#🥽┃virtual-reality

1 messages · Page 5 of 1

bleak canopy
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I just started 3 weeks ago and still kinda dum dum if that makes any sense

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I wanna learn how to make use of the X, Y and A, B buttons on the controller

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E.g. Pressing B would pop up a pause menu for the player to adjust settings or quit the game

worn escarp
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Have you checked the console as the error says? There should be more information there.

north path
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VRIF is my prefered package rn, so might be able to help
With it you can simply call InputBridge.Instance.AButton, etc

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Actually very chill to work with

bleak canopy
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Is it really simply a line of code💀 Im so dumb💀

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But thanks regardless, i’ll try it outpurray

north path
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No problem!
Good luck

bleak canopy
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I was looking on learn.unity, unity documentation and the vive webpages💀

north path
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Ahhh, that's if you use XR Interaction Toolkit

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Eventually it will also work tho, but if you already got a premade framework most will have input handling

haughty orbit
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Hello, i have a project in 2021.3.1f1 and when i press play since tomorrow the project freeze even with an empty scene, what can i do ?

worn escarp
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How do you call the fingers positioning around and object when grabbing it in VR? I'm not finding the correct words to get some meaningful google results 😛

pine bison
worn escarp
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thanks @pine bison

worn escarp
haughty orbit
worn escarp
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You could verify if the sdk is what causes the freezes by doing a checkout of the project before having the sdk, try it, then checkout the project with the sdk and check it freezes

north path
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And restart your PC (;

crude frost
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Anyone know where I can find the Pico Controller Interaction Profile for OpenXR to put in Unity Project Settings?

mortal tinsel
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How do you take inputs from the oculus touch controllers for the XR interaction toolkit

crude frost
mortal tinsel
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huh

mortal tinsel
crude frost
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I use playmaker visual scripting, so I don't know off the top of my head, but i know there are examples in the documentation

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but, for a lot of basic VR interatctions, you don't need to do any coding at all

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This is a great starting point. He has a few more videos after this one that shows you how to set up interactions in VR, and its all using built in components. https://www.youtube.com/watch?v=3_MPeTqQ39Q

In this Unity VR tutorial, I'll show how to set up a Core VR Project. I'll go show using the VR Core Unity project and setting up the XR Interaction Toolkit, Input settings, and everything you need to know to get the base project set up.

XR Interaction Toolkit - com.unity.xr.interaction.toolkit

My discord link
https://discord.gg/DgUdNDT7KU...

▶ Play video
mortal tinsel
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thank you

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He did not do any scripting in the video, so I am still confused?

crude frost
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yeah, his videos show you what you can do without scripting. most your interactions ar ehandled just by adding componenets

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watch the next couple in his series

mortal tinsel
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I am trying to cycle through different scripts being active, that would require a script, right?

bleak canopy
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am I missing something

versed quiver
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When an XR grab intractable gets selected

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How do I access the controller that selected it?

north path
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Otherwise ask on their discord

bleak canopy
haughty orbit
slender halo
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Hey Guys,
I am working on the general setup in Unity with the XR Interaction Toolkit (com.unity.xr.interaction.toolkit version 2.2.0). I used the video "https://www.youtube.com/watch?v=yxMzAw2Sg5w" as a reference, but in this video Justin worked with a pre release version, therefore this is deprecated.
I followed the documentation on https://docs.unity3d.com:

  • Created "XR Interaction Manager" from newObj > XR > Interaction Manager
  • Created "XR Origin" from newObj > XR > XR Origin (VR)

If I setup everything like it is stated in the docs, I have a perfectly working camera, attached to my VR Head, yet the hands don't seem to be tracked-- or at least the line render doesn't move with my hands:
https://streamable.com/lhpl8c

My Hierarchy: <image1>
LeftHand Controller: <image2>

UnityVersion 2021.3.12
Headset: Oculus Quest 1

Currently, SteamVR is set as default XR Runtime.

For reference, the controllers work in SteamVR and other games.

Thanks for any help in advance!

LOTS of people got the Oculus Quest 2 for Christmas. Want to learn how to make games for them all to enjoy? Yea you do!! Come learn how to set up a VR project in Unity's latest version as well as some basics like how to use the grab interactable to pick up objects and the locomotion system to move via teleportation or continuous movement.

// 🎓 ...

▶ Play video
slender halo
eternal bison
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So I think I've at least found a possible reason why this may not be working. I've put that in detail here: https://forum.unity.com/threads/broken-iunityxrinput-interface-in-unity-xr-sdk-v1-main.1353587/
Would anyone know if I can somehow bind the legacy axis input to action based inputs here??

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So for example Input.GetAxis("Axis10") is actually mapped to TriggerAxis.action.ReadValue<float>()

somber salmon
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Hi all,
Will there be a significant performance change if I removed textures from game objects and just use plain materials

north path
somber salmon
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I'm building a vr indoor environment, using openXR, and it gets a fps drop when turning and moving, so I'm trying to improve the performance.

severe saffron
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likely you used postfx or something like fullscreen transparency or too many realtime lights or something

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its unlikely you'd get much performance increase from removing albedo/diffuse

north path
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Can be many things tbh.
Check the profiler and frame debugger @somber salmon

pine bison
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textures is what impacts build size the most, but it doesn't make a big impact on runtime performance unless you use very high-res textures

north path
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On quest you can overwhelm the GPU bandwidth however, but I am guessing this is for PC

somber salmon
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Aah thanks guys!

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Also is there a way to use the oculus quest 2 to play pc vr games? I was thinking to change the platform to pc and use the device to play

north path
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You can do that with Oculus Link/AirLink/Virtual Desktop
You can also just make native builds for it. Performance is a lot worse on quest standalone compared to many gaming PCs however, so keep that in mind

somber salmon
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I don't own a gaming pc, its just a regular pc (i5, 16gig ram)

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So would it work any better than running on the oculus?

severe saffron
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Entirely depends on the game/GPU

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if you are stuck on integrated intel stuff then its likely the quest hardware actually plays games better

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with my nvidia 1060 I find that I have to run some games at a low render scale just to hit target FPS. Same game on q2 hardware might have lower mesh LODs or perhaps simpler shaders, but can often look sharper as I'm not downscaling

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so like most things the answer is: "it depends"

somber salmon
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Does airlink work with pcs without a dedicated gpu?

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Well the game I'm making doesn't have a lot of effects and stuff like that

wheat grotto
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How Can I detect the real-time motion of the player and then pass that information to the game to make decisions??

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for google VR android app

north path
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Or put the VR resolution on the lowest

north path
somber salmon
north path
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Not really, a laptop intel iGPU just cant push enough pixels

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So its either going to run like crap or look bad

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So maybe try native android builds?

somber salmon
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I'm building them as apks at the moment, is that what you meant?

severe saffron
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yes APK means native android

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so yeah if you dont have a beefy GPU you're better off just building for quest native

wheat grotto
north path
wheat grotto
north path
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Any acceleration, but you it's hard to get working properly

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So check what values it gives and try some I guess

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But if it's not fast acceleration you'll have a hard time with many false positives

wheat grotto
north path
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Trackers I guess?
But what's the point of making it for phones if you need a whole setup anyways. Then just target regular VR headsets and it's easy

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If you have something in 6DoF it should be easy

wheat grotto
north path
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Quest 2 is like 400 i think, which if you are serious about game dev, is quite cheap and has a huge market

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A phone can be about the same or more expensive

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Basically what I'm telling you is positional movement is really hard to do if the headset doesn't support positional tracking.
So either base your design around that or get better hardware

wheat grotto
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yes yes thank you, but can it be done with trackers, because right now, the project will be focused on research only.

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the game i am developing, will be used by say one or two test subjects to collect data.

crude frost
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Good Afternoon. I know how to interact with UI elements with XR interactors. But what about navigating UI using one of the Joysticks on the XR controllers? I have a series of UI buttons on a world canvas that come around the controller, and I'd like to navigate them using the XR Controller Joystick.

spice sail
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anyone know how to connect the snapdragon profiler to the Quest 2?

solar lagoon
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adb probably?

wet jewel
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Hello guys, while grabbing 3d objects, hand mesh got stuck before completing the hand animation. How can I fix it!!

proud raft
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does anyone have an eta for the openxr overlay for standalone apps

mortal tinsel
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does anybody know if 2021.3.12f added a way to access the abxy buttons of the oculus touch controllers with scripting in the XR interaction toolkit, I have been trying for hours

sweet bolt
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Is there a way to link an Oculus 2 so that you can debug it in play mode versus building and running it every time on a Mac. I know on windows you can use Oculus link but not sure the approach for Mac

worn escarp
worn escarp
wet jewel
wild mist
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hello guys, anybody that knows if I can have an option to lauch my game in vr and non vr mode and how to do so?

hazy spear
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Anyone know common reasons for "App keeps stopping" on oculus quest 2? 🙂

tribal spire
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Unity.XR.Oculus.Performance.TrySetDisplayRefreshRate(90.0f);

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anyone know if this works?

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its not working for me.

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@split sinew

tacit spire
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Anybody know if the Unity Activity not being found when it’s still there a bug with unity or it’s something else

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because i have no experience with that

tender heron
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Help appreciated: I'm having an issue with my VR experience built in Unity: the glove_model_slim is just noticeably offset from the actual position of my controllers and I cant seem to change it. I can fix it while the game is running but of course all changes aren't saved. It also seems that nothing I change in the prefab seems to be working. I feel like I'm missing something simple but have only found a single unresolved forum post with a similar issue. Swapping the prefab for the regular glove doesn't work either as the regular glove floats way above where it should. If anyone knows what I need to look into here, it would really help me out. 🙂
(Using an HTC Vive in Unity 2020.1.6)

north path
north path
crude frost
bleak canopy
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Is there a way to make a world canvas follow my XR Rig

final basin
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Anyone having issues with oculus user entitlements not completing right now? We haven't changed any code related to that, but our game won't start up for any of our developers because we need to pass entitlements check before launching. I assume its an oculus server issue

versed berry
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Is there a way to freeze the rotation of a Line Renderer (Raycast)? I have attached a ray to my finger but I don't want it to rotate with me.

weak arch
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Hey anyone know what im supposed to do after this like what do i add to unity to fix this?
Image
I tried to Upload game to AppLab
I swapped the Version code but it's not working
idk about the other error

spiral night
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doe anyone have some suggestions for tutorials on developing for the quest 2? I can't seem to find anything more recent than 1 yr ago

last parrot
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Hello guys I just got a pico 4 and I'm really interested in developping in VR but I'm totally new on unity do you think starting with valem is ok anyway ?

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Or do you have totally beginner tutos to do beforehand?

storm ether
last parrot
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Ok thanks 😁

median cobalt
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hi, i am facing with a problem when building my project onto quest 2. It works well in playmode, but when i build it onto quest 2 i just have blackscreen. The project is running but not displaying anything. (XR interaction toolkit, unity 2020.3.6f1)

crude frost
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Good evening! Using XR Rigs, is there a way I can still OVRControllerPrefab to detect headset type, and display proper controller (and animate it?). It uses the OvrControllerHelper script. That script uses OVRMangager and OVRPlugin to determine HMD type and display proper controller.

I'm not using OVRManager, but OVRPlugin I'm not sure if its getting loaded on build or not, if I'm just using XR rig. But, commenting out the OVRmanager references breaks the ability to detech HMD type.

Anyone else know of a workaround to detect HMDType without using OVRMangager? Or maybe i'm missing something to make it work with XR Rig?

crude frost
median cobalt
median cobalt
tacit spire
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I can remove android.permission.RECORD_AUDIO and android.permission.MODIFY_AUDIO_SETTINGS right

tacit spire
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i thik i ffed up

crude frost
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Maybe just disabling the collider?

storm ether
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Hey there, currently sitting on a project that combines vr (vive wave sdk) and a tablet version in one project. We are on Unity 2020 and having the XR Management installed. Now when building for the tablet, disabling the xr loaders and changing the manifest, our app is displayed distorted on the tablet, although Screen.currentResolution returns the right resolution. Has anyone ever gotten into something like this or has any ideas?

viral iron
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anyone know how to remove completely jitter edges of 3D objects in Oculus Quest 2 VR projects ? I tried with the MSAA but it doesn't work.

vestal scarab
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Hi, anyone know how to use a Rigged character with the XR Interaction Toolkit? (e.g. as an Avatar)
I tried by adding a mesh with defining right/left/head hand with two bone IK constraints/multi parent constraint
and then adding some code to ensure the constraints maps its position with the rig/mesh.

But trying to move forward/back makes it jumpy and unpredictable. I'm guessing my script is clashing wiht the
Continuous Move Provider.

Is there a way to be able to use the XR Interaction Toolkit Provider with Character Meshes?

Target: Quest 2, Quest Pro and Pico 4

crude frost
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yes. I do it with ready player me avatars

vestal scarab
crude frost
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you can do it all with unity's animation rigging

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in this video series I show how i set it up for ReadyPlayerMe https://youtu.be/tfpIXlGor2E

Ready Player Me has a beautiful Avatar system. Utilizing the half-body avatars in VR is relatively straight forward. But, how do you utilize the full-body avatars in VR?

In this tutorial series, we are going to look at how to utilize the Ready Player Me avatars in VR, setting up full IK with Unity's Animation Rigging, and make it work with PUN ...

▶ Play video
vestal scarab
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Yes i've seen that series of videos before but all the videos show the avatar without locomotion, Just hands and head movements.

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and yes i'm using the Animation Rigging package

crude frost
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You just have to set up your animator correctly. let me pull mine up

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  1. make sure 'root motion' is checked on your animator in inspector
  2. You need to set up animator layers for your different parts, so that your legs can still do the walking animation, and your arms won't stop it from moving.
  3. All your aimator layers need 'ik pass' checked except base layer.
vestal scarab
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ok i'll give those a check, thanks!

crude frost
north path
viral iron
north path
north path
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?

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Also the latest unity version has some vr and Android improvements

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Worth checking out

viral iron
north path
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2022+ has some issues with performance

viral iron
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if tris above 10 M then creating an issue like jitter?

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@north path see this my settings. if any suggestion then tell me.

north path
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And that's the high preset. Android builds to the medium preset (since that checkbox is green)

viral iron
north path
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Optimization and sacrifices

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Normal maps can go a long way

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But the quest is basically a 4 year old smartphone SoC

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If you want high quality hook it up to a PC and use oculus link

viral iron
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bcz my project is for the architecture visualization

north path
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Then use PC VR

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Or simplify a lot of things and use proper culling

viral iron
north path
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I have worked with Architecture before in VR. It's doable, but optimization always takes a lot of time if it's not taken into account

viral iron
north path
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Can't show anything since it's private work and not released to the public yet

viral iron
north path
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Really depends per project and toolset.
You can hire me, but performance it too broad to cover as a whole

storm ether
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why cant i find OVRgrabble

buoyant jolt
# viral iron do you have any sample? then show me.

We've done some auto cube optimizations and do some lightweight optimizations - you can use FME to cut the meshes into cube shapes. I then use blender python to create LODs for each model set. I run the cubed parts through Unity into asset bundles. And I use both blender and Unity to merge the wonderful navworks 10k materials to only 7 or 8. Don't forget to customize the asset importer to add light maps UVS, and all the other fun things you want to do in early processing. Keep the cuts in meters, number the meshes based on meter locations. This will help with loading near the player versus far late.r

If it's a high paying gig, I then get one of my modelers to texture everything with proper PBR because pink and yellow, flickering one sided meshes are ugly as sin.

If it is a low paying gig, I enable blender processing to bake the colours to the vertex map, so we can use a lightweight single pass shader.

Once in a blue moon I'll bake the colours to a texture atlas, but it is a waste of performance.

The biggest improvement is to not add colliders until you have to - using mesh colliders will slow down your loading by about 3x. And to 'stream' in the asset bundles using multithreading based on distance. You can also unload them if they are too far off for too long.

With that, we managed a 1B tri navisworks environment at 90fps, and immediate launching. It sounds more complex than it was. It was mostly just monotonous.

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Now to get very high def, use texture baking, texture atlases, LOD. And for the love of god, add proper skyboxes, lens flares, fog and some layered low tri backdrops.

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Don't forget light baking (bakery is amazing), static meshes and cutting batches. Also keep in mind you usually don't actually want to do high quality bakes for far off maps - you can't go there, the detail isn't needed.

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Sorry for the wall of text. Hopefully it helps someone. I don't like navisworks projects :D.

quartz iris
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this is kinda embarassing given that I've made 2 projects with the xr interaction toolkit already but I can't seem to get the direct interactor to work properly. I think something's changed since I last used the toolkit cos I don't know what I'm doing wrong.

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what's happening is it's just straight up not picking up the cube

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theres no vibration indication a selection occured

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though there is a vibration for OnHoverEntered meaning it knows I'm within that range

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and I turned OnHoverExited vibration on before and there weren't any weird shenanigans with that either

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its quite literally a cube on the floor of a blank project im just trying to get it picking things up at least

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google and the sample scene didnt seem to help

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i see literally no notable differences between the sample scene's setup and mine

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for some reason the screen goes black every time i try to run the demo scene though

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ill restart unity maybe thatll fix it

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yeah but the demo scene is working fine

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if i must I will just steal the rig from the demo scene

young rune
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Okay, I've got what is likely a silly question. Is there a way to detect what HMD system is plugged in withouts intiailizing all the subsystems?

We've got a situation where they want our VR app to be compatible with multiple windows HMDs. But all the systems are trying to load at once, and we'd like to first confirm what system is attached. And then load the subsystem for it.

crude frost
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Literally just added this to my project.

young rune
crude frost
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XRSettings.loadedDeviceName probably won't be enough, but its enough to get you started. For example, this returns "oculus display" for both quest 1 and 2. it returns "pico display" for pico neo 3 pro.

In addition try using https://docs.unity3d.com/ScriptReference/SystemInfo.html

If I use SystemInfo.DeviceName I get "Quest 1" and "Quest 2" (i think), but for Pico I get some random stuff. But SystemInfo.DeviceModel just returns Oculus Quest for both 1 and 2. I can't remember what it does for pico.

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I read on github, more was added for xr to make it even easier, but didn't work for me

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let me see if i can find that documentation

young rune
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Alright! Lete take a look!

crude frost
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the other thing i saw was for the oculus plugin for XR, but i coudln't figure out how to make its new function work to get HMD type. but here is the git on it. https://github.com/needle-mirror/com.unity.xr.oculus/blob/master/CHANGELOG.md#1100-preview2---2021-07-08

GitHub

[Mirrored from UPM, not affiliated with Unity Technologies.] 📦 Provides display and input support for Oculus devices. - com.unity.xr.oculus/CHANGELOG.md at master · needle-mirror/com.unity.xr.oculus

young rune
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Hmm for me, device name just tellse what the computer name is

worn escarp
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I have a problem with xr sockets, they work as intended, but nothing is shown using the hover/can't hover materials, I've checked whether it was a problem with the materials but creating new ones using different shaders didn't solve the problem. any ideas on why is this happening?

crude frost
young rune
lavish turret
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Hey everyone! My team (just me and one other guy 😢) Are looking for people to help us create our VR Police Game titled "Policemen VR: Dispatch and Dispose" If you want more details, or want to help with the games creation, reach out!

split wing
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can someone get in a call with me and help me upload a game to app lab

real lodge
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Hello everyone 👋 I'm learning VR at the moment and want to look into 360 imaging for a VR experience.
For example, a 360 experience that moves down the street. I would like to learn how to do it and what the capabilities are (including how immersive & realistic it looks).
Does anyone have any advice on where I can start?

split wing
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youtube or google like i did

buoyant jolt
# real lodge Hello everyone 👋 I'm learning VR at the moment and want to look into 360 imagi...

This is pretty easy, and a few ways you can tackle this. The easiest is an inverted sphere with a texture on it tied to a video player. And capturing the video using an insta 360 pro or whatever you have for 360 equipment.

Be very very cautious about movement. Forced movement (i.e. moving down a street) is highly likely to cause someone to see something different than they feel, and get motion sickness. This is compounded by 360 not being in stereo by default and causing depth perception to be off, encouraging motion sickness.

Lots of good workflows on YouTube for this, but look for creators with published examples you like and want to learn from for this.

The other hard part is removing yourself and the background equipment from the 360 view, and keep in mind it is very difficult to fix things in post production later as you usually are using 4k or 8k video

buoyant jolt
vestal scarab
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Hi, anyone used the Unity XR Interaction Toolkit's "XR Controller (Action-based)" component?
I'd like to use that but the hands being from a full avatar instead of a floating pair of prefab hands.
I can't figure how this can be done. Anyone knows how to do this? So far the tutorial i've seen
spawns prefabs of hands without an avatar body. Thanks!

lucid nymph
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on learn.unity It's wanting me to use OpenVR Desktop but all I see is the Occulus XR and the OpenXR.. Will the OpenXR be the same as OpenVR?

short mural
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do i have to hire programmers who have a vr headset for a vr game? i already have the code for movement. so i dont think they need a vr headset. i can use xri for hand stuff, with that i dont need code?
what is the best way to simulate q2 standalone to test performance? dont wanna build for q2 and send game to it every time.

north path
north path
glass osprey
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how can I jump with OVRPlayerController?

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The description says something like 'Jump Force'

lucid nymph
glass osprey
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ignore my question.. i found the answer

fossil temple
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Working on a VR project right now, and my shadows are only visible on one eye. Does anyone know how to fix this?

north path
fossil temple
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2021.3.4f1
URP
Quest 2
Multipass

short mural
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is there really no way to disable 95% of my 2070 super to simulate a q2?

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reduce cores, or whatever is inside a gpu?

short mural
north path
north path
north path
short mural
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vr stuff would be just movement and arms and item interaction, which then handles xri, so no code needed?

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everything else i can hire non-vr-programmers?

north path
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Again, depends on what you need to do

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One way to find out

short mural
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btw. I am interested how mountains and landscape in general look on q2 if you use max polygons the q2 can handle.

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what u mean with what i need? arent the 3 things i mentioned the only vr specific thing?

buoyant jolt
# short mural do i have to hire programmers who have a vr headset for a vr game? i already hav...

Why wouldn't you? As part of our onboarding, everyone we hire gets a cutting edge computer, VR headset, their software, etc. We want them successful.

Having non-VR devs build a VR game is going to end about as well as you'd expect. Motion sickness, bad performance, skimpy controls, bad controls, bad tutorials, bad shaders, non mobile friendly xyz. Textures that look good in an FPS often look very different in VR.

I mean if you are building just a 360 VR player, maybe. But no I would expect VR developers to use VR headsets

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We have a large guideline doc for all our VR titles. Little things like NPCs need to use our eye controllers to make eye contact, so players don't feel ignored. What shaders they can use that are performant and reliable on all platforms. Lens flare configuration requirements. Model and poly limits for best headset performance etc. How they use the input controls, and why. What they can do and can't do for motion sickness etc.

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So yes, I would strongly recommend having a VR headset if you want them working on VR games.

short mural
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what does a programmer do to handle motion sickness?
performance can be bad if the code does things very inefficient? you dont need a vr headset to write efficient code?
bad controls, isnt that handles by xri?
tutorials are not made by programmers?
making own shaders? why? cant one just use already premade shaders?
non mobile friendly would be the same as inefficient code?

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youre talking a lot about non-logic stuff. im asking only for programmers

buoyant jolt
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Mind you - we might be a special case. We do a lot of hyper realistic projects for VR, and have a decent team with a lot of awesome clients. As an indie in a basement I'd probably go down a different path. But I'd at least make sure whomever is working on the titles have VR - it protects your brand and quality.

buoyant jolt
fossil temple
buoyant jolt
fiery coral
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Hi Im beginning my first vr game and my right vr hand is being teloported forward when i run my game my left hand is fine so im beginning to think it has something to do with the higherarchy. Please take a look at these ss and help me out thank you

short mural
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i just need to know when i need vr programmers

fiery coral
# fiery coral

update ive noticed the hand always moves to a specific spot on run

buoyant jolt
short mural
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are u saying doing finances is bad?

buoyant jolt
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The few replies you've got here have said the same thing - use VR devs. You want to avoid it, then go for it. But why ask if you don't like the answers?

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Anyway I don't really care what you do 🙂 good luck with it.

short mural
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my question arent answered. so i am neutral towards them. i didnt disregard you

buoyant jolt
buoyant jolt
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When you click on the right hand in the inspector, is it at the right world space in the position field?

#

My best guess is that one of the hands isn't centered in the middle of the Right Hand, or the pivot offset point is off in the model

fiery coral
buoyant jolt
buoyant jolt
# fiery coral

Yeah, the position is offset. Where it shows -10.839, -1
48, 11.391 -- that shows that the model for the right hand isn't where the controller is. It's offset by like 22 meters. It looks like to the left and forward to me

#

I think you just need to center the model on the controller position. But it's hard to be certain

fiery coral
severe saffron
lucid nymph
#

Hello! I'm looking to help a friend with a VR project and I'm mildly familiar with unity, but not the VR stuff. It's looking like to go further I'm gonna a headset of mine own, what is a good budget headset for development?

short mural
#

how can i build and send wireless to q2?

tiny niche
short mural
#

i plan to make a game where you move around by pushing your hands against the ground. 😄 this is motion sicknmess

north path
north path
last parrot
#

hello guys I saw "XR grab interactable" component in a old video what is the equivalent now?

#

I'm on the pico 4

lucid nymph
north path
daring patio
#

good morning everyone. I wanted to give you a heads up that I was then able to get the Oculus Quest 2 viewer running correctly on Unity in a test room I had created. 😄

#

Now my question is: I should import to Unity a project in .IFC format . How should I proceed?

tender zephyr
#

Hi there, as of right now I have a "teleportation provider" and a "activate teleportation ray" script on my XR Origin game object. Trough a canvas dropdown menu I would like to be able to change my continuous movement with teleportation movement. I tried doing this the same way it works for Snap turn and Continuous turn but that's easier since they are both actionbased. Is there a way for me to activate and deactivate the teleportation script on my XR origin FROM my script that I have on the canvas? If not, how would I tackle this issue since Teleport isnt action based

pine salmon
#

Hey Guys, I'm recruiting for a Unity Developer here in the UK - £50-70K - They specialise in the intersection between immersive experiences and haptic technology with the aim to bring medical devices and surgical procedures to market using virtual reality! Please let me know if anyone would be interested 🙂 #921195444808318986

pine bison
#

Hi @pine salmon, this server isn't for jobs advertising. There is a message in #📖┃code-of-conduct with links to where you can post :)

pine salmon
pine bison
#

All good

cedar solstice
#

Does anybody know how to create the VR view and projection matrices from the standard ones?
I can create a custom projection matrix via Matrix4x4.Perspective and apply it via RenderingUtils.SetViewAndProjectionMatrices but how can I get/create the proper matrices for RenderingUtils.SetStereoViewAndProjectionMatrices?

spice sail
#

Is there a way to disable automatic Anti Aliasing Texture resolves?

wheat grotto
#

is there a way to receive real time info in the vr app?

spice sail
#

this will attach Unity's profiler to the build

last parrot
#

hello I can see the game and the camera moves with my headset by hitting play the in unity but the controllers don't work

#

it's working just fine when I build it

#

any info on it? (I'm using the pico 4)

restive fox
#

which framework are you using @last parrot

last parrot
#

hmmmmm

#

what is a framework?

restive fox
#

which VR integration are you using

last parrot
#

pico unity XR plugin ? (if that is a framework)

last parrot
#

sry I'm really new in VR devs ^^

restive fox
#

ah okay so you're using Pico's extended version of the OpenXR framework

#

im not sure because i havent used pico before im sorry. did you check their documentation for enabling controller support?

#

if the build is not big so far you can also try building and testing it to see if controllers work, maybe it is an editor/build thing? it is probably just your setup though. do they have a demo scene with everything working properly?

last parrot
#

haha no

#

don't know actually

#

I searched right and left and ended up making it work on my headset so I'd rather focus on how to dev than my setup but I was wondering if it was easy to fix ^^

celest tide
#

New to this channel - just wondering if there was a good VR app that can create Humanoid animation clips (so I can load into Unity timelines). VRIK was one name mentioned to me. I wanted to use my Quest 2 headset to create animation clips (upper body only is fine). I have a solution today with a WebCam (not VR) using VTuber software, but it involves a lot of steps so was trying to see if there was a more efficient workflow.

celest tide
echo storm
#

Hi everyone! in openXR project I develop interacting with the UI InputField I use locks my other inputs (character movements etc) why that might be?

  • In build, Input field locks/freezes my character and doesnt read on-screen keyboard inputs
  • In editor, everything works perfectly, I can move while I write, also I can write
north path
#

Any errors when you connect the console/profiler or logcat? @echo storm

echo storm
#

Thank you for your response, Never needed to debug from the build in VR, how do I do it?

#

Im testing my build by installing the apk with sidequest to my quest 2

echo storm
#

Alright I did it, now Im checking if there's any error in the build

#

No errors

solar pagoda
#

Hey guys new to the discord been having trouble with a project

#

My XR interaction manager is missing but everything else is right. Can’t find that script to put before grab interactable

buoyant jolt
buoyant jolt
#

Assuming you are using Pico or quest mind you

echo storm
#

Thank you! I used console to gui script I have, didnt see any error there, will android logcat be more detailed

buoyant jolt
#

It does sound like there is a null ref error or something happening but hard to be sure. I havent seen that issue before

echo storm
#

I cant find anywhere neither but a null error would appear in the editor console right?

buoyant jolt
#

Not necessarily, it's quite common for builds to have errors or act differently than what you see in the editor, unfortunately

#

For example, it uses a completely different input stack for play mode VR controls behind the scenes in the editor, versus a headset build

echo storm
#

Hmm I should definitely use logcat thewn

#

it works in vr?

buoyant jolt
#

But it may also be something else entirely

echo storm
#

quest 2

buoyant jolt
#

Yup assuming you are using a Quest 1/2 or Pico

echo storm
#

Thank you, I will let you know 🙂

buoyant jolt
#

Yup! It's just an android phone with a fancy GPU

echo storm
mighty sandal
#

Hi, can someone please help me ? i'm using xr interaction to make VR game I did that the player can grab objects, but how to do that the player can throw the object, and the throw will actually look real ?

split wing
#

btw noones ever active here

torpid ginkgo
#

@split wing If you don't have anything constructive to say, don't spam the channel. People who are interested in the topic are active.

storm ether
#

@mighty sandal theres a movement type setting on xrgrabinteractable if you set it to velocity tracking and mess around with the throw on detach setting you might be able to get a decent throw

last parrot
#

I tried the official version but now nothing works

#

But this could be because of my GPU I might need to change it

real lodge
mighty sandal
viral iron
#

Anyone know how to put transition effect between two teleport points?

restive fox
viral iron
viral iron
restive fox
#

what type of transition are you looking to perform? a screen overlay? a fade?

#

or just simply trying to avoid motion sickness?

viral iron
trim geyser
#

hey everyone im new to discord

#

was running fine with quest2+unity but it's giving some errors

#

can someone help me out, i just need hands + grab in a project, thanks!

trim geyser
#

nvm solved the problem!

fringe rivet
#

Does anyone know what is currently the standard for VR development in Unity? We are still using the outdated Oculus SDK, but want to start supporting multiple device types (not just oculus). It's going to be a massive rework to change this SDK, so I'd like to pick the right one instead of having to change again. It seems the biggest ones are the XR Mixed Reality Toolkit and VR Toolkit, but I can't see which is most common

worn escarp
#

why not using the unity xr plugins?

north path
#

Yep, XR plugins are very chill and easy to go cross platform (especially with OpenXR for PCVR)

tender zephyr
#

Hey everyone! So I have a working button from the JustinPBarnett tutorial and have the Pressed and Released functions all working. The only thing I am wondering is if I can create this to "toggle" a light on and off when pressed again. I can turn it on when I press the button but it turns off when I release it

worn escarp
#

@tender zephyr I don't know that tutorial, but, it seems that you turn off the light on the release function. Don't use the relese function and make the pressed function to change the state of the light to the inverse of what is the current state.

tender zephyr
worn escarp
#

try that

modest nacelle
#

Hello, im trying to make a grapple gun with the help of tutorials, but all of the tutorials only include a Mouse input method, does anyone know how i can make it so it gets the XR input instead of the Mouse Input? Please ping me if you have an answer!

tender zephyr
modest nacelle
glossy violet
#

For some reason my player is always 0.83 y coordinate above where they are supposed to be making people super tall, what could be causing this- there are no colliders that are causing this.

tiny niche
glossy violet
#

I dont know what you mean :p

#

ill screenshot the hierachy

#

lol

tiny niche
glossy violet
#

the main parent object is an empty object

#

thats the parent gameobject components

tiny niche
#

switch to floor/roomscale and 0

glossy violet
#

no, I put it to -0.83 hoping it would cancel out my problem

#

it was still wrong before I put -0.83

tiny niche
#

well you have to do both things

glossy violet
#

alr

#

ill test it now

tiny niche
#

and you need to put the camera on the origin in the editor, not at eye level

glossy violet
#

previously it was just at not specified and 0

tiny niche
#

i hope your empty game object is truly empty as well

glossy violet
#

yep still 0.83, really confusing me

north path
#

Tracking mode is at floor

#

Maybe change that

glossy violet
#

He told me to put it to floor?

tiny niche
#

display the character controller, you probably have it set up wrong as well

north path
#

Are you testing in VR or in editor?

glossy violet
#

both

#

really tall in vr

#

and in editor the player just stays at that 0.83

tiny niche
#

character controller is put on the floor origin, not the head position. so its probably pushing the tracking origin away from the floor

#

you have to be really careful about how you use character controllers in vr

glossy violet
#

Oh ye

#

True

lean slate
#

hello this is my first time making a unity vr game im using xri toolkit and i got a pistol with the xr grabbable but i dont see dynamic attachment for some reason and i am above version 2.1.0

#

pls ping me if u have an awnser thx

tiny niche
lean slate
#

ill see

modest nacelle
#

Could anyone give me a grapple hook script

#

Or help me

worn escarp
#

I have a setup where I have a character controller, I move with the thumbstick and the character controller collides with the scene objects and everything's good. But, if I physically walk, the player can move inside objects. Is there something already provided by the xr interaction toolkit to solve this or do I have to write some custom code?

lean slate
#

does eny won know eny good xri vr tutorials

orchid raptor
#

Hello, everyone.

#

I'm going to work on a VR adaptation.

worn escarp
#

Do anyone know of games where they have created their scenes/levels in VR with custom tools?

#

I was thinking of having a prefab library where you can select/place these objects/npcs in a scene. And a backend where all the data is sent and saved. Then you add this file to the game and it uses it to create the scene when the game runs (or, there's a editor script which creates the scene in the editor)

orchid raptor
#

Hello, Alon.

glossy violet
#

How do you prevent people being able to stick their heads through walls and seeing through them?

ember gorge
#

crash on hit play
unity openxr + oculus sdk

worn escarp
glossy violet
#

You can.

#

Pretty easy

#

Attatch collider to camera set as trigger and disable movement and set screen to black when the trigger is colliding

mighty sandal
mighty sandal
#

hi can someone please help me I'm using XR but the problem is grabbed objects going through objects

worn escarp
full path
#

For some reason I've never been able to get a TransformRecognizerActiveState to register as active

crude frost
#

normally on an XR project where i'm using XRI inputs and Worldspace canvases, I can still test the UI without my headset plugged in, and I can use my mouse. But, for some reason, on my new project, I can't do it. I can't figure out why. Any ideas one what I need to look for?

mystic depot
#

How do I interpolate using the Xr toolkit? I have a boat on waves and the buoyancy is making the player jitter up and down

ember gorge
#
while (overlay.externalSurfaceObject == System.IntPtr.Zero)
{
yield return null;
}

when the externalSurfaceObject get ready

sacred hatch
#

Hello, how do I trigger a script when dropping an object by releasing the grip button using XR Interaction Toolkit? For example, if I throw a ball, I want it to teleport back to its original spawn location after a few seconds. The teleport script only triggers when the ball is thrown by the player.

torn notch
sacred hatch
tacit quartz
#

Hey. This must be a very common question but i'm completely lost : which VR framework to use in Unity these days ?
I want to create a kind of escape room/game in VR (so many interactions and need multiplayer support).
I'm completely lost because there are tons of possibilities (VRTK, MRTK, Unity XR Interaction toolkit,Hurricane VR, ultimate XR, ...)
Can you help me guys please ?

buoyant jolt
buoyant jolt
# tacit quartz Hey. This must be a very common question but i'm completely lost : which VR fram...

OpenXR / Interaction Toolkit is a great start.

VRTK was amazing but is more or less asleep now. MRTK is for HoloLens style work. Hurricane is a mess, we used it for a project and had to rewrite about 30%. We now use our own framework called CXR, built on OpenXR.

The downside to the interaction toolkit is it is not very well made and you'll end up outgrowing it on your first project. But it serves as an OK base to begin with

tacit quartz
buoyant jolt
#

So, it shows you an ugly code set for teleportation. But doesn't obey VR standards of fade-out, teleport, fade-in. And the code is written in such a way that it is likely to break in new scenes and isn't built in a way that it can be turned on and off easily. It also is buggy and sometimes leaves teleportation markers in places. It is a concept at best, but a starting point for how OpenXR can be used. IMHO of course..

tacit quartz
full path
#

working on a game 🙂

split wing
#

how do i add a player model with photon vr

north path
finite osprey
#

Hello community, (first post). Has anyone ever used a 3D video projector and 3D glasses to display some objects using Unity? My goal is to display some 3D objects with different depths. If you have any ideas feel free to share 🙂

pine bison
# tacit quartz Hey. This must be a very common question but i'm completely lost : which VR fram...

Personally I find XR Interaction Toolkit to be a bit too barebones, you get a lot more from starting with the packages you mention. Personally I've worked with VRTK for a while and I like it (it's still in active development). They even did a tutorial on a room escape earlier this year https://www.youtube.com/watch?v=HU1imM47DNM

A fun trailer showing off the finished VR Escape Room in Space made with VRTK in the weekly livestream series found at:

https://www.youtube.com/playlist?list=PLTiD-q2AfVNI86N48qIX3mcH8_O96dacI

The full Unity project can be downloaded here:

▶ Play video
tacit quartz
pine bison
#

It's a common misconception, version 4 was developed on github for a long time with the asset store still only hosting the old version 3

north path
finite osprey
balmy sierra
#

Hello, anyone know how can i make a colorpicker with oculus integration? i have been 4 days traing but i can´t make it i seached for some videos but neither

pine bison
atomic badge
#

I am Using XR Interaction Toolkit.
Does anyone know how to adjust the "height" of the player or the XR Origin

#

Like what property should I access / adjust?

#

And is there a way to make it "Auto Guess" the height?

#

I assume I would have to somehow get the distance from the floor, Just unsure how to go about doing it

wet jewel
#

hey do you guys use UI-toolkit in xr development for ui

cinder acorn
#

or i need to get the oculus link?

atomic badge
#

Oculus Link would be preferable. Or even Airlink works

#

^

atomic badge
#

As a side note, whenever you are playtesting within the editor, make sure This is set to Play Maximised for optimal performance

pine bison
#

Oculus link is windows only. On Mac you can only build. The alternative is to set up the XR device simulator to test things as you go without entering VR

cinder acorn
pine bison
#

Correct

#

it used to be possible but it was discontinued a few years ago

heavy oriole
#

Welcome humans! I'm in the process of modeling a 3D scene that is going to be viewed in VR - a simple room to walk around with some equipment inside. I'm natively a Cinema 4D (Octane + Vray) user with very little game-dev experience (yet lots of gaming experience).

I would like my scene to be as detailed as possible. Since I'm usually not constrained by game engine limitations, I have to be very cautious about optimization - especially if VR is the target platform. So...

I'm looking for any kind of tips, pointers or resources that might help me with this task. Dos and don'ts and all that, any kind of input is welcome. As an example, I would appreciate a tip on how to group the objects inside the FBX (everything merged vs separate), and I wouldn't like any tips about baking high-poly to low-poly. I'm looking for healthy practices, something you would personally like to have taken care for you (as if I was creating this model for you), save you a headache or time. Can be a rant, can be a praise, can be anything really.

#

Here is a random google image of a "medical room" for some perspective (just the idea of a room, equipment and furniture):

#

And here is an extra question:

Can I create null objects with different coordinates so they can be swapped for, or interpreted as instances to save memory? If I'm not clear, I would like to duplicate the clones of high poly objects around the scene and have them loaded as one object in the memory. Yes/No will do, I'm not looking for a detailed answer or a tutorial.

Somewhat similar question: Can I create null objects so the cords can be later used to replace them with other objects inside Unity? For example, if I create a blank object at a certain position with a certain rotation called LIGHT#1, can it be easily replaced with an actual light object inside Unity?

Heading to bed now, thanks in advance if you even gave it a thought yw

wet jewel
#

To fix few bugs I have to upgrade from 2021.3.4f to 2021.3.13f version, but in new version of unity I face this error, how can I fix it?
❌ Failure to restart OpenXRLoader after shutdown.❌

north path
#

When does this occur?
Did you manually update OpenXR already?
@wet jewel

wet jewel
north path
#

Check on the package manager or maybe update it in packages.manifest @wet jewel

inner fossil
#

does anyone still playing with outdated vr ?
things for vr box for smartphone

#

coz I plan to having some single controllers on the users hand
so he doesn't need to looked down their reticle

north path
#

What do you need exactly? Didn't understand @inner fossil

wet jewel
north path
wet jewel
inner fossil
#

but then I decide to use joystick controller to integrate to my vr system

#

as far as I recall controllers only applied for non vr games, so I'm looking a hint for such thing

north path
#

Simply remplace the tilt forward code with joystick forward? @inner fossil

wet jewel
north path
#

I don't know exactly. Maybe try to recreate it in another project?

#

Also make sure an HMD is properly connected etc

wet jewel
#

I think I have to go back to previous version

#

thanks anyways

north path
#

2021.3.13 works fine for me

#

So it's somewhere in your setup

wet jewel
wet jewel
north path
#

So simply copy over scenes/assets from your game and see when it starts breaking

wet jewel
#

it was working fine on mine so far

elfin pebble
#

Afternoon all. First post here so forgive me if it's not the right place.

I've been having troubles with the OVRLipSync package in Unity, when I run the sample in a brand new project it works fine, however when I import the package into my own project (same Unity version) and run the same sample the whole Unity Editor crashes out but only on OSX. I can also say it also crashes out when I run it using my own implementation too, but the fact the sample doesn't work is a clear indication that its not something I'm doing wrong I think.

I've checked the obvious stuff like that the OVRLipSync.bundle has permission in System Preferences, but at this point I'm out of ideas.

I have posted on SO earlier but I'm not expecting much luck - Was hoping someone here might have experienced something similar:

https://stackoverflow.com/questions/74444049/unity-editor-crash-using-ovrlipsync-on-macos

tiny niche
tiny niche
elfin pebble
crude frost
#

is there an easy way to invert rotation when grabbing a gameobject with XR Ray interactor? Currently if I 'grab' an object with fixed position to rotate it, if I move my laser to the left, it rotates the object to the right. I want to invert that.

zenith pasture
#

Is there a method in the oculus interaction SDK that lets you instantly drop an object you are holding?

tiny niche
zenith pasture
#

I really hope there is a way to do that now

daring patio
#

good evening. i need to use the Oculus Quest 2. Create a scene for this visor, controller and hands to work best. Where should i start from?

#

in particular I need to add a 3d model of a building and be able to create functional interactions using precisely what I said above

elfin pebble
#

Unity Editor Crash Using OVRLipSync On M...

split wing
bleak pilot
#

When running VR tethered from the Unity editor, I get some kind of conflict between the Oculus app, the (rather poorly made and outdated) Rift Home App, and Unity.

Sometimes it flashes between Home and a blank screen, or my Unity project loads super slow while conflicting with that Home app. Often I can't see the computer desktop to launch from there.

Anyone know how to get these three things to play nice?
Unity 2021.3.13 URP

inner fossil
daring patio
#

good morning. i started a test scene after loading the Oculus Integration SDK on Unity. I noticed that the scene works, I can move the head but the hands and controllers are not recognized. How come?

north path
zenith pasture
#

Managed to solve the issue, it did require an edit of the source

#

Anyways, if anybody faces the same issue feel free to @ me

daring patio
#

xr managment yes. with oculus

north path
#

Did you add the hand prefabs under the anchor? @daring patio

daring patio
#

yes hands and controller prefabs

#

I also set the interactions

storm ether
#

please help me with this error im confused

#

the shader one

storm ether
heady meteor
#

Just downloaded MRTK3, can i run my scene somehow on my connected oculus rift s ?

#

I cant find any tutorials for MRTK3 and oculus rift s so any help would be great

fossil oak
#

is this somewhere i could ask someone to review my script?

#

It is for vr, well testing your vr game in the editor

heady meteor
#

Any idea how i can run my mrtk3 project on my oculus rift s ? I cant find any info about this

fossil oak
#

yea plug it into your computer go to build select the device and click build and run

heady meteor
#

No other setup stuff i need to add ? Can oculus rift s run on openxr ?

#

But no uwp right ?

fossil oak
#

no no other stuff needed

#

i think

#

idk try it

heady meteor
#

I ran the editor a few minutes ago and my oculus showed that it opens unity... and than it closed instantly. No error however.

#

Gonna build it instead now

fossil oak
#

if it doesn’t work go to your package manager and get the oculus xr plugin, openxr plugin

#

Yea that should be good

#

these are all the packages i have if you just want to copy me

heady meteor
#

Alright thanks, gonna install it 🙂

#

Could the same project then run on oculus and the hololens 2 ?

#

Installed that plugin now, however it instantly closes

#

I dont get why

#

Any clue what is still wrong here ?

fossil oak
#

huh

#

so you click build and run and it just instantly closes?

#

ohhhh wait

#

do you have the build and run settings on the android thing

heady meteor
#

No on the default windows/linux thing... can i only run android projects on oculus rift s ? Thought thats only for oculus quest

fossil oak
#

i’m trying to remember what my teacher told us to do

fossil oak
#

So yes

#

i forgot what their called

heady meteor
#

Alright gonna change to android build in a sec xD

fossil oak
#

aight

heady meteor
#

Looks like we really need the windows build target instead of android

sacred token
#

Hey, I have a prefab called Furnace which contains 3 sockets. So far I can take some coal and put it in the furnace sockets, but I'm trying to write a script that detects when every socket has been filled

#

I have a script on the furnace called CheckCoal, it looks like this

#
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;

public class CountCoal : MonoBehaviour
{
    public XRSocketInteractor socket1;
    public XRSocketInteractor socket2;
    public XRSocketInteractor socket3;

    // Start is called before the first frame update
    void Start()
    {
        socket1 = GetComponent<XRSocketInteractor>();
        socket2 = GetComponent<XRSocketInteractor>();
        socket3 = GetComponent<XRSocketInteractor>();
        Debug.Log(socket1.transform.name);
    }

    // Update is called once per frame
    void Update()
    {
        CheckCoal();
    }

   private bool CheckCoal()
    {
        //Debug.Log(socket1.hasSelection && socket2.hasSelection && socket3.hasSelection);
        Debug.Log(socket1.transform.name);
        return socket1.hasSelection && socket2.hasSelection && socket3.hasSelection;
    }
}
#

Unfortuantely, the console is saying that "Object reference is not set to an instance of an object"

#

Is anyone able to help? Much appreciated

storm ether
#

I have a problem with Occlusion Culling!
Some assets are being hidden by OC even thought they're in the camera's eyeline. The assets around the player are fine.
2 images on the left: drawer and table next to it, and ankles of the character disappear in Play Mode.
Image on the right: In the OC window outside playmode you can see what's being culled. This works as it should; drawers appear when I turn the player/camera to the drawers en disappear when I turn it back.

In editor mode it's fine, in play mode some assets never appear or disappear when they shouldn't. Help!

severe saffron
#

You can increase the occlusion culling fidelity in an area with an Occlusion Area View Volume

#

you can use this cube volume to define an area that needs higher occlusion "resolution"

#

I would imagine that hanging sheet is sight blocking but probably shouldnt be occlusion blocking

severe saffron
storm ether
severe saffron
#

I would put it where you know the player is going to be. Regular culling will still work outside this cube; its just that things inside get even higher density occlusion information

heady meteor
#

Quick question...

Using MRTK3, having a manipulated object which can be moved around... and it has a rigidbody attached to it for colliding, having gravity and stuff.

When i move that thing around by hand, it stutters a bit... its not really smooth.
Why is that ? How can we make that movement smooth aswell as keeping it rigidbody and its collsions ?

storm ether
heady meteor
storm ether
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My occlussion culling problems seems to only appear in Game Mode.
In the Editor the visualization of the OC works just fine.
The moment I going into Game Mode some assets dont (un)hide when they should

fossil oak
heady meteor
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No android ^^

fossil oak
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ah alright

heady meteor
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However now when i move around my rigidbody/collider objects via hand they stutter...

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Which kinda sucks

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Since in airhockey you need to move around the pusher... and it looks awfull when that one stutters

fossil oak
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isn’t there some smooth stuff in the properties?

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yea grab interactable should have some smooth options

heady meteor
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Enabled... but it still stutters

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Or should i increase the lerp time stuff ?

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The framerate is also incredible bad when running it via the editor

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Okay update on this, its only fucking slow in editor

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The build is jitter free for some reason

fossil oak
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huh

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i have a script i’m working on for testing vr projects in the editor if you want it

heady meteor
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Yeah sure 🙂 Would be great

sacred token
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as soon as i add a rigidbody, this object starts to fall out of the map. any ideas?

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i set collision detection to continous dynamic, movement type to kinematic etc

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its an asset i downloaded from the web

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oh ok, needed a mesh collider

marble isle
#

is there anybody who can teach me how to implement wireframe green overlay effect on the hololens with three.js?

north path
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@marble isle dont ask in multiple channels and use the appropriate channel only

daring patio
#

good evening. i am using the oculus integration sdk v46, in it i cannot find the Hand Pose Recorder? What did they replace it with?

ember gorge
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how to use ovroverlay underlay

sleek tulip
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whenever I try to build to an apk it fails and says "Build method exception"

tribal spire
#

I started getting an error all of a sudden. When I play my game from the editor, without my airlink on, the whole unity editor crashes

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This never happened before. AFAIK, there was no update to any package or unity editor

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I think I temporarily unchecked XR as my launcher, then went back and and enabled it later.

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Anyone know root cause of this, its super annyoing if I launch my game and forget my oculus disconnected

sacred token
#

Hey, so I'm creating an alchemy game where you assemble a chemistry experiment. I want a certain order of socketing, e.g. you can't attach B and C together until A and B are socketed. How could I achieve this? I was thinking about having static variables like AIsAttached=true but is there a better way of doing this? Pretty new to Unity. Thanks!

main quarry
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Hi. I see that development build crashes, but release build works

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I need to gpu profile my scene, but I need a working development build to do that

main quarry
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anybody uses renderDoc?

crude frost
#

has anyone had this issue? I'm using OpenXR to build my rigs. On Build, I can recenter on Quest1. But, On build, I cannot recenter on Quest2. Any ideas?

full path
storm ether
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this is all i could get show me how to get more if u need it

full path
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I've been coding my project for Oculus Quest, and using the OpenXR SDK (as per the instructions on the Oculus developer site) for hand/eye/face tracking. I'd like to support PC as well, but I don't have a PC VR headset with hand, eye, or face tracking, so I wouldn't be able to test it properly there. Would porting it to PC be as simple as selecting that platform for my build and possibly installing a SteamVR plugin, or would I also need to code the project differently? I am using classes from Oculus.* namespaces, but my understanding is that that's only because they were developed by Oculus, and are actually part of a cross-platform API called OpenXR. Is that correct?

sterile bloom
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Hello everybody. I just started using unity a few days ago and I am encountering a pretty basic problem. I use XR Interaction Toolkit to develop for VR Headsets. I now got a grabbable object that reacts to button presses. The object I create is some kind of a drill. When it is held and a button is being pressed it rotates and is active.. I created a block object that should be destroyed when it comes into contact with the active drill. However, as soon as I hold the drill it does not invoke ny collisions when I push it inside the block. Can anybody point me in the right direction? Thx in advance

magic cargo
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how do i make a sound when my character hits the ground with his hand?

lucid nymph
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How is the Valve Index for Vr dev?

storm ether
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This will destroy the entire object entirely in an instant tho ^^ not sure if you want that

sterile bloom
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Can anybody recommend any tutorials on VR dev?

lucid nymph
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learn.unity

storm ether
sterile bloom
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No worries

storm ether
sterile bloom
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I think I already follow his tutorials :F

storm ether
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He has a new channel where uploads quite often named "valem tutorials"

storm ether
sterile bloom
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Will have to check that out. Thx

sterile bloom
storm ether
# sterile bloom Can’t seem to find anything bout him. Do you have a link maybe?
sterile bloom
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Thx a lot

storm ether
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goodluck ^^

sterile bloom
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Thanks a lot. Still doing the gamedev.tv unity 3d course. It’s lots of fun. Sometimes I just get back into my Vr sandbox and try some random things

split wing
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how do i make player models to use with gorilla tag rig?

lucid nymph
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Follwing a thing on learn.unity I these options in Project settings are greyed out but I have xr and open xr plugins loaded.. Not sure what I'm missing here.

midnight thunder
# lucid nymph

What are you trying to build to? Trying closing and reopening Unity. If that didn't work try to reimport the XR Plugin Management package.

lucid nymph
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Building to the general VR platforms like quest, htc, index, and other standalones, I think I got all the plugins loaded. Even added steam vr support from unity asset store. The vr space in unity is not going to the headset after starting the playtest with steam vr launched.

pine bison
lucid nymph
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@pine bison Yes Looking to get testing and I'm using an HTC vive

pine bison
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Ok and what unity version are you using? It should only be necessary to set up OpenXR and set SteamVR as your OpenXR backend

lucid nymph
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It's a 2021 LTS version I forget the details. I'm at work ATM. If you have a suggestion I can start a new project under a different version.

weak garnet
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I'm not sure if this is a VR-specific issue, but I just noticed this in only one of my scenes. On all of the reflective materials (URP Lit, with specular set high), there's these white broken lines that move with the headset/camera. Maybe it has something to do with the (box projection) reflection probe? I don't see it in other scenes or on the non-reflective surfaces in this scene. Anyone have an idea what it could be related to?

lucid nymph
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Hey @pine bison you have any recommendations for a unity version to stick with.

north path
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For VR I'd say 2021.3.14
It has all 2021 fixes, and in the .14 release a performance improvement for VR and android.
Unless any regressions or big improvements like this I will stick to this one

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If you want most stability the latest 2020LTS

lucid nymph
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I only see these

north path
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Press install editor

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Except 2022 (do not recommend for production yet, but fun for experimenting), these all are decently old

lucid nymph
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Ah k. I'll try it out. Also is this Windows Mixed Reality feature group necessary? Or would just Oculus and OpenXr cover enough platforms if I was to release something? I still haven't understood that very well yet.

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Hey Thanks. I just reloaded and Play test is showing up on my headset now. Thanks

north path
lucid nymph
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ok nice I was getting the impression OpenXr covered pretty much everything. So as someone had mentioned earlier I should only need openXR and SteamVR asset since I'm using HTC vive to test.

north path
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OpenXR runs on everything

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SteamVR (application) supports builds using openxr, so no need for the package in unity

lucid nymph
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I get that.. but how do I get unity to talk to the HTC when I want to playtest a creation.

north path
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In the past you needed a package for every platform, but not anymore

north path
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and add the htc vive controller profile in the openxr settings

lucid nymph
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and just have steam Vr running of course?

north path
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justin p barnett has good guides on it on youtube if needed

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Yep

lucid nymph
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Nice I've haven't seen that name yet in my searches

heady meteor
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I have a interactable object... and kinda want some sort of popup appear for it to select some actions on it. Like a check button to fix its position.

What is normally used for this ? Simply buttons ? Or are there some special mechanics for this ?

north path
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I'd say try it and see if it works. I'm not quite sure what you're going for from the description @heady meteor

lucid nymph
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Anyone familiar with Openbrush? I've made some progress on getting a project to load on my HTC Vive.. and I've downloaded the OpenbrushSDK. In unity the textures are looking normal, but when I play test and see it in the vive the left and right side are displaying different images. where one texture is not loaded and the other doesn't even show the pink where the missing texture is.

tribal spire
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hey anyone here?

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anyone know how to trace where a script is being called from?

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I'm not using OVRRaycaster anywhere, somewhere its being called in my game

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im on openxr

buoyant jolt
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If you double click on it @tribal spire it'll show you where it was executed. But it's likely OpenXR calling Oculus to draw lines

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Expanding the error will show you a bit more on the call chain

tribal spire
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thanks, I actually just found it. It was in my loading screen scene

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I forgot to change that when I did my refactor a couple months ago

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I basically never open that scene

buoyant jolt
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It happens a lot, it's an easy scene to forget about until build day

quartz iris
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Hey guys so I've just tried running my game on the quest 2 and as i expected the frame rate is abysmal, but I'm not sure what's causing this issue. I did have developer mode on when this happened, and performance was just as bad when autoconnect profiler and other settings were still disabled. my question is, can I ignore the data under the "others" category right now? I'm not sure, but it looks like this might be overhead caused by the XR itself which I can't do anything about

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i think the setup i have might just be too visually complex

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it is running abysmally though and id have to severely cut down on the graphical content which is not ideal

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i saved the profiler data im just not sure how to use it

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im struggling to understand with the profile analyzer too

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these all seem to imply it's incredibly gpu bound right now

clever glacier
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Hi all Im a new VR developer. I had some questions about using the XR toolkit. I am trying to make a mesh for my player and from what I found decided to attach it to the XR Origin I added a mesh renderer, mesh filter, and mesh collider + rigidbody expecting it to work but it did not. After some research I added a character controller + rb instead of having a mesh renderer, mesh filter, and mesh collider + rb. That ended up working, but I would prefer to use the mesh combo because I am trying to make a prop hunt style game, and the prop switching system I have setup uses the mesh filter ,collider, and render. I was wondering if anyone had any suggestions. Thanks for the help!

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It works when I freeze certain positions on the rb, but then when i collide with anything I just phase through the map.

buoyant jolt
# quartz iris im struggling to understand with the profile analyzer too

The Oculus runtime waiting, is it waiting for the PlayerLoop to complete before rendering the next frame. It's doing nothing for a lot of that.

Whatever is causing the majority of the issues appears to be in the PlayerLoop. You may need to do a deeper check, but my gut instinct is actually a coding slow down and maybe not gpu. I'd need to see your batch calls, poly counts and shadows and such to be sure though

buoyant jolt
wet jewel
#

Hey guys, how can I have a physical menu which I can access using my hand's index finger rather than using ui rays. I don't see any tutorial, is it possible. If it is please help

quartz iris
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the other thing was a fake water i was kinda simulating

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i know that mobile really hates transparency

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but i was still creating this faux-water effect in the distance by adding a flat transparent plane with like a normal map and detail normal map

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i intended to programatically slide the normals in different directions to try and make it look real but im realising i really need to cut down on everything before I can do that

tiny niche
quartz iris
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it didnt look right

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but i realised i just needed to make it very reflective and use a reflection probe

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so ive changed it now

heady meteor
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So i have a problem... Im using MRTK3... and i wanna add a few buttons to a interactable item.
So i make the button a child of the item. Works fine in editor.

However in VR i cant interact with the button because it tries to interact with the whole item instead. Like the bounding box of the item blocks the button. Any ideas ?

tiny niche
heady meteor
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I actually just want to have some sort of object menu.

You touch the interactable object, a menu appears next to it and you can then press a button to execute an action on the object

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However when the menu is part of the item, its not interactable since the item itself blocks it for some damn reason. And when its not a children it will not move with the item

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Basically looks like this... the table is a object with bounds, can be moved and rotated.

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When the player wants to start the game he should press the button on the table

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Howeverrrrr

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That damn button can never be hit since the table itself blocks the interaction for some damn reason. The button is a child of the table since it should move with it.

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I can not be the only one who ever encountered that problem, any ideas ?

quartz iris
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testing on hardware

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it seems the only thing having a performance impact is adjusting the render scale

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turning off all the other stuff other than the environment is doing literally nothing

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ive already tried simplifying the environment a fair bit

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id be okay with not having a render scale at 1 but I feel like this shouldn't be as laggy as it is rn

heady meteor
pine bison
quartz iris
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idk i can try that

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is there a way to turn off vsync btw

pine bison
quartz iris
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i udnerstand screen tearing would not be ideal in vr but for debug purposes itd be nice to know

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it keeps snapping between 72/32/24 fps

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which im assuming is just skipping x frames and such which is vsync i think

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ive turned it off in quality settings now but it did say it shouldnt be on on android anyway

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building takes about 4.5 minutes so ill get back about what happens when the environment is toggles in a moment

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i need to add a toggle for it actually

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oh god I think there isn't a directional light in this scene too

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so literally nothing is dynamically casting shadows

heady meteor
quartz iris
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just ssao to create the illusion

pine bison
heady meteor
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And mrtk does have a slack ? Cant find one actually

pine bison
quartz iris
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lmao it wasnt intentional

pine bison
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Post processing is super performance heavy in VR

quartz iris
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thats probably true

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earlier though

heady meteor
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Ahhh found it

quartz iris
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I realised I had post processing off too

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and it was still performing horrendously

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although

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ssao was probably always on

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i did try to keep it pretty cheap tho

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idk

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its probably still bad

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honestly i probably dont need it

pine bison
quartz iris
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the characters are like anime ish

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and ive got an outline shader

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oh but

pine bison
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SSAO is not possible to use on mobile VR. Simple as that

quartz iris
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without ssao for some reason the outlines on transparent materials get ruined

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this is something i had to tackle in another project

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something about the "depth normals" beign set as the source under ssao

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what does setting the source as "depth normals" actually do

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like what additional rendering thing does it do

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cos i need that to still happen

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would setting the intensity to 0 be that

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oh setting the intesnity to 0 also breaks it

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why does the absense of ssao gotta break my project lmao

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ah man tonemapping was enabled without HDR being enabled too

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maybe theres enough overhead for HDR though

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guess not

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i cant say i noticed any colour banding with the tonemapping and low dynamic range

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but maybe thats not the reason they say not to do that

pine bison
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So you're still using post processing?

quartz iris
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i should drop it completely??

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i did turn it off

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surely bloom and vignette is fine

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the other thing is im using the RealToon shader for some of the characters

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on the asset store

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i say some of the characters but theres only really one other character

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its a tiny environment too

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a flat plane pretending to be water

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and a tiny appartment

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wow yeah you're totally right

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post processing absolutely slaughters frame rate

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thats so weird

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i did not think bloom was that expensive an effect

pine bison
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Post processing is twice as expensive in VR and it's already running on simple hardware

quartz iris
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i guess so

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maybe just a tiny bit of bloom

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the examples had a vignette that was like actually an object i think

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idk why it would be any less expensive but

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not quite sure how the tunnelling vignette works and i dont think any example is included 💀

pine bison
quartz iris
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i mean yeah

pine bison
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A vignette can be done with a canvas for example

quartz iris
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i had skip iterations cranked but ive deemed its proly happening naturally anyway

quartz iris
#

ive just turned off all post procesing now

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whats confusing though

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some reason its still not running especially great

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like when i turn literally everything off

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just a cube in space

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vsync decides it would be better off at 36fps

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instead of 72

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i do have fidelityfx upscaling tho

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and the slider wasn't perfectly at 1

pine bison
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Vsync doesn't decide anything

quartz iris
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why is the frame rate kinda snapping then

pine bison
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If you have VSync waiting in your profiler then you have a bottleneck

quartz iris
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its more that like

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the fps counter ive got is very clearly jumping between these whole number divisions of 72

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72/2, 72/3, 72/4, etc

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hooking up the profiler is also such a pain for data that is so confusing to read

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and checking before seemed to indicate to me the issue is by far the gpu

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im pretty sure what little logic ive written is like

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nothing is in an update function

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very few coroutines at any given point

pine bison
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One common bottleneck is too many draw calls since they require data transfer between CPU and GPU

quartz iris
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i mean that could maybe be the case

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ive really tried to cut down on transparent objects

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i straight removed the windows

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but like

heady meteor
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damn the MRTK slack channel is literally dead

quartz iris
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when the lag persisted even when the entire environment was disabled

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i get the impression somethign else is causing that lag

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maybe fidelityfx is more expensive than i predicted

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whatever billinear + slightly lower render scale for free anti aliasing

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lmao

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thats how it works peepoBigSmile

pine bison
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Is it made to support mobile VR?

quartz iris
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exclusively for quest atm

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i dont really intend on pcvr yet

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i think vignette i can get away with using the tunnelling vignette thing to reduce motion sickness

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even if it means a vignette isnt visible when ur just standing around

pine bison
quartz iris
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no

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but i couldnt find anything on whether it worked with VR or not

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i do see how there could be issues

pine bison
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If you want anti aliasing then 4x multi sampling is hardware boosted on the snapdragen so it's not expensive to enable

quartz iris
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oh specifically 4x?

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📝catYep

pine bison
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You seem to have a huge project with lots of dependencies without having them tested on your target platform

quartz iris
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i did not know that there was hardware designed for that lmao

pine bison
#

You should go step by step and figure out the requirements and tools you need

quartz iris
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its quite simple

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atm its just an environment and a couple of mechanics

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mechanics that didnt depend on the target hardware

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and the only way i could test the environment on hardware was by setting it up first

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although I admit i was just using PCVR for the initial vr setup and stuff

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less of a headache than building to the quest every time yknow

pine bison
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Either way I'm off. Good luck

quartz iris
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aight

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thank you for the help

heady meteor
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Anyone here ever played around with physics ?

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Im completly stuck

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Trying to develop a small airhockey game

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The pug is a rigidbody... the pusher also

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The pusher is player controlled, you can controll it via your hand... it has a collider and also a rigidbody

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Yeah... collisions only work like 50% of the time

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Since the pusher is player controlled it is translated basically, not really physically simulated... therefore it often does not work

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Any tipps on this ?

tiny niche
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and since you've got just circle to circle collisions, it's fairly trivial to make your own superior solution

quartz slate
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does anyone know if using LOD groups confers much benefit in the context of mobile VR / Quest?

quartz slate
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my context is that I have a very very large mesh that is hard to make look good both up-close and farther away, and when the entire thing is in view, it's a fair number of tris (it's a planetoid the player plays on)

tiny niche
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lod groups is just a tool that you can use to get the render process done cheaper, but like any tool, you can't just rub it on the problem and expect things to be fixed

quartz slate
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I have a shader hat lerps between textures and tile settings at certain distances, similar to LOD, but it's just not performant

quartz slate
tiny niche
quartz slate
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the player also can fly up and away from it unfortunately TT (and view one side of the whole thing from "space")

tiny niche
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every material you add increases the number of drawcalls, which in turn will cause your performance to tank

quartz slate
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Yea that makea sense

tiny niche
quartz slate
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Like a billboards style solution...

tiny niche
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and you shouldn't ignore the gameplay when optimizing either. some features just may not be important enough to keep

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gotta figure out what's actually important and then design an architecture that makes it happen

quartz slate
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Thats sort of where im at; my core haneplay is designed and im now left to try and make thinhs look nice under a mobile budget

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The issue of texturing a planetoid (to look nice both up close and far away) is probably my hardest task

tiny niche
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things like moving freely at great distances is a bad idea for example

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but if you can lock the angle and limit the visibility to not include moving objects, it's trivial to pre-render a plane

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but you should also think about why you need to be looking at it from far away and if it needs to be viewed at full fidelity

quartz slate
tiny niche
#

this is a pretty good example of a disaster scenario in terms of not designing with performance in mind: https://www.youtube.com/watch?v=YOtDVv5-0A4

Go behind the scenes with the custom tools and technology ustwo Games built to develop Alba: A Wildlife Adventure. Manesh guides you through the important dos and don’ts the studio followed in order to create this open-world game that runs on low-end mobile devices.

Speaker:
Manesh Mistry, Lead Programmer (ustwo Games)

If you're interested in...

▶ Play video
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your game could put an effective limit on the max distance from the planet though, since there's nothing useful to do from far away

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you just gotta tweak the physics to prevent you from going into orbit

quartz slate
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the useful distance is simply the nearby sattelites that can be landed on; as the player goes too far away, gravity increases, and at some point they will begin falling back to origin

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the physics tends to get slightly wonky outside of 5k units

tiny niche
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yea but you want to tweak gravity to prevent them from going far away in the first place

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you could also rework it to not involve flying out to asteroids and instead going around a track or reaching a tricky spot close to the surface

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basically just adjust level design and gameplay to prevent rendering lots of stuff

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and use a triplanar texture for everything, so you don't need a huge texture or uv maps

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i would also cut foliage completely and go for a smooth abstract look. It'll help hide texture resolution issues, reduce overdraw and eliminate lighting

quartz slate
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right now the plan is to have baked lighting with heavy indirect/ambient light (there's also the interior of the planetoid that can be entered)

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the "planetoid" is a stupidly large mesh

tiny niche
quartz slate
tiny niche
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lighting is gonna look bad if you go too low res

quartz slate
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but the way it conveys depth and curvature is still potentially worthwhile. That said i am indeed willing to go full unit stylized if necessary

tiny niche
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you could bake it into the vertices and that might be good enough. you just wont be getting any ambient occlusion and stuff

quartz slate
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my biggest visual painpoint (the thing i find hardest to ignore) is the way any tiled texture will wash out to a blurry color at signifigant distance

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i can have nice looking -at a distance- surfaces, or nice looking close-up ones, but not both

tiny niche
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well that's always going to happen and your game is about going fast, so you might as well make it smooth from the start

quartz slate
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yea you might be right

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on PCVR where performance is not an issue, it's just so compelling to speed past the higher quality textures though

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conveying movement through space is the main point of immersion i go for

tiny niche
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well they still look like crap at a distance

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well you can still get the movement across by using shapes correctly

quartz slate
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interpolating the textures depending on distance to the mesh (with a primitive shader) does the trick pretty powerfully

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but it's begging for frame drops on mobile

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(and im not a shader wizard yet TT)

tiny niche
quartz slate
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yea this one has it turned off as it was being ran on Quest (plus some of the other objects in the scene are using the same texture with the incorrect tiling)

tiny niche
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anyways, how far are you from hitting a solid 90 on the quest now?

quartz slate
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i more or less stripped down all the visuals in the scene to find a point where frames would not drop

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i can hit 90 right now, /w some start of scene async loading issues aside

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if i use simpler textures then it becomes easier

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I'm also prepared to go down to Unity 2020 (from 2022) if need be

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although that will be a last resort

tiny niche
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add a loading screen then, so you can get used to it not being choppy in the beginning. helps you spot frame drops down the line

quartz slate
tiny niche
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i doubt a unity version change is going to have any impact at all

quartz slate
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there will be some amount of impact

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for whatever reason, URP performance declines going up from 2020

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specfically for android builds

tiny niche
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perhaps, but i doubt that's gpu perf

quartz slate
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yea it's specifically GPU

tiny niche
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you sure? cause then it should be something you can fix by reconfiguring the pipeline

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its not like urp is doing any magic inside the gpu

quartz slate
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there are some small tweaks you can make, but AFAIK the URP performance issues are fairly deeply embedded (i know some fairly experienced developers who haven't been able to address it), and are likely fairly numerous... GPU usage tends to explode much more quickly with the newer URP versions

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im probably mad for even using unity 2020 and taking the performance hit, but there are some newer features that I really want to keep

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(eg contact modification API for collision physics, which i use for locomotion and wheels)

north path
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2021.3.14 does have a decent performance improvement for the quest :p

tiny niche
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convex corners may need some special magic, but that's about it

quartz slate
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but it has potential for a wide range of use cases where physics is involved

tiny niche
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well it doesn't have to work exactly the same, it just has to enable your gameplay scenario

quartz slate
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True

severe saffron
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beyond that you could probably break it up a bit with a noise texture

quartz slate
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it's performantly lerping between tile modes/resolutions that is proving tricky

severe saffron
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I wouldnt context switch the gpu more in this case; I dont think LOD is going to help much

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all this geometry: is any of it split?

quartz slate
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no, but i could do so

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been considering breaking up the big honking mesh

quartz slate
severe saffron
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I mean Ive got quest 2 running BiRP and Ive got a few completely full vertex buffers but I havent had much issue hitting target fps if everything is static

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yes urp/SG runs shit on quest

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always has, always will

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not even fsr and asw can save it

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which is why I still do everything birp

quartz slate
severe saffron
#

yeah I saw you mention 5km

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you're lucky interactables/grabbables arent a big part of things

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I get origin issues at just 1km from origin

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5km is like, jitter city

quartz slate
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my humanoid mode does use physics based hands, but it's not so bad at around the surface of this mesh (2.5 km ish out)

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it begins to get orders of magnitude worse past 5k in either direction, ime

severe saffron
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still I dont feel like that mesh is something "quest cant do" ya know? I can render a shitload of stuff; it just depends on the materials/shader

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and urp compounds this issue with secret blitting and other crap that rekts mobile performance

quartz slate
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it's just the biggest visual eye-sore-ness in the projrct

severe saffron
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seems like shadergraph overhead could be hurting here? Maybe a shader that does the same thing but ditches a bunch of the PBR stuff?

quartz slate
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im def gonna look into optimizing the shader i do have

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i have been told that writing raw shader code for this could yield improvements, but that's not something i'm eager to work through

severe saffron
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for sure

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for sure improvements, for sure pain 😭

quartz slate
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lol

ember gorge
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does anyone convert oculus shader to urp

tiny niche
quartz slate
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hence my dilemma lol

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actually been looking for a good solution to this issue for quite awhile, but none seems to avail

crude frost
#

good evening. How do I get Oculus XR Plugin 3.2.2? I'm on Unity 2021.3.9f, and I have Oculus XR Plugin 3.0.2. Its not giving me an update option.

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i think i figured it out. i needed to update the xr interation toolkit

crude frost
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is there a way to use OVR Controller Helper with an XR rig instead of OVR Rig?

wet jewel
#

Hey guys, how can I have a physical menu which I can access using my hand's index finger rather than using ui rays. I don't see any tutorial, is it possible. If it is please help

mystic quiver
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so i want to be able to grab things and ive been messing around with the velocity tracking movement option and it works great but i want it to move like instantaneous but also have collisions. any solutions to this??? also im using the xr grab interaction tool-kit

tiny niche