size ?
In unity everything works alright, in build the colors don't change
Haven't tried debugs in build yet
Both
More pixels == worse performance
Especially on the quest GPU bandwidth is limited
Then try that and see where it breaks (:
I will try to get logcat working
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);
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.
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
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
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!)
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found the exact line that causes the issue, it is this:
Vector2 pixelUV = raycastHit.textureCoord;
for some reason it always returns (0,0) in build
but not in unity
Make sure you have read/write enabled on the mesh import settings
https://answers.unity.com/questions/29264/raycasthittexturecoord-always-zero.html
https://answers.unity.com/questions/1811323/why-in-unity3d-raycasthit-texturecoord-always-retu.html
Check colliders and check if mesh and texture have read/write enabled
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
thanks, so the read/write is the issue, but I dont see a way to change it...?
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);
Can I only change it when importing it and not later on?
In the texture and model settings its an option
Can you confirm the code actually runs?
Is it using oculus link or quest native?
where? am I missing something?
The model, not mesh, sorry
and texture
Not sure if it will fix it but worth a shot
Its link and i know it runs because the method that executes that piece of code, also returns a value right after to make the rest of the code work
Do you use OpenXR or oculus in xr management?
Pretty sure its openxr, i can confirm when i get home
But i did install oculus package
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
That's fine
The package is openXR compliant
Ill try those 2 when i get home
seems like the texture has it, but I just cant find the model, lol
thanks anyways, at least I know what to look for now
Hope it works. Otherwise google 'raycastHit.textureCoord returns zero'
spent a good few hours on this, happy to finally know where the issue is and (hopefully) how to fix it
thanks for help
No problemo :P
What file type are you using @zenith pasture? Cause you don't have the option with GLTF
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
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)
I think Unity limits fps when the headset is not in use. If I place something in front of the headset so the screen goes on it does play smooth
Maybe file a bug report?
oculus features were enabled (still are) and i cant find any documentation on how to use OpenXR for rumble
can only find requests and people not being able to use ramble
no wait i think i didn't explain properly
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
It is very possible your airlink connection is bad
Possible, though I am able to play boneworks and other pc games smoothly
without any issues
Check the profiler
It's enough to enable the stats button in the game view to see the FPS there
I.. don't know how to do this >.<
nvm i am stupid, I thought you meant In the headset
you meant in the editor window
Yes
The fps seems to be capped to 30fps..
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 :
- Turn off Vsync in project settings>Quality
- Add this line of code to the Start Function of an empty gameobject
QualitySettings.vSyncCount = 0;
Application.targetFrameRate = 60;
I am using URP
- shouldnt that be 72 not 60?
- If using oculus integration you can set framerate through ovrmanager
- 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
I am using unity xr, and yup it should be 72 not 60 my bad
in either case the fps seems locked to 30
any idea on where to set this?
which unity version?
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;
}
}
}
woahwoah woah what is this
sets to max hz, defaults 90
should I just plug this into a start function smoewhere?
I believe so
hmm let me try this
seems like there has been 3+ ways to set fps in the past
so if it doesnt work we'll try the next thing 🤣
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
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
ah
testing now
🤞
if this doesnt work might have to make sure unity's using the right gpu or profile the scene
¯_(ツ)_/¯
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
you said you're using air link?
Yeah
hard wired the pc to the router?
Yup, it works perfectly when playing pcvr games
is the editor view visible?
do you have a gameobject selected?
deselect and maximize gameview
make sure the inspector isn't visible/updating
the editor is known to be a lot laggier than a build but it also highly varies depending on whats selected
yes!!
Idk how to feel about this internally