#🥽┃virtual-reality

1 messages · Page 4 of 1

atomic badge
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will do

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thanks so much

severe saffron
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👍

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glad we solved it

atomic badge
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This needs to be more visibile on forums and elsewhere >.<

severe saffron
crisp pivot
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do u have any openxr documentation?
cant find anything

north path
crisp pivot
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saw this, searched for SendHapticImpulse in vs (entire solution search) but it found nothing
so im missing something, but dont know what

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@north path

north path
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What toolkit do you ise for VR?
VR Interaction Toolkit? Oculus Integration only? @crisp pivot

crisp pivot
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Toolkit? Mean package? Or..

north path
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Just how you make you game. With which vr package @crisp pivot

crisp pivot
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Im confused
What package?

crisp pivot
north path
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Follow the unity learn vr pathway maybe

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Like what system you use for the interactions in VR

crisp pivot
north path
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Then XR Interaction Toolkit

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Doesn't that have haptics?

crisp pivot
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Idk, havent seen any haptics with it

long berry
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Hi, I'm wondering if any XR dev here has any experience using the DirectPreview (with the VIVE Focus 3) feature for the Wave XR Plugin
I can get it working without any problems with a project using the build in pipeline but not for a project using URP
From what i can gather from the WaveXR Unity Doc it should work with URP
Any help/ideas regarding this issue would be greatly appreciated :)

rapid loom
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hey uhhh, i am using the xr interaction toolkit, i want to be able to detect if the left or right hand is grabbing the object (event system on grab interactable) is there anyway i can do that?

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for hand posing purposes

crisp pivot
north path
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How did you complete the pathway then? @crisp pivot

crisp pivot
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now im confused again, what pathway?

tulip anchor
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the one you said you followed

crisp pivot
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im not 100% i followed it (started the project 2-3 months ago) but i think i did

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but i do know i looked at it as i havent done vr in unity before

crisp pivot
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i can not for the life of me find where i can just simply trigger haptic feedback
the only haptic options i can find, is through a manager in the inspector window
not what i need -_-

north path
north path
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And did you google it already?

smoky wedge
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i dont know what's going on but suddenly i have just been plain unable to build any thing to the oculus quest without an error

dusty burrow
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Hi, I'm using OculusInteractionSampleRig and I have to move it away from 0,0,0.
I tried moving the whole prefab first (up on Y axis to 0,7,0), but meshes of tracked hands stayed at 0,0,0 (I'm using hand tracking on the Quest 2).
Same happened when I moved the prefab in hierarchy to an empty parent object.

How can I change the position of the rig without breaking hand tracking?

crisp pivot
north path
crisp pivot
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no errors at all
script is inside one of my gameobjects
everything else works in the script

north path
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That's not my question

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Can you use button inputs from the controller?

crisp pivot
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and yes, normal input works

north path
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Maybe start out in a blank project for now and setup the XR interaction toolkit properly

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Otherwise I can't really help you

crisp pivot
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ok, what in the actual hell is going on here?
left package manager and visual editor is for my project (no errors)
right package manager and visual editor is for the testing to get haptics (getting input error)
how?

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they both have all the same xr packages and both are using the newer input system...
what am i missing?

north path
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Maybe get the latest unity version

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Think you're on an old one

crisp pivot
north path
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Which versions?

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Be specific, newer can mean anything

crisp pivot
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project: 2020.3.25f1
test: 2020.3.30f1

north path
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If you can use a new project use 2021.3.11f1

Otherwise 2020.3.40 is the latest 2020 lts

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And then make a new project in those

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Maybe follow an xr Interaction toolkit guide

crisp pivot
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im gonna try something first

atomic badge
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Basic Info :
I'm using OpenXR through Unity's XR Plugin Management.
I am testing on an PC and using a Oculus Quest 2 Headset.
I am using XR Interaction Toolkit provided by Unity

Specific problem :
I have a cube with a Configurable joint on it.
This configurable joint has been set up so that it allows the cube to simply slide along an axis. The mass and Drag of the cube's rigid body has been increased so that the cube feels "Heavy" to move when being pushed by the hands.

This all works perfectly.

My colliders on the hand model are very shape specific (depending on the pose of the hand) and cause weird physics bugginess when moving the cube from various hand poses. Anyhow I don't want to rely on blunt hand physics since I plan on adding other objects to my game as well (Drawers, doors, etc..)

Now I tried to use the XR Grab Interactable component to make it so the cube can actually be "Grabbed" and moved around, this way it feels more responsive, my only problem is, the Grab Interactable completely OVERRIDES the Rigidbody and Configurable Joint settings I've put in place to make the object feel "Heavy"

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When the user Grabs the cube, they can move it around (still locked to the axis) although it feels completely weightless

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Is there any way to make it so the XR Grab Interactable still obeys the Weightiness of the object being grabbed??

stark haven
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Getting this error whenever I try to build and run to oculus. Google isn't much help currently

void star
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Hey guys! I desperately need assistance for my Unity VR project which I'm struggling with a problem.
Everything is normal and rendering okay when I press play in Unity.
I am attaching the images for you to see.
But when I deploy it to my Oculus Quest 2, It fails to render a lot of things like water shaders, skybox, scene objects, etc and there are a lot of dots of the object edges.
I tried trillion of things: decimated geometries, baked merged meshes, even changed the water shaders, assets.
I made it all render by tweaking the render queues once but when I add a game object to the scene for the game, it failed all over again. So it was not the viable way.
What am I missing? It is not heavy on gpu or there are almost no lag.
I'm about to lose my mind please help me 😦

crisp pivot
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@north path if youre interested to know, i continued to google my problem and came across a post on unity forums
there someone from unity shared a very small and easy script for haptics
it works for me, and its not like any of the other methods ive seen from people

north path
crisp pivot
north path
north path
north path
crisp pivot
north path
north path
crisp pivot
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oh shit

north path
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That's the changelog from your installed version

stark haven
# north path Share the actual errors

"UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002da] in <4e64905d831f4883a53259ef37fb023b>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <4e64905d831f4883a53259ef37fb023b>:0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)" Dont know how much you need, I am quite new with unity

crisp pivot
north path
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We gotta know the 3 errors in the logs.
This one kust says there are 3 errors @stark haven

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@crisp pivot update unity (still recommend it) and edit the version in package.manifest file

crisp pivot
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aha, well its not something i need atm

stark haven
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Editor Log says: "UnityEditor.BuildPlayerWindow+BuildMethodException: 4 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002da] in <4e64905d831f4883a53259ef37fb023b>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <4e64905d831f4883a53259ef37fb023b>:0 "

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Thats from my editor folder in file explorer.

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I also found this: "BuildFailedException: Incremental Player build failed!
at UnityEditor.Modules.BeeBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) [0x00165] in <4e64905d831f4883a53259ef37fb023b>:0
at UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) [0x00001] in <4e64905d831f4883a53259ef37fb023b>:0
at UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) [0x00009] in <5e58a3838afa4e88a08dc92f05003dcc>:0
at UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.Int32 subtarget, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) [0x000e5] in <4e64905d831f4883a53259ef37fb023b>:0 "

void star
stark haven
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I'm not sure what I did but it finally worked 🤷‍♂️

smoky wedge
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ok... i definitely have no idea what i have done on sunday, but suddenly i am just unable to build to the oculus quest anymore. i even went as far as having a blank unity file and i still get a whole black screen

north path
buoyant jolt
smoky wedge
buoyant jolt
smoky wedge
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ah, i called myself checking all of the player settings, and the xr management settings. but i kept getting nothing

buoyant jolt
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Most unity builds have Vulcan support on by default, but also can't use Vulcan on the quest. So it shows a black screen. But music, everything else works fine.

The manifest however if it is busted will 'freeze' at the loading screen or just after and usually drop an error in the log

smoky wedge
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ah UnityChanThink

buoyant jolt
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If it is bad plugins, you'll usually crash before the loading screen even appears

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But stuck on Loading... Is 99.99% of the time just the manifest

smoky wedge
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i'll definitely remember that, but i'll have to read up on how to fix the manifest then

somber salmon
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Hi, when viewing in oculus the textures are jagged, but if recorded and played in the pc it looks great, why is this? Can someone help me out please

crisp pivot
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@somber salmon might be the distance between the lenses of the headset
Change it and see if it helps

crisp pivot
dusty burrow
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Hi, I'm using OculusInteractionSampleRig and I have to move it away from 0,0,0.
I tried moving the whole prefab first (up on Y axis to 0,7,0), but meshes of tracked hands stayed at 0,0,0 (I'm using hand tracking on the Quest 2).
Same happened when I moved the prefab in hierarchy to an empty parent object and then moved that parent.

How can I change the position of the rig without breaking hand tracking?

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I also found this in "OVRCameraRig", and changing it from 0,0,0 didn't change anything.

versed berry
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Has there any documentation been done on hand tracking teleportation

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I would like to learn how you can teleport with hand tracking, if anyone has ANY knowledge of such. Please contact me

crisp pivot
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@versed berry what do u mean by teleporting with hand tracking?

versed berry
smoky wedge
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Okay so, i'm trying to switch my unity xr plugin for Oculus quest from Oculus XR plugin to the OpenXR mobile sdk.

i noticed they have "Oculus Quest Support"

which would be super for me keeping all of my button inputs universal (such as pressing the pause button on the left hand controller to open a menu)

however, soon as i switch from Oculus to OpenXR and build, i get a black screen 😦

has anyone successfully build openxr mobile to the quest and got it past the black screen?

smoky wedge
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fantastic.. so after i switched back to Oculus my build wants to fail now :x

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lol all i did was switch plugin i use 🙃

buoyant jolt
buoyant jolt
smoky wedge
buoyant jolt
smoky wedge
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ty i'll read this up

buoyant jolt
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If your still stuck later I can send. Ademo project 🙂

smoky wedge
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thanks, i might end up asking for that. but i wanna try for a bit first

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i was merely trying to use openxr instead of the oculus xr so i can keep all of my inputs universal without worrying about creating new scripts for a specific platform

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well, it didn't crash on build now. but now it's on a black loading screen without even getting to the unity splashscreen :x

smoky wedge
rapid loom
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question, how do i make a automatic gun?

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its pretty much brackey's raycast script but modified a bit, but the method he shown for an auto fire mode is for mouse

smoky wedge
# rapid loom question, how do i make a automatic gun?

im assuming the void method, Shoot() is what get called to make the bullet fire

what i'd do is get an update function that gets the button down (so it checks for how long you hold the button down) for the mouse (or any other button) and make a new method to call the Shoot(); void

put a cooldown timer so it doesn't shoot every frame, but wait a couple of seconds.

you could probably turn it into a coroutine if you need to be specific on how the fire rate with something like

Ienumerator RapidFire()
{
  bool _coolingdown = false; //a bool variable just to know when it can and can't shoot
  float _waitTimeBetweenShots = 0.1f; //a float variable could be like as small as you want for how fast you want it to shoot
  while (buttondown == true) //while holding down the button
  {
    Shoot();
    _coolingdown = true; //just so the game knows to not shoot again
    yield return WaitForSeconds(_waitTimeBetweenShots); //waits for a bit
    _coolingdown = false; //say it's not cooling down anymore
  }
  yield return null;
}

also make sure you make a specific coroutine variable so it doesn't create a bunch of them

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but this is pretty much what im guessing in my head, so im sure there's a lot of this script that's wrong, like function names and stuff.

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im bad at remembering the spelling and capitalization of these kinda things, which is why visual studio is wonderful for me lol

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meanwhile... i think i pinpointed what really went wrong with building to the quest..

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when i switched the XR platform from Oculus to OpenXR, that caused some files to really get messed up in the worst way. i dont have a cleaner solution to solve this fast, but the only way i can fix this is if i just make a whole new project and copy over all of my assets 😦

smoky wedge
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would anyone happen to know of a more simple way to fix this?

storm ether
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i have a problem in VR, as u can see in the video and in the photo, there is these weird artifacts on the edge of the table and on the poster too and in alot of places in my game, and they are flickering or something, its look a million time worse in VR btw, the video not showing it clearly

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do anyone knows how to fix that ?

pine bison
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Do you have MSAA enabled in the quality settings @storm ether?

pine bison
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Anti Aliasing, you have it set to 4x which is correct

storm ether
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it is on 4x yeah but the problem still there

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even with 8x still there

pine bison
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Do a quick test where you change the material to one without gloss or metallic, just flat colour

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It might be what's referred to as specular aliasing

storm ether
storm ether
pine bison
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It's a tough one :/ but specular aliasing is a term you can search for which could help

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The only thing I know is that

  1. In HDRP they have a feature to avoid this, though I don't know how it's implemented
  2. The naive approach I've use before to combat this is to create a shader that factors in a Fresnel in the specular, so that you turn down smoothness on glancing angles
storm ether
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people seems to be using something called Geometric Specular Anti-aliasing

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sounds complected tho 🥹

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another problem is, i am using build in render...

buoyant jolt
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Usually you just need to reduce the specularity/metallic a bit.

storm ether
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but what about the UI poster too, it has the same problem

buoyant jolt
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Why have any specularity on the poster at all?

storm ether
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as u can see in the video

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sprite render*

buoyant jolt
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What happens when you put it on a quad or a world space UI?

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Small white pixels on a black texture usually alias really bad. Especially in VR. But I'm pretty sure a sprite renderer would make it worse

storm ether
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is there is any free Temporal Anti Aliasing online i can use ? i have no idea how to implement that

smoky wedge
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I figured out a way to deal with the unity builds breaking. I'll explain soon as I get up...

gilded wyvern
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With the interaction toolkit, is it possible to modify/inherit a class from the socket interactor, so that it only selects an interactable when its dropped in it? Like, when the hand releases it, so that stuff can't just attach to it

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Okay never mind, might have a solution

smoky wedge
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so with the XR plugin manager, you can't build to quest if you have Quest plugin enabled the android plugin but also have openXR plugin enabled on pc. you have to turn it off, and probably also have to remove both plugins temporarily and enable quest plugin alone first

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i still would like to know if it is possible to build and get past the infinite blackscreen with the 3 dot loading screen by building to oculus quest using only OpenXR though.

buoyant jolt
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Yes, we have an OpenXR template that lets us build to Vive, Rift, Quest, Pico, and Web without using any third-party plugins or libararies

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It took me about a week to get everything to play nicely, a custom manifest that meets the Quest dev requirements, Quest store requirements, and the Pico dev requirements

smoky wedge
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yeah, see that's what i was aiming for.

buoyant jolt
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Then a while to find a working Unity & OpenXR version that played nicely with the Vive, without breaking all the contorller inputs

smoky wedge
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oh lord, nice to know of future hurdles that's going to definitely trip me XD

buoyant jolt
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From there, I then needed to find a smart way to handle cross platform non-VR support in the app, get builds working for Android, iOS, WebGL and Desktop as well as VR "automagically" without some random thing being incompatible or failing some store submission

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It was not a trivial task. The Quest/Pico mixed support took a while to get right. And the vive/controller support was a real pain.

smoky wedge
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ah

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lol i really was hoping i can get straight to the making gameplay mechanics rather than fighting with builds for so long T_T

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i'm going to borrow my sis's vive to try to make sure i can build to that as well

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but i definitely want to get to a point to build to a pico 4, but those don't sell in the US and no one i know has one

storm ether
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why when i use multiview for oculus it literally render one eye only and the other eye is complete white and u cant see anything at all

buoyant jolt
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What is multiview?

storm ether
smoky wedge
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yeah, just use multipass. that's what generally works for both eyes

storm ether
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also do anyone knows why unity keep crashing when i set the play mode runtime to oculus and try to go into the play mode ???

smoky wedge
storm ether
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how do i even disable one of them

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u mean just unchecking it or removing the plug

smoky wedge
storm ether
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are u working with quest 2 ?

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i have a problem that, no matter what i do i can't get quest 2 to be running when i am in play mode in unity, i have to build the project every single time i need to test something

smoky wedge
smoky wedge
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i do notice some strange differences that happen comparing between pc's editor play mode and just building to the quest 2

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for 1... i have no idea why some of the disabled gameobjects are suddenly forced enabled on the quest but not on pc? 🤔

void star
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Hey guys, I have a really weird problem. When I import Models into my project, all of them render fine in play mode. But When I Deploy to Quest 2, some of them are randomly missing/invisible. When I again, this time invisible objects becomes visible and others are disappear.
I tried almost everything, different project, build options, change export settings from blender. But I'm struggling with it for 12 hours.
Can you please help me?

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My Build is URP and I tried diffferent shaders also.

buoyant jolt
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I don't use URP, but there are a few other possibilities. It could be the cameras culling

rapid loom
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i need help, i made a "hand poser" script, and it has a problem, if there is two objects that uses the same script, and a hand holds one of the objects, the hand poses will be enabled in both object.

storm ether
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anyone know any good videos for inverse kinematics were the arms follow the hands?

rapid loom
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ok so about the hand poser problem.... here's a screenshot

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and the script

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how do i make it that the pose that activates is only the one that is currently being grabbed?

gilded wyvern
rapid loom
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help?

daring temple
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i fixed that issue

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i turned up my time thing

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but i have a new problem

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the paddle is bouncing off bouncy object

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this object its bouncing off weighs 0.0097

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thats the time thing

gilded wyvern
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Oh

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Oh god

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No

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Don't do that

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@daring temple show me your rigidbody thing for the paddle

marble kayak
buoyant jolt
gilded wyvern
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@marble kayak stop pinging people for help

storm ether
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Ok, I need help, how do you make something slippery when you're using your hands to move?

cunning bridge
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Hey! Building an XR setup and struggling to get controllers to show up when I run the scene. attached some screenshots of the tutorial to show where im at. Any help would be great 👀 thanks!

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im new 😭

north path
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Without seeing the project we cannot help much

north path
rapid loom
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each has its own

north path
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Guessing it's the HandSelect script then. Maybe post that?
Also, GetComponent in Update is a no-go for performance

rapid loom
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its already posted

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still in early phase of development, might do heavy optimizations later

rapid loom
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but thats pretty much the whole thing

rapid loom
north path
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Add some debug logs to see what runs when

rapid loom
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well there is this bug

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where when i grabbed a object that doesn't have the script, it still shows the pose anyway

tender zephyr
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Hi there, I would like to use the XR Origin (Action based) option but it doesn't show up. Did it change to XR Origin (VR)?? Or is there something I am missing?

pine bison
tender zephyr
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Thanks!👌🏼

tender zephyr
#

Here I am with another question. After succesfully connecting my quest2 to my pc I have an issue.

I have been following Justin P Barnett his tutorial for 2022 step by step and am 100% sure everything is connected properly.

When I start my unity scene with cable link enabled I have a blank screen like in picture 1, and when I start my unity scene without cable link (and also no air link cause that doesnt work on my wifi) I get just a stationary scene like in picture 2. Whever the blank screen is on, inside of the helmet it displays also a black screen with 3 dots just loading indefinetely

Any tips??

north path
tender zephyr
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And that's only after I disabled air link, connected to pc (then it starts loading and black screen inside helmet) Then i start up steamVR and it sais what the picture above sais, but inside of the helmet it stays black with the 3 dots

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The tiny preview screen also doesnt move, it's just stationary

north path
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Then it's an oculus link issue and not unity issue. Check their troubleshooting steps, like updating drivers, different cable, different usb port

limber mortar
#

Hi there, I'm currently trying to make a Quest 2 standalone build for a project I had set up with OpenXR but I'm running into a pretty weird issue. The project is using Unity 2020.3.6f1 and with OpenXR selected as the XR plug-in provider for Android, when I make an Android build then deploy it to my Quest 2 and try to run it, the application starts in a windowed form and no input is tracked at all. As a test (not permanent since project manager wants OpenXR), I tried switching to Oculus as the XR plug-in provider and making a build works and has all the tracking but the controller rotation is at a weird offset. Any ideas why VR fails to initialize for OpenXR on the Android builds?

buoyant jolt
# limber mortar Hi there, I'm currently trying to make a Quest 2 standalone build for a project ...

You'd have to unzip the APKs to compare, but OpenXR as a plugin provider needs Oculus controllers set in the plugin management, and it likely isn't building with the custom oculus manifest.

If you check the final manifests in the APKs, I suspect all the oculus manifest requirements are missing which make the Quest think it isn't a VR app. In which case you likely also need an android manifest file.

It's been a while since I build our framework for it, so I don't remember all the steps. But I did find that 2020 was unreliable at the time for cross platform XR using OpenXR

cloud herald
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is the InputDevices.deviceConnected event supposed to not fire when a HMD has had its link cable unplugged and then re-inserted during the same session? Or is this behaviour specific to the Quest 2? What is the recommended way for dealing with a disconnected link cable such that after relaunching the link, unity detects the device again?

buoyant jolt
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And I remember headsets connected being one of them.

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I'm pretty sure it's a long unfixed bug on the oculus side.

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OnApplicationFocus is called when the application loses or gains focus

I think that convo was over in the Slack group though not on Discord

cloud herald
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alright i'll investigate, just wanna know it i'm missing something obvious

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i'll synthesize my own event then, thanks

limber mortar
shadow cloud
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does openxr in unity added support for finger tracking ?

unkempt shoal
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https://www.youtube.com/watch?v=PPVNqsOBV9g

has anyone ever seen an error like this?

so I'm using the unity interaction tool kit.

at first... when I used grip to teleport the input didn't register. It was resolved by restarting my pc

now it will teleport sometimes. the input seems to always register but it doesn't always teleport and when it does it doesn't always teleport the full distance. the screen seems to jitter when the teleport occurs

there's a teleportation area. i've tried setting it to transform and colider for how it calculates distance

I tried changing the max move distance in character controller as well. I tried adjusting the ray's distance. which fixed the jittering light but it still seems to drop inputs

notes
intially the input wouldn't even register I had to restart the computer

now it registers sometimes. Pressing the button always jitters the screen. teleport will move sometimes often not the full distance

▶ Play video
cunning bridge
# north path Without seeing the project we cannot help much

Hey! No worries, I have attached some screenshots of my scene and setup. The problem is I can't get the controllers to work when I build and run the scene (They do not show up at all) no indicator rays or anything I have attached spheres to the controllers as well and they also do not show up. Have a feeling something is missing, followed a few tutorials on setting up a vr game and have come up short. Any help would be great (-:

smoky wedge
cunning bridge
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building this for a quest 2

smoky wedge
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ok

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2nd question, setting it to OpenXR, were you able to see your scene?

cunning bridge
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yep could sideload the scene onto to the headset, and look around and see the floor but nothing else

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i mean i could see everything and look around but no controllers

smoky wedge
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ah, that question was mostly because i tried to build to quest 1 with openxr and it would never get past the loading screen for me. so i always had to resport to simply switching to Oculus on the plugin

but back to your topic.

do some of the buttons work or just not all of them?

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oh, it's not tracking controllers?

cunning bridge
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i dont think its tracking the controllers at all

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no buttons or anything

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i know on the vr core the prefabs show up and you can move them around and see them in the headset

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but this build was just on 3D

smoky wedge
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just to be sure, the controllers you're tracking they don't have any offset parent frame on the transform do it? cause that could actually have your controllers appear way off somewhere else.

cunning bridge
#

ill double check give me a sec

smoky wedge
#

sure thing

cunning bridge
#

nothing seems out of position

smoky wedge
#

hmm ok

#

i wanna say check the Action Maps

#

i'm mostly using default XRI stuff

#

but make sure Position, Rotation, and tracking state actions are in your action map

cunning bridge
#

okay cool ill check them out

#

what version of unity are you using?

smoky wedge
#

2021.3.11

#

i considered updating to 2022, but i'm still learning this whole vr stuff myself lol

#

but yeah, i dont fully remember how to even bring that input binding window back up. but you can double click on one of those XRI input actions and it would bring up that window

cunning bridge
#

i was just about to ask!

#

Thanks!

#

I was going to send you a friend request! but i think i can

#

i dont*

smoky wedge
#

yeah, i grabbed the starter assets, which kinda contained just about all of my quest buttons, so i've just been making they work in both the editor and standalone (cause for some reason, the menu button is 2 different buttons depending on the build lol

#

but that might be because i use the Oculus plugin for quest instead of OpenXR

cunning bridge
#

oh sick

#

yeah i was using the oculus plugin at first as well

#

ill give it a try

smoky wedge
#

yeah, at first i thought since i used the oculus plugin, i wouldn't be able to use all of the different inputs, but they all work together so i dont think there's any reason to worry

#

but i do wanna say be careful of switching plugins

#

maybe my issue is unique, but unity would fail my android builds when i switch to oculus plugin without turning off OpenXR plugins on the other platforms

cunning bridge
#

okay true

smoky wedge
#

i was told that was a manifest file issue, but i don't have much idea on how to properly edit that to even fix it

cunning bridge
#

mine seems similar to yours

smoky wedge
#

click on the dropdown for the Position and see if there is any binding properties for the vector 3 fallback

#

should be something for the first and second parts

cunning bridge
#

second screenshot has specific controllers which could change something?

smoky wedge
#

when im not using the Tracked Pose driver (just another way to get the hand tracking) i'm using the XRI Controller Script. make sure for each hand you set the component preset for the XRI Default controllers to make sure all the inputs are being mapped fine by default

#

i hope this helps,

#

Unrelated. i had a really weird question about some of these standalone vr headsets...

if you could compare a vr headset with what you may consider be parallel to a specific game console, in terms of performance (audio, polygon count, graphics cpu and stuff), what would you pair them to?

#

just spitballing a rough guesstimate lol

#

for an example, would you say the quest 2's performance as a whole could give you games with the quality of a standard early xbox 360 game?

cloud herald
# smoky wedge Unrelated. i had a really weird question about some of these standalone vr heads...

it has about 75% of the raw performance of a Xbox One but without any of the little performance tricks available on consoles and obviously requiring 3-4x the framerate so effectively you get the visual quality of a PS3 / 360, a Nintendo Switch is probably a good analogue, which has less raw power but also requires less FPS, so in effect the graphics you'd aim for would appear quite similar.

cloud herald
#

anyone know what would cause a XR HMD (Rift/Quest) render only the skybox with all other shaders as black in one eye and slit-scan like glitches in the other? Works fine in the editor, only glitches in a build.

smoky wedge
#

not 100% sure on that

smoky wedge
cloud herald
#

this is HDRP btw...

smoky wedge
#

Aaah

#

yeah then i dont know lol sorry 😅

#

i need to learn more on that topic

#

on the other topic, i was guesstimating gamecube would be a good analogue for quest 1 🤔 although i may be selling it short for that one

cloud herald
hollow atlas
#

Hello, I am having a problem with my touchpad on my oculus quest 2 in Unity. I am trying to detect touch on the thumbpad but im not receiving any input. If someone knows how to do it or can send me a link to something that could help me out please let me know. I am trying to rotate a currently selected object using this input.

storm ether
#

Hi

#

I can help you @hollow atlas

#

Let me know more details about it

wet jewel
#

Does XRNode don't work anymore? I can't map my position and rotation of Head, left and right hand. Am I doing anything wrong here is the script

storm ether
#

does anyone know how to find the button code name for the left oculus quest 2 button?

#

im trying to trigger a piece of code when the button is pressed

#

its the bottom menu button on the left controller

pine bison
wet jewel
#

is there any substitute of XRNode?

pine bison
#

The page references XRNode as well but as far as I'm aware that's a legacy feature from the old XR system

storm ether
#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.EventSystems;
using UnityEngine.XR.Interaction.Toolkit;

public class MenuOpen : MonoBehaviour
{
void Update()
{
if (Input.GetKeyDown(menuButton))
{
Debug.Log("It's about time you got me working!");
}
}
}

#

im using this but it keeps coming up with the error Assets\Scripts\GlobalEssentials\MenuOpen.cs(12,30): error CS0103: The name 'menuButton' does not exist in the current context

wet jewel
pine bison
pine bison
wet jewel
storm ether
#

i need xrmodule to work and someone told me to download it but where?

pine bison
storm ether
pine bison
storm ether
pine bison
#

I have no idea what you're trying to do

#

But that doesn't sound like a good use of your time

storm ether
wet jewel
#

var leftHandedControllers = new List<UnityEngine.XR.InputDevice>();
var desiredCharacteristics = UnityEngine.XR.InputDeviceCharacteristics.HeldInHand | UnityEngine.XR.InputDeviceCharacteristics.Left | UnityEngine.XR.InputDeviceCharacteristics.Controller;
UnityEngine.XR.InputDevices.GetDevicesWithCharacteristics(desiredCharacteristics, leftHandedControllers);

foreach (var device in leftHandedControllers)
{
Debug.Log(string.Format("Device name '{0}' has characteristics '{1}'", device.name, device.characteristics.ToString()));
}

wet jewel
pine bison
storm ether
#

its not even being used

pine bison
pine bison
storm ether
pine bison
#

The line where you're calling that function

pine bison
storm ether
#

if (device.TryGetFeatureValue(UnityEngine.XR.CommonUsages.triggerButton, out triggerValue) && triggerValue)

#

i dont know how to copy paste code

wet jewel
pine bison
storm ether
pine bison
#

Aha

#

device is not a string

#

Youre trying to do the same thing that the two others here are doing

pine bison
# wet jewel still 0

Get all the devices and then print their characteristics to see what they look like.

InputDevices.GetDevices(allDevices);```
pine bison
#

Where are you calling this code @wet jewel? If you're doing it directly in start it might be failing because XR is not initialized

#

here I just did a delay of a second before running the code

wet jewel
# pine bison This works fine for me btw

okay now I get it, just last question to get the position and rotation of Head mounted device, left controller and right controller what should I write in my code

#

is characteristcs.left enough?

pine bison
#

device.TryGetFeatureValue(CommonUsages.devicePosition, out Vector3 position);

wet jewel
#

if you have a better solution please let me know

pine bison
#

In what way does it not work

wet jewel
# pine bison In what way does it not work

I am making a multiplayer collaboration app, there is only one xr rig in the scene, when ever a player joins the room "Network Player" object with network player script is instantiated, this object has avatar and hand meshes, and script helps to map the position of head and hands to xr rig devices that's why I used xr characteristics to map positions, but it does not map any of the positions, I don't know why can you help

clear orbit
#

I know theres a max build size for APKs, locally i could easily just make a streaming assets folder and point the path to there, but If i wanted to deploy this to hundreds of headsets, there must be an easier way to load these extra assets into individual streaming asset folders through the web rather than 1 by 1 plugging them in and dragging them?

north path
clear orbit
#

ah, thank you so much - ill look into that

pine bison
atomic badge
#

Any idea on how to fix this error??
It is not causing any real problem, but it is annoying to look at nonetheless

wet jewel
pine bison
#

Alright, so while testing this locally, print out the rotation and position values when you get them to see if they're changing

pine bison
#

@storm ether this is the code you need. But you also need to make sure your OpenXR plugin version is at least 1.4.1
leftHand.TryGetFeatureValue(CommonUsages.menuButton, out var menuDown);

storm ether
#

Thanks.

hollow atlas
storm ether
# pine bison <@456226577798135808> this is the code you need. But you also need to make sure ...

Unfortunately this is not working.

`using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.EventSystems;
using UnityEngine.XR;

public class MenuOpen : MonoBehaviour
{
void Update()
{
if leftHand.TryGetFeatureValue(CommonUsages.menuButton, out var menuDown);
{
Debug.Log("It's about time you got me working!");
}
}
}`

#

Is it because theleftHand.TryGetFeatureValue(CommonUsages.menuButton, out var menuDown); needs to be (leftHand.TryGetFeatureValue(CommonUsages.menuButton, out var menuDown)); ? i've tried to fix that and it shows up with Assets\Scripts\GlobalEssentials\MenuOpen.cs(12,41): error CS0104: 'CommonUsages' is an ambiguous reference between 'UnityEngine.InputSystem.CommonUsages' and 'UnityEngine.XR.CommonUsages'

#

it also shows up with Assets\Scripts\GlobalEssentials\MenuOpen.cs(12,13): error CS0103: The name 'leftHand' does not exist in the current context

pine bison
#

Remove using UnityEngine.InputSystem;

storm ether
#

Alright

pine bison
#

Also sneaky tag

#

I respect it

#

The code I shared isn't everything you need, just the code to poll the button. You still need a reference to the left controller device

storm ether
#

Ight

pine bison
#
InputDevice leftHand;

IEnumerator Start() 
{
  var leftHandedControllers = new List<UnityEngine.XR.InputDevice>();
  var desiredCharacteristics = UnityEngine.XR.InputDeviceCharacteristics.HeldInHand | UnityEngine.XR.InputDeviceCharacteristics.Left | UnityEngine.XR.InputDeviceCharacteristics.Controller;
  
// wait until the XR system is initialized, then get the left hand
  while(leftHandedControllers.Count == 0)
    UnityEngine.XR.InputDevices.GetDevicesWithCharacteristics(desiredCharacteristics, leftHandedControllers);
    yield return new WaitForEndOfFrame();

  leftHand = leftHandedControllers[0];
}
#

This is just written in discord cause I don't have unity available right now. But it should do what you need

storm ether
#

alright thank you so much!

atomic badge
#

Is there any reliable test to check if the user is "Shaking" any object they have grabbed??

pine bison
#

I've not done it but presumably it would be similar logic to shaking the mouse, so maybe that's something to help your search

frosty tusk
#

Hello :)
I need some orientation, I've got this old project that uses Unity 2018.4 and works for Oculus Rift; now I have to make it work with a Quest 2.
I've builded it already, and when I launch it in the Quest 2 I can hear the music but I can't see or do anything else.

#

I've already tried some troubleshooting fixes, with no luck :(

#

In my research I've also found that now there's some Oculus Integration SDK, but it requires Unity 2020.3+

#

Before I go any further, I wanted to ask you if any of you has had success in building an app like that for the Quest 2, or if the only option would be to update the project's Unity version

#

I was avoiding that at first because I'd expect things to break, but perhaps it is the only way...

frosty tusk
#

Appreciate any kind of help, thanks in advance :))

wet jewel
wet jewel
wet jewel
#

is there anything I can do for rotation as well?

pine bison
#

transform.rotation * rotation

wet jewel
#

I think my fundamentals are not clear do you know where I can learn these core things

pine bison
#

Is this your first proper unity project?

wet jewel
#

I did some crash course course on youtube, and dived into development

pine bison
#

Right. Cause a multiplayer VR project is literally the worst idea I can think of for a first project. You should start with smaller scale projects to get to know Unity, to learn C#, and to understand the game development process

wet jewel
pine bison
#

Doesn't sound ideal but fair enough

eternal bison
#

I am using Unity Input System 1.3.0, but unable to get Axis1D values for trigger or grip!
All other button, Axis2D, etc. seems to be working fine... I am using the following syntax (leftTriggerAxis.action?.ReadValue<float>() ?? 0f) to read the float and positive that action is not null.

storm ether
# pine bison Doesn't sound ideal but fair enough

Hey Ole, sorry for bothering you, but I'm wondering why this code isn't working. There is no game-breaking error, but the code isn't showing a debug in the console when I press the specified button. Here's the code, please correct me if I'm wrong.
`using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.XR;

public class MenuOpen : MonoBehaviour
{
InputDevice leftHand;

IEnumerator Start()
{
    var leftHandedControllers = new List<UnityEngine.XR.InputDevice>();
    var desiredCharacteristics = UnityEngine.XR.InputDeviceCharacteristics.HeldInHand | UnityEngine.XR.InputDeviceCharacteristics.Left | UnityEngine.XR.InputDeviceCharacteristics.Controller;
    // wait until the XR system is initialized, then get the left hand
    while (leftHandedControllers.Count == 0)
        UnityEngine.XR.InputDevices.GetDevicesWithCharacteristics(desiredCharacteristics, leftHandedControllers);
    yield return new WaitForEndOfFrame();
    leftHand = leftHandedControllers[0];
    if (leftHand.TryGetFeatureValue(CommonUsages.menuButton, out var menuDown));
    {
        Debug.Log("You got me working!");
    }
}

}`

pine bison
#

That if statement should remain in Update @storm ether, not in start

#

And I guess it should be

if (leftHand.isValid && leftHand.TryGetFeatureValue(CommonUsages.menuButton, out var menuDown));
{
 Debug.Log("You got me working!");
}
white saddle
#

Hey all. I am using a VR framework that derives from VRIF and I am using OpenVR. I have made a desktop controller as well, and I want to be able to pass a command line argument that stops XR from initializing and runs the desktop version. I'm having trouble doing this because no matter what I do, XR always initializes!

pine bison
#

Because as far as I know, this initialization is run before any of your own code. So the solution would be to leave it off and run the init manually

storm ether
#

here’s what’s happening

#

i haven’t clicked on anything yet and it’s shooting the debugs still

pine bison
#

Ay nice

#
{
  if(menuDown)
    Debug.Log("You got me working!");
}```
#

Right now you're printing regardless of whether it's pressed or not

white saddle
unreal merlin
#

Does anyone know any relevant tutorials for 2021 all the tutorials are off by a bit so they don’t make sense

brazen lichen
#

is their a way to editor test with openxr

#

that way I don't need my headset plugged in?

#

simliar to vive input manager

wet jewel
pine bison
pine bison
pine bison
wet jewel
#

BTW when this jitter happens, my HMD camera also get stuck for some reason

pine bison
#

See if you have the same issue in an empty scene with just the skybox

sinful aspen
#

Does anyone know how to use Oculus Meta Quest Hand Tracking (e.g. presence platform 2.0) without using the Oculus integration plugin?

Or at the very least a way to integrate it with XR Interaction Toolkit more easily?

Someone mentioned a tutorial a while back, but never posted the link

north path
sinful aspen
pine bison
#

I got the train example scene up and running without issue when it was released, but you're right it's a bit opaque. And yes you do need the integration

wet jewel
pine bison
#

It looks like your framerate is really poor so it might be related to performance

leaden plover
#

Effect OculusSpatializerReflection could not be found. Check that the project contains the correct native audio plugin libraries and that the importer settings are set up correctly.

#

Did anyone had this error message?

pine bison
#

Do you have the oculus integration imported?

leaden plover
#

Yes

leaden plover
#

it happend after i run a clean build, so its strange

unreal merlin
#

when ever i try to build my test project for the quest it just shows a photo and doesnt let me play

storm vigil
unreal merlin
#

only 1 scene

versed quiver
#

How to do i place an item into the players had when they press the grab button

#

Like normally you would pick up an item off the floor or something

#

But I want to be able to pick up an item from anywhere and it just spawns into your hand

#

Would the way to do it just to have the grab intractable invisible and it appears + turns gravity on when you pick it up

marble wedge
#

Hi guys!

Is it correct that the OpenXR plug-in provider doesn't work well with Oculus' Reset View functionality?
When I reset my view, my headset Y-axis position goes from 1.5 to 1.2, which is incorrect.

trim plinth
trim plinth
#

you got com.unity.xr.openxr AND com.unity.xr.oculus?

torpid ginkgo
north path
storm ether
#

so i am making a VR game and in my game there is that part where the player will take the spoon and take a some of that red substance, it supposed to be like a "red sugar" or something but the thing is, i want the player to be able to take a specific amount in the spoon which mean the red sugar has to be actual physical particles, which also mean its not possible to implement but is there is any way i can make something similar or whatever ? any ideas ?

#

i never seen this mechanics in a game too so i cant even come up with anything lol

austere mango
#

Hello everyone, I have been having issues trying to contact Oculus Developer Support. I was wondering, is there anyone who has been able to contact them or maybe has any info on what might be happening on their side?

pine bison
buoyant jolt
buoyant jolt
#

But in your case, with the very tiny spoon, you could just do a small particle system on collision.

#

But VR sand is always a more complex discussion

short mural
#

unity vs ue vr game dev. where is it easier? unity has much more tutorials and plugins.

atomic badge
#

Hello, I am using XR Interaction toolkit and seem to be facing an odd issue
I am using a XR Grab Interactable Component on a "Drill" model

#

I have embedded a "Grab Point" empty as a child of the drill model itself

#

and adjusted it so that the drill fits in my hand properly when selected

#

HOWEVER

#

it only fits properly in my Left hand.. (it is the hand i used when adjusting the grab point)

#

Why so :-(

#

how do i make it fit correctly in both hands

#

This is my attach transform

#

or "grabpoint" as i call it

buoyant jolt
noble spire
#

Hi, I'm trying to build a VR project but I keep getting these error messages:
UnityEditor.BuildPlayerWindow+BuildMethodException: 4 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002da] in <4e64905d831f4883a53259ef37fb023b>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <4e64905d831f4883a53259ef37fb023b>:0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

#

I get this popup when it says the build fails: com.android.build.gradle.internal.tasks.Workers$ActionFacade

buoyant jolt
noble spire
#

Okay, one minute while I get to that

noble spire
#

What I wrote, I mean

buoyant jolt
#

Those 4 errors are what's important

noble spire
#

Ok, so there's a difference between "errors" and "error messages"?

#

would I click on one of these? Is this important?:

noble spire
austere mango
buoyant jolt
fossil temple
#

So I'm seeing this problem which is preventing me from interacting with anything, but none of these actions are here?

atomic badge
#

So the problem I'm facing is that of optimization

Context
I have a few Gameobjects which are essentially SpriteRenderes that play a small image sequence / animation controlled by an Animator.
This image sequence is a Bunch of PNG's (about 35) which are cycled through by the Animator by adjusting the Sprite property in each frame of the animation.
Now when testing without the headset, everything works fine, i can enable / disable those gameobjects through the inspector and they animate how they should smoothly.

Now in game this works differently. The gameobjects are otherwise hidden, however when the user moves their hand near them, the icons fade in. I accomplish this by changing the alpha value of the color property.

My problem is that
when i'm testing in game, the game lags massively when it is playing the animation for the first time.. After the animation plays through a few times, the game runs perfectly smooth. This only happens on the FIRST playtest, any subsequent playtests run smoothly throughout.

My Understanding
I think this issue happens because when the animation plays for the very first time (which is essentially 35 different pngs) they are getting loaded and cached onto the VR headset / Unity somewhere and that causes the initial stutter, once it is done however everything works smoothly from then on.

How do I make it so that even the initial stutter of loading the images / animation for the first time is not a problem? Is there a way to have a loading screen / preload these assets???

wet jewel
#

Hello guys, I need suggestion. I am making a cross platform application where user can join from VR headset and desktop. I have completed most of the VR part and it's controller. Should I make a separate keyboard-mouse controller or should I modify VR controller so that It works on keyboard-mouse as well if it is possible.

sturdy musk
#

Hi,
I'm doing a simple menu for Hololens. Following this sample from Microsoft https://github.com/microsoft/OpenXR-Unity-MixedReality-Samples I created 3 scenes :

  • main which is an empty scene
  • menu which contains the buttons
  • cube which is a scene loaded by the menu

The problem I'm facing is when the main scene load the menu, I can see some elements but not the buttons 1199peepoweird

Look at this screenshot : n°1 = the empty scene which load the menu, n°2 = the menu scene which contains a blue pannel with two buttons.

To debug I added a cube in the same parents as the buttons, and the cube is visible but not the buttons... Can someone help me out ? 🙏

gilded wyvern
#

Otherwise, they won't render

sturdy musk
gilded wyvern
#

hm

autumn pewter
#

Hi everyone, I am looking for some pattern login formate , anybody have or know any existing repo, please provide me with the link

atomic badge
#

Does anyone know how to check wether an object is within the view of a player or not in VR?

#

or what I should search to get more info on this?

north path
atomic badge
#

Perfectt tysm

north path
#

No problemo
Might have slightly different terms but with this google can prolly help you out

atomic badge
#

Making stuff for VR is so nice >.< but I swear you run into the weirdest of errors when testing with other people

north path
#

Fair enough lmao

atomic badge
#

I am having an issue where the users hands end up stuck inside objects..

north path
#

That definitely happens. So many more ways to break a game

atomic badge
#

It happens because when "selecting" an object, I turn off the colliders for the hand

#

I enable them back on about 0.5s after they release said object

#

the problem is those 0.5s are good enough for the user to clip their non colliding hand into another object, at which point the colliders turn back on and now the hand is stuck

storm ether
#

can anyone help? im trying to make the debug.log execute when the oculus menu button is pressed.
`using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;
using UnityEngine.EventSystems;

public class MenuOpen : MonoBehaviour
{
InputDevice leftHand;

IEnumerator Start()
{
    var leftHandedControllers = new List<UnityEngine.XR.InputDevice>();
    var desiredCharacteristics = UnityEngine.XR.InputDeviceCharacteristics.HeldInHand | UnityEngine.XR.InputDeviceCharacteristics.Left | UnityEngine.XR.InputDeviceCharacteristics.Controller;
    // wait until the XR system is initialized, then get the left hand
    while (leftHandedControllers.Count == 0)
        UnityEngine.XR.InputDevices.GetDevicesWithCharacteristics(desiredCharacteristics, leftHandedControllers);
    yield return new WaitForEndOfFrame();
    leftHand = leftHandedControllers[0];
}
void Update()
{
    if (leftHand.isValid && leftHand.TryGetFeatureValue(CommonUsages.menuButton, out var menuDown));
    {
        if (menuDown)
            Debug.Log("You got me working!");
    }
}

}`

storm ether
#

do anyone knows what is going on here ? when i look left the everything turns black for no reason it seems like a weird bug, but when i check in the editor and the profiler, literally there is no errors or anything

balmy gust
north path
#

Or maybe (occlusion) culling?

austere mango
#

@buoyant jolt I actually always got quick review approvals (or denials), the problem is the support team that seems to never reply.

storm ether
#

I’m trying to make a magic based vr game. It’s my first vr game so I have no idea where to start. How can I make a script to cast a spell based on a certain movement?

solar lagoon
#

Hey Guys , how are you doing? I am currently doing the Unity learn : Create With VR. And I have a strange performance issue when I am playing the app' on unthered.

#

I have done optimization like mentioned 'static object' , etc.. I have around 200 draw calls which is supposed to be good enough. But as soon as I compile on the Quest2, I got only 23FPS and therefore it's choppy

#

Any ideas?

wintry gull
#

Hi! I have updated my project from 2020.3 to 2022.2.0b11. I work on a Quest 2. Before I had a solid 90 FPS and after updating I have a framerate of around 65-70FPS. I have compared profilers results from both versions, and for whatever reason the "EarlyUpdate.XRUpdate" call has increased its cost of 3ms to around 6-8ms consistently. Does anybody by chance know why this is the case? (I have deep profile turned on but it doesn't tell me what this call does). I compile the project always with IL2CPP on Master mode. And I use DOTS, which I updated from 0.51 to 1.0. I use Vulkan and use nearly all Vulkan optimizations provided in the project settings.

#

Before updating:

#

After:

#

Also it has a really weird pattern now, which disappears if I toggle the cost from the graph

#

And I also have a really weird bug with my Quest 2 after the update. In my right eye I get tons of flickering and magenta pixels appearing and disappearing constantly. I tried playing around with the Oculus settings and the Pipeline asset but to no avail.

#

If anybody can help me with one of the two issues I would really appreciate it! 😋

solar lagoon
#

@wintry gull : hey 😉 can you look at my previous post. You are more advanced than I apparently..

wintry gull
#

Gimme a sec

#

Well the number of draw calls could happen for a bunch of reasons, such as using too many different materials or not having a repeating material have the "GPU Instancing checkbox checked". Also set in the Project Settings > Player > Other Settings > Configuration > Scripting Backend to IL2CPP. It will take longer to make game builds but it has a significant performance increase. My game runs at 40 instead of 70 FPS if I use the standard value "Mono".

#

This video explains really well how draw calls work

#

This video also gives pretty good tips @solar lagoon :

solar lagoon
#

Thanks for the links. But what is strange is I am using the provided projects file from Unity.

#

I will have a look. Thx

north path
#

https://youtube.com/playlist?list=PLjnZTAR0BuTDNeDPy44G4bUpYRHGzy_xh

I also have a series for unity performance, mostly aimed at VR.
Might be worth a look!
Also has a sample project for the quest with settings etc!
@wintry gull @solar lagoon

The quest is tricky to optimize for and Unity has some performance issues with 2021 onwards. 2020 lts has the best performance currently and they're working on 2021lts for better performance on quest

wintry gull
autumn pewter
#

Is there any tutorial for gaze menu selection ? Please share . Thanks

solar lagoon
north path
#

It can be many things, not just draw calls

#

Which shaders you use (use simple lit, unlit or baked lit when possible), custom shaders, geometry, overdraw, cpu issues and many more

solar lagoon
#

it's the sample project from Unity "Create with VR". I am just manipulating an existing project.

#

can the Profiler help me with the "reason"?

weak arch
#

Hey I'm trying to make a VR game that uses Gorilla Tag Locomotion and foe some reason the movement is a little glitchy and buggy when i do certain things I'll float for a sec
Does anyone know how to fix this?

#

DM me if you know how

mortal tinsel
#

Universal Rp is causing compilation errors, anybody know why?

crude stream
#

Hi, do someone knows if I can "fake" an input in the XR interaction toolkit teleportation system ? I'd like to implement the teleportation for a version with no xr controller, just by eye targetting.

#

I currently have a fake xr ray interactor, which is working with a teleport area, but I don't know how to "validate" the teleportation without the XR Controller component

wintry gull
#

Apparently I'm not the only one

#

Unity Devs are looking into it

solar lagoon
#

Question, which graph API for Quest 2 build? OPen GLES or Vulkan?

buoyant jolt
#

But yeah, beta version of unity = unpredictable results. Don't do their QA for them for free. Use stable releases and let Unity pay for proper QA support elsewhere. Imho of course.

wintry gull
#

Hey, I use URP because I think it's required for DOTS. Also I heavely use shadergraph. This performance issues also happen in 2021.3. I use the beta for Dots 1.0.

buoyant jolt
#

Yeah that makes sense. We still internally haven't had a single 2021 or 2022 build pass our own teams QA. Maybe one day 🙂

clear orbit
#

Hey Guys, anyone know the cause/fix for this? trying to push to live channel on AppLab through oculus app distribution on desktop and getting this error.

#

not finding ***anything *** online

#

really lost

jagged reef
#

Hey guys, im looking to hire for my VR project, where i do look?

storm ether
#

can anyone help? im trying to make the debug.log execute when the oculus menu button is pressed.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;
using UnityEngine.EventSystems;

public class MenuOpen : MonoBehaviour
{
InputDevice leftHand;

IEnumerator Start()
{
    var leftHandedControllers = new List<UnityEngine.XR.InputDevice>();
    var desiredCharacteristics = UnityEngine.XR.InputDeviceCharacteristics.HeldInHand | UnityEngine.XR.InputDeviceCharacteristics.Left | UnityEngine.XR.InputDeviceCharacteristics.Controller;
    // wait until the XR system is initialized, then get the left hand
    while (leftHandedControllers.Count == 0)
        UnityEngine.XR.InputDevices.GetDevicesWithCharacteristics(desiredCharacteristics, leftHandedControllers);
    yield return new WaitForEndOfFrame();
    leftHand = leftHandedControllers[0];
}
void Update()
{
    if (leftHand.isValid && leftHand.TryGetFeatureValue(CommonUsages.menuButton, out var menuDown));
    {
        if (menuDown)
            Debug.Log("You got me working!");
    }
}

}

fathom minnow
#

My game is going to be published on Quest do I need to use "oculus" as the provider or will OpenXR also work?

mortal tinsel
#

I am trying to make a game, but for some reason 1 part of the screen is black, when I look there everything turns black (except for my ghost hand which is honestly kinda creepy) and when I look away everything is normal again. Does anybody know what might be causing this?

mortal tinsel
mortal tinsel
#

Unity VR black screen

weak arch
#

There's an error when I submit it to AppLab Dev Dashboard It doesn't say why Just Says Error

#

Please Ping Me if you have an answer

north path
north path
vernal thunder
#

Hello everyone, how do I move and turn in a HMD Unity mock vr?

north path
#

You can set it yourself iirc

vernal thunder
#

Hey, I’ve tried WASD but it doesn’t really move, is there something I’m missing? How can I set this up properly please @north path

vernal thunder
#

Thanks

storm ether
#

Hi me and my team are struggling with performance in the early stages of the development. EarlyUpdate.XRUpdate is killing the performance. Any fixes or things we can do?

#

We use 2021.3.10f1 LTS

north path
storm ether
#

Quest 2 standalone, URP yes,

north path
#

Whats the fps set to?

#

Seems like vsync

storm ether
#

We turned off vsync

#

its set to don't sync

north path
#

VR headsets force their own vsync

#

And resolution/refresh rate

storm ether
#

Right, but will that show up in the unity profiler, and do we turn it off for each head set we would like to build to?

north path
#

Thats WaitToBeginFrame, which is the culprit afaik. You can NOT turn off vsync for VR. It's hardware managed

storm ether
#

mhh so how does one optimize around that,

north path
storm ether
#

We actually watched your videos already haha

north path
#

Oh nice haha
Then it's the more general 3D optimizations.
Batching, culling, LODs, mesh baking, etc, etc, etc

#

Or hire me temporarily haha

storm ether
#

Right, just confusing as online we read the Quest 2 had a performance of about 150 drawcalls and 750.000 triangles per frame. And atm we are below that.

north path
#

That's only with highly optimized stuff. Real world performance is way lower

storm ether
#

Okay, thanks for the help, We will see what we can do!

north path
#

Good luck!
Feel free to ping me if you have any issues

mortal tinsel
#

I am taking a vr class that said to use the XR origin, but is the SteamVR player better?

north path
#

SteamVR is better if you dev for SteamVR

#

XR Origin if you want cross platform support

#

XR Origin also works on steamvr runtime

mortal tinsel
#

Do you know a good way to add player movement with the joysticks

north path
#

Follow Unity Learn VR pathway or look at any XR Interaction Toolkit guide

mortal tinsel
#

Thank you!

#

where do I find find the Unity Learn VR pathway

#

I am new to this

north path
#

Google unity learn

#

And click the pathways tab

mortal tinsel
#

VR development?

north path
#

yep

mortal tinsel
#

ty

crude frost
#

Is it possible to Use Pico Neo 3 Pro headset in Editor like I can with Quest via link? I've been able to stream SteamVR to the pico wirelessly, but I can't seem to get Unity Editor to send to pico HMD on play (I can build and run to headset fine though)

north path
north path
#

Then try again maybe from another browser or contact them for support

weak arch
#

It just says there was an error uploading your project

north path
#

Where?

#

On the site?

weak arch
#

So you can't upload to the browser anymore you have to download a software then put the build in there then it saves to the browser so you can submit it for review

north path
#

If you tried all of these contact their support

mortal tinsel
#

I can't compile, anybody know why?

autumn pewter
#

Hi , I am unable to get the data from the hand tracking , although getting data in csv through the oculus headset.

north path
autumn pewter
#

Yeah in excel file

storm ether
#

I'm so close to paying someone to make this script for me. I can't figure this out. This is my first vr game and it is just not clicking in my brain

vernal thunder
#

Hello everyone, I use XR interaction toolkit, please how can I detect if an object is still being held or has been dropped? Thanks

atomic badge
#

Or even better. On the grabbale object
You can get a reference to its own XRBaseInteractable. And check using the .isSelected property

Private XRBaseInteractable x => GetComponent<XRBaseInteractable>() ;
. 
. 
. 
if(x.isSelected){
... 
} 
atomic badge
#

And probably will be a complicated process..

storm ether
fathom minnow
#

I am making a virtual reality game and everytime I try to click play unity crashes and gives this error

#

Obtained 2 stack frames
RtlLookupFunctionEntry returned NULL function. Aborting stack walk.
<Missing stacktrace information>

crimson grove
#

@fathom minnow it looks like there are some versions this is fixed on. this seems to be a relevant issue tracker from Unity; https://issuetracker.unity3d.com/issues/crash-with-missing-stack-trace-information-after-changing-a-scene-view-script

Reproducible with: 2021.2.0b13, 2021.2.4f1, 2022.1.0a16
Not reproducible with: 2019.4.33f1, 2020.3.23f1, 2021.1.28f1, 2021.2.0b12

fathom minnow
#

The thing is I'm on 2021.3.11f1 which isnt listed and is on the "LONG TERM SUPPORT" section for unity

crimson grove
#

well it is odd that the issue tracker says it is fixed in 2021.2.X but the issue is still found in 2022.1. maybe that is what it means at the top where it says "regression: yes". Maybe there are certain versions the issue regressed on and certain versions it works on?

if you have any Unity versions installed that are in the 'not reproducible with' section for this issue, maybe just try to open the project with one of them to see if that is even the issue.

north path
#

2021.3.11 works fine for me. What render pipeline? What XR Management providers are enabled? Using dx11? Does it happen in a blank project? GPU drivers up to date?

heady oxide
#

Anybody tried camera tracking in Unity before? As in having a live action camera on a set that controlled the camera position in Unity. Been trying to find good resources of hardware people use but can't find anything with substance

solar lagoon
#

Performance in 2020.3f for Quest 2 are way bettert than 2021.3f.

#

not sure why.

vestal flicker
# solar lagoon Performance in 2020.3f for Quest 2 are way bettert than 2021.3f.

only way to get them to fix it is to submit your bug report, they definitely have several things to fix with URP if you are using it, and it's extremely likely their fix on my outstanding bug report below won't capture everything they've broken, which is why it's important to submit separate reports, or stay stuck in < 2021 forever (or just use standard pipline as well is an option I Guess...)
https://issuetracker.unity3d.com/issues/meta-quest-performance-loss-between-urp-versions-when-built

north path
heady oxide
# north path What's the exact issue? I've used it in the past

hey thanks for the reply!! at the moment i'm under the impression that people use third party tracking devices to capture camera motion, but so far i've only seen the Unity* Live Capture package with the iOS app for it, but no resources for live action camera rigs yet 😔

north path
#

Oh, I misread tracking for stacking, my bad.
Using stuff like AR foundation (with 6DoF movement) you could maybe sync up the movements?

heady oxide
#

no worries xD AR Foundation might be a good start then, cheers mate!

spice sail
#

Anyone have issue where your SRP batcher works in editor but not on Quest 2 build?

#

i'm getting 72 drawcalls in editor, 672 draw calls on Oculus Quest build

mild igloo
#

How are you guys handling moving platforms

#

Like how are you handling transitioning from free movement to controlled movement liek an elevator

solar lagoon
#

What do you mean? I haven’t done it but I played some recent games like Bonelab in which there are elevators

severe saffron
#

yeah all physics is a fun way to go

tribal eagle
#

When I build my scene after following the XR rig turorials, how do I unlock the head? This video is me looking all directions but nothing happens

In VR, it’s a nauseating double vision

north path
last parrot
#

hello guys do you know a tutorial to put a vr game in pico?

north path
#

It's an insane amount easier than the pico integration plugin!

last parrot
#

I watched this but it comes on the screen

#

Learn how to create an XR game in Unity, that targets both Pico 4 and Quest 2 in a single project using OpenXR! It is now SO much easier for developers to support multiple VR devices!

Get the Pico OpenXR plugin here: https://developer-global.pico-interactive.com/sdk?deviceId=1&platformId=1&itemId=7153484514247917573

___________________________...

▶ Play video
north path
#

And what didnt work?

last parrot
#

like not around me only in front

#

I would like to be in the game not watch it in front of me

north path
#

Do you mean it looks like a flat screen playing the game?

last parrot
#

wait

#

not like this

north path
#
  1. is initialize on startup enabled on android and did you select openxr there? (for me oculus is enabled but for pico you need openxr)
#
  1. do you have an actual VR player in the scene or just a regular camera?
#

Tag me if you reply btw. Im away from my pc for a bit

last parrot
#

ok

#

@north path I'm using 2021.3.8.f1 to follow a tuto can I use the last version of unity?

north path
#

If you can upgrade get 2021.3.11

#

I recommend sticking to the latest lts for now

last parrot
#

ok and I only get this

#

but I installed XR plugin

#

@north path

north path
#
  1. Add the pico profile to the interaction profiles in the first screenshot.
  2. Make sure OpemXR is enabled in xr plugin management
  3. What is in your scene? Is it just a camera or do you use XR origin or something else?
last parrot
#
  1. how do I do that?
#
  1. I used a template XR but it's empty
#

@north path just get a XRRIG camera plane and controller

north path
north path
north path
#

That looks alright

last parrot
north path
#

In project settings

last parrot
#

oh this?

#

@north path now I just have to build and run the project?

north path
#

Did you add the OpenXR profile?

last parrot
#

this yes?

#

@north path

north path
#

Yep

#

Then it should work if your setup works with openxr

last parrot
#

hum do I need to put smt on my pico?

north path
#

The apk ofc

#

Or just build n run

#

And the latest firmware!

storm ether
#

i am using this part to get detect if the user pressed on the primary Button in quest 2, but i cant figure out how to detect the release

tribal eagle
north path
tribal eagle
north path
#

Again, try it natively first

#

On quest or PC for that matter

#

If you get no issues there, look why you get errors with webxr

#

Unity has no official webxr support

tribal eagle
north path
tribal eagle
north path
#

Never worked with webxr.
Third party solutions like backtrace might work?

tribal eagle
north path
#

WebVR is a subset of webXR.
Unity had no web based ar or vr solitions that are officially supported.
I just work with native builds uploaded to sidequest or app lab

#

There are third party solutions, but they aren't always the most stable

tribal eagle
tribal eagle
#

Can anyone tell me why I’m missing “input maps” on my WebXR Controller?

(Tutorial photo with input maps for reference)

north path
crude frost
#

Greetings. I'm trying to use a 180 Stereoscopic Video in Unity Video Player. It was working yesterday, but not today (i think yesterday I somehow got switched to PC build settings instead of Android). I'm targeting Pico Neo 3 Pro.

I tried transcoding as well, but still no luck. This is my console:


Context: IMFSinkWriter::SetInputMediaType
Error details: The data specified for the media type is invalid, inconsistent, or not supported by this object.
Track types:
   Video Track, type: HEVC
meager beacon
#

I'm trying to add a field of grass into my scene, I've tried the terrain builder with a 2d texture it works but looks weird when moving as the grass follows the camera. Now the problem with using meshes, I've tried adding grass that way it's just lagging so much with the oculus quest 2

#

Any tips perhaps how to create grass that works on the oculus quest 2?

north path
crude frost
#

i just got it working again. Used handbrake to convert video to 7200x3600. Filesize is a third, quality seems the same, and editor let me play it.

north path
#

Ah nice

crude frost
#

darn. on build, video is super choppy like 1 fps

mortal tinsel
#

Does anybody know why the red lines are on the floor for me?

#

now only my left hand has a red line

#

actually, does anybody know a good tutorial on how to add hands?

true meteor
#

Hi

#

I'm having trouble trying to use my Oculus Quest 2 in play mode

#

Oculus is enable

#

My Device is connected

#

I'm in the Oculus Link on my Oculus Quest 2

#

My XR Origin has all the inputs

#

I'm using Unity 2021.3.9f1 LTS Version

#

All packages seem to be correct

#

I don't know what is happening, can someone help me, please?

crude frost
# true meteor Hi

Sometimes this just happens. You can try unchecking 'initialize XR on Startup' and rechecking it. Then hit play. If that doesn't work, try quitting unity and reopening.

crude frost
#

So this video works in Unity Editor. But on Pico Build (android), it plays one frame, then stops.

true meteor
#

I'm getting also this

crude frost
# true meteor

Yeah. sometimes that happens. If you can see oculus home inside your headset, do the steps I mentioned above

crude frost
#

maybe try rebooting computer? that's really weird

true meteor
#

Still getting the same error

#

But, in unity 2020 everything is okay

#

I dont know why

solar lagoon
#

Have you checked the ‘xr plugin’ configuration in project settings? ‘Enable quest support or something ‘

true meteor
#

Where?

north path
#

@true meteor do other PCVR games work?

#

To see if it's a Unity issue or Oculus issue

true meteor
#

I think is unity

#

Because unity 2020 lts works

#

Yesterday, I deleted the library folder and the XRSettings file in a 2021 project and it works

#

Now I’m trying to replicate, but it doesn’t work

#

I have also installed Steam VR, maybe there exist a conflict btw oculus and steam?

tiny niche
true meteor
#

I have OpenXR and Oculus

rigid light
true meteor
#

Hello @rigid light

#

Open the script CardboardStartup

#

And change the line 70

rigid light
#

Thanks will give it a try

true meteor
#

And add this script to move the camera using your mouse

rigid light
rigid light
true meteor
#

Any, it does not matter

#

then when you hit play, hold right click to move aroun

#

I have a complete tutorial series about Cardboard

#

But it is in Spanish

rigid light
rigid light
true meteor
#

Check it

mortal tinsel
#

I am watching a tutorial that is using the XR rig with the variable XRRIG, but I am using the XR origin (action based), what is the variable for that?

mortal tinsel
#

Or how do I change my XR origin to an XR rig

hollow prairie
#

Does anyone have a guide for getting a database setup in a VR application?

#

Planning on using the database to display user analytics on a webpage, unless anyone has a better suggestion?

mortal tinsel
#

how do I make my hand physically touching a button do something

crude frost
mortal tinsel
#

I meant a 2d button on a UI

crude frost
mortal tinsel
#

How to make a 2d button on a UI work with you reaching your hand out and pressing it

#

I already have the button

#

but the red lines are how I press it

crude frost
#

if you have it on a XR canvas, and you have the correct interactor componenet on it, i imagine it woudl work with your hand

#

never tried that though

mortal tinsel
#

I am using the button component which is on click()

#

I do not know how to change that

zenith pasture
#

@north path yes I have

zenith pasture
#

I tried building the demo AR scene from oculus integration - am I supposed to see in AR from the start?

#

if yes then something´s wrong with my quest

fossil temple
#

For some reason, shadows and lights are only visible on one VR eye. How do i fix this?

crude frost
#

Good afternoon! Does anyone know if there is a way to install the enterprise firmware on the Pico 4 consumer models?

Another question, on my build, the controller home button won't recenter or bring up pause screen to exit

I added the PXR_Manager to the XR Origin and didn't make a difference

#

I am using the New Input System

crude frost
#

I'm having the weirdest bug right now. On my XR Ray Interactor, I have my Raycast distance set to 100, which is more than enough for my scene.

But, at runtime, I have to bump it up to 150 to interact with my objects.

But, if i stop playback, set it to 150, hit play again, 150 isn't enough, and I have to bump it up to 200.

This goes on and on until I'm up to 1000 with the same issue.

Then I start over at 100. Hit play, doesn't work. While playing bump it to 150, and it works. What could be going on? Its a static scene. nothing moves except my controllers when they point at UI elements.

crude frost
#

So i figured out the last issue there. If I disabled the XR Interaction Manager, and re-enabled it, it would start working. But, that couldn't be the fix. So after trying a bunch of different stuff....it was the EVENT SYSTEM! I moved it from my main scene and made it on my player as do not destroy, and fixed my issues.

weak arch
#

I need help?\

#

Well I tried to Upload a Game To AppLab but when i try to Upload The Project/APK file for the game it says that theres an error no reason why there was an error it just says error uploading project I filled out all the info and stuff on the website😢

split creek
#

so I got a question regarding how to use the interactive color visual

#

what I'm doing is rather simple, but for some reason it doesn't want to modify the URP color

zenith pasture
split creek
#

so within the oculus integration package, the interactive color visual is supposed to be used to change color when you're hovering over something and grabbing it, right?

zenith pasture
#

I suppose, I have never used it, but Im sure someone else has and thats why it is faster to ask the question you need answered right away

#

googling it found nothing tho

split creek
#

oh sorry got distracted

#

but yeah that's what it's supposed to do and just doesn't

#

and now my colliders teleport

split creek
#

okay I got the thing working

#

apparently, for some reason

#

The variable for color is named _BaseColor in URP

ember gorge
#

am trying to use openxr with oculus sdk
i need compositing layer from oculus sdk and i need the simplicity from openxr
is there is a way to use both in same time

crude frost
#

Good morning. I have anti aliasing set up in quality settings, but i'm not noticing it on builds. Is there a guide somewhere on setting up AA in VR? I'm still using Standard/Built In Pipeline

pine bison
crude frost
#

i have the same AA settings for all quality tiers

pine bison
#

What platform are you building for?

crude frost
#

Pico

pine bison
#

Right, on the pico manager or whatever it's called, there's a toggle for anti aliasing

#

It says 'use recommended AA' or something but in my experience it just always disabled it, when I turned it off it worked like I wanted

crude frost
#

ah!, this thing!

#

@pine bison Any idea why i can't use my home button on controllers to recenter or bring up the exit menu? I thought all I needed was this PXR_Manager component on my XR Origin

pine bison
#

No I don't know

#

By exit menu do you mean the standard menu you get when you press the home button? As far as I know there's nothing you can do to change that behaviour

crude frost
#

yeah. But, the menu doesn't come up if i use the buttons on the controllers. It only works if i use the button on the HMD.

pine bison
#

Never happened to me

crude frost
#

latest build its working now 🤷‍♂️

weak arch
crude frost
#

Here is a weird one. On Pico headset, click in a TextMeshPro input field freezes the headset.

north path
crude frost
storm ether
#

Anyone got any ideas of where I can hire someone to make a pretty complex script for a vr game? Cant seem to figure it out. Let me know if this is the wrong channel to post in

#

Or if anyone could assist me in making it, it would be very much appreciated

north path
north path
storm ether
north path
north path
#

No problem

north path
#

Which unity version?
Any questom shaders?

daring patio
#

good afternoon. i would like to connect Quest 2 visor on Unity 3D. However I follow a guide directly on Unity itself however when I have to start the simulation by clicking on Play, in the viewer it does not play.

north path
daring patio
#

I used the Oculus software and Meta quest on smartphones to pair the visor with smartphones and PCs.

#

Both air link and via cable.

north path
#

And do other PCVR games work?
Then you know if its a unity or meta issue

daring patio
#

I honestly haven't tried to start a game or anything else from the viewer itself. But when it goes into Link mode, it opens the Home with the different settings. And it makes me interact with a default Home.

north path
#
  • What XR plugin is used?
  • How is your VR camera setup?
daring patio
#

I am asking these things because I need to develop a thesis using the viewer and Unity, starting with an initial modeling (I think a construction site progress) that I then need to import into Unity and interact with the visor.

daring patio
north path
#

Also, call it an HMD (head mounted display)

north path
daring patio
north path
#

Send a screenshot of the setting where it says oculus is the default openxr runtime

north path
#

Okay good

#

Restarted the PC already?

#

If so, how is the VR camera/player setup in Unity?

daring patio
#

Right now I don't have the visor with me, so let's say I couldn't verify. I can say what example project I used to see if it worked, though.

#

The one related to the chapter of VR Development (directly Learn Unity).

north path
#

Ask for help when you can actually try things people suggest

daring patio
north path
#

Yes

north path
#

And the main camera?

#

Assume its fine

daring patio
#

VR simulator I put it in to see if it worked with that and it was all good. Then when I use the visor itself, I disable it.

north path
#

And arent there any cameras in the imported 3d model?

daring patio
#

XR Devicee Simulator, Is used to simulate the viewer with a mouse and keyboard.

north path
#

And send a screen of the xr plugin settings

daring patio
north path
#

And the OpenXR settings themselves?

daring patio
north path
#

All looks good, usually then it's a case of restarting everything

#

Sometimes unity doesnt come through and a restart fixes it

daring patio
#

by any chance can it be a developer mode problem?

north path
#

And updating OpenXR and unity might help I guess

daring patio
#

that is, I have to turn on developer mode on the viewer for ADB Oculus to read it correctly.

north path
#

What?

#

ADB is not needed for oculus link

#

Only for native android builds

daring patio
#

I tell you this because from here you can read this. I am now sending you the link related to Learn Unity.

north path
# daring patio

As it says, the dev mode is for testing on-device. Not via link

#

Oculus link is also for non devs

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I dont have time to test out projects

#

Just restart PC when you can and try

daring patio
north path
#

HMD*

#

But yes, to see if it works in the hmd, you need to test it with the hmd

#

You can also try native builds, but thats not via oculus link

daring patio
#

so to see it in the visor, I would have to create the app to send to the viewer and start it from there?

north path
#

If you want to play without pc, yes?

daring patio
#

I needed the being able to play what I do from PC then on Quest 2, as soon as I clicked play.

#

while so I generate the app that I then send to Quest 2

north path
#

@daring patioLook up what oculus link is. If you want that, than fix that
If you want native builds without PC, build to android. If you want to use the hmd in editor fix oculus link

#

and TEST IT

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Maybe it just needed a reboot

daring patio
#

Of course the original costs 99.99 euros. So I think I will find something compatible that costs less and does the same thing.

north path
#

I use link with a USB 2 cable even when developing

daring patio
#

okok

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Friday I have to test it because the lab is open that day. I will let you know.

#

And I can't bring home lab items. otherwise I would have done it right away.

native anvil
#

i do not have a quest 2 link cable yet and use virtual desktop, is it possible to playtest in unity this way? and what VR platform should I use?

crude frost
daring patio
#

However, in the meantime I created a 3D project from scratch. And from there I then added what is needed for interaction, XR Origin etc. When I do play now I get "Unable start to Oculus XR Plugin". So that means if I had connected the Oculus maybe it would have started correctly. 😁

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I will also do this verification as soon as I can.

north path
native anvil
#

great question

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no clue

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doesnt connect at all

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virtual desktop has absolutely no issues

north path
#

Is you turn on airlink in the oculus software and check for it in the quest?

north path
native anvil
#

i turned it on on both my PC and quest, then searched for the quest on my PC and searched for the PC on my quest, nothing happened

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i did this a couple times

north path
#

Hmm, weird

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Oh well

native anvil
#

then after troubleshooting and nothing working i just bought virtual desktop and didnt have any issues with it

north path
#

Maybe some security/firewall issue with the router.
For me airlink works great at home but not in office

native anvil
#

but what im asking is can i use virtual desktop to play the unity game in the editor and additionally what VR headset do I select in unity

severe saffron
#

I tried it once. Head and hand position was tracking but there was some kind of offset. Didn't exist in a build. I decided not to look any further and switched to airlink which didnt have the problem.

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perhaps you wont have the same problem I did

native anvil
#

what about the 2nd question

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there's multiple headsets in there like WMR, oculus standalone, vive i think, index, ect

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i dont know which to use or to follow a tutorial for

weak arch
#

Hey i need my hands to rotate they move with my cotroller but not my rotations?

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idk how to fix it

ember gorge
#

what is happening

nimble mango
#

can someone that understands vr on a good level dm me? I need to ask a thing about a project, please

toxic valley
# ember gorge

Yeah, unity does that sometimes
Force kill and restart

ember gorge
toxic valley
ember gorge
#

one thing i didn't try yet

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is restarting my pc

bleak canopy
#

how do I get the button inputs on the vive cosmos controller

north path
wheat grotto
#

hi guys, I am trying to build a google VR android app, but while building it always gives gradle build failed error

#

any suggestions please

bleak canopy
north path
north path
bleak canopy
#

No idea where to start for the programming, currently using the XR Rig provided by Bearded Ninja Games VR Interaction Framework. I can’t even identify the scripts that allow the rig to move or interact with objects (I am currently able to use the joystick, grip and trigger but idk why)