#šŸ„½ā”ƒvirtual-reality

1 messages Ā· Page 6 of 1

tiny niche
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but you should question whether you actually need it. most games don't

native turret
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Hey everyone, I'm having a weird issue with my VR project. It works fine in game mode in Oculus Link, but when I make a build and open it with my Oculus Quest 2 it randomly freezes/crashes. The only error in logcat is:

[XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrEndFrame(m_xrSession, &frameEndInfo), arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:3391 (arvr/projects/integrations/OVRPlugin/Src\Util/CompositorOpenXR.h:124)
[XR] Unable to submit Oculus frame
When I pause and unpause my headset everything goes back to normal
What could be causing the problem? Is there any way to debug it more thoroughly?

lucid nymph
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Any HTC vive users on? I need to ask some questions.

lucid nymph
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Ayo @storm ether . I just recently got unity working on an HTC vive I'm borrowing but I was wanting to learn how other people using the same HMD start a new project.

uneven shell
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I started using a youtube guide explaining how to get teleporting working

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this amazing person added the project for free so you can start off where he explains teleporting and import everything you need

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You can download this Github project to follow along!
https://github.com/Fist-Full-of-Shrimp/Unity-VR-Basics-2022

There is also a written tutorial found here.
https://fistfullofshrimp.com/unity-vr-teleportation/

0:00 Intro
0:38 Scene Review
1:10 Setup Locomotion System
2:03 Teleporting Rays
3:30 Teleportation Areas and Anchors
6:28 Making Tele...

ā–¶ Play video
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I'm new here on the discord and wanted to ask: When importing a photogrammetry scan into unity, how many poly's can unity handle. my model is an environment i recorded in the centre of amsterdam so i want to keep as much detail as possible without crashing the program. And which specs are most important in a rig to handle large environments?

pine bison
uneven shell
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oh sorry, i fotgot to mention. its PCVR šŸ™‚

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I mean, i would love to do XR2 aswell, so if you can tell me how to find out such nuggets i'd love do do my own reseach hehe. I just though, this is the quickest way šŸ˜›

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XR2 = the chip in both the oculus quest 2 and the pico 4

pine bison
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Obviously there is a huge difference in targeting XR2 vs PCVR

uneven shell
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yeah, that why im making it easy on meself righht now

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its not for mass market. just to show off to some people

pine bison
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For PCVR I don't think there's any number you can get for polygon count. Unity can handle what your computer can

uneven shell
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kool beans. with an affinity to VRAM or something i should be mindfull of?

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My current rig is an i5 12-gen 64 gb of quite slow ram and atm a 1070ti, which im gonna upgrade to a 4090 at a certain point.

pine bison
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That's gonna help yeah haha

uneven shell
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or would a 3090 with equal vram get me a heap of poly's too?

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yeah. i'm just trying to get to like 20-ish million poly's. and not having to switch to UE5 šŸ˜‰

pine bison
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Honestly I don't how much more noticeable performance you can get out of a 4090 vs a 3090

uneven shell
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right. i was wondering myself that. maybe not go for the bad boy in the room

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thanks

pine bison
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I have a 3070 and I'm not sure if 20 million would be a problem

uneven shell
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I'm looking towards nerfs anyway. i know it requires VRAM most of all, and im not that much into speed or gaming, although i'm still holing on to my start citizen dream

pine bison
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For processing scans and nerfs having a big VRAM will help a lot too

uneven shell
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yeah and both the 3090 and the 4090 have the same amount right? 24gb usually

pine bison
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I set up a test with a scan and I got pretty stable 90 FPS on my 3070 here with 30 million polygons in the scene

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Ok settling down at 80 now actually

uneven shell
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sick. that must be plenty. ill look around for something with highj VRAM and a nice pricetag. THANKS!

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it has been such a drag figuring out these settings as im coming from a 360-degree video background and am not starting to play around with PG and such. so i was going in blind

daring patio
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Good morning everyone. i recently bought a link cable for my quest 2. But i've noticed that the usb 3.0 ports don't work properly, in fact connecting the Quest 2 to the pc, they are read as 2.0. now i ask: does anyone know how to fix them?

south arch
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to make sure the ports are actually 3.0

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if you have any it should say 3.0 or 3.10

daring patio
south arch
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that im not sure about

daring patio
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I have a total of 2 in the rear and 2 in the front panel. That would be the two AMD usb 3.1 and the two 3.0 root hubs.

daring patio
south arch
tacit quartz
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Hey. I start a new project with XR interaction toolkit and I imported the package through the package manager and also the sample scene, but in my memory the demo scene was much more complete than what I have.
Here is what i have :

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Here is what a I expected (taken from google image, sorry for the bad angle, but we can see multiple areas and not only 2 like on my screen) :

north path
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@tacit quartz aren't there any extra samples in the package manager?

sacred token
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I've got a bit of a problem will colliders. I have glass vials that contain a LiquidContainer script that handles liquid functionality. Each glass vial has a liquid child and a PourPosition child. The PourPosition child is just a sphere collider around the lip of the vial so that I can detect when one vial is being poured into the other.

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The problem is that I want to detect when PourPosition colliders on two different vials are colliding, but if I use a OnTriggerStay() function in my LiquidContainer script, it will use all the colliders on the glass vial (including the body of the vial).

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Is there any way of getting OnTriggerStay() to only use that one specific collider and to detect one specific collider on another vial?

tacit quartz
daring patio
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good evening guys. one question: when I read Bakes in the lighting, what is meant?

north path
full path
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I'm making a VR game (targeting Quest) and I want the player to be able to import and use a full-body avatar from a 3D model, similar to VRChat or Bonelab. But I don't currently know where to start as far as giving the user a full-body avatar with IK, nor loading user-provided Unity assets at runtime. Can anyone recommend any decent tutorials for that, and/or a premade system on the Asset Store?

frank aspen
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can anyone help me

north path
frank aspen
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sorry

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i need help with so when you throw fast in real life it throws fast in game

north path
frank aspen
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@north path i dont know about building/coding that well so i dont no what that is sorry.

full path
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I don't see anything called "vrdroid" that looks relevant; there's VRoid (https://vroid.com/en/studio) but that's a 3D modeling tool, not a system for loading already-made 3D models in a Unity game

3D Modeling, for Everyone! VRoid Studio is an application to create 3D models of humanoid avatars (characters).Create original characters on this intuitive and highly Adaptable Software. Easy to use for everyone!

north path
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Whats the issue? @frank aspen

frank aspen
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i dont know about building/coding that well so i dont no what that is sorry.

full path
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Final IK looks good and it's half off right now; how do I know how long the sale will last for?

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thanks

north path
full path
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That can be imported into Unity games?

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Integrated I mean

north path
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The sale will end soon, since it's the black friday sale. I'd get it since it's the most complete IK package from my experience

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Yes

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I've used it for an old project

full path
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thanks šŸ™‚

frank aspen
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@north path so what can i do

full path
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just bought it

frank aspen
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@north path sorry for asking but are you gonna help me

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and i making a dodgeball game

north path
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Explain what you want. You just said you throw in-fame

frank aspen
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so i basically want it so where when i throw it fast IRL i want it to be fast when i throw it in the game

north path
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And what does not work?

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What tools do you use?

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I think all vr tools have that

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Some like VR IF even have a multiplier for throw speed

frank aspen
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@north path what is vrif

north path
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Vr interaction framework

frank aspen
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@north path so it a script

north path
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Google it

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It's more than just a script lol

young sedge
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hey so I am working on a project with VRIF, and I'm trying to set up multiplayer with PUN. VRIF does come with it's own multiplayer scene that's kind of premade, but that wasn't working for me and a lot of assets were missing, and if you had over 2 people join at the same time, one player would crash

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I was hoping someone could show me a video on how to set it up or a solution to my problem.

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if the problem persists I'm planning on switching to AutoHands, but then I would need help setting multiplayer up with that as well...

severe saffron
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Sounds like you'll hit this issue no matter what hands framework you try

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The solution is painful debugging and learning how your net library works

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Pun is pretty crusty these days better off with fusion

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Or like all the other fishnet mirror or unity's new netcode stuff

young sedge
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true but idk how to use any of those things at all

full path
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I imported an avatar from VRoid using UniVRM and set up Oculus Quest hand tracking with the ā€œHand Visualā€ script. But now my fingers are backwards like this, and when I move one of my fingers, it curls in the opposite direction. How do I fix this?

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This is the Hand Visual setup.

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When I don't have the Hand Visual there (just the Final IK VRIK script) then my hands are oriented correctly, so that isn't the problem.

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All the "None (Transform)" ones are because the VRoid export didn't include those joints.

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Also "Auto Map Joints" doesn't work even though the script is on the "Root" object of the imported VRM (i.e. the one called "Root", not the actual root of the prefab) which contains all the joints. It just sets everything to None, and annoyingly Undo didn't work for that.

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Which is concerning, since I want to ultimately load VRM files at runtime.

full path
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@north path Hoping you don't mind me pinging you for this, but I suspect you might be able to help

quartz iris
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this is very speicifc to oculus but does anybody know how to get it to refresh devices connected without requiring i close and open the project every time

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its really frustrating in tandem with air link

north path
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Lol rip those hands
Sadly I am not sure how to fix this @full path

tardy knot
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@full path That seems like a problem with the orientation of the rigged bones in the hand (from VRoid) and the script that calculates/updates the hand and fingers' orientation/positions. This should be fixable in that Hand Visual script of yours.

tardy knot
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Man, I knew that I was entering a Rabbit Hole when I decided to recreate the Unity's XR setup in a more mobile-friendly system as I'm targeting standalone VR headsets like the Quest 1/2/Pro, but damn there's a lot to look at. Hahaha! UnityChanPanicWork Since you can't modify the XR codes, but only override or inherit them, which means you got to keep both the good and the ugly from it, I decide to just create a copy of the whole set of XR codes/scripts and optimize it further as well as making it more Garbage Collector (GC) friendly. I'm not even 1/8 done yet and I have already saved about 2.5MB worth of data that normally has to be scrapped on a per-frame basic by the GC following really simple mobile optimization guidelines and replaced it for a semi-permanent use of approx. 132 KB in memory blocks that never really changes or grow.

full path
balmy sierra
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Hi, i have a dude about something in vr, to make it easier to understand. You see in pokemon go, you can see the pokemon while using your camera to see the actual background and it's like the pokemon is there. It can be done in vr with unity? If you didn't understand me i send a image as example.

north path
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Please do send an image.

Do you mean object placement in AR passthrough on headsets like the quest (pro)? @balmy sierra

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If so, definitely possible

tiny niche
tribal spire
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hey anyone free to help rn?

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When I play a vibrations from right controller, the haptic goes to both controllers

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OpenXRInput.SendHapticImpulse(mHaptic[hand], convertedValue, Time.deltaTime );

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why does this play on left hand as well

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update: fixed - needed to use last optional parameter

OpenXRInput.SendHapticImpulse(mHaptic[hand], convertedValue, Time.deltaTime, UnityEngine.InputSystem.XR.XRController.rightHand);

lucid nymph
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Anyone who is doing dev with an HTC vive headset I need to ask some questions. I've been running into issues setting up a project.

lucid nymph
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@full path I'm asking so I can learn..

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I have a project I'm working on and I can get it working with the steamVR asset from unity asset store, but it loads in openVR on top on openXR. I'd just like to find out from someone who's also doing dev with an HTC vive if there is a better option.

tiny niche
north path
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Yep, just openxr works solid for me on the vive

tardy knot
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@full path The files which are under a license that doesn't permit modification are usually the files that check or access hardware-based data or OS related data. For example, the codes that allows the Oculus menu to pop-up or the codes that generate the low-level data for the various things the Oculus can do. Those codes usually may have some impact of the hardware or OS (or, at least, their functionalities), hence why they are protected by a license. The Hand script is, most likely, an interpreter script, meaning that it should be adaptable even under the license. If the file were truly under a license that doesn't allow you to modify it (and if the script is publicly available for development), that would make it impossible to use in many cases. On the other hand, if that script was part of some package targeting a specific VR app (like VR Chat) and it includes codes for network interpretation, then that could be a case where the script has a license that doesn't allow modification.

For example, if you were using the code provided in the Custom Hand sample scene from : https://developer.oculus.com/documentation/unity/unity-sf-customhands/
That code can be modified for adaptation for a different model or set of hands.

I don't know where, in the SDK, you got that script so I can only make guesses.

tardy knot
# balmy sierra Hi, i have a dude about something in vr, to make it easier to understand. You se...

To make something like Pokemon Go, you need to apply 2 kind of virtual concept: Augmented Reality which detects the real physical area and Virtual Reality which interpret the user's input in 3D space into a virtual world. That's called "Mixed Reality" or "MR" for short. This can be done in VR with Unity, but you need to understand the hardware configuration and limitation and also got to work on a workaround.

For example, the Quest 2 has multiple cameras around the headset to detect the real world (and it allows said headset to triangulate and translate your head and 2 controllers position and orientation in a 3D world). You would think that you should be able to use those cameras for MR, but the thing about those cameras is that they are relatively low resolution and have a IR filter which is why, when out of bound (guardian), the camera display the real world in a kind of black and white view full of statics. For such an headset, there's one possibility, but it has not yet been really publicly released: You got to develop a secondary camera system and use Unity to connect the Quest 2 to that external camera. You can use the headset's USB-C port (at least) to connect to the camera.

The Quest Pro would, on the other hand, allow it without any tinkering because it has 2 proper color cameras set on it especially for MR and you can access that feed too. Again, the problem at the moment is that the Quest Pro features additional are not yet fully documented for use in Unity. The MR documentation on the Oculus is kinda barebone at the moment.

tiny niche
tardy knot
# tiny niche its still augmented reality, since you're augmenting the video feed with virtual...

The official definition of Augmented Reality (AR) doesn't imply any interaction, but only a projection of visual elements onto a reality based view. It was first used to define the concept of an hologram.
Virtual Reality (VR) is the implementation of a viewer/user into another reality. Mixed Reality (MR) is the fusion of both technologies where you got the AR part which define a part of the defined reality and where VR define another part of the reality, including interaction, displayed to the user.
The only reason why people started to use AR instead of MR is because of lack of understanding on the concept by unprofessional publications.

tiny niche
tardy knot
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You're not wrong to think that MR is AR, but it's wrong to say that AR is MR.

tiny niche
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by augmenting reality you are inherently interacting with the real world (usually through a camera). but even if we limit it to user interaction, pokemon go has no interplay between the physical and virtual world beyond the primary input device which is your gps

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and if we define that as mixed reality, then everything is mixed reality, since your using a touchscreen to interact with virtual content displayed on a physical surface called a screen

tardy knot
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Feel free to think what you like. We could go on and on and never agree.

pine bison
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I'm honestly surprised this discussion doesn't happen here more often šŸ˜„

tiny niche
pine bison
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it's a common term in presentations and marketing

tiny niche
lucid nymph
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@tiny niche Appreciate the insight.. if just running openXR was working for me like it does for you and Dev Dunk I wouldn't be here trying to figure out why mine isn't working :-).

Also, could mixed reality not refer to a program that has PC and VR elements combined (Not a program that offers Desktop or VR interaction separately, but desktop and VR can interact at the same time.

tiny niche
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Acron is an example of that

lucid nymph
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Well that just looks entertaining.

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Or I guess instead of asymmetric you could just simply refer to it as cross platform

pine bison
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It's asymmetric because the player experience is very different based on the platform, so it's more specific than that

tiny niche
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asymmetric experiences also extends outside of vr. like early attempts to mix strategy games and first person shooters

lucid nymph
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hmm sounds like arguing semantics at that point, but I do understand what you're getting at.

tiny niche
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terminology is all about the semantics and their implications

lucid nymph
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before we go off topic as I said before.. I have a few builds running just openXR that don't carry over to the headset. I was just hoping to follow someone else's first few steps of getting a project started to see what I might be overlooking.

tiny niche
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this isn't one of those "this happened because you forgot x", there's a ton of things that could result in the same issue

lucid nymph
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fun times.. guess I'll keep trying to dig around then. I've gone through several tutorials already, but I wasn't sure I was getting what I needed since theres not really Vive tutorials that I've seen yet. Everything I'm finding is for Occulus and if there is there a Vive one.. its for unity 2018 and older.. should I be having to go back that far in versions just to get things to work?

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Thank you though. That helps put what I'm dealing with into some perspective.

tiny niche
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openxr without the oculus sdk or steamvr sdk added on top that is

lucid nymph
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On a side note. Is the XR interaction tool kit as bad as some people have made it out to be?

tiny niche
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i would say its probably worse

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unless you're basically making a physics lab without hands or 2-handed interactions

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for that part its great

lucid nymph
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So for a project that is just going to have a guided experience and a free flight experience it could be useful?

tiny niche
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the main problem with it is it uses an inflexible setup of sockets/interactors and it isn't made to be extended for deeper interaction models. Probably because they tend to become more device specific

tiny niche
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"guided experience" doesn't really describe anything beyond you being instructed on what to do

lucid nymph
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sorry I'm bad with conveying meanings apparently. The project is an art piece interaction that you'll be able to fly around or have an on rails experience (so the artist can highlight and guide the viewer toward particular spots).

tiny niche
lucid nymph
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oh? Can you import an openbrush project into it?

tiny niche
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is that a tiltbrush spinoff? if so, yes

lucid nymph
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ah sketchfab is like selling stock photography? I think that's not what this person is going for.

tiny niche
lucid nymph
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Not sure its the same. It's 3d content yes... but none of them look like an interactive experience. It just looks like a 3d model asset store.

tiny niche
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that's because you're looking at the store and not using the vr app

pine bison
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Sketchfab works in VR, but it's only a viewer. It's not interactive beyond hotspots you can jump between

lucid nymph
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Its neat, but I don't think that's what I'm looking for.

full path
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The Hand Visual script I’m using says this at the top:

/*

  • Copyright (c) Meta Platforms, Inc. and affiliates.
  • All rights reserved.
  • Licensed under the Oculus SDK License Agreement (the "License");
  • you may not use the Oculus SDK except in compliance with the License,
  • which is provided at the time of installation or download, or which
  • otherwise accompanies this software in either electronic or hard copy form.
  • You may obtain a copy of the License at
  • https://developer.oculus.com/licenses/oculussdk/
  • Unless required by applicable law or agreed to in writing, the Oculus SDK
  • distributed under the License is distributed on an "AS IS" BASIS,
  • WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
  • See the License for the specific language governing permissions and
  • limitations under the License.
    */
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I’ll take a look at the Custom Hand thing; thank you. One thing I noticed though is that the mesh I’m trying to use has all of its bones pointing in the same direction. This would explain why they weren’t moving correctly, but I’m not sure how to fix it. This is a VRM exported from VRoid though, so I can only imagine it’s designed to be usable with this type of thing.

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I did manage to write my own script to replace Hand Visual, which lets me invert the rotation of specific joints, but I still don’t have the thumb appearing correctly, because it’s not pointing in the same direction as its bones. I’m sure I could hard code the rotation, but I want users to be able to load any VRM they want, and that sounds like something that would break compatibility with a lot of them.

full path
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Actually, looking at it again, it's only the thumb bones that are pointing in the wrong direction. That's still a problem though because I want the thumb to look correct.

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I just checked the Custom Hand example, but that isn't what I'm looking for because it uses controllers, not hand tracking.

crude frost
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Greetings I'm using SRP. I'm using a 'Projector' component. Its using Projector/Multiply shader, but it only displays on the left eye in HMD. Suggestions on how to modify the shader to display on both eyes?

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i think i just figured it out. needed to change from single plass to multipass

tiny niche
north path
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@crude frost
what unity and urp versions?
Is the vr project on single pass instanced/multiview or multi pass?
Does it also happen with default shaders?

full path
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It's exported from VRoid though so I guess VRoid has a bug?

tiny niche
full path
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I'm not using pre-made animations

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I'm using Final IK for the body and VR tracking data for the fingers

tiny niche
full path
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Where is the option to do that in VRoid?

severe shale
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hello, I am having a problem with debugging with the oculus quest 2 using the quest link cable

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I am using the official one

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its verified as USB 3, other programs work properly, but unity is just a slug, at like 4 FPS, also it doesn't detect the controllers

valid osprey
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Hi, I'm trying out the unity vr learn pathway and I keep having failed builds. Unity version is 2021.3.14f1. Thanks

north path
north path
next lodge
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Hi guys, How would I code a line where: when the player hits the trigger button (on the vr controller), and that's within a gameobject's collider, then turn on that meshrenderer?

storm ether
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do anybody have a tutorial for how to make a grabbable object-

sacred token
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I have my VR hands set to hide on select; when I deselect a grabbable, the hands spawn in and collide with the grabbable, knocking them over - anyone have a solution to this?

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Ideally I'd like to keep physics interactions between hands and dynamic objects

valid osprey
north path
# valid osprey Still can't
  1. In untiy hub, is the android module with both submodules installed?
  2. In preferences - external tools, are the sdk/ndk/jdk boxes checked to use the version included with unity?
  3. Does it happen in a blank project if the previous 2 wasn't it?
north path
storm ether
north path
north path
north path
storm ether
north path
storm ether
earnest sphinx
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Anyone here got experience with remapping keybindings on VR devices?
Whenever I call PerformInteractiveRebinding in VR I get spamming "If EnumerateControls() returns a control, GetStatePtrFromStateEvent should not return null for it" asserts.
My second issue is that whenever I start this interactive rebinding process it assigns "controlleristracked [LeftHand Oculus Touch Controller (OpenXR)]" or some other button touched binding. I'd like to filter this to only accept presses like PrimaryButtonPressed or triggerPressed.

I've been reading into the docs and am currently convinced "WithExpectedControlType(Type)" is what I need but I can't seem to figure out how to use it for what I'm trying to do here... Any help would be massively appreciated!

earnest sphinx
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I am

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I'm talking about remapping while in-game using InputActionRebindingExtensions

valid osprey
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Turns out I had a problem with the keystone. Thanks Dev

storm ether
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So I'm making a rope simulation which uses a series of rigidbodies connected with Configurable Joints. The rope is mostly stable but it would detach and re-attach when interacting with another rigidbody like this. How do I make sure the rope doesn't detach?

I've attached the Configurable Joint's setup in the screenshots. If needed, I can provide the equivalent TOML.

quartz slate
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it's not going to be easy to make a CJ rope so stable; you're going to need to make the rope links much stronger than the strength of the hand's influence on the rope

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one place to start could be increasing the inertiaTensor of the rope links (to around something like (1,1,1) )

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I should also add that your joint is configured rather strangely

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eg : you're effectively negating the utility of the limit springs by setting them to 0.1 values

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for a rope you would generally want the angular limits set to free, with the linear springs set to locked or limited

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but in that case, if you put a value into the limit spring drives, then it will override the normal case where it tries to apply as much force as necessary to keep the joint together

storm ether
tender zephyr
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Hi there, I have some XR Socket interactors and I need some help.

Right now I have an empty game object that is called ElectricalCircuit.
I have it set up in a way that through the interaction toolkit I am able to use tags to for example only make the brown cable connect to the socket left of the switch.

Is there a way for me to put a script on my ElectricalCircuit empty game object that will check whether a brown cable anchor (white ball) is connected to the socket? If so, then be able for me to switch the spotlight on and off? because right now the switch works, the only thing i want added is the cables to work and provide "power"

My code for now:

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

public class ElectricalCircuit : MonoBehaviour
{
    [SerializeField] private GameObject BrownAnchor1;
    [SerializeField] private GameObject BrownAnchor2;

    [SerializeField] private Collider switchNegCol;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {

    }

    private void OnTriggerEnter(Collider other)
    {
        if (other.CompareTag("BrownAnchor"))
        {
            Debug.Log("Good Connection");
        }
        else if (other.CompareTag("BlueAnchor"))
        {
            Debug.Log("Bad Connection");
        }
    }
}

I was hoping that I could just simply say. If brown anchor makes a good connection. Turn power on in the system, and allow the spotlight to be turned on by the switch (which it already does now whether it has power or not)

midnight nest
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Because supposedly you want to use the OnTrigger event for the brown ball to check it, but you don't want to handle the proces of that code within that script

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Hence likely just wanting to delegate it off to another script

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Because it is not possible to tell the code I want the OnTrigger from object A whilst this code is being run from object B (AFAIK, but I'm pretty convinced)

#

So object A would still have a script, that'd invoke an event, which that event you use on object B

#

If you need many of these delegations for these OnTriggers, you can use inheritence to make your life easier

#

You can use the same event for all of them, and just make sure you parse some sort of key when it is invoked

#

(I'd use an enum for it probably)

tender zephyr
#

I will look into this, thanks for the information!

midnight nest
midnight nest
#

So the script where you need it

#

And the script that's on the object if there's one

tender zephyr
midnight nest
#

Otherwise maybe make a thread for it so the details and stuff don't get buried

tender zephyr
cinder beacon
#

Hello! I need some help regarding oculusXR. I’ve been able to build an apk and test my project on my quest 2, and it ran perfectly. However, for some reason, it doesn’t let me build it now. These are the errors.

#

I don’t understand why it shows that, I have checked Oculus for android in XR plug in management, that’s the solution I've been given before and it worked. I have even checked OpenXR but it just says the same thing.

I’m frustrated and I feel really stupid because it seems so simple. (I’m kind of new to unity)

Hopefully someone can help me

daring patio
#

Is it preferable to use the XR Interaction Toolkit or Oculus Integration SDK to create a VR simulation?

north path
#

I personally use VR Interaction Framework.

A good free alternative is Ultimate XR

#

@cinder beacon do what the error reads. Enable OpenXR mode in the oculus dropdown

quiet nymph
#

Hello everyone,

I'm building an app that 2 person with 2 headset could manage the same virtual object in mixed reality with passthrough and the 2 person are local so the object have to be align and in the right place in real world.

The main issue I have right now is that I need the object be in same position referred to the real world because the user are in the same real room in passhtrough.
I thought to use Spatial Anchor but I have to do that sharable trough device, it could be possible? Someone have tips or my way to think it's completely wrong?

sacred token
#

Hey, I want my sockets to only select an object when it is being selected already by the player (ie. player inserts the object into the socket, it can't just "fall in" by itself)

#

How could I implement this? I assume I can override some function but not sure what that would look like

sacred token
#
public class SocketMonitor : MonoBehaviour
{
    [SerializeField] XRSocketInteractor socket;
    [SerializeField] XRGrabInteractable interactable;
    [SerializeField] XRDirectInteractor controller;
    private bool objectHoveringSocket = false;

    private void Start()
    {
        socket.socketActive = false;

        interactable.selectEntered.AddListener(onSelectEnter);
        interactable.hoverEntered.AddListener(onHoverEnter);
        interactable.selectExited.AddListener(onSelectExit);
    }

    private void onSelectEnter(SelectEnterEventArgs args)
    {
        if (args.interactorObject == controller)
        {
            socket.socketActive = true;
        }
    }

    private void onHoverEnter(HoverEnterEventArgs args)
    {
        if (args.interactorObject == socket)
        {
            objectHoveringSocket = true;
        }
    }

    private void onSelectExit(SelectExitEventArgs args)
    {
        if (args.interactorObject == controller && !objectHoveringSocket)
        {
            socket.socketActive = false;
        }
    }
}
#

This is how I've tried to implement it so far ^

cinder beacon
north path
#

It's not the place you screenshotted

cinder beacon
north path
#

Read the error haha

#

In the top bar

cinder beacon
#

oooh hahah! yes!! it worked, im so dumb lol. Thank you so so much

crude frost
#

I need some wisdom.

I have a "Talking Head" avatar of a player walking around scene.

But, in a popup menu interface, I want that same "Talking Head" avatar. As the player owner speaks, I want to keep the same lip sync animations.

Is there a way I can duplicate the object, but have the original still control the mouth movement?

upbeat kelp
#

anyone know how i can make my vr game 64 bits instead of 34?

buoyant jolt
#

The how depends on how the talking head works and what you want to copy over. But it should all be accessible if you want to do that

buoyant jolt
upbeat kelp
#

Whenever I try to upload my game to app lab it keeps saying that my game is not 64 bits @buoyant jolt

north path
#

In project settings - player settings - android - others, enable IL2CPP and check 64bit as well @upbeat kelp

upbeat kelp
north path
real lodge
#

Hello šŸ‘‹ I am in need of some help. I'm making a virtual experience using a 360 video. I added the video to a sphere and flipped the normals. The problem is that you can still see the 'default ground' as shown in (picture 1 game view). I thought about using a cube, but then there would be edges.
Another problem is that there is a part where the video shows a line in the sphere (picture 2 - game view). The view doesn't flow properly as if it was cut, but the original video is fine. Am I supposed to make more adjustments, so it doesn't have that cut like scale it? I'm not familiar with this, so I'm kind of at a loss. Any help would be appreciated.

crude frost
#

ā“ In my 2021.3.1f1 project, I used to be able to use mouse click to interact with buttons on XR Cavases. But now I can't. I can't seem to figure out why I can't anymore. What did i break?

crude frost
#

ā“ In my 2021 3 1f1 project I used to be

slender belfry
#

How do I connect my headset to unity?

#

Its an Oculus Quest 2

bright mountain
slender belfry
bright mountain
#

airlink or link cable?

slender belfry
#

airlink

bright mountain
#

then do it via link cable, it should be as simple as connect your headset to the PC via the link cable, pop up the oculus app and it should work

slender belfry
#

any tutorials to use?

bright mountain
#

if its not working chances are something could also be up with your unity project

#

Hey all, I hope you enjoy this short tutorial on how to get started in VR development for the Oculus Quest 1/2 using Unity and a windows based or Apple mac machine.

This is suited to a beginner interested in VR game development for the Oculus Quest or training and simulation designers.

Oculus Quest and Unity VR development frameworks are mov...

ā–¶ Play video
quartz slate
#

does anyone know why meta quest 2 games might lag when exiting standby mode (for around 30 seconds usually, or longer), and why that lag might also be fixed by opening and closing the oculus menu?

north path
cinder acorn
#

pleaseee

split sequoia
#

Question > ------Voices in 3D Space/Sound Vacuums------- I have been attempting to create areas where VRC voices can be heard with 3D sound, but on the outside of the bounds of the area, the voices sounds volume immediately drops off to 0 decibels. In other words, create an accurate vacuum outside of a structure where sound cannot be heard, while on the inside the 3D sound dynamics remain standard, or at least close to. ------------ I've tried a few paths so far using Udon Graphs, as shown in the images: using one method by VRC's Example Source, and one by a video I had found > https://youtu.be/4QoEZEVDr7w . They both get close to achieving the effect, but they really only create a sort of muffler on the voices. And as for External Assets that I have come across, they showcase relatively the same effect. -------- I suppose a potential fix could be setting up a graph or code that starts with > all players default set to mute and/or deafen voices > box collider that reads the players unique ID's when they enter it > allow each of the players to be able to speak and hear their own/others corresponding Voices. . <If you feel like thats potentially possible, id love to hear/see ideas leading to a better solution, thanks (side note - I'm not familiar with CScript) (and if there is another channel that this question is better off in, please direct which one that might be)

ąø›ąø£ąø±ąøšą¹€ąøŖąøµąø¢ąø‡ Player ą¹€ąø”ąø·ą¹ˆąø­ą¹€ąø‚ą¹‰ąø²ąøžąø·ą¹‰ąø™ąø—ąøµą¹ˆ ทำงานโดย Event OnPlayerTriggerEnter

ā–¶ Play video
north path
quartz slate
#

@north path i have confirmed the problem exists in at least the 2022 and 2023 versions of unity (not sure what oculus versions they would be, gotta check)

I cant get the bug to appear in a build from unity 2020, which afaik uses a much earlier version, so i do suspect its related to the oculus package

#

Going to test unity 2021 soon as well

north path
#

Id say make a bug repoet in a repro project.
2021 lts should be fully stabe @quartz slate

quartz slate
#

made a bug report on the oculus forums already (no project), but i'll add some info

quartz slate
#

@north path for whatever reason, the demo scene I am using pushes the Quest 2 GPU to 97-98% in 2021

#

interestingly, my 2020 version goes up to 60-70 ish

#

but my 2022 and 2023 versions are around 45-55%

#

might be related to upgrading and downgrading between unity and urp versions...

north path
#

Downgrading URP can also give issues yeah.. upgrading is relatively safe for most projects

quartz slate
#

I snagged 3.15 for the test assuming 14's changes were still in

#

I might try removing and reinstalling urp and its dependents

#

Rarher than just "downgrading"

#

i think i found at least one artifact of downgrading here :

quartz slate
#

nothing i could think to do fixed the 98% gp usage in 2021.3.14, so going to retry downgrading from a different and working 2022 version once more EDIT: fixed it by removing a particular lit shader

quartz slate
#

the cause of the GPU usage seems to be a lit shader that snuck into the scene (had marginal effect on 2020, 2022 and 2023 versions)

#

but as far as 2021.3.15 goes, it suffers from the same frame stutter that is caused whe exiting standby mode, or frequently at the start of a game

#

2020 is the only year i could not repro it on

north path
#

@quartz slate could you make a bug report for that?
They're trying to fix the quest performance issues, but don't have the projects to find the issues

#

And preferably with projects in all unity versiona

nova wagon
#

is there a way building the application for oculus and trying in phone

worn escarp
#

Do anyone have problems with quest2 latest update (v47)? I can't make the device appear anymore with "adb devices". It was working a few days ago, the only difference I see is that the quest updated to v47

midnight nest
tender zephyr
# midnight nest (Also did you ever get an answer to this? I'm curious :p https://discord.com/cha...

Hahahaha no I never got the answer, I send an email and they completely ignored the question, only responded to a few others HAHA

And yes!!! I decided to make 2 script. One for the negative socket and one for the positive. I just give them a gameobject to look for and drag the corresponding white ball in that. Once both negative and positive are connected I set power to true and it all works! Thanks for the tips again!

midnight nest
tender zephyr
midnight nest
midnight nest
#

If that makes any sense

#

Again though I don’t know the exact context because I don’t know the code, but it’s probably quite likely you could use inheritance here to improve it and omit duplicate code

#

It’s not necessary but if it’s fits the context, it’s also be a good way to learn a bit of inheritance

tender zephyr
midnight nest
#

I recon you can get it down to 3/4 scripts max

#

It does depend how much you’re handling in each script though

tender zephyr
#

negative and positive polarity, polarity script and circuit in general basically

midnight nest
#

Having more scripts rather than few is good, but it might be unnecessary in this case

tender zephyr
#

yea I am not handling much at all, just checking collision for 1 game object and turning a bool on and of on triggerenter and exit

midnight nest
#

You’re using bools instead of delegates then?

#

I don’t blame you though, delegates are a bit complicated to wrap your head around at first

tender zephyr
#

Yea I had the problem that once one ball was connected the power would turn on. So right now for the brown wire for example I have a bool that sais that if brown negative is connected, turn on brownpower1. Then in the positivebrown script I check for brownpower2. Then in the circuit script I check if BrownScriptNeg.brownpower1 && BrownScriptPos.brownpower2 then turn powerbrown on. and if power brown, blue and black are all on then i can turn on the light

#

So only if all the dots are connected, only then I can turn the light on basically

#

Never heard of delegates before so i will write it down for now!

quartz slate
#

@north path i did make a post about it on the meta forums. Once i conclude for sure that its not unique to my hmd (maybe its defective), then ill probably make a bug report through unity

#

I have had reports from others of a similar issue, but not from my apk's

midnight nest
#

Basically as soon as an OnTrigger happens you delegate that to another script, which in your case would check of what ball is connected

#

(@tender zephyr)

midnight nest
tender zephyr
midnight nest
#

Tho to be fair, that was a wall of text so it's not surprising you missed it heh

tender zephyr
#

Hahahah yeaaa I kinda did! But it works now and it's for a simple visualization for electrician student so this will do for now, but just in case I need to make more complex circuits i will keep this in mind

midnight nest
#

At least if you don't want to torture yourself heh

midnight nest
#

Or if you need provide evidence for what you've done or a TMC (Think Make Check) cycle if that's required over there

midnight nest
#

And even if it isn’t required, if you’ve the time, I’d just do it to learn :)

tender zephyr
# midnight nest It really depends how much you need to document, but for my internship these thi...

That''s a really good tip tho! My internship right now basically only makes us do 1200 hours of being there and working on their stuff. My internship boss is very lenient so he just signs all the papers he has to and doesn't care about what I do. He just needs the product to be finished (VR introduction for visualisation of like things students strugle with in his school. Like seeing electricity flow) And yes I will be writing this down cause who know maybe next year I do meet a new boss who actualkly wants me to document everything so this should be good practise

#

Awesome tips

midnight nest
#

Notably my internship is only 800 hours instead of 1200, which is interesting

#

Don’t be afraid to rework something though, you can learn a lot from it :p

tender zephyr
#

Ahhh yes I have heard about that. The only thing we have to hand in is like a logbook every week with what u did each day. Then at the end u need to write a paper about ur internship, what u learned and what you would different next time, that's it

midnight nest
#

Ah so a logbook and a reflection, I see

tiny niche
midnight nest
#

Currently doing a bachelor, and this is the first internship, which for me is in the 3rd year

tender zephyr
#

Ahh yea mine is not a bachelor by far, it's a bit lower. It's like the one that prepares u for university

#

Im in my third year as well, also first internship

tiny niche
midnight nest
#

I actually got denied for an internship purely because I couldn’t put in as much work hours because I’ve to work on that research paper

tiny niche
#

yea doing the paper usually takes up 80% of the time or more

midnight nest
#

Well the paper we’ve to write is about 10 pages, which I think was a total of 56 hours or so?

#

Estimation by my mentor

#

So it’s not as much

tiny niche
#

that sounds low, or perhaps you guys don't have all the ceremony around getting the paper approved to deal with

midnight nest
#

Well it still has to be approved, and if it isn’t good enough you’re pretty fucked, but it’s just not that large of a task so you can actually still provide work to the company

#

Also 100 days is not a lot

#

~5 months

tiny niche
#

the ones i mentor has to participate in multiple peer reviews, hold a presentation and defend their thesis

midnight nest
#

Oh wow

#

Yeah no it’s not that strict

tiny niche
#

not to mention all the hassle they have to deal with just to get started on it

#

yea

midnight nest
#

Ah, there’s the difference

#

Mine is a tad below University

tiny niche
#

we don't have colleges over here though

midnight nest
#

The applied part makes it not an actually University University kek

tiny niche
#

hah, yea you might actually do some useful science by accident at one of those šŸ˜‰

midnight nest
#

Haha

neat beacon
north path
#

@quartz slate
The unity forums aren't monitored, so a bug report is the only way to guarantee that the team sees it

slender belfry
#

I am making a vr game, but the character controller wont follow my character, anyway to lock the position of the character controller to the main cameras position? I just started coding so I don't know (ping me with some code if you have some)

tiny niche
slender belfry
tiny niche
#

which is tough to implement

slender belfry
#

ill summarize it - make an object stick to the camera with simple code

#

more simple - forever teleport

tiny niche
#

attach the object to the camera then

#

no code required

slender belfry
tiny niche
#

no it should still build just fine

slender belfry
#

lemme try it then

#

i did yesterday it might change

slender belfry
tiny niche
slender belfry
tiny niche
#

well it should work, just not the way you probably want it to

#

you have to think of the system as a whole when adding features to it. You can't just add position tracking to locomotion without defining how it should work and how it impacts the game as a whole

slender belfry
#

didnt work

#

I might just try and configure the code itself

#

ill be back soon

orchid raptor
#

Hello, Roomba. How you feeling?

slender belfry
#

i cant figure it out still

buoyant jolt
# slender belfry I am making a vr game, but the character controller wont follow my character, an...

Assuming you are actually using a unity-based character controller and OpenXR - and not some other system. (I didn't see you give this info so I have to guess)

It uses and forces physics (gravity etc) where the VR camera does not (so people don't throw up).

You either need to override the base physics of the character controller (in which case, why use one) and parent it within the XR Rig. Or parent the XR Rig (carefully) to the character controller (and risk the nausea).

In the second case you may need to override the XR Rig height local position to 0 so it follows the character controller. But keep in mind a base XR Rig uses room space - so your center will be off. In which case you may also want to recenter based on the X/Z of the camera as well.

heavy oriole
#

Hi FrogWave

#

I'm preparing some animated models that are going to be in a VR app and I'm wondering about the framerate of the keyframes. Are 30 frames per second fine for animation or 60/90 are the target? (Talking about FBX export)

#

No crazy movements in the scene, just a bed lifting up and down but I wonder if higher frame rate of animation is preferred in VR

tiny niche
#

its just fundamentally different from classic 2d animation

heavy oriole
heavy oriole
tiny niche
#

yea, no need to bake the animation, since for simple cases the keyframes are all you need

tiny niche
#

strictly speaking though. once its baked, the frames are no longer keyframes

heavy oriole
#

I'm not sure if we are on the same page as I'm not a game dev and never used Unity - there might be differences between our workflows and naming. I referred to baking the animation to individual keyframes, so just like you said - it's no longer interpolated and driven by two simple keyframes, but rather filled with intermediate keyframes spaced evenly each frame. I think the same applies to point-level-animation (software specific term, not sure about the proper one) or 2D animation in for example After Effects

#

Quick example:

pine bison
#

Keeping the keyframes instead of baking also greatly reduces the file size of your models

tiny niche
#

and ram consumption

tiny niche
storm ether
#

@quartz slate you mentioned changing the inertiaTensor earlier, but I can't find that exact field on the CJ, is it on the Rigidbody?

quartz slate
#

@storm ether Yea that's a field on the rigidbody; it will essentially make the bodies harder to move around (as if they had more mass), but importantly in this case it will make it so that they're not so easy to move around (and therefore less stable in certain cases)

storm ether
storm ether
#

I can also see that my rope can be easily untangled by pulling with enough force.

quartz slate
#

In newer unity versions you can do iy from the component, but yes from script

#

Yea its just a hard math problem more or less

storm ether
#

It already is more than 1 in this case on all axes?

quartz slate
#

Ths joint solvet struggles so you need to tweak in varuous ways

storm ether
#

The solver was indeed unable to undo my knot when the segments were larger in scale.

quartz slate
#

You can factor it up but it looks possibly good as is

storm ether
#

The final few properties basically say that they abstract both masses to be the same using a scale factor.

#

No I need my segments smaller, or I won't be able to make different kinds of knots.

quartz slate
#

i mean factor up the inertia tensor

#

it will change the properties of the rope, but i cant guarantee that it wont have undesirable results

#

depending on how the joints are still configured, it might be counter productive

#

i can make an example rope and show you the config i would try

#

one moment

storm ether
#

Just changing the mass influences the inertia tensor as I can see.

quartz slate
#

yep; inertia tensors are decided from mass and shape

#

(colliders)

#

happens automatically normally

#

think of a bar of gold vs a block of wood

#

trying to push the gold bar would take more force to move it

#

or to accelerate it

#

that's what inertia tensors are for

#

more or less

storm ether
#

Yeah, that's usually how it should be working -- it's some function of mass and the effective radius of gyration.

quartz slate
#

the CJ's seem to take inertiaTensors into account in peculiar ways

#

upping the inertia tensor relatively strengthens the joint

storm ether
#

I get the highest possible Inertia tensor at 0.5kg mass. Mysteriously, the value drops a lot after that.

quartz slate
#

odd; the inertia should keep scaling with mass

#

unless i have woefully misunderstood something

storm ether
#

It also didn't affect the rope detaching all that much sadly.

storm ether
#

I somehow need to prevent the rope from easily disentangling itself.

quartz slate
#

what is the unity scale of one of your rope segments?

storm ether
#

The inertia tensor property at this point isn't even changing, so I am leaving it as it is.

#

@quartz slate

#

The configuration I was using originally came from a 2019 Steam VR game made in Unity. They were apparently able to get a stable rope simulation using it.

#

My interest is in recording different configurations of the rope with knots, and training an AI model on the recorded data. Then, I use the trained model in-game to identify knots.

quartz slate
#

i suspect they're actually very very low

#

using exponent notation

#

part of the issue is that the rope scale is pretty tiny as far as unity goes, so making things stable can be difficult. The approach that your source took was to set hard limits on the amount of force the joints can apply even in cases where their anchors are too far apart

#

this is part of why the links separate so easily given the amount of force you're applying

#

you could try making your hands weaker (whatever acts on the rope), but ultimately there are many different ways to configure the joints in ways that can work

#

so the shape of your links are going to play a big role in overall stability; the shape of these links is fairly oblong (i would go for more round capsules) which would result in a more sane inertia tensor

#

this also means it takes more joints to get a rope of the same length (or you need to make it thicker), but it's one of the many tradeoffs that can be made for strength or stability

#

this is a rope using the collider shape you provided, although the implementation you're using might compress itself a bit more by overlapping the colliders more

#

when i pull it apart, you can see the sort of instability that will become apparent due to extreme forces that try to resolve the separation

#

as long as you dont apply extreme forces to this sort of rope, it will remain stable and inseparable much more than the version you have

#

I would also add that smaller links might rrsult in better data for the ai you train

storm ether
quartz slate
#

A sequence of joint relative rotations (how each link is rotated compared to its anchor) should contain the info you want to recognize

storm ether
quartz slate
#

Im.guessing theyre kinematic

#

Which might be the root issue

#

They apply infinite force

storm ether
quartz slate
#

Yea how the colliders overlap is an issue

storm ether
quartz slate
#

And you may need to make near neighbors be hnable to collide if there is too much overlap

storm ether
quartz slate
#

yea disabling collisions in the CJ is definitely required

#

but you might also need to make them not collide with the next links too

#

(depending on the amount of overlap)

#

there is a way to use capsule colliders overlapped signigifantly to get the best possible rope, and you need to use that tweak to make it work

#

ill make it and show you the gist

storm ether
#

Okay, good news and bad news. The bad news is to get an inertia tensor close to 1, 0.1, and 1, the mass has to be a whopping 5500. The good news is that the Oculus VR hands aren't kinematic in this case, since they couldn't move the insanely heavy rope.

quartz slate
#

ok, then try setting the ienrtiaTensor in script instead of modifying the mass

storm ether
#

Yeah, let's try that.

quartz slate
#

you can also use a trick to get more collisions ignored if necessary (get the rigidbody that each joint component is anchored to (it's "connectedBody"), and then get the joint on that connected body, and then ignore collisions between the first rb, and that second connected body

#

i.e: ignore collisions with any connectedBody's connectedBody

#

have to use the collision.ignore command individually in this case i reckon

storm ether
quartz slate
#

this is going to depend on a lot of things though, so dont assume that it's the inertia modification alone

#

(eg, collisions, drive settings, etc...)

storm ether
quartz slate
#

only collisions between immediate links

storm ether
#

The main problem I'm seeing so far is that the hands can impart a significant force which can detach the rope segments.

quartz slate
#

lets say your colliders look something like this

#

due to small rope instability, you might get collisions here

storm ether
# quartz slate

Oh, that's probably not happening, since the colliders don't overlap all the way. There's only a bit of overlap near the tips.

quartz slate
#

which is why i bring it up

quartz slate
#

if you can figure out how your hands are animated, and can reduce the strength, that might work

storm ether
quartz slate
#

as i said at the outset, the influence of the hands on the rope needs to be weaker than the rope itself

#

so make the rope stronger (by such things like the tweaks i have brought up), or making the hands weaker really are the only two options

#

there is also a component called the articulation joint which is inherently more stable, but it can only have a max of 64 links and might have issues of its own for your use case

storm ether
#

What are some of the other settings on CJ I can change?

#

I am unable to find anything obvious to change on the Oculus OVR hands.

quartz slate
#

basically everything needs to be configured right all at once, or you might get some strangeness

#

depending on how you're limits are set up (limit modes, limit spring values, limit values, drives, etc...), instability or random behavior can occur

#

i would say leave the settings as they are if the rope is stable and as you like it, and focus on trying to weaken the OVR hands (assuming they're not just kinematic)

storm ether
#

Or at least, treating the interacting hand rigidbody as kinematic does that.

storm ether
quartz slate
#

So do your hands actually have non kinematic rigidbodies?

#

Would surprise me if true, but if that is the case then somewhere there is going to be a joint or script that applies forces

#

There you would find a way to weaken the hands

storm ether
quartz slate
#

Try and find the script that moves them

#

It might be labeled as pid controller

storm ether
#

They don't have any fields with grab strength on them

quartz slate
#

Im not at all familiar with ovr unfortunately

#

I disliked the over complexity of the vr api s a few years ago so ive been using my own lol

storm ether
#

Oh, that's going to be tough for me to unravel then. If you can forgive my rope pun.

#

Still, making the rope heavier does reduce the effect of detachment, if just making the rope a bit unwieldy. I think I can manage with this for now.

quartz slate
#

Ultimately you need to get to the bottom of what forces drive your hands

#

You can potentially make them weaker without slowing them down and that would be your best solution

quartz slate
#

i should also add that making a tiny rope also places some slight strain on unity's physX, as it will be less precise the smaller and smaller you get

tiny niche
north path
#

Yep, the most performant way is to bake the environment with an SDF and then calculate physics in a compute shader I think.

Not sure how obi robe does it, but that also seems solid

daring patio
#

Good morning. I am following a tutorial to create hands respecting physics. At one point it asks me for the ForwardRenderer. However searching the project I don't have any reference to it.

tiny niche
daring patio
#

Could it depend on the URP? I'm using the Unity Standard in the project

tiny niche
#

personally i'd go look for a sample from the tutorial and save an hour of pointlessly replicating their results

daring patio
#

Actually it doesn't make sense to roll back with the unity version and redo everything. There is definitely a way to continue in the current version as well .

tiny niche
#

sure, but you need a working state to compare against

#

so you replicate their results and then git diff your way back to what you actually wanted

daring patio
#

I think I've solved it. I created the URP Asset (Universal Render Pipeline). After that after associating URP properly, I proceeded to convert the materials to the new URP. And then I selected "URPAsset_Renderer" and am continuing from there.

sacred token
#

can anyone help me work out why my drawers configurable joint z-limit isn't working?

#

it can be extended infinitely on the z-axis

#

everything else is working as intended

limpid totem
#

Hi everyone!
I have some problems with feedback from users and my game regarding the controllers in a VR Game.
I have developped my game using OpenXR on Oculus Rift, and set all using oculus touch.
The problem comes from players who want to play using other headset than Oculus Rift, exemple Quest2 with Airlink.
The game starts, but the controller inverse Axis, and buttons are not responding.

because I used old input system, and raycast from the Left and Right Hand Anchor Tracking, and because i d'ont have other Headset to make my own test and check if it will works,
I'm wondering if the new input system may help passing through the differences and can avoid problems like this ones or if I should do Better reworking my settup in another way ?

quartz slate
#

@sacred token does it have weird scaling?

#

also, try removing the 1 from the limit spring field

sacred token
#

ill give that a try thanks šŸ‘

#

ah wait i need the damper actually

quartz slate
#

that's the limit spring damper though

#

the z-drive also has a damper

sacred token
#

rightttt i see

#

lemme try it

sacred token
north path
#

Which unity version? Input system version? Xr plugin? Openxr version?

limpid totem
north path
#

I'd say update openxr and maybe the input system

storm ether
#

@quartz slate hey! Just returned from testing out the different parameters in the configurable joint.

I'm hypothesising that the weirdness happens because the segment in question is pulled farther apart from its position, and the properties for it to act like a spring are muted, causing it to behave rigidly and failing.

Making the segments heavier would then obviously work since I would in effect have to apply more force to break the joint technically.

However this also means that making the segments bigger, like I had them before, might help with the stability as I won't be able to pull them apart as easily. The disadvantage will be that making knots will be unwieldy due to the sheer size of the rope in VR. I'd have to stand up from my comfortable chair and really start moving around to make the knot.

quartz slate
#

You can try scaling up the player

#

Things should not be noticeably different when done right, and it allows for rope at a better scale

#

the basic idea is make your player gigantic relative to normal size; essentially you just factor up the positions of the hmd and the hands (as they apply to the in-world hand assets and camera), and make the hands much bigger. This would allow you to have a rope at a scale that Unity plays nice with.

#

if that's still a bit difficult, then there's still a good chance that finding the right inertia, mass, and joint settings can increase stability

#

I'm hypothesising that the weirdness happens because the segment in question is pulled farther apart from its position, and the properties for it to act like a spring are muted, causing it to behave rigidly and failing.
Yes, this is the main reason your rope is easy to pull apart as-is; the limit springs are very weak, which is a decision they made to prevent something we call "joint explosions" (catastrophic instability)

#

they simply must have been limiting hand strength to compensate

#

@storm ether

storm ether
#

@quartz slate simply scaling up the rig (or scaling it down) doesn't do it. There's a correlation between the Unity units scaled by the hand(s) with respect to a segment it is grabbing and the segment's mass -- this appears to be some force I am not able to manipulate directly.

At larger scales, I can use my tiny hands to break a simulation with bigger segments just like before, and at smaller scales, my larger hands can still separate the segments enough for them to slip through one another if enough force is applied.

#

Another person suggested that I can simply drop the rope in case any connected segments get stretched too much from the joint.

quartz slate
storm ether
storm ether
# quartz slate that could work as an interesting fix

The other oddity I found is that I only really need to spawn the objects in world space and assign them to the configurable joint, wherever they spawn from is considered with respect to the joint's position. In case I spawned one segment farther from its connector, it would still have a joint described in the middle (-ish position depending on the anchor position).

#

I can simply compare how far two segments are from each other to trigger the requisite behaviour, simplifying the process.

cinder beacon
#

Hello, does anybody else have problems toggling developer mode? I need it to see my project in MQDH, but Im not able to connect the oculus to the app.

#

It seems to be happening to a lot of people

quiet lynx
#

Is there a list for performance of how many tris can be on a headset at a given time

north path
quiet lynx
#

Thanks a lot. Very new to VR game dev so soaking up as much info as I can

north path
quiet lynx
#

For sure

cinder beacon
# north path Mqhd?

meta quest developer hub, its used to put APKs and see the unity project you created

#

Is there any way to test a virtual reality project other than the developer hub?

#

Like, to stream it in the oculus

torpid aspen
#

how do I fix the com.android.gradle.internal.tasks.Workers$ActionFacade failed build error (quest 2 android)

#

it is driving me INSANE

little jetty
#

gradle tends to do that

quiet lynx
#

should have something atleast playable by the end of the week so really excited for that. Just downloaded the xr interaction toolkit

north path
ember badge
#

Hey y'all! I was wondering if any of you have recommendations for Unity assets that would take care of trees swaying (like they are getting blown by the wind) ? I am looking for something that isn't performance heavy as I am developing for the Quest 2, but if you think there is a better way to go about it I am open for suggestions too! šŸ™‚

north path
magic maple
#

I’m making a map that’ll probably be done in 6 months for vr, I’ve recently seen a unity equivalent of nanite that’s going to be released sometime next year, should I go crazy with the detail and geometry without worrying about lods or take the traditional route? Wondering since by the time I’m done I could just wait till the tech comes out soon after

north path
pine bison
#

Basing your entire development on an unreleased 3rd party plugin would be a huge risk factor

severe saffron
#

note: the paid unity nanite clone thingy that went pretty big on youtube is said to not work on quest native at all; which is kinda expected

#

so even if you decide to go that route you're pretty much locking yourself into a high end pcvr territory

#

if you can make the game with quest limitations in mind you'll reach a much wider audience

livid river
#

did anybody ever deal with this issue? No launchable activity when you install it on oculus. It does work but I am trying to install it on PICO as well and after it gets installed i cant find it anywhere. Tried reinstalling and removing all the apps but nothing. Im suspecting the "No launchable activity" has something to do with this issue

sacred token
#

I have a pair of tongs and while the tongs are held by the player, I want the tongs to pick up coal if the trigger is pressed while the tongs are near the coal

#

Do I use the Activated event? And then run a script on the tongs which checks for the above

#

or is there a better way to do this?

north path
tiny niche
#

it may not even be suited for your game when it is

tacit quartz
#

Hey, I can't enable my developper mode (when i try to use the slider, I have this error). Any idea please ?
Translation : We had problem loading the this content. Please retry.

quiet lynx
#

Have you made a developer account

tacit quartz
# quiet lynx Have you made a developer account

Hey, thanks for your answer. Sure, I already did everything properly. My headset was in developper mode few month ago, but idk why I had to re enable it (maybe because now we need to have 2 authentification factor OR credit card linked to meta account in order to maintain developper account)

north path
tacit quartz
north path
tacit quartz
#

I tried, apparently it's a known issue and i just have to wait ...

quiet lynx
#

Yea that sucks

#

Had a question about particles I havnt tried it yet but was looking to add dust particles to my vr game as well as some when enemies get destroyed

#

How much performance will I use or can vr handle particles

#

Just looked through some things and saw it was possible but maybe adding a on off switch in the UI will probably help

royal crown
#

I have set up a basic VR scene, just a camera with the xr origin and some hands but when i click play it does not show in my headset, i am using a Quest 2 which i have connected to my pc via link cable

#

i have also installed all the necessary plugins

#

Not sure what i am doing wrong

north path
#

Do pc vr games work? @royal crown

north path
royal crown
north path
#

Well, then test yoir game with that as well xD
If you use oculus link, test a pcvr game with link

#

That way you'll see if it's a unity issue or oculus issue

royal crown
#

but how would i do that with unity? virtual desktop is a seperate application

north path
#

Yes, but it just runs the headset inside steamvr, right?

royal crown
#

yea

north path
#

Why won't that work with unity?

#

Just use openxr for PCVR

royal crown
#

steamvr and unity are different

north path
#

You can make steamvr games in unity

#

Oculus and unity also are different

#

Just use openxr and your game can run in oculus, steamvr, and windows mr without much trouble :p

royal crown
#

Steamvr seems to work

north path
#

Then make sure oculus link works before trying oculus link with unity

#

And put the OpenXR runtime to oculus

storm ether
#

@quartz slate the auto-drop solution is working okay for now, and I am going to turn the joints slipping past each other bug into a feature -- "the rope just unentangles on its own if enough force is applied!"

quartz slate
#

Heh, a very elegant outcome i would say

#

Nicely done

quaint sentinel
#

Using XR Interaction toolkit and streaming to a Focus 3. Even though Camera object has its FOV set to horizontal 106 degrees, Unity changes it down to 96 degrees when the build is run from within the editor.
Can this automatic change be stopped?

pine bison
#

As far as I know the FOV is set by the hardware and can not be overridden

quaint sentinel
#

Seems to makes a mockery of manufacturers producing wider FOV HMDs @pine bison

#

The FOV changes even if the HMD is off and the project is run - so it can't be talking to the HMD for this setting.

pine bison
quaint sentinel
#

Agree with that @pine bison but what POV do you get for the camera in Unity when using a Pimax? If it were to be 96 degrees then that is a little 'poor' when 200 is on offer at the hardware.

pine bison
#

When I say "set by the hardware" I mean that it's the headset itself that provides the required FOV

#

it's not like 96 is some hard coded value

limpid totem
#

Hi Guys,
I'm trying to follow this tutorial regarding XR Toolkit for unity:
https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@2.2/manual/general-setup.html
I have installed Samples, started creating the player rig, but when i play the game, only the Headset is working, Right and left controller doesn't respond, neither in position and rotation, or action buttons.
the process seems very simple, GameObject > XR > XR Origin(VR)
then assign presets to left and right controllers if they are not assigned (which is my case)
and it should be enough to see the GO following the controllers, but they are still in place and i can't figure out why ?

north path
narrow patio
#

I have a question. Is it possible for apps that are made with Unity to use color passthrough on the Pico 4? Or isn't this yet supported on a Pico 4?

limpid totem
#

@north path I think yes

#

@north path By the way, i don't know if it's a good idea or not to activate everything like that ?

north path
north path
#

Justin P has good guides

narrow patio
north path
#

And the roadmaps are on their dev site or forums

limpid totem
narrow patio
north path
north path
#

Hmm, interesting

#

Maybe the color passthrough works without proper MR features for no

north path
#

Mixed reality

narrow patio
#

Not sure about limitations.

north path
#

One way to find out :P
Let me know if you got anything working

narrow patio
#

You have a Pico 4?

north path
#

Yep

narrow patio
#

I played Fruit ninja already with color passthrough. Not sure if it's made with Unity/OpenXR. I'm waiting to get Immersed ready for it.

north path
narrow patio
#

Only way to find out is to send an email to Pico.

north path
#

Yep, you can also try the pico forums

narrow patio
#

Yes

quaint sentinel
pine bison
#

Does it do the same if you unplug the headset?

tender zephyr
#

Hey everyone, when I grab something and hold something in my hand, I can pull it towards me and away using my right joystick. What setting to I have to check for this to be removed. I don't want my object to turn or whatever when I use my continuous turn

little peak
#

Hello, I have an issue with Oculus underlay compositor layer and passthrough. When I enable passthrough for selective passthrough feature, my canvas with OVROverlayCanvas (with underlay mode) attached showing passthrough as well. Does anyone here know why this could be happening?

idle summit
#

[Help with Oculus GO Build]
Hey guys, somebody can help me?
I'm trying to build for oculus Go, but it's giving it a black screen no matter what settings are made, but apparently it's running on quest. I've followed all possible tutorials making each recommendation, but it still doesn't work.

Main configs and tweaks:

  • Unity 2021.3.11f1
  • Used Asset: "Oculus Integration".
  • I already added support for Oculus without activating Quest
  • Color Space: Linear
  • Removed Vulkran from Graphics APIs
  • Minimum API 25 (our oculus API)
  • Target: automatic
  • IL2CPP, ARM64, .NET Framework
  • Texture Compression: ASTC
  • Stereo Rendering Mode: Multi Pass
muted laurel
#

Currently, I am using OpenXR from unity, but I think I gonna delete all my OpenXR scripts and codelines to replace them with SteamVR. I am not sure how good or bad this will be, but the idea behind that is, OpenXR is not supported on linux and especially, I can not combine different types of controllers with OpenXR, who are not from the same headset producer.
Like mixing a HP Reverb G2 or Oculus Rift Headset with Valve Index Controllers.

spice sail
#

Anyone have the issue where glInvalidateFramebuffer is somehow taking 4ms / frame on Quest 2

#

measured on renderdoc so timing isnt accurate but the delta from everything else - Final Blit, copy Color, etc. is massive

quaint sentinel
# pine bison Does it do the same if you unplug the headset?

I'm going to wind my neck in here šŸ™‚
After a reboot of the PC I can confirm that the camera FOV automatically reduces down to 96 degrees as soon as the Focus 3 HMD connects. Otherwise Unity just sits there at 106 (or whatever setting I was playing with at the time) waiting to render something.
Still odd that it is only 96 degrees though and not as wide as the reported FOV of well over 100.

pine bison
#

šŸ‘ Always challenge your assumptions. I couldn't tell you why it's like that, but there's not much you can do about it, for better or worse

north path
north path
# muted laurel Currently, I am using OpenXR from unity, but I think I gonna delete all my OpenX...

I think the setup is bad in that case. The whole thing about OpenXR is that it runs on all hardware without much effort. Make sure unity, OpenXR, and the input system is up to date .

If you develop with OpenXR, the game will run in steamvr, oculus runtime, windows mr, and more without adding the packages etc for said runtime.

I am not sure about mixing steamvr and oculus controllers, but index controllers with other base station tracked headsets should be just fine. If not, definitely make a big report, as it should work. Just add the controller profile for each controller.

About linux, what issues are you running into? It should work with steamvr if steamvr works on linux.
Even found an article on it: https://dochavez.github.io/Documenting-with-Docusaurus-V2.-/docs/monado/

Monado is an open source XR runtime delivering immersive experiences such as VR and AR on mobile, PC/desktop, and other devices. Monado aims to be a complete and conformant implementation of the OpenXR API made by Khronos. The project is currently being developed for GNU/Linux and aims to support other operating systems such as Windows in the ne...

unkempt breach
#

I'm new to VR game development, been trying out Unity 2021.3.11f1 with URP and Unity XR for my project. Besides disabling post processing, what else could I do to improve VR performance in headset? It is subpar to say the least, and not at all what I expected with such a minimal game. It seems there's a lot of issues online with Quest performance and URP though others claim to have resolved them. Just wondering if there's a list of "known solutions" to fix the horrible performance. I am using baked lighting and my direct light is using Mixed mode if that matters.

Feel free to ask for more information about my setup
Thanks

quartz slate
#

@unkempt breach try using 2021.3.15 (or 3.14). some performance fixes were included there

#

other than that, use msaa x4, use fixed foveated rendering, don't use lit materials

unkempt breach
#

Alright cool, i was going to use 2022.2.24f1 eventually

#

Why not lit materials? Are they inherently expensive?

quartz slate
#

yea

#

go for baked lighting for quest

unkempt breach
#

I’ve been using a lot of those… woops

#

Right ok so what’s the alternative

#

Unlit?

quartz slate
#

unlit or baked are your main bets

#

custom shaders not withstanding

unkempt breach
#

Oh there’s a baked variant? Alright

#

Unity I’m guessing means built in

quartz slate
#

(was a typo)

unkempt breach
#

Ah alright

quartz slate
#

unlit or baked are your best bets

unkempt breach
#

I’ll go give those a shot then, thank you very much

#

Custom shaders not withstanding in other words means they’re fine, just to make sure.

quartz slate
#

yea they can be

#

as long as they're efficient for the quest

unkempt breach
#

Yeah I’m only use one for water, hopefully that’s fine šŸ˜…

#

Alright thanks, I’ll come back here if I still run into issues

quartz slate
#

(i used the common usages method of getting device inputs and data)

#

the info i can find on google seems dated and indicates that it's not possible

north path
#

@unkempt breach simple lit also is a good alternative if you need realtime lighting. If you have decent textures it can still be realistic if that's what youre going for. Otherwise unlit or baked lit are great for performance.
Also make sure to use the performant urp preset for android. Balanced already has SSAO in it, which kills performance.
And make sure to tweak your settings properly to get the easy performance wins: https://youtube.com/playlist?list=PLjnZTAR0BuTDNeDPy44G4bUpYRHGzy_xh

buoyant jolt
quartz slate
#

ah very nice!

#

seems like with very little tweaking it should work in the steamVR landscape then!

buoyant jolt
#

Actually looking now we do have an inclusion for Pico, as they have a third party OpenXR connector

#

If you get stuck I can send you our base template that supports the device family. Just note that OpenXR doesnt seem to work reliably with SteamVR for all unity versions

quartz slate
quartz slate
buoyant jolt
buoyant jolt
quartz slate
#

assuming my common usages approach holds up, it will definitely be worth trying to get my minimalistic bridge working cross-platformly. thanks very much for the info!

unkempt breach
quartz slate
#

look for a "settings" folder in your assets folder

unkempt breach
#

or did you mean Assets -> XR -> Settings?

quartz slate
#

yea normally it will populate in assets\settings

next lodge
#

hey guys! So basically i have a series of 9 buttons like this, and I want each of them to be interactable with a VR controller (in a VR game). How would I go about doing that? Each of the 9 cubes are buttons, and the whole thing is a canvas ui gameobject

I've watched like 2 dozen videos, but they are quite confusing to me as a beginner so if anyone could offer some help that'd be awesome!

unkempt breach
crude parcel
#

how does input work with 2018.3

quartz slate
#

You can select them im project settings graphics

#

I reccpmend deleting all of them but a songle set

#

Thay way there will be less confusion

unkempt breach
#

oh you mean those, alright yeah I switched to Low (I realized it defaulted to Ultra High)

unkempt breach
quartz slate
#

im unsure, i can only confirm that the ones that page says is fixed or fix in review

crude parcel
#

How does xr input work on unity 2018 I’m so confused

north path
quaint sentinel
crude parcel
#

It uses unity 2018

stone bolt
#

Hi

#

is this the right channel to ask a question?

#

It s about xr interaction toolkit

#

I have a script for diffƩrents action like jump sprint, but i m confused about sprinting, actually i use a waitForSecond to the time sprint but i want to sprint with joystick clic holding

#

For the moment i have this script

frank coyote
#

Would this be a channel for VTuber stuff or just VR ?

stone bolt
#

Vr

frank coyote
#

Alrighty then

stone bolt
#

I m a c# beginer, i just start this week, the interaction toolkit look so diffƩrent of the classic input system

buoyant jolt
muted laurel
# north path I think the setup is bad in that case. The whole thing about OpenXR is that it r...

If I was using a Headset from HP for example, I could not mix the Headset with different controllers. they would not co-exist in SteamVR, evne if I turned off my HP controllers, mya Game would not use the Vlave Index Controllers. - But this was with my old headset... IDK if this is still a problem, because now I am using a wireless Pico 4 with Virtual Desktop. I can disable over virtual desktop my pico controllers, so that I can start my game with the valve index controllers together with my pico 4.

IDk why, but now I have the problem, that my screen turns black if I change the unity scene while being in VR.
it is no problem to start the VR in my mainmenu. it works perfectly! but if I press "Start Game" to change my scene from the mainmenu, to the game scene... My screen is black, I can hear the music who would play in the scene in my VR Headset Speakers, but have no image.
I did not had this issue before with my old HP Reverb G2 VR-Headset...

stone bolt
#

My question is how to transform my script into a script that allow a holding sprint

north path
#

I don't think you can combine inside out tracking HMDs with base station tracked controllers. Not in any way afaik.

About the black screen, that's something else. Check the console, update unity, update urp, openxr and all those things, use debug logs, etc

pine bison
#

It seems like you could just set it to on button down -> move speed = 5, on button up -> move speed = start speed

stone bolt
#

Yes but how to do that with the xr interaction toolkit

pine bison
#

Your current code works doesn't it? So the only thing you need is to change the sprint from 10 seconds to constant while holding?

stone bolt
#

The 10 seconds to constant while holding

pine bison
#

I believe the sprint action should have a Started and Cancelled event that you can attach functions to instead of Performed

#

Alternatively you should have access to the button value from the parameter in Performed

#

But this is a question about the input system, it actually isn't related to the XR interaction toolkit

unkempt breach
buoyant jolt
unkempt breach
#

Man that’s unfortunate, I started my project in 2021 šŸ˜…
Thanks again, sad to see Unity VR in such a bad state when I got used to BS modding being super polished. (It uses 2019, now I see why)

buoyant jolt
#

It isn't super important. But weve never had a clean 2021 or 2022 build on our side yet. But need to retest 2021 soon anyway

unkempt breach
#

Good luck to the Unity developers doing the work they do, hopefully it all gets sorted out soon

buoyant jolt
#

To be fair, it's mostly because we need every cross platform module to work really well. Most people don't need it as stable as we do

muted laurel
north path
quartz slate
#

anyone know if force prepass is more performant than After Transparents as a Depth Texture Mode?

restive fox
#

heyo! has anyone got a quest 2 unity build uncapping the refresh rate to above 72hz without using the oculus integration?

north path
#

It probably depends on the project

north path
restive fox
#

xr plugin @north path

daring patio
#

good evening everyone! is there anyone who can suggest? I would like to do different interactions. I was wondering is it better to do them using Animator as well or is it better to do them with Physics?

surreal nest
#

Is there any tutorials on how to make a fps game?

quartz slate
muted laurel
#

Is SteamVR a own OpenXR interface?

north path
north path
north path
north path
north path
runic holly
#

not sure if this is the right place for this: Is there a way to playtest using my quest 2 straight into playmode by using oculus airlink or any other method that does not require a cable?

north path
runic holly
muted laurel
#

I updated all my assets and plugins to the newest and I still got that issue.

#

With SteamVR, I would be able to support Linux with VR like the Valve Index for example..

#

But I dont know what exactly the SteamVR asset for unity is? is it an laternative to Unity's: "OpenXR"?

#

After 2 years, I though Unity would finally support Linux for OpenXR, but that doesent like like right now. Thats why I wonder if I could uninstall all my OpenXR elements and delete all my OpenXR Scripts and restart with SteamVR instead in my unity project...

unkempt breach
north path
velvet veldt
#

Hi
me and my friend is creating a game and in that game we are facing issue in prefab
I have created a player and trying to create a prefab for that player but when i create prefab it doesn't override the script in prefab

buoyant jolt
# muted laurel But I dont know what exactly the SteamVR asset for unity is? is it an laternativ...

Yes, there is basically SteamVR, which created OpenVR to make it easier to support Steam as a VR device.

Oculus has its own runtime and doesnt work with anyone else really.

And Unity finally stopped relying on individual plugins about 5 years later than they should have, and now has OpenXR, which is a long overdue standard. However official built in integration they charge a licensing / support fee for that most companies can't or won't pay.

And as it took Unity so long, many other standards came out with variations and OpenXR itself still remains rather incomplete. So the other standards just keep pushing in all directions

That's likely why you also don't see Linux support for OpenXR, as no one is willing to pay the yearly fee to have them include it. And Unity themselves won't add it if it isn't immediately profitable.

restive fox
# north path https://forum.unity.com/threads/90hz-for-quest-2.1006934/ Try the method at the...

this one i assume?

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

thanks! ill give this a try:)

#

unfortunately i've only got a quest 1, but i assume i can use this same method to lower my framerate to confirm it's working, and then raise it to 90 for when the user is using a q2

north path
#

I think that might set it to 120, btw, but the trysetdisplay... Is the thing you need

#

Ahhh, maybe find someone to test your app?

restive fox
#

looks like it sets to 90 in the 3rd line no:?

#

yes i have some friends with q2 that will test it but i'd rather be sure it's working before i send to them

north path
#

If you check the rest of the code it takes the max fps the headset returns. 90 is the fallback

restive fox
#

oooh okay i see

#

this wouldnt try to run my q1 at 90 tho right?

#

also this script isnt adjusting time, just using it to figure out a matched framerate right?

buoyant jolt
restive fox
buoyant jolt
buoyant jolt
zenith pasture
#

so, Im trying to get the new interaction SDK set up, is there a way to make a grab "permanent"?

zenith pasture
#

the SSK has probably the worst doc I have ever seen

unkempt breach
#

For some reason, my locomotion continous move doesn't respect the forward direction of the VR camera and instead just moves forward in the default axis. Any ideas?

unkempt breach
#

yeah it doesn't seem to respect the forward source of any object I use :(

sleek iris
#

Hey guys, I followed a Unity VR setup tutorial but the scene won't run in my headset.

#

In the video the person is able to run the scene by clicking the play button in their headset but it doesn't work on mine

tiny niche
#

if you get either of those wrong, you end up with your symptoms

daring patio
#

Good evening. I've created a menu. And before it a welcome message. The latter when I press OK it comes off and ok. But the menu instead I set a MenuManager to which I set the "menu.Button" to open it. But it doesn't work. Why?

muted laurel
# buoyant jolt Yes, there is basically SteamVR, which created OpenVR to make it easier to suppo...

Currently, my Games does run on Desktop and VR Mode for WIndows x64 and only for Desktop for Linux and Mac.

Currently, I am forced to disable OpenXR and move all files from the SteamVR Asset folder expect: "OpenVRUnityXRPackage", out of my Unity Project, to build for Linux. So that all Linux Users can atleast the Desktop version of it. But I would also like to support VR for Linux, just to be one of that kind of Devs, that counteract this Windows-compulsion.

#

a friend tried to run the windows version with proton, but that doesent work well with OpenXR because the controller would not work or something.

#

I really would love to support my Games also for Linux and Windows on: "ARM" and also VR Games for Linux, but even if you always hear about how good unity is with the broad platform compatibility, unfortunately it ends at these points for me.
I mean it's almost 2023 and we still don't have support for VR on Linux operating systems, WTF?

#

(Especially when Steam actually does so much for Linux...)

#

But also importent for is, that I dont want to develop my game just for a specific plattform, like Oculus only for example!

  • So I wonder if SteamVR itself would allow multiple VR Plattform support and that an Windows AND Linux?
    (Atleast if your Headset have a driver for Linux or just doesn't need one, like the Valve Index.)
unkempt breach
#

Is using Terrain Lit shader in URP usually bad performance in VR? There doesn't seem to be an alternative when using a terrain system

quartz slate
#

terrain itself is bad for VR (mobile)

unkempt breach
#

yep... I'm seeing that now
are there any common alternatives? Microsplat isn't free so that's unfortunately out of the question

quartz slate
#

depends on the kind of terrain you're after I guess

#

one big mesh collider is one way to go

unkempt breach
#

well I'm really just looking for something to make the small VR space more lively

quartz slate
#

you want cliff boundaries?

unkempt breach
#

no idea what that means so probably not

quartz slate
#

i mean do you want the player to be naturally trapped inside this 1km or so terrain box

#

by tall terrain at the edge

unkempt breach
#

ah then yep

quartz slate
#

you could try using a plane, or a modified plane (give it bumps or texture in blender or something), and then have other mountain meshes that form the cliffs

#

or bake them directly into the plane but i reckon you could save on vertices and make the mountains convex

unkempt breach
#

hm I see, I'll probably try to make a mesh in Blender then

quartz slate
#

be sure to make it a box and not just a plane so it has some depth

#

(eg modify the top of a large box instead of a plane)

unkempt breach
#

hm?

quartz slate
#

that should also help if you do physics collisions

surreal nest
unkempt breach
#

do you happen to know any resources for accomplishing this? Maybe I'll have a better time following through with it step-by-step šŸ˜…

quartz slate
#

im no blender guru but this is an easy one!

#

@unkempt breach

#

ignore the export stuff at the end. just save it (it will be a blend file) and import that into your project

unkempt breach
#

awesome, thanks so much!

quartz slate
#

check the import settings and remove the light and camera (or remove from the blender file)

buoyant jolt
#

It's probably better to use FBX format, otherwise you'll need the same version of blender installed to open that project in the future. The wrong version can/will import different (changing all your models) and no blender will make the models blank on opening the project

north path
surreal nest
north path
#

Code should mostly be the same

#

Me telling you broadly won't be clearer than a guide

daring patio
#

good afternoon. i noticed that the teleport ray and ray interactor in UI, using the trigger as a command, tend to overlap and therefore i can't use the UI correctly. How can i solve this?

#

I set the "Ray Interactable" and "Teleportation" layers for the two purposes. In addition for teleportation I also disabled the "Enable Interaction with UI".

sleek iris
#

I have this setup currently for the VR to communicate with my PC

zenith pasture
tiny niche
zenith pasture
#

Do you have another way to do that in mind?

tiny niche
#

the interaction toolkit basically does what's in the escape room sample and nothing else

tiny niche
zenith pasture
tiny niche
#

you're gonna have to handle that yourself. the interaction toolkit doesn't do that either

zenith pasture
#

it does now, doesnt it

tiny niche
#

no

zenith pasture
#

at least in the test scenes it does

tiny niche
#

it plays an animation, it doesn't do anything special

zenith pasture
#

waait, is the finger wrap just an animation?

tiny niche
#

yea

sleek iris
# tiny niche yea

I think I have everything set up correctly now but it doesn't seem to still run in the headset

#

I enabled developer mode as well

zenith pasture
#

just play the animation permanently and parent the object under the hand

tiny niche
tiny niche
zenith pasture
tiny niche
zenith pasture
#

well, 2 issues with that - firstly, I would need to make that outside of unity, right? and secondly, how would I track a hand with that?

tiny niche
zenith pasture
#

the bigger issue is mapping tho

tiny niche
#

and the xr rig takes care of the hand tracking. the visuals have nothing to do with it

zenith pasture
#

how would I set it up then?

tiny niche
#

you take the object with the hand visuals and swap it out for a hand+object visual

zenith pasture
#

well, I will get the 2 objects and see

tiny niche
#

but it sounds like you should familiarize yourself with unity and game dev in general

#

you should be thinking about the logic, physics and visuals independently when you design something

sleek iris
buoyant jolt
#

Step 1 is make sure the appropriate sub framework recognizes your headset

#

Step 2 is using the unity console to see if the headset is detected on pressing play

sleek iris
buoyant jolt
sleek iris
#

I am using the oculus mobile app, should I use the desktop version instead?

#

It says my headset is connected

buoyant jolt
#

The mobile app is only for your device as a standalone.

sleek iris
#

This is on the desktop version

buoyant jolt
#

Are you able to play any desktop VR games on your headset right now? Or only the ones installed locally

sleek iris
#

But I did try to test the build and it worked

#

Let me try running it with just the unity editor this time

buoyant jolt
#

OK, it sounds to me like your computer isn't setup for Desktop VR or isn't VR ready

sleek iris
#

And the guide you posted should solve that right

buoyant jolt
#

As my best guess at the moment anyway

#

Yes, there is an oculus desktop app (black screen type dark app) that you want, it converts a desktop VR experience to the Quest

#

It will also make sure your computer can handle if, that cables are good, etc.

floral lichen
#

Hey all! Can anyone possibly help me with something in a VR project? I had recoil on a weapon working perfectly the other day, changed some things in the hierarchy and can't seem to get it to work right again when its held in the hand. Adding the same motion to another targeted object is giving the desired results, it just stopped working for the weapon in hand

sleek iris
#

Does this mean that I can't use the unity editor to test on the headset?

brazen tundra
#

I'm using OpenXR, and I have a customer that's using WMR Odyssey, if I mess with these settings and publish it, does it change anything for him?

quartz iris
#

okay there's got to be an official way to force a controller to drop the currently held object in the XR Interaction Toolkit but google has been very unhelpful, does anybody know how I should do this in the most recent version?

quartz iris
#

šŸ’€ okay i might have to steal the ridiculously janky code I have in an old VR project then

tiny niche
#

it supports picking things up, pulling the trigger to activate and waving things around but pretty much nothing else

quartz iris
#

i feel like this is a bit too limiting, like, I get it would be confusing to have things forcefully dropped, but when I'm trying to design hidden mechanics where you cant see the object i feel like its a different scenario

tiny niche
quartz iris
#

suppose so

#

it does make it a whole lot easier tho

tiny niche
# quartz iris it does make it a whole lot easier tho

you're always gonna have to make tradeoffs between reworking existing solutions and rolling your own. Normally you'd be better off using the existing frameworks as a base and expanding upon that, but in this case the toolkit just isn't architected to become fully featured

hidden gazelle
#

My UI is invisible when switching to passthrough. I can't setup any ui canvas with vr passthrough. Any help?

#

I have a deadline very soon and I'm pulling my hair out trying to fix this

tiny niche
storm ether
#

@quartz iris you can use the SelectExit method inside of XRInteractionManager to force unequip an item

#

Ive used the SelectEnter method to force equip before so im pretty sure you would use XRInteractionManager.SelectExit(IXRSelectInteractor, IXRSelectInteractable) and pass in the hand for IXRSelectInteractor and item for IXRSelectInteractable, also you can use the toolkit for alot, its a very good base, you just need to modify the code yourself

tender zephyr
#

Hey everyone, whenever I hold an object in VR using the XR GRab interactable and I move my right joystick for continuous turn, the object rotates. How can I disable this?

#

same with the right joystick up and down, it moves the object further away or pulls it towards me

buoyant jolt
brazen tundra
#

Hi. My customers that own Oculus cannot display my game on their monitor(for streaming per example). Anyone else having this issue? I'm using OpenXR and Unity version 2021.3.6f1

hidden gazelle
tiny niche
tender zephyr
sleek iris
worthy mortar
#

how to make colour changing system with buttons you press with your hands

#

????????????????????????????????????????????

tame bane
#

i need help with this script for jumping in vr

#

Why is it InputActionReference

quartz iris
storm ether
#

I'm trying to make a hand presence script in my Unity VR project. I have working animations, however in the script that manages the animations the trigger and grip buttons only return 0 even when they're held, but the controllers still give haptic feedback when I press or release the grip/trigger.

I'm using a Quest 2 via Virtual Desktop, and Unity 2021.3.13f1 with the new input system and the XR Toolkit

My hand animator script: https://hastebin.com/iqamesores.csharp
My controller detector script: https://hastebin.com/ranufobuce.csharp

floral lichen
#

@tender zephyrseems like it might be both targeting your held object and your player. does it turn every object and it's children together?

#

Has anyone noticed the hierarchy of your prefab affecting the stability of a grabbed object with the xr toolkit?

brazen tundra
floral lichen
#

Is there anyone familiar with XR Toolkit that might be able to help me diagnose a weird problem I'm having with an object rotating in the hand as intended?

stone bolt
#

hi

#

my player is actually on the floor :/

#

can you help me

#

i try to restart vd

stone bolt
#

it do nothing

stone bolt
#

ok i ve resoved my problem

#

var center = _xrOrigin.CameraInOriginSpacePos;
_Collider.height = Mathf.Clamp(_xrOrigin.CameraInOriginSpaceHeight, 1.0f, 3.0f);
_Collider.center = new Vector3(center.x, _Collider.height / 2, center.z);

#

in the player controller script

stone bolt
#

you must have xr interaction toolkit installed

tiny niche