#š„½āvirtual-reality
1 messages Ā· Page 7 of 1
Has anyone had strange behavior on grabbed XR Interactables that contain multiple colliders?
I've got a gun object that works right when there's a single collider on it, but adding more causes it to stutter and move weird in the hand
there's no reason you should be holding the same object that was on the ground. so you can set one up that only has the visuals and none of the physics
same with the object on the ground, it doesn't need any interaction behaviors that you'd normally use while its being held
Hi all, noob here. I put together a teleporting controller component so i can have more control over my teleports, but it seems im teleporting twice when i press the trigger. Possibly related, but i also seem to be able to teleport to floors without the Teleport Area component (although when i do, i don't teleport twice. only once). Any obvious reasons why this might be? thanks!
It's using velocity based tracking to avoid going inside of objects, for this I think I'm required to have a collider on the rigidbody
can anybody help me with exporting a VR game for oculus quest 2? i tried but my left eye is just covered by something white and i cant see anything with my left eye
Hi Guys,
I'm using XR Interaction toolkit and facing a problem
Setting a Toggle UI, when i point the UI, and deactivate it, it will be automatically set back ton On visually(I mean the image only, not the bool), when the raycast outside the UI
Any Idea what can cause this ?
Nevermind, I certainly did something wrong
Yep, I had set the Checkmark as Target Graphic instead of Background Image
you're probably running an unsupported shader or have the renderer configured wrong
what should i do ?
i mean how to fix
read the quest2 dev manual
okay thanks
Is there a way to clean the project of assets I don't use?
Has anyone managed to get the SteamVR plugin / OpenVR Loader working in 2022.2? The controllers still work fine, but the HMD is simply no longer listed as a target display for cameras.
I know the SteamVR plugin is ancient at this point, I really wish I could make the switch to OpenXR. I'm stuck though because there is still no alternative to getting hand tracking on the Index controllers.
not easily, but you could remove all assets and then git undo them until the project works as expected again
Thx so much
Would anyone happen to know a common issue that causes the XR Interaction toolkit to simply stop working? Locomotion works, and so does tracking for both controllers and headset. The grab interaction and ray don't seem to work for either controller though
Maybe checking out the input system?
How does one go about linking unity to my headset (wirelessly) so I can get debugger feedback from tools like the unity profiler?
my quest 2 connects wirelessly just fine to meta dev hub and sidequest so what is unity's problem?
I have the same issue; spent a day trying to fix, but no success. (almost glad to see that I'm not the only one š
Even the HandGrabExample scene from Oculus package doesn't work. Oculus integration v46, MovementSDK 1.3.1, Oculus XR plugin 3.2.2. - and Meta Quest got updated to 47.0, which time-wise coincides with the not-working-of-grabbing
Nah itās always worked as intended. Itās only the XRI system thatās broken
I figured out it was just the ray wasnāt rendering over the background as a overlay, so I just assumed it didnāt work. But you should check if your XRI manager is a prefab (donāt make it a prefab) and add a Input Assets Manager component to the XRI manager game object with the XRI default
good morning guys! but is it normal that the simulation with the cable link glitches a bit?
I plug in the Quest 2, play. it starts in the viewer and sometimes it jerks and visually glitches. š
Restart PC and dont start the meta hub and sidequest, as those can override Unity's connection
Then make a build and turn on dev build and autoconnect profiler in Unity
Then go to the device in the profiler when done
We need more info than 'glitches'
That can mean everything
if I can make a video via Quest 2, I'll post it here as a link š
one moment
i wasn't sure what to expect, but this is definitely something I wouldn't have found on my own! Thank you so much!
I'm just going to drop the apk into Quest 2. And make the video. Because via Unity, it won't let me open record mode.
It's weird, from the visor it looks worse. Not in the video i think.
Also I was noticing that some elements are green. Yet I have the right material on them. Could it be a light and shadow issue?
Put a light in it and find out
Maybe a uv issue I'm guessing
and in case they go missing, how do I raise or repair them?
Depends on your model tbh
the problem is that having made modifications and whatnot. Knowing that it depends on the model is a big problem because reimporting everything I can't really šš
damn
using this model and a shader that uses object position for determining height, it causes this
the expected result is
mesh is probably rotated strangely
possibly
I wouldn't know how to fix it though, any ideas?
I did pretty much what you did on the GIF, thanks btw
in blender, try rotating it in object mode, then use ctrl + a, and select apply rotation and scale
then re-export
there are also export settings
"use custom scale" is one that can help
basically just fiddle with them a bit until you get a working rotation; the blender -> unity pipeline isn't perfect
in Blender?
yea in blender
alright thanks
ok now it's like this, should I subdivide more?
I'm guessing it's the scaling of vertices
yea might be a scaling thing
there are also scaling options on the import settings of your mesh in Unity
but also check the settings around the fbx export
@unkempt breach
these are the things you want to play with
Yeah I figured, thanks!
where do i do that ig
For anyone pretty experienced in VR projects in unity, what's your opinion on the XR Toolkit? Being protected makes it a little bit more difficult to extend and learn how to make certain things work right now in my opinion, but I do like a lot of the functionality it has included already. What is everyone else doing for their interaction systems? I know it's very possible to make my own but would this be counterproductive to integrating what's already there?
Not very experienced but im pretty devoted Iād say I like it a lot 1.00 was very bad compared to 2.00 and later for me itās a huge help but their is some stuff itās missing though
@tame baneI appreciate the input! I wish it wasn't protected to be able to modify it where necessary and cut out the things I don't need, my biggest hurdle was realizing how it processes objects and fixing the velocity based movement on XR Grabbables but I'm not sure I did that in a way that is truly integrated into the system. the next step might be turning off moving and rotation tracking on the grabbable and rewriting something to do it myself, but it's a tough call between getting that to work and just building something new with some of the same functionality lol
Yea thatās something I noticed a couple hours ago got jumping put in the project try force grabbing with the new 2.00 thing (first time rly using the xr toolkit 2.0) and went flying anoyying but kinda funny
@tame bane for sure, I've definitely had some strange behaviors that were difficult to diagnose without digging deeper. Even with a better understanding of the toolkit I feel like I'm almost making workarounds for things I wish I could change. I'd imagine it's built to be pretty performant though, at least I hope haha
can anyone help me with a problem
Can you not go friend requesting people for help? Just google or ask a specific answer
iām having a problem if anyone knows how to fix this
So a performance issue?
@storm ether look for guide on YouTube. Justin P has good guides
@limpid beaconis it possible a script is changing the rotation of your camera or player?
Maybe you accidentally froze rotations on the camera
Thatās inside the xr origin
can anybody help me? my left eye covered with something white i cant see anything with it. Right eye works good.
check your player model, if youre using photon or normcore check Player in Assets/Resources/PhotonVR or VR Player in your rig respectively.
the source was post-proccesing
Ye it should be the other option cause weāre special
Yo is it possible to make a overlay app on quest 2 and have it active while you play games?
like the fitness app they have with calories?
and if it is possible can someone point me in the right direction
Not, AFAIK, out of the box. If the app isn't running full-screen and front, it will terminate or halt the experience. Unity is building for Android however, so you could try creating a custom Android activity that lets it run as a background application. And then find a way to display information overtop. I'm not sure I'd use Unity for that though, probably Android Studio. And you may need to look at their display and API's to figure out how they overlay things like menus and leverage the same concept.
Actually, a better option is probably to dissect their FPS overlay tool from ODH/MDH
havnt used android studio whats it like? im very new to development
I'll just leave this at you are exploring a very hard topic for the Quest
But (maybe) not impossible
If you can get your hands on this file:
com.oculus.ovrmonitormetricsservice
I can de-encrypt it, to see how their FPS monitor is overlaying on the screen. Provided it doesn't use a system-signed permission to do this (which it most likely does) you would be able to do the same using just Android Studio and bypassing Unity. But there are a lot of if's in that statement.
something to look into but YUR Fitness from side quest is the app im refering to
ill look more to what they did I think as they have successfully done it
Today xr toiolkit 2.3 got announced adding things like poking which is good for menus
anybody had this warning when you tried to upload your game to Meta AppLab?
also this-
You need a custom Android Manifest in your project that will get the required permissions.
Otherwise, you if you don't have it, you can use the plugin Oculus Intregration, you will get an option to create a valid manifest matching your project.
I had the same problem and it solved it for me.
Hello there,
I have a problem with the interactable registred objects, that seem to break.
I have my tablet who need 2 grab interactable children to move the tablet between my 2 hands.
However I have this error that pop out of nothing and I have no clue how to manage the "collider registration", I already set my colliders in the collider section
Iām using from Oculus one, I added this permissions, still same message
In the Project settings > Player > Publishing Settings (in Android section), did you checked the "Custom Main Manifest" ?
i'd compare your setup with one of the unity samples
my guess is something is off in the collider hierarchy
Which unity sample would help me for a multi grab interaction ?
I did follow the tutorial from Andrew that show how to do a Steering Wheel, and it was working, but suddenly the registrations of the collider was off.
I did set my colliders in the parents one but it doesn't work at all and I don't know how to debug that š¤
take the working version and git diff it with the broken one
The working version broke too, it broke the link of the colliders in the whole scene but I don't know why
He only sent the script link, I will check the github repo to see if there was a project
There is only a script, no public project
then google around a bit and you should be able to find a project somewhere that uses the feature
its a bit unfortunate that the unity docs only tell you what buttons to push and not what a working result looks like
good morning. i noticed that in the Oculus app on the PC in the section of my Quest 2 it says "General device issue" why?
well probably because you have a device issue of some kind that doesn't have a specific error code
and that device is probably your pc and the issue is probably software related
so I have to do a factory reset?
also because, on my laptop, it works correctly. usb 3.0 is recognized. while on my Desktop PC, although the usb 3.0 port works with something else, with the Quest 2 it is recognized as 2.0.
No, I'm talking about Quest 2.
like i mentioned earlier, it's probably not the quest that's the issue
you probably have a software/driver issue or hardware issue
hardware issue is usually bad usb connection or gpu that can't handle it
but it could also e a broken launcher install or your windows installation is busted
I just installed the oculus adb driver 2.0, downloaded from the meta site
since its a generic error, you basically have to check everything
that's unrelated to the device status in the launcher
adb is for deploying/debugging android apps
okok
I'll try reinstalling the oculus software.
also because if it were hardware, the front usb ports shouldn't even work with anything else and instead they work perfectly.
I would like to understand how this "registration" of the colliders works, cause that's what cause my bug and I find no clue in the documentation.
I did set up my colliders in the parent but it seems not working
no, I didnāt
if you want to know how it really works, you have to read the source code
Help? Meta quest dev. hub
i added this into my manifest but it doesnt work i dunno why
@tiny niche hello, sorry for a ping, but can you help me with my issue up?
from what i've heard, the manifest is auto-generated during build, so you can't edit it directly
but when you have all the right settings, it should just work
bruh i get 25 errors like this from oculus integration
AGREED.
and same, about hand interactable
I ended up just using the rear USB 3.0 ports. Those work perfectly.
i have a little problem š¦ ... From the HUD performance you can see that both FPS and performance headroom % are definitely low, in fact way too low. And I can't understand what the problem could be. šš
What do you think this may be due to?
Check the profiler if it's PCVR @daring patio
Hey guys! Is it worth it to buy a virtual reality asset that sets everything up for you or is it more worth it to just do everything yourself?
This is such a loaded question. There are so many factors, so many "it depends!" going on in there.
Have you bought a specific vr asset? And did it help you a lot?
No, because I never really saw myself developing a VR application seriously. Usually, the Oculus integration does well enough that I don't need much else.
So you're saying that if you're just building a hobby project, it's better to just setup everything yourself. But if you're planning to release it, buy the vr setup assets.
Are you new to VR dev or experienced? Cause building on top of a foundation can save you a lot of time and open up a lot of possibilities. For free packages I would look into VRTK4 and UltimateXR. Iāve also tried Hurricane VR and itās very feature rich though paid
Yeah I'm new to vr development. Which packages do you think are the most promising for serious development?
Personally I would take the time to look at demos of these packages and see if any of them click with you
What do you mean? Where do I check this thing? I use a Quest 2 anyway.
Looking at that dashboard you are playing using oculus link, which is PCVR.
If you want to test performance on android/quest native make a build.
The profiler is a tool for performance testing, google it
I tested the build on my quest 2, generating the apk and installing it. On the quest it turns out to be just as slow.
sure, but its slow for different reasons when running it on the device as opposed to doing it over link
but you still need to be profiling to figure out where your bottlenecks are
ok so how do i proceed? i do a test like the previous one but on quest 2 directly to check the performance?
well first you learn how to use the profiler, so you can actually do a performance test. Then you run a proper release build on the quest2 and investigate the perf data that the profiler provides
I activated the OVR Metric Tool on Quest 2. And I set it to basic info display. And I recorded a video. Also the simulation got so much worse, now the menus, the glass I had created don't show correctly š¦ š¦ ...
That's a GPU bottleneck for sure.
Not sure what you mean with the simulation and menu however.
Check on how to optimize your project. A start would be to enable IL2CPP and enable arm64 support.
Also check if SSAO is off if you use URP
@daring patio
And run the profiler in Unity as well, not just ovr metrics
the menu I mean the ui that I created to interact via menu button. by simulation I mean the project startup itself and its use.
I can say that having momentarily removed, it seems slightly improved. only in some places I notice some strange movement
I'll try it now
How can I send the Profiler here?
Run the profiler while connected to the headset. So you can benchmark on the device. Google how to profile on android @daring patio
Maybe check out the performance optimization ebook as well
I'll see what you say tomorrow. Thanks anyway.
Nice! I looked it up but couldn't find a whole lot on what's new, the doc page I did find just had a thing on AR gestures lol
Hey all, question about the XR Toolkit and velocity based movement. I've got a recoil system set up with a handgun object that adds the recoil vector to the local rotation of an object after the ProcessInteractable gets run. It works okay for now but I do plan to have different
different 'recoil anchors' or pivot points the gun recoils from. Should I being using regular transforms or accomodating the physics movement with physics transforms if that makes sense
When I target certain objects in the hierarchy the script doesn't work the same and I'm wondering if it has to do with the fact that the transform rotation might be competing with the rigidbody
probably. you have to remember the tracking objects are always going to try to follow your hands. So if you want physics on top of that, you need to use joints and forces
Hey, somebody already had this problem ? When i lower my head just a bit, or when i crouch, VRIK/FinalIK thinkgs that i'm turning on myself, so my legs are animated while it shouldn't because i'm not moving at all.
As we can see, my legs are animated just like if i was moving or rotating on myself. I took a look at the animator, i'm in the Idle part, but this is an animator tree which defines the idle animation depending of the VRIK_Turn parameter (that should be decresed if I turn on myself). On the left of my screen, the value should be near to 1 because i'm not moving, si it should trigger the Idle animation. However, I have 0.3 or 0.4 (i don't know why !) so the bad animation is triggered. Any idea ?
Ok, thank you very much!
Oh, how did you turn on a FPS counter?
Once I connected the Quest 2 and opened Oculus Home, then I opened the Oculus Debug Tool and there is UHD Performance.
Okay thanks
I appreciate it! I'm still trying to learn how I could use configurable joints to get a similar result to what I have where the weapon itself tilts forward and back or side to side with a pre calculated transform angle
Hi, does anyone have persistent crash when play unity editor on XRInitializeLoader if there is no XR device connected to the PC? (Unity 2021.3.15, XR.Management 4.3.1, OpenXR 1.6.0)?
hey
I dont know if this goes here but
how do I make my game get (trough a webcam) my hands to control things in the game. (I need bools like 1.Finger True (when the first finger is straight)and so on)
That's not really VR related. Either way I hope you have experience going into this, cause it's not a simple task. I would look into OpenCV, I don't think you have too many options
ofc. it is, but its gonna be a terrible control method and you'll have to implement it yourself
how
like i said, you'll have to implement it yourself. you'll write some c# and do a bit of machine learning for pose recognition
so I have to make the capturing of the hands by my own
if you start studying the tech required now, you can probably figure it out before 2035
hmmm
pretty much, yes
if you want to piece together components, you should stick to doing things that mainstream games do
seriously? play some games and you'll start to recognize common gameplay elements and features
but if you're struggling with a platformer, you should start by brushing up on your coding basics and learn the unity editor. Going into vr without a solid foundation isn't gonna help
ok
im gonna try doing normal stuff
thanks
the platformer is in #archived-works-in-progress if you wanna try it :)
not even close
?
think about a game that doesn't stand out, has nothing special or unique and isn't complicated. Then try to replicate that
which is the point, since then you're more likely to find usable prefabs on the asset store
but then everything will be based on grafics and stuff because gameplay is the same as every other game
yes, that's the point. you're lacking experience in that department, so you can mitigate that by avoiding it until you have more experience
Hey guys, recently ive attempted to create a test build for my VR game
when i tried, it gave me these errors
It says something about a Bee Post Processor, even though I have post processing turned off in my URP module
Has anyone else had this problem? And can anyone please help?
Which unity version?
Build for pc or android
Christmas Update !
https://store.steampowered.com/news/app/1017340/view/3620362751659032737
android
unity ver 2021.3.5 f1
Maybe put the project in a non onedrive folder?
Or delete the library folder?
And update unity to 2021.3.15+
Also will get a good performance improvement for android with upgrading
Anyone here able to help someone trying to upload a avatar for there first time to VRChat
YouTube?
Uhhh I tried
Like Iām having one simple issue I think the prefab.Unity3 does not exist thing
watch the youtube clip again then. If you're still having trouble, watch a bunch of unity basics videos
and read the manual
If someone has a minute i am having some serious issues getting my Quest 2 to load any apk file. It just shows a black screen every time & oculus link fails & disconnects. (I have tried both build & run as well as just playing it through Oculus Link)
I have tried changing multiple player/quality/xr settings. Tried multiple versions of unity and I am at a loss. Should i just try to reinstall unity completely? lol
i need a magician to take a second look at this bc I honestly have no idea what I could be doing wrong. The builds compile (I have tried making 4-5 diff projects from scratch with just the bare minimum) 3 loading dots.. it shows up black and eventually crashes of goes back to the normal quest 2 home. Iām open for any suggestions
I am also having this issue with the quest pro. Are you using a project from here? https://github.com/oculus-samples
My issue is with the unity movement repo. The error I can see in my logs is an opengl error, which leads me to this one issue and solution - https://forum.unity.com/threads/lwrp-android-oculus-get-opengl-native-plug-in-error.559456/
I can't find the "Default Orientation" setting in my player settings to fix the issue š¤
the default orientation in newer projects is set to Automatic now, i can show you where that is located I think it was actually under Quality, theres a drop down and underneath a few checkboxes
i kept scrolling past it on accident too but it didnt fix my issue at all š¦
I was following a tutorial on Udemy at first where multiple people reported a similar issue in the comments but they apparently had problems bc they were on an older version of unity and the oculus xr plugin
but none of those fixed it for me. I ended up trying to set up multiple projects all from scratch with the vr core or just starting with a basic 3D set up.. nothing
even unity link doesnt seem to work
absolutely very frustrating
the default orientation in newer
I've been at it for like 3 days, plz don't laugh 
First day was charging my controllers individually and having them both above 30% to get an update before I could do anything
no don't worry me too lol idk this problem just seems so obscure but honestly the orientation is prob not what's wrong for you too š
I think I'm using a broken scene or something
if you really want to rule stuff out try making a new project and see if that loads on your quest
I did try that, but I don't really know what is suppose to go in the scene for it to be functional
I've done unity dev before, but not setting up this VR stuff
yeah i'm in the same boat
@vestal galleon did you include the scenes in the build? and always make sure you have 0 errors before you start debugging things
Yup, and I can't remember if there were any errors for the build. The opengl error happens when I build+run while inside the app with the quest
I think If I just build, there are no errors
ah, that's probably why I missed it, I only looked in other settings
I'll check, but that "the world beyond" repo appears to be connecting to the headset, maybe it could be a start for you?
it worked! I got pink everywhere, but at least I can get a build to work now!!! Only up from here 
Iāll try it
omg LOL
lucky...
glad it worked though :3
wait how do I delete the library folder :/
I think it worked! Is it supposed to look like this?
Just sideloaded it: it worked!
Anyone know the best graphics settings for making a Quest game?
Iāve noticed that the quality and resolution of mine is very VERY bad and pixeled
I have Oculus Quest 2. I am trying to set up simple hand grabbing. I've tried so far with OVR Hands and hands that I got from "Oculus Hand Physics". Nothing I'm doing is working, I cant find any relevant (not deprecated) tutorial on the matter
Deadline in 1 hour and ~40 minutes, eeh
If you know the answer, please @ ping me
https://www.youtube.com/watch?v=0xt6dACM_1I&list=PLpEoiloH-4eP-OKItF8XNJ8y8e1asOJud&index=6 I have a quest 2 running valem's tutorial just fine
The fifth episode of the tutorial series that will teach you everything about VR interaction.
ā¶ PATREON : https://www.patreon.com/ValemVR
ā¶ DISCORD : https://discord.gg/5uhRegs
- LINKS -
Download Pistol :
https://drive.google.com/file/d/1C5Fn4Yq79yof4X1lkl0MIYzVqY_UBz3M/view?usp=sharing
PREVIOUS EPISODE : https://youtu.be/9pVdiBogmew
NEXT E...
(you might have to start at an earlier lesson, this one just covers picking up objects)
@storm coral I ran into an issue where my XR plugin doesnt let me playtest the game in VR... it just says OpenXR failed to load. maybe you would know something about that?
I switched to legacy LibOVR, if I do so
I get this error
did you set your play mode to oculus? (project settings > XR plugin management > openXR)
I had the same problem then this worked
you're using cable/airlink right?
this also seems to be an OVR plugin problem, not XR
yeah it's a bit tedious but I just messed around with settings enough till it worked
does this look right to you?
yeah, I'll try
but Im pretty sure I tried it a few hours ago
yeah, like this it gives me this error
and crashes unity when I enter play mode
every time
I think you're missing a few
that's also openXR
no help :/
where did you get XR Core Utilities and Legacy Input Helpers from?
I only found Interaction Toolkit
there's a setting that shows older/unfinished plugins, but the IDS for them are com.unity.xr.core-utils, com.unity.xr.legacyinputhelpers, and com.unity.xr.management
just without the commas separating them
Thanks it allowed me to download. However, still doesn't work :/
hmm strange, I'm not sure with how much further I can help
yeah I went all over the internet I was sitting her for hours
asked everyone I know that does dev
Nobody knows
it might help to start a fresh new project and follow step by step on the tutorial I showed earlier. it worked for me and it's all I got š¤·āāļø
(+ the little steps I just showed)
I tried that tutorial before, heh
whatever is wrong its something specific to my system I think
maybe
it can be something I did wrong, but if so, I have no idea
appreciate you trying to help
yeah no worries
https://github.com/smitdylan2001/ApplicationSpaceWarp/tree/2021.3
These basically are my settings
You don't need to use the SpaceWarp part
depends on the project, you can't pick the gpu configuration and then start working on the project. You have to think about the visuals and performance metrics you want to achieve and pick a rendering architecture/gfx settings combo that matches those goals
Iāll try it out. Thanks!
Anyone has any idea what should cause this?
Look how many variants. It runs out of memory after 10 minutes
Which unity version? @real vector
And how big is the project/how many shaders are in it
Im using like 5 different shaders
Small project. It has 5 scenes of small maps
It built fine before. All I did was add a shader to graphics since it wasnt included in the build
Nope, that's the always included shaders lol
You probably use a looooot more.@real vector
And answer my other question
When I add that last shader, that's when the building does strange
If I delete it then it builds fine
Easy fix then haha
I need the shader though
You can't. Sorry but there are no backup solutions with keystores
And can you answer my first question btw @real vector
Which unity version
2020.3.36f1
Maybe try the latest 2020 version?
ok. ill try that
And what happens if you don't include the shader in the always included list. Does the object then not render properly?
Correct. It will not show
Ah bummer. Then if the latest version doesn't fix it and if it's also an issue on a fresh project maybe make a bug report. Never seen a list that big haha
Yea it didnt fix it š®
Best bet to contact meta
Look around the developer pages I guess, dont know exactly
Who is that?
The company making the headsets you dev for? xD
You said it was for app lab right?
No its just for steam VR. And sorry, im not used to their new company name. lol
https://forum.unity.com/threads/controllers-not-tracking-moving-from-origin-openxr-interaction-toolkit-2-0-2-oculus-integration.1296171/ if anyone's using oculus with the openXR toolkit and the headtracking works but the controllers aren't registering, I found an answer that works from this thread. go to package manager and set openXR to an older version (1.2.8)
i got mine to work also!!!
apparently it just wouldnt load when using the ānormalā oculus xr management thing but works if i use OpenXr š
is there a way to make metals on quest?
Metals? @blissful minnow
Owhh
ive seen some cool textures that are shiny but have an still image in them
Not different than any platform
It's about the specular and smoothness. Just play around on a material with the sliders
but i can only use the vrchat shaders and they dont look like what im aiming for
š„²
@north path
okay! i found a good example of it @north path
Ask the VRChat community
alrighty
whenever i build my game for oculus quest 2 and start playing on the vr. the game is very dark even though the editor scene in unity is very bright
Unity build not functioning correctly in meta quest 2
Don't we all
maybe see the console
no shit
pretty sure thats just a cubemap
i dont know how to do those
you can make them by baking a reflection probe and using its texture
cubemap is just 6 images, 1 for each direction...or cube face
yeah so show us the console
#š„½āvirtual-reality message any help?
So, I have ran into a little embarrassing issue. I need to make a virtual joystick, but I'm not sure how to set up the joint that limits it's rotation etc and how to make sure that oculus interaction respects it, could someone help me or point me to a resource that could help?
how do I get the gameobject selected by a ray interactor and do something different based on the tag it has?
would I do something like this?:
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.XR.Interaction.Toolkit;
public class SelectBuilding : XRRayInteractor
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
protected override void OnSelectEntered(SelectEnterEventArgs args)
{
//get raycast hit object
}
}
is that the best way to do it?
nvm that doesnt work
modify the source. its not designed to work that way
Anyone know how to fix where my unity build randomly stops
look at the build logs
unless its actually random, then you likely need to buy a new pc
is there a better way to achieve what I'm trying to do? If its not clear I'm tying to allow the player to select an object and have different objects do different things
there's examples of that, but essentially you put the logic on the grabbed object instead of the grabber
check out the escape room sample. it has a bubble gun
I dont want the player to grab the object though its a stationary object and I want a ui to pop up when you click it but I want a different ui depending on what object is clicked
if I want socket objects in my xr rig (like pockets on the chest), should I use a script to try to track the rig or is there another way to do it?
Id say have a socket as child to the camera (or a gameobject which smoothly moves with the camera)
nvm I'm dumb I can use the interactable instead of the interactor
Hello guys, we have been trying to use outlines in our project, but so far we failed. Using HDRP and VR, here I post some link of stuff we tried and didn't work for us:
Free outline shader - https://www.youtube.com/watch?v=hEth0drTuyg&ab_channel=SpeedTutor
Outline via shader graph - https://www.youtube.com/watch?v=XPGpaA-JExA&ab_channel=FeitizoGames
URP shader graph - https://www.youtube.com/watch?v=X-kaX_8bYRc&ab_channel=LukeOāReilly
HDRP outline - https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/hdrp-outline-162150
Finally, easy performant outline for VR - https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/easy-performant-outline-2d-3d-urp-hdrp-and-built-in-renderer-157187
At this point nothing is working for us, not even the paid assests. Also I am willing to pay if me manage to get outlines working. So if you got clue, how to get HDRP for VR outlines working, please share this idea with me.
do it the way sketchfab does. colored inverted hull shader
@tiny niche Will give it a try
Id personally say don't reinvent the wheel, but do what fits your project I guess
Yep, so depends what you need
UltimateXR is another great alternative and free
VR Interaction Framework, autohands, or Hurricane VR are good paid alternatives
well a grabbing system is really quite simple to make. So if you need more than the interaction toolkit is designed to provide, i'd definitely spend an hour or 2 making it
but make sure you actually need the extra features first
@storm ether depends on what type of 2-hand grab you want to implement, but it can be just a bit of matrix math
then you want the hand that's on the trigger to be fixed and use the other to aim
that's just a bit of linear algebra
you can use the quaternion lookat as a starting point
but you really need to learn some linear algebra when doing vr dev
no, from one hand to the other. the hands are not going to be aligned to both grab positions
im making a slide for my vr game and when i put my hands on the slide it doesnt slip only my body does, any fixes anybody please
depends on how you have your hands set up. when you slide does the camera stay with the body (down the slide) while the hands are stuck behind you?
the hands and camera stays with the body
We built our own. The XR Interaction Toolkit, last time I used it, was barely more than a basic concept (it has moved forward a lot since I'm sure). If you've done a lot of VR and Unity experience, have the right equipment etc, building your own is quick and painless.
But not everyone has a Rift S, Quest, Vive, Index, Pico, WebXR, etc all on hand to make sure it is seamless
any ideas on how I could fix itš?
The big benefit for us rolling our own was making sure we had Non-VR fallbacks for web, desktop and mobile. And AR integration. So we could write once and use everywhere.
what's set as the controllers colliders? you could set them to a lower friction material
otherwise I have no idea š¤·āāļø
just sphere colliders
is the slide set to a low/no friction material?
I'd assume so, but just double checking
add a low friction material to the hands and see what happens, otherwise you could just disable physical interactions between the two, but I'm not sure if that's what you're going for
I built out our framework based on our projects. And created a base template.
So it started with just basic object tracking. Then added teleport. Then added UI. Then expanded on the interactions - just one layer at a time.
We don't use joints for the most part. But it could make some interactions interesting
you could probably just remove hand physics completely and still have the feature work
does anyone wanna play test my game
Post in #archived-works-in-progress (read pinned rules there) and create a thread for feedback
and does anyone know how to fix game lag?
ok
Debug the problem and post a specific question
when I played tested the game it was really laggy
if you want to try it out you can
@torpid ginkgo u there?
@limpid beacon Debugging guide is pinned in #š»ācode-beginner . Use https://docs.unity3d.com/Manual/ProfilerWindow.html to find the problem and debug it.
Can someone help when I use the Finak IK integration with the Hurricane VR pack it doesn't work
Do I have to buy it?
the final ik?
I think you accidentally imported the finalIK integration @next perch
You don't need it for hurricane. Delete the folders for it and reimport/redownload
FinalIK is one of the best IK packages however
Proper performance optimization.
Here are some quick things to check:
https://youtube.com/playlist?list=PLjnZTAR0BuTDNeDPy44G4bUpYRHGzy_xh
Next to that reducing draw calls and using simple lit/mobile shaders is key for the quest 2
Put all the stuff in one folder and don't reference any scripts out of that (you can reference from externally to the framework ofc)
@storm ether take a look at unity packages. They're slightly modified npm packages
Then don't care about making a proper framework and just start making stuff
And if you're that new I highly recommend to use an existing system
Hello, why is the GL drawings showing on the right eye only in Oculus Quest provoked by the OnPostRender function? Thanks
I had a similar issue with a different thing and it went away after saving and re-opening the project
Tried it still not working
can anyone test my game out
Maybe give some info on time taken, what kind of game, what needs to be tested etc
make an applab/steam release and you'll have an easier time finding people to test it
does any1 know how to check what object entered a XR Socket Interactor so I can child it to an empty parent?
you have to modify the source to do that
I did try this but I keep getting this error
well you clearly wrote something that doesn't compile
you should fix your settings as well, since intellisense doesn't seem to be working
could the version of unity I'm using be the problem? because I'm using everything I'm supposed to
no, since you're accessing something in a package, its the package that matters
and if you mess with package code, you need to generate the csproj files to get intellisense working
alright, thanks for the help! I'll try to figure it out
how can i test my project in vr using virtual desktop?
Make sure your game has SteamVR support (OpenXR is great for cross platform!) and use VD like any other game?
how can i rnable SteamVR support?
Do you use openxr? @worthy mortar
yeah
Then you don't need to do anything really. Just make sure the proper controller profile is added and that steamvr is your openxr runtime @worthy mortar
I am trying to create a vehicle that I can get in and out of, is there a way to create a XR origin that is locked inside the vehicle and then just switch between them?
it would probably be better to make an interactable that once activated sets the xr rig's position to it
Is it possible to lock it to the position in the car so the car doesn't drive away without the player? I'm not that experienced so I apologize if that is a stupid question.
I'm new too, but if you make the seat collider an XR interactable then write a script to get when interacted, it sets the player's (xr origin) position to follow the exact co-ordinates of the seat (using vector 3 stuff). does the car drive automatically?
No, it is driven by hand
ok so when the player exits the vehicle you want it to stop immediately?
Yes
Does anyone know how I can add a rigidbody and a collider on a device based XR Rig? Tried to add it onto the camera offset but then because the player moves around in their playspace the offset of the actual camera changes on the Y
If I add it onto the camera the camera literally just doesn't fall. I really want to add it onto the camera though
ok set it where "if not being interacted with, set [whatever force you use to move the vehicle] to zero" or like "if not being interacted with, then use a for loop to gradually slow it down till it's zero"
valem has a good tutorial on this
Thank you
not only just the basic setup but also a tutorial on a physics based rig (kind of like boneworks)
Thank you so much, I am making a Police Sim in VR similar to Police Enforcement VR (It just wont be abandoned by the dev lol)
oh that actually sounds cool
I'm working on a roguelike where you're climbing a tower
nice
yeah, defenitely a tough task for my first VR project
Same
next thing I'm going to try to tackle is fixing some collision stuff then proc gen
Valem is my lord and savior rn
yeah fr
I'm trying to get the hands (kind of like in Stride vr) to be able to grab any surface if it's over a ledge or on top of it without assigning grabbable to every object
I'll figure it out eventually
Currently modeling the police station in blender
good deal (just make sure to set to baked lighting in unity later)
thanks, I def know what that means lol
basically instead of rendering light every frame, it paints it onto objects as a texture
you can go to windows > rendering > lighting for more info about it
thanks!
^ something I learned a lot about in the unity VR basics course
it took me 15 hours to get through but well worth it
where can I find thaat?
In this official course from Unity, you will learn to design and develop your own Virtual Reality (VR) applications. You will create prototypes, attempt challenges, and complete quizzes to build and solidify your skill set. At the same time, you will be guided through creating your own unique VR project from start to finish, beginning with a bla...
make sure you use real world scales for everything, otherwise its just gonna feel a bit off when you walk around in it
Thanks!
Hey guys, I am using Auto Hands for VR and want to set custom hands. I have been following video provided in documentation, but got stuck in the beginnings. Video link - https://earnestrobot.notion.site/Custom-Hand-Setup-0825441304a54f85901ee340a3e398e3
Now, there is not place to drag each finger as shown in the video, so that is where I got stuck. Anyone else have some experience with this?
Valem is no longer my lord and savior, carl is
I'm trying to use the Root Motion Final IK VRIK calibrator. I don't understand the offsets for the hands. What is controller space?
Hello guys, I have a problem with Quest 2 standalone that when I set the Stereo rendering mode to Multi Pass, the Camera behaves kinda weird, everything is bigger, and when I change the rendering mode to multi view the left lens will show a white screen
Found the issue, camera psoition was wrong
Anyone know a good course for learning the C# I will need for unity. Preferable free?
https://www.youtube.com/watch?v=aB9LJ9oHGOs&t=1348s this isn't a super in-depth tutorial but helps a little
Xsolla: https://xsolla.pro/Blackthornprod
Olobollo on Steam: https://store.steampowered.com/app/1592650/Olobollo/
0:00 - Intro
0:50 - Xsolla Promo
1:24 - Variables
4:17 - GetComponent()
6:08 - Instantiate()
7:52 - Destroy()
9:27 - Loops
13:35 - If/else
16:04 - Input.GetAxisRaw()
18:59 - Vector2.M...
hey does anybody know how i can fix this? in the unity editor everything looks completely fine and normal but as soon as i build it for android and launch it, everything looks like this.
Which unity version?
URP or built in?
OpenXR or oculus XR plugin?
Oculus integration?
Multi view or multi pass?
Vulkan or opengl?
@somber pewter
Good afternoon. I created two animations for a door: one of Opening and one of Closing. Now I would like to make it so that in VR when you are near a door and you click the Grip button, the door opens and then pressing it again closes it.
How do I find the Grip key reference for C#? Help me š
Version 2021.3.5f1 LTS
Built in
OpenXR
No
Multi pass
opengl
I'm sure there's documentation for it, but you could create a variable that takes the input from the XR interactable component (also if its a swinging door, why not use a physical hinge joint?)
if it's a build on your quest, those textures look pretty high fidelity. take note that the Quest 2's processing power is that of a phone. is your lighting optimized?
yes, all of my lighting is baked
As for hinge point, on some ports it works properly. While on others I have problems. In fact as soon as I interact with the port, it "triggers" and ends up inside the walls or flies, despite having brought back the same configurations as the ports it works for.
I also tried to use the XR Simple Interactable on a cube that, through animation, changed color from white to red. And it works correctly. That's why I wanted to apply the same concept for the Door.
I am having extreme performance problems for some reason
I am using a quest 2 through the link cable
when the game is running on its own (when the headset is in standby) it runs at 90 fps, as soon as I put the headset on it dips to 10 fps
I can clearly see that the early xr update is taking up all the time
and I can't find any info on what this early update is/does
Maybe try 2021.3.15 or later and use multiview for a big performance boost as well
@severe shale probably GPU bottlenecked. You can see in task manager the GPU spikes high probability
well why is it running at 90+ when the headset is in standby mode
Probably not rendering in the headset then
its using the same amount of gpu power to run both scenarios
Seems about right. If it can run 90fps regularly it will give less fps in VR
Also I noticed builds perform waaaay better than in the editor
I'm trying to create a map with roads and buildings, are there any road packs where I can just drag them in like puzzle pieces and customize it?
Build and Run is no longer working for my Quest 2.
Short story: Build and Run used to work on the Quest 2 for my game and now it doesn't .
Long story: I wanted to see if the APK I submitted would work for other people, so I put my Quest 2 on and Uninstalled the build I had made. When I went to install my game with the APK i made it didn't work. I thought it was odd, but I knew building my game to my headset would give it back. BUT IT DIDNT. I have NO errors, but when I check my headset the game IS NOT THERE.
The "Run Device" Is detected as "Quest 2" in the game settings, and sideloading OTHER GAMES work! I really need help with this, please. I worked on this for too long for it all to go away.
have you done a compare against the previous working version? assuming you use source control
and if you don't, you should start immediately, before you try stuff and screw it up even more
After some time thinking I dusted off my quest 1 and installed it there successfully!
So its something with my quest 2
I think its trying to reinstall it to the same folder that doesnt exist
Funny thing is, on my Quest 2 when I switch accounts, the game appeared on Account 2 (But account 2 Doesnt have Dev mode enabled so that sucks)
Im going to factory reset my quest 2 and reinstall the game again.
can anyone make me a map I will pay
How big is the map? And for what type of game
it's kind of weird just to ask people for a finished experience simply for your own boredom
anyone wanna test out my game?
@limpid beacon You were told already where and how to post for people to try your game. Don't spam the channel. Post a proper link in #archived-works-in-progress and read the pined message there for channel rules.
Are there any road packs where I can just drag and drop the different segments to make a roadmap
like a modular worldbuilding tool?
sure, but you're gonna have a nicer time if you use a spline to generate the road from
Tbh i have no clue what that means, could you explain?
basically something like this https://www.youtube.com/watch?v=MHWjhIr50f0 could be done in unity as well, but you'd have an easier time customizing it in blender
Drawing Roads in Blender 3.2 Geometrynodes
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Thank you so much!
Also having an issue with my gun, when I rack the slide, the slide teleports to below the gun and is able to be racked just in the wrong spot. I believe it has to do with the grab interactable interfering with the animator for the fire animation but I don't know how to fix it, it was a lot worse before with the slide going several meters away and shaking, but I added a event to the grab interactable that disabled the animation on select enter and enabled it on select exit. This didn't fix it, but made it so the slide only teleported below the gun. The gun functions perfectly once i release the slide though.
my guess is you're re-parenting something and not preserving the worldspace position while doing so
Does anyone have any resources for grabbing objects in Unity on the quest 2 using the stock controllers? All the tutorials I have found are either outdated, use hand tracking, or simply don't work
oculus sdk ships with samples, as does xr interaction toolkit
could you explain that a little simpler by chance? sorry lol
when an object is the child of another, it's position is relative to that other object. when you interact with it, the problem might be that it switches from relative to global (or relative to a different position)
jeez I had a stroke writing that first part for some reason
so how would I fix that?
I dunno š¤·āāļø probably something to do with the interaction script itself or the placement in the hierarchy
Can someone help me? I followed a youtube tutorial EXACTLY for sound effects to go to a button and the sound refuses to wait for me to click the button
Please
You never specified what tutorial or how you set anything up. It isn't even a VR problem
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I assumed since it was going into a small VR thing I'm working on it'd be ok to put it in VR
Has anyone here got Final IK VRIK and puppet master to work in vr without jitter?
this tutorial is super outdated, I'm sure you could look up other sound tutorials in an updated version
No I wasnāt
The literal only difference between what he showed on screen and what I saw was something about button options in the drop down menus so I thought it was up to date
reading the unity manual is a good way to make sure the tutorials are up to date and aren't doing something silly
I got it. I found an updated one. Had to delete the original audio file to erase it from all the places it was and reimport it so that it would be fresh
And now it's not loading the newest version into my oculus
Any errors?
The errors are that it's not loading anything but the original into my oculus
I uninstalled it, and sideloaded it with side quest, using the apk from the last save and it's not showing up ANY of my modifications to the scene
So either for some reason, unity will play the thing but not save the new thing to an APK or what i've done is not compatible with the vr stuff which I can't figure out why it wouldn't be
That's not an error, that's an observation. Errors are in console or logcat.
Are you building the correct scene?
I followed an old tutorial and made a piece of ground, which my GF says looks like a piece of a quidditch field. Then I found the tutorial that was 5 years old, then another tutorial that was a little over 1 years old to get the button, but for some reason even though I added Oculus Hand Physics and followed a tutorial on how to get them to show up, it ONLY shows me the red lines for the oculus controllers, and the green field, no button, no blocks which are visible in the scene when I hit the play button, nothing
errors include "Unable to find player assembly Library/PlayerScriptAssemblies/UnityEngine
and "Summetric Projection is only supported on Quest 2 and Quest Pro with VUlkan and Multiview
Did the build even complete?
Maybe delete the library folder to let everything reimport?
"Build completed with a result of succeeded in 349 seconds"
Wehere is the library? dumb question but i'm just starting on this
Then jf the right scene is being built and you can install it it should update
Folder above the Assets folder
Close the project first
Also, when I first built the plane it took 12 minutes, when I put in the hand controllers, it took 20 minutes, but when I added in the audio, it took 5 minutes
running Unity 2021.3.16f1
Ran to Play mode and it gave me an error "Direct interactor does not have required collider set as trigger"
Which I bet is associated with the two cubes I have in the field
ok it was the hand controller could that have been why it wasnt fully updating?
fixed that error still cant find the libraries to delete
It caches a lot of the data for next builds
They're in the project folder. Above the assets folder. So not visible in the editor
But before building
Make sure it works in editor first
Okay so it fully work in project?
And yes, it's in the folder
Not in the unity editor
So go to where your project is
What I have built works in the editor but refuses to update in teh APK
Do you have the correct scene selected?
And have you maybe changed the name or something like that?
Check if the apk file actually has been modified/made
OK the project in Uinty Hub reads My Project. but the scene reads "Ny Orihect" because my blood sugar was low when I made the name of the scene
And whenever I load the build scene into my quest 2 it calls it my project.
how do I check the APK?
....................................
I never clicked "Add open scene" when i tried to build. I assumed it would do that automatically
hey is anyone else getting lag problems when they test a game in steam \
Hands appear now that i've built the correct thing, button however does not
I get this when I try to launch on oculus
OK I don't know anything about XR, but from the looks of it, judging by the "Falling back to default" means that the default is telling it to look for active audio output driver, which fails and falls back to default again, creating an endless loop. That's about what I understand in this situation
how do I get the game to recognize my VR as the default driver?
I am having a nightmarish struggle with my MetaQuestPro.
I have been contacting Meta with several issues and they don't seem to be able to help, so I am turning to people like me, the end user.
ISSUE #1
I am unable to connect my headset with my laptop via the cable OR with the airlink. The cable method yields a continuous search while the airlink specifically names my computer and says it can't connect.
ISSUE #2
I do not know how I did it but I was able to enter into a separate environment than the customizable option(japanese, mountain, sci-fi themes).
This alternate environment is a white space where the ground plane is an off white with a checkerboard pattern that is seen to extend in ALL directions along the floor.
The sky box is also a shade of off-white.
The dashboard/console is a black/charcoal gray, it is curved and it is long, extending from the left to the right.
The buttons on the console are black with white icons to represent the colorful icons in the original environment but these are not colorful, only white.
I can't seem to find this environment again so that I can share it with the Meta team who seem to have absolutely NO IDEA what I am talking about. Peculiar as it is their product.
On the console there is a button at the far right that has a 'plus' icon and clicking on it will give the option to add a screen from your computer to this environment and that screen is accessible as a 2D object. My laptop is connected to my TV via an HDMI cable. When I add the first screen it shows up as a black image. No windows, nothing. The second screen(TV image) shows up fine and I am able to navigate, etc.
Even if I have my unity projects on the second screen I am still ONLY able to access them as I would on my laptop. I am unable to work 'INSIDE' of the environments I am creating.
It has been a FULL WEEK and no success.
Can anybody help?
#1 does your laptop support VR? This is a meta quest issue, so contact meta support
#2 if you can make this a bit shorter and clearer maybe I can help.
what kind do you have?
On my Meta Quest 2, when I plug in the headset to the computer, I have to go into the headset and hit allow when the screen asks me if I want the computer to make changes to files and such
I plan to support OCQ2, Pro, PCVR
sorry for taking so long to reply, I had somm else todo lol
I plan to build for PCVR first then port to Q2 Pro Pico etc
Then I have no idea. I had to go into build settings, and, because I am using an Oculus Quest 2, I looked and saw Run Device. A dropdown menu from there gave me the Oculus Quest 2
@north path OK I got the right version of my app on the headset, but it still isn't showing up the button I added into the app
Is it saved in the scene you are building?
The button is there in play mode?
Is it not visible or just not working?
Its not visible at all. it is visible and it does work in play mode
forgot to hit reply
Then you are probably building something wrong, having some code which disables it or not putting the app on the headset properly
OK, I just noticed that the button appears in it's own seperate space with the plane I put down NOT appearing at all.
How do I move the button TO the scene with the plane I put down that I stand on when i go into the headset
I guess
I want the canvas with the button in the scene with the ground in it
or put the prefab if that holds the canvas in it, into the scene with the ground
How can I reference this?
I want to add this Grab script on one of my objects when a condition is met
can I do it with gameObject.AddComponent<>?
found the problem, had to add
using UnityEngine.XR.Interaction.Toolkit;
OK my issue was the canvas size. It didn't appear in my screen because it was like 200 times bigger than my screen and I wasn't looking in the right place for the button
@fresh shale I wouldn't add components at runtime. I'd swap out the whole object
May I try adding the component, enable false, and then enabling it to true when i need it?
Would that be any better?
@north path what about issue #2 is unclear?
@turbid orbit Where and when does this popup appear? I cannot see it in my environment.
When you plug in the headset to the computer, now keep in mind, I am using a Meta Quest 2, so it may be different for yours, a popup will apear right at eye level that asks you whether you want to allow, deny or dont' show this message again text buttons
oK got that one figured out too.
How do I release the buttons from the headset so that the button doesn't follow me around wherever I look? I want the canvas to stay where it is upon loading so I can freely look around my play space without a big grey button in the way?
Also, my left hadn controller won't click th ebutton
@turbid orbit Nope. the only thing that shows is the dashboard panel. additionally, when trying to connect the headset to the computer via cable link the progress bar runs incessantly. When I switch to the air link it shows my computers name and says it cant connect
Is there a straightforward process to setting this thing up and I am just missing it? Meta help is NOT working.
Yet another issue. I tried to get the thing to recognize button presses from Oculus, and I followed a script that I saw online, which is part of a scripting tutorial to do this and it says script errors
Got rid of the C# script and the game went into play mode without any errors
https://medium.com/@sneakydaggergames/vr-in-unity-managing-controller-input-and-hand-presence-part-1-controller-set-up-792682dd024d THis is the tutorial I am following to get the oculus controls to work
Once I have THAT I can move forward
can anyone help
with these errors
XROrigin' does not contain a definition for 'cameraInOriginSpaceHeight' and no accessible extension method 'cameraInOriginSpaceHeight' accepting a first argument of type 'XROrigin' could be found (are you missing a using directive or an assembly reference?) [Assembly-CSharp]csharp(CS1061)
same error for both
Hello, im using unity's open XR packages and I was wondering how do I test for input. I know in oculus its OVR.ect but for open XR its unclear like lets say im in a building script I want to test if the trigger is pressed how would I do that. I have looked through the documentation and I cant find a definite answer I have seen 3 different ones and im very confused could any help me out.
can someone make a tree for me?
tree
can someone help me fix game lag?
hi
How to know if trigger button half clicked
I tried using new input system but i had a problem
Preformed keep firing for a while even if i release the button
Would this work?
Depends what kind of button
Try it and find out...
Look up performance optimization. It can be a bitch for the quest tho.
People aren't going to fully profile your game and point out where the issue is if you dont put out all the data (unless you hire someone ofc haha)
As VR developers, is there anyway to be able to ban a device from your game/service?
im having problems with some things so I can't try it
No one is going to try and properly test out your script as well, so just try it whenever you can
i was just asking for someones opinion
I don't really know if this belongs here but I can't find a channel that really fits my problem, I'm working on a map for a vr mobile (oculus quest) scene and I need to optimize my scene as it has too many polys for the quest1. I found an addon called "mesh optimizer" and decided to use it. I have about 70 pine trees that need optimizing and the script that came with the addon has an optimize button that I need to click so that the polys get reduced. Multi object editing is not supported by this addon and that would mean that I need to press the button for every pine tree in the inspector. Is there any faster way to do this?
Do it once and copy paste maybe? @crystal axle
Wdym
If you simplify one and if they're prefabs you could just override the prefab now I think of it.
Or maybe replace the current mesh with the new mesh?
I'll try it thx
How do I make a gun?
I want to make a game that has the character spawn with a gun instead of a hand or maybe a gun that you can pick up.
I have a gun model but no clue how to make it shoot when you press the trigger on your vr controller
I'm using oculus XR
read the docs for the input system package, it explains how the action system works
? I'm new so have no idea what you mean
go for the unity fundamentals then. You'll find a lot of videos on unity learn that teaches you how the editor and engine works
right now you're kind of trying to run a marathon before you learn how to walk
Does it teach me how to make a gun.
Ik the fundamentals just not the code.
no, it teaches you the thing that you need to know in order to learn the thing you need to know in order to learn how to make a gun
if you knew the fundamentals, you'd know how to write the code for it
Well clearly I don't know the code. So instead of repeating yourself, maybe give the link or instructions of where I can find the information I need.
https://learn.unity.com/ the first 3 pathways teaches you the basics of unity. Then read this https://docs.unity3d.com/2022.2/Documentation/Manual/index.html (yes, all of it). Then there's https://docs.unity3d.com/Packages/com.unity.inputsystem@1.4/manual/index.html
Thank you.
this assumes you're proficient in c# already, otherwise you want to look that up on Microsoft's docs
Ok. I'm not proficient in c#. The only c I know is for Arduino and I doubt that'd apply here.
so I'm using "XR Interactor Line Visual" and "XR Ray Interactor" so that I'm able to interact with things in VR, however no matter what I try to do the interactor line is always stuck on yellow, which is the blocked color meaning I can't interact as something is blocking the way
However I don't know what and I already told the script to only raycast mask towards UI, however that didn't do it either.
Any suggestions?
Using standard XR Grab Interactables with OpenXR, how can I fix this latency when moving an object?
Nvm, i solved it
im using unity openXR plugin and I have been trying to fix this all day but I have a static class for both my right and left hands to make inputs super easy to call however even when i am pressing the button it returns nothing but false please help me I have asked stack overflow valem and anywhere else I can think and nothing. I have made sure im using the right input system I have tried debugging my target device and it says its a UnityEngine.XR.InputDevice and I have also made sure the script is active when i call it and lastly I tried debugging it in my static script and the accytual common usage returns false. im on quest 2 please help here is the script with the helper
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;
public static class RightHand
{
private static InputDevice targetDevice;
static RightHand()
{
TryInitialize();
}
private static void TryInitialize()
{
Debug.Log("ran inital");
List<InputDevice> devices = new List<InputDevice>();
InputDeviceCharacteristics rightControllerCharacteristics = InputDeviceCharacteristics.Right | InputDeviceCharacteristics.Controller;
InputDevices.GetDevicesWithCharacteristics(rightControllerCharacteristics, devices);
foreach (var item in devices)
{
Debug.Log("ran log");
Debug.Log(item.name + item.characteristics);
}
Debug.Log("right controler characteristics" + rightControllerCharacteristics);
if (devices.Count > 0)
{
targetDevice = devices[0];
}
Debug.Log(targetDevice);
}
public static bool AButtonDown()
{
targetDevice.TryGetFeatureValue(CommonUsages.primaryButton, out bool primaryButtonOut);
if (primaryButtonOut)
{
return true;
}
else
{
return false;
}
}
}
Hey Titan.
If youāre trying to get other input buttons instead of Grip and Trigger (Such as the A, X, Y or B buttons) this tutorial should help.
If this is not what you wanted I apologize.
REVISED VIDEO WITH BETTER AUDIO - https://www.youtube.com/watch?v=RLYBtpr5S8Q
Learn how to get your character moving in Unity using UnityXR and built in components and scripts. Learn how to expand upon the new input system to create a Wrist Menu that can be displayed using the Start Button on the Oculus Controller
Version
-XR Interaction Tool...
You donāt need to use the exact buttons the guy used in the tutorial, it could be set to anything the Vr controller has available
And it doesnāt need to be a wrist menu either
Hope this helps!
Thank I will definitely give it a look however I was looking for all buttons that was only one of the functions in my helper class I have one set for all buttons
And they all have the same problem
For some reason when I build my game for the oculus quest 2 one of my hands child stays at the original position and the other hand has the child connected to it but not at the location of the game object
Hey guys, I want a reticle of rays for UI, but I think it only takes gameObjects, how can I provide a sprite to reticle, or is there some other way to do this?
it is trigger button of quest 2 controller
i did that using code
Just read out the float value of the triggers
yes i did that i got result as i wanted but there is problem with the new input system
when i registred callback it work on started but on preformed callback keep firing for a while even when i release the trigger after about 3 seconds
and on canceled fire after on preform stop firing
it is like when i press the trigger i can't press it again until after about 3 seconds
i tried TryGetFeatureValue it work better then the new input system
that's interesting, can you guide me a bit, or can share any doc or video regarding to this reticle
well that is easy let me copy my code here
sure thanks
[SerializeField] private XRRayInteractor rayInteractor;
[SerializeField] private Image Cursor;
void Update()
{
RaycastResult res;
if (rayInteractor.TryGetCurrentUIRaycastResult(out res))
{
Cursor.enabled = true;
Cursor.transform.position = res.worldPosition;
}
else
{
Cursor.enabled = false;
}
}
Thats why I say read out the float value. Then you can check yourself it's over 0.5 and add timers after that and stuff. Just don't handle it as a button, but as a float input
yes it works now , i wonder why new input system does not
Do you have the latest version of the input system?
It does have some unique finctionality sometimes yeah, that's true
i just check it look like i can update am running on 1.4.3 and the new is 1.4.4
nothing changed after update
6 seconds to fire canceled
Hello, I have been designing a vr game like gorilla tag and seem to be doing well! I am quite new and not know much about game scripts. I have encountered a small problem about scripts. I have made my own model in blender and I have imported it into unity, I have used a script called āFastIKFabricā and in the tutorial it says that I need to put the script on the hands. I put the script on the hands but it says āCanāt add script component āFastIKFabricā because the script class cannot be found. Make sure there are no compile errors and the file name and class name match.ā Iām not too sure what it means and any help would be much appreciated.
The name of the script needs to be the same as the class name, at the top of the file. You also can't add scripts if you have compile errors in any other script
help\
The problem explain it self you just need to use xr origin instead of xr rig component
hello, I wanna get a cable to be able to playtest in VR directly in the editor, are 3rd party cables alright? can anyone give some info on them? not really feeling like spending 90quid on an oculus cable š
Yes, but they need to support a certain bandwidth. There are videos and articles with recommendations
my controllers are not picking i have used the xr rig and the model i have assigned to the gameobject with the xr controller componenet which is parented to the camera offset is not moving with the controllers
Every time I try to patch to my headset it says this
are you using a quest 2?
if so, set your OXR version to 1.2.8
ok
i cant seem to find anything about oxr was that possibly a misspell
uh open xr? the thing you used to make an xr rig?
oh ok
Is anyone interested in helping my out on testing a game I'm working on for the Quest 2? I would prefer voice chat, and maybe even streaming while testing, but it's not required.
My controllers are screwed so I unfortunately cannot do it myself
im currently trying out vr games and i do not understand how to connect my headset to my unity project in order to see the project on my headset
anyone can help?
project settings > open xr interaciton manager (or something) > set OpenXR as default > go down to the OpenXr dropdown setting, set oculus to default if you're using oculus
shouldnt you do OpenXR on android and for pc?
cause im gonna upload the game to app lab
for oculus but im just trying to be able to see the project in my headset
wait, no, oculus on android, OXR on pc
you're using a cable/airlink right?
otherwise, you can plug in your headset and build the game, it should show up on "unknown sources" on the search folder in the library
how do i change the versiom
is URP a valid idea for VR?
I've seen a lot of posts saying they lose a lot of performance when they do so
they however are quite old answers (10 months ago) and I was wondering if they have improved it
anyone knows how to stop the VR joysticks to grab objects with the XR plugin ?
no ? :'c
anyone knows an asset or model with animation that have hand and controller that follow your controller feedback like in the default oculus menu ?
https://forum.unity.com/threads/controllers-not-tracking-moving-from-origin-openxr-interaction-toolkit-2-0-2-oculus-integration.1296171/ one of the comments pretty far down has an answer
like change which input activates a grab?
i use the joysticks to teleport and the grip buttons to grab, but the ray interactor to teleport would also grab objects, and i didn't want that, but actually i just found out how to solve it, i set up a new interaction layer, and set it on the hands and objects, while not setting it on the ray interactor, and it worked !
oh, nice
my teacher is strong
how can i make a smooth turn?
Go to your XR rig and add the component 'XR_locomotion_smooth_turn' or something similarly named (I can't remember it off the top of my head)
theres no such
Do you have the XR interactions toolkit and XR plugin manager installed?
yes
i found it
continious
Oh, good
the OneGrabRotateTransformer seems to only allow rotation around one axis, is there a way to allow rotation around 2?
So I'm having a problem where my fog is using Exponential mode, and it renders fine on PC
But whem I export to Quest 2 / apk it has a problem where the terrain isn't affected by the fog, any suggestions?
when i try to move my vr apk it says file not found check the file name and try again
im having these errors when trying to build my game for android
Still have no clue how to fix this
In VR, UI input field's don't have blinking cursor when selected/checked how to get it?
good morning. where is it possible to find animated Oculus Quest Controllers to use instead of hands in a VR scene? I specify that I'm using XR Interaction Toolkit.
You can get them from either the Oculus Integration asset or from SteamVR, somewhere in its folder structure
Ok. Does downloading these resources affect the project in terms of its size and usage? Or does it still make sense to have them available, no worries?
Any files will add to the project size, but you can just import, extract what you need, and then delete what you don't need
Hi, does anyone know if it is possible to get the camera output from a Vive Focus 3 and if so how? I know it's not supposed to be possible for privacy purposes. But accessing this data would help me so much, so if anyone know a way to get that let me know please!
I suggest asking on unity or vive forums
my vive forum post has been pending approval for the last 24 hours, the vive support is lame when it comes to technical questions and my reddit posts are answerless :\ I'll try unity forum anyway..
from what i can read on the Vive forum the SDK did explicitly remove the functionality to get access to the camera data. so no luck without rooting the device and doing some major sketchy stuff.
ye that what I was wondering and stumbled across :/ that's a shame
could probably get it done with a custom sdk and possibly a custom driver
but not useful outside of a personal science project or something like that
yup, unfortunately it is for a commercial project
Anyway I downloaded the SDK package and then found the quest 2 controllers prefab. They are great, equipped with animation. The problem is just the latter. It seems to be connected to the prefab but when I go into play mode, the controllers are stationary with no animation. How should I proceed so that they can move when I press the buttons. Thank you.
is there a way to force oculus interaction grab to respect joints?
hi there
if someone can help me it would help me when i try building my vr game i get this UnityEditor.BuildPlayerWindow+BuildMethodException: 5 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002da] in <f7044ab663d344a2badf1160e57d1c1d>:0 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <f7044ab663d344a2badf1160e57d1c1d>:0 UnityEditor.GenericMenu:CatchMenu (object,string[],int)
Dm Me For More Info If You Want To help
Its For A Gorilla Tag Fan Game
Post the 5 errors mentioned if you want support
And then the full errors
Sorry im kind of New
That's okay
An asset is marked with HideFlags.DontSave but is included in the build:
Asset: 'Assets/Resources/PhotonVR/Assets/PhotonVRLogo.png'
Asset name: PhotonVRLogo
(You are probably referencing internal Unity data in your build.)
UnityEditor.GenericMenu:CatchMenu (object,string[],int)
Assertion failed on expression: 'm_LockCount == 0'
UnityEditor.GenericMenu:CatchMenu (object,string[],int)
Building - Failed to write file: resources.assets
UnityEditor.GenericMenu:CatchMenu (object,string[],int)
Error building Player: 3 errors
Build completed with a result of 'Failed' in 29 seconds (29376 ms)
UnityEditor.GenericMenu:CatchMenu (object,string[],int)
Did you follow any guide?]
Yes
Which one?
And does the error happen when following the guide or when you were adding onto it?
Yeah but after the guide or when you were adding more to it?
I am a Gorilla Tag VR Youtuber.
If you want to talk to me, join my Discord server: https://discord.gg/jteqwRrQvx
Buy my merch: https://bawesomes-store.creator-spring.com/
Not Really
Only Editing The Map
I Was Adding A little More But I Tried Doing Only The Tutorial Stuff And I STill Get this Error
Ive Had This Error For Months So I Really Hope i Can get This Fixed
Seems to be an issue with photon. Do you use the same version as him
Maybe ask him on discord
Otherwise unity forums also could be of help
Ok
Thank You So Much You Fixed my issues!
What was it?
Photon Imageš
Has anyone had success with finger tracking with VIVE headsets with OpenXR?
The sample from the VIVE plugin seems to have issues for me. The hands are far away from the headset, seems like an offset issue.
sounds like a mesh/rig issue rather than a tracking issue
It just seems weird that the sample is so off
So this sample is similar to this but slightly different. This tutorial is not written very well and I don't see how it is supposed to put the hands relative to the headset
I have an issue with the TrackingOriginMode setting on the XRRig script, if I set the enum to Floor, I get the expected behaviour with 6DOF, but if I set it to Device and the Y offset height, I get into a situation where the movement of the head moves the entire world around. I expected it to behave like Floor except that it locks the camera to the specified height
Hey guys i have Another Issue
Its With My camera
its Like WAY BEHIND THE Player
In the Walls
Is there an issue with the Device flag or is it by design
is it set correctly in the hierarchy?
can anyone help i never used unity
How to duplicate a unity project?
anyone wanna colab and make a vr game together? I am new and still learning but it would be nice to have a partner help me out through making a game. The game doesnt have to be released or anything but i just wanna have a partner that can teach me some stuff.
there are a plethora of videos online to help (I suggest the one from Valem Tutorials, it's up to date and guides you through it)
bruh
Hi, can someone confirm (or not) that the scrolling with joystick (scrollrect, scrollview, xr interaction toolkit) is not implemented ? Or tell me, please, how to do that ?
I am on Oculus Quest, everything works fine, except I cannot find how to scroll with joystick
Ok I made it myself ^^
hey everyone. i need some help with my application on oculus. everytime i try to record a video ingame it says "this content can only be played in your headset" i have no idea how to fix it.
oh i forgot the game is also on applab.
Hi, I am currently working on a holster system using XR's built in interactable system, but I cannot for the life of me figure out how to make it unholster any help would be appreciated
public IEnumerator HolsteredGunRefresh(XRGrabInteractable interactable)
{
interactable.enabled = false;
Debug.Log("Balls" + interactable.name);
interactable.selectEntered.AddListener(HoverListener);
yield return new WaitForSeconds(0.5f);
interactable.enabled = true;
}
private void OnTriggerEnter(Collider other)
{
if (other.GetComponentInParent<Gun>() is Gun gun)
{
StartCoroutine(HolsteredGunRefresh(gun.GetComponent<XRGrabInteractable>()));
Debug.Log("Gun Holstered");
storedGun = gun;
gun.transform.SetParent(gunPoint);
gun.GetComponent<Rigidbody>().isKinematic = true;
foreach(Collider collider in gun.collider)
{
collider.gameObject.SetActive(false);
}
gun.transform.position = gunPoint.position;
gun.transform.rotation = gunPoint.rotation;
}
}
How do you record it?
Cant you just use a socket?
The built in way to socket things in XRIT :p
on oculus, when you press the home button during a game, there's a little record button
And where do you get this error exactly?
When opening on windows? Or something else?
A screenshot would be helpful if possible
it's probably an oculus permission problem
Yea I know but canāt even find the project folder
check where unity by default saves your projects, maybe it'll be there (unless you remember purposely installing it somewhere else)
I have this very strange issue, sometimes when I build for android (using command line arguments) the game builds in VR mode, but sometimes it builds in 2D mode. I am not sure whats going on. I am switching between different plugins when building, overwriting the AndroidManifest and disabling plugins not applicable for the target device. Is there something going wrong here?
The weirdest part is that I am not actually changing anything in the manifest between builds. I just replace it with the relevant manifest when building for the specific device
I decompiled the apk of a build that worked and a build that did not work. And there is a clear difference in the android manifest files. Seems all plugin content was written into the manifest for the one that works but not for the one that does not work
I can not figure out whats going on here
Could there be something as simple as if the AndroidManifest is open (like in VS or something) that unity can not use it?
I am going to test this but I figure someone here may have encountered this before
hello
Guys.. I let a version on Google Play which plays with ARCore, yet while it is on my phone - all working well, but the version from google play seems like freeze when enter in AR mode
maybe it is something related to camera persions or something.
Do You had this issue, and how did You solved it ?
idk but this seems like an #š¤Æāaugmented-reality problem
send it there. sorry for wrong place
When the color passthrough API is ready in q1 2023 for the Pico 4? I have a roadmap but one quarter could be long https://bytedance.feishu.cn/docx/doxcnWWl9pXkctpCXfNpOT9sgTc
Will it more likely to be next week or next month?
There is Q3 2022 stuff which also isn't ready yet, so expect it to be more towards the end of Q1 2023 (I do expect them to deliver on this one with more ar headsets entering the market)
@narrow patio
Ah okay
But you can always ask on the pico dev forums! If more ask it might come faster due to demand :p
Maybe I will...good advice
Could it be that Pico granted access to it already for other 3th part developers?
Not sure, some apps do seem to have AR support indeed, but haven't seen anything public
So probably under NDA if so
Which stands for?
Non disclosure agreement
Basically they can't say anything without breaching contract
You mean devs?
Yeh
But pico forums are the best place to probe. Feel free to ping me if they actually give useful info!
Ah ok..if they granded them..it would mean it should be almost done to develop it probably..right?
I can't give an answer, sorry
You have a link of Pico's forum?
Hi, can you show us your inputactionproperty ? The performed action execute only when all conditions of your inputaction are met. If you have a "hold" condition in your inputaction, wasperformed will be true only in the frame when hold is met.
I am working on some base VR systems, but anything with colliders seems to push the player very forcefully, how should I go about fixing this?
most of the time you don't want the player to react to collisions. vr games typically have more in common with point&click adventure games than anything else when it comes to interaction design
yeah alright, I will take a look into layers that work with that in mind
But how do i give the permission to the Application
its a platform setting and gets generated in the manifest
Do I need to login with my Pico account?
Primary account linked to my apps etc...
I think so?
I'm auto signed in
Hey, I'm hoping someone can help me out. I am using XRToolkit with a full body rig. I had everything working except Twist Corrections were whack. I decided I wanted to upgrade my model anyway so used CC4 and imported a brand new rig. Now the hands aren't tracking properly. I THINK the issue is the local rotation of the hand bone in the model is different than the controller. I have tried to correct for it for a couple days but can't figure it out on my own. Can anyone offer any advice?
^basically I will rotate my wrist but in the game the wrist will bend forward or back. It seems the axes are just not corresponding to each other
Are you on the latest version of the oculus integration (delete and reimport to be sure) with the latest available version for your unity version?
Hey all, for some reason with this code the transforms copy the movement within the rig, but it wont copy the movement of the rig itself, meaning it stayes around 0,0,0 and just copies the movement of the player ```
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;
public class NetworkPlayer : MonoBehaviour
{
public Transform Head;
public Transform LHand;
public Transform RHand;
//public Transform HeadTarget;
//public Transform LhandTarget;
//public Transform RightHandTarget;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
MapPosition(Head, XRNode.Head);
MapPosition(LHand, XRNode.LeftHand);
MapPosition(RHand, XRNode.RightHand);
}
void MapPosition(Transform target, XRNode node)
{
InputDevices.GetDeviceAtXRNode(node).TryGetFeatureValue(CommonUsages.devicePosition, out Vector3 position);
InputDevices.GetDeviceAtXRNode(node).TryGetFeatureValue(CommonUsages.deviceRotation, out Quaternion Rotation);
target.position = position;
target.rotation = Rotation;
}```
They all are under a gameobject for most setups. And this object is moved when the player moves in-game.
can i add these settings?
sure, that's what settings are for
when i test my game everything is invisable
Got this error when trying to upload my build to the Meta Developer Hub, any ideas? I can't find anything named "minSdkVersion" in the AndroidManifest.xml file.
Ok so I found the problem, however now I can't get the project to build whenever I use a keystore
Thx a lot, already fixed
you should take a look at google's android docs, so you understand how android apps work and what the manifest does
is there a way to have collisions without using a rigidbody (note: this is for multiplayer web xr game that uses photon)
You can do manual queries with the Physics class @runic holly
OverlapBox, OverlapSphere, raycasts, and more
If doing this a lot doing the NonAloc version might be beneficial for less garbage allocation
What can I use to make it so the user cannot see anything, this is for when the player looks through a wall I want to put the screen black
Black canvas?
Has been done a lot, so google or youtube also might help
Canvases dont work in vr?
anyway I figured that I could just put a quad infront of the camera and change its opacity
Google 'vr screen fade to black'
Yeah I figured it out
This would show results not working for vr
and the results when you put vr were useless
https://youtu.be/OGDOC4ACfSE
https://youtu.be/JCyJ26cIM0Y
https://github.com/OSVR/Unity-VR-Samples/blob/master/Assets/VRSampleScenes/Scripts/Utils/VRCameraFade.cs
Some things that might get you started!
Greetings! Let's create a Screen Fader for Unity's Universal Render Pipeline. We can use this Screen Fader to fade while teleporting, or in between scenes.
GitHub:
https://github.com/C-Through/XR-URPFader
Support my work, and get access to source code!
https://www.patreon.com/VRwithAndrew
Using multiple scene is a great way to better organize and optimize your VR game. But how can you go smoothly from one scene to another without breaking the player's immersion ? This is what I'll show you in this unity VR tutorial.
ā¶ SUBSCRIBE : http://www.youtube.com/channel/UC-BligqNSwG0krJDfaPhytw?sub_confirmation=1
ā¶ PATREON : https://www....
Yeah I said I did it now š
šš
Specifically regarding VrChat - How do I make toggleable things that stay in a specific spot in the world?
I suggest asking in the VRChat community
apologies for swearing but how can i fix this?
start with a working sample, diff with your game and apply changes until it breaks, undo the breaking change and do something that works instead
Might also be a performance issue
Attach the profiler to check that (or OVRMetrics)
Greetings!
TL;DR I have an XR Interaction Manager being created automatically (and I don't want it to.
This is a Photon Fusion Project.
My player prefab has an XR Origin and an XR Interaction Manager on it, but both are disabled when player gets instantiated (because scene can only have one at a time, and I will activate via script once I determine its the local player)
But, I'm noticing, as soon as the player is network instantiated, an XR Interaction Manager is created automatically in the hierachy. Whats up with that?
just tried to build my project for the first time but have no idea what these errors mean, any help?
Hello,
I'm actually trying to connect the headset htc vive focus 3 with a arduino Uno Rev3 and a Arduino Nano 33 IoT. For the arduino Rev3 i use a HC-05 module for the bluetooth and for the Nano 33 IoT, the bluetooth is native and does not the classic bluetooth but the BLE (bluetooth low energy). I actually don't know what is the better solution between classic bluetooth and BLE but actually i have a problemes with itch one.
I actually want to recover some value of other sensor and use the value to interact with my project. My project is in Unity 2021.3.16f1 and i use a package to use bluetooth with unity. The current package i use is this one : https://assetstore.unity.com/packages/tools/input-management/arduino-bluetooth-plugin-98960
For the arduino Uno Rev3 and the classic bluetooth, in my headset i can see the device in the list of the other device connect or can be connected but when i click in it to connect my device something pop on my screen in 0.1sec and disappear. And of course my device is not connected. I don't know what to do next to solve my probleme with this one.
For the arduino nano 33 IoT, it's actually connected to my headset but the problems is more complexe, when launch my project the unity logo pop like always but after that i have something really odd on my headset. I have a white screen upside down split in two , itch part on itch eyes, curves by lentils. I have try to read the text print in it and i suppose is a list of the bluetooth device but unfortunately i can interact with it. I think the probleme can be from the manifest i need to use with the package i current use. I give you a copy.
If you have a solutions of my probleme, thanks for your help. And sorry for my bad english, i'm french after all !
https://www.youtube.com/watch?v=RVtAD_q0Jtw&ab_channel=DevDunk
Do this or simply update to the latest version and that should fix it
Unity 2021.3.6f1 and other Unity versions get the error when building to Android Devices:
"FileNotFoundException: Failed to find $C:/Program Files/Unity/Hub/Editor/2021.3.6f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\GradleTemplates\mainTemplate.gradle"
In this video, I will show you how to fix this issue to build to your Android.
Origin...
sounds like an issue on the photon side. normally you have to create the manager manually
Hi guys, I'm setting up input support for various HMDs, I'm on Unity 2019 LTS.
The issue I have is the features provided in the OpenXR Project Settings seem lacking compared to elsewhere. See images.
I'm missing the features listed in the Unity docs and in a few other tutorials I've viewed today.
How can I get these?
Do I need them, are the interaction profiles enough, are the docs/tuts outdated?
It seems they've moved. As the things I'm missing "Controller Profile"s are now up in the "Interaction Profiles" are not under "Features"
Can someone confirm it's just a settings UI change and not something I am actually missing?
I think thats some old docs. You just have to add the controller profile and then it should work @faint mantle
Amazing, thank you š
Do you have a link to the docs?
Docs: https://docs.unity3d.com/Packages/com.unity.xr.openxr@1.1/manual/features.html
A tutorial I still had open: https://youtu.be/DQAwRnGAHoU
That was on an old version š¤¦āāļø sorry, didnt spot it
Having a weird issue using the UI in unity, these few buttons automatically show up as if they're selected upon launching the game and two of them will not turn back even after selecting and deselecting them. Any ideas?
does anyone know how can i stream intel realsense camera data into my oculus quest 2 using unity?
any previous work or any recommendations
agora-rtc
So I am using the Oculus Integration SDK. I need to lock the position of the camera as I am using a 360 video, so I have unchecked the Use position tracking on OVR manager which works perfectly, however, the root position of the controllers is still moving based on the movement of my head, any ideas how to lock the root position of the controllers?