#šŸ„½ā”ƒvirtual-reality

1 messages Ā· Page 7 of 1

tender zephyr
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Yes correct it does it with all children, so today I will look into it. Probably a really simple fix tho so who knowsā˜ŗļø

floral lichen
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Has anyone had strange behavior on grabbed XR Interactables that contain multiple colliders?

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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

tiny niche
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same with the object on the ground, it doesn't need any interaction behaviors that you'd normally use while its being held

heavy geyser
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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!

floral lichen
storm ether
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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

limpid totem
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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

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Any Idea what can cause this ?

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Nevermind, I certainly did something wrong

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Yep, I had set the Checkmark as Target Graphic instead of Background Image

tiny niche
storm ether
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i mean how to fix

tiny niche
storm ether
daring patio
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Is there a way to clean the project of assets I don't use?

daring juniper
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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.

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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.

tiny niche
tame bane
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Thx so much

unkempt breach
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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

cinder quiver
oak ermine
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How does one go about linking unity to my headset (wirelessly) so I can get debugger feedback from tools like the unity profiler?

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my quest 2 connects wirelessly just fine to meta dev hub and sidequest so what is unity's problem?

cursive sphinx
unkempt breach
unkempt breach
daring patio
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good morning guys! but is it normal that the simulation with the cable link glitches a bit?

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I plug in the Quest 2, play. it starts in the viewer and sometimes it jerks and visually glitches. šŸ˜“

north path
north path
daring patio
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one moment

oak ermine
daring patio
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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.

daring patio
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It's weird, from the visor it looks worse. Not in the video i think.

daring patio
daring patio
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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?

north path
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Maybe a uv issue I'm guessing

daring patio
daring patio
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and in case they go missing, how do I raise or repair them?

north path
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Depends on your model tbh

daring patio
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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 😭😭

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damn

unkempt breach
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using this model and a shader that uses object position for determining height, it causes this

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the expected result is

quartz slate
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mesh is probably rotated strangely

unkempt breach
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possibly

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I wouldn't know how to fix it though, any ideas?

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I did pretty much what you did on the GIF, thanks btw

quartz slate
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in blender, try rotating it in object mode, then use ctrl + a, and select apply rotation and scale

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then re-export

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there are also export settings

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"use custom scale" is one that can help

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basically just fiddle with them a bit until you get a working rotation; the blender -> unity pipeline isn't perfect

unkempt breach
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in Blender?

quartz slate
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yea in blender

unkempt breach
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alright thanks

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ok now it's like this, should I subdivide more?

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I'm guessing it's the scaling of vertices

quartz slate
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yea might be a scaling thing

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there are also scaling options on the import settings of your mesh in Unity

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but also check the settings around the fbx export

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@unkempt breach

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these are the things you want to play with

unkempt breach
tame bane
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where do i do that ig

floral lichen
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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?

tame bane
floral lichen
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@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

tame bane
floral lichen
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@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

limpid beacon
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can anyone help me with a problem

unkempt breach
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Can you not go friend requesting people for help? Just google or ask a specific answer

limpid beacon
north path
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@storm ether look for guide on YouTube. Justin P has good guides

floral lichen
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@limpid beaconis it possible a script is changing the rotation of your camera or player?

tame bane
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That’s inside the xr origin

storm ether
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can anybody help me? my left eye covered with something white i cant see anything with it. Right eye works good.

worthy mortar
tame bane
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Ye it should be the other option cause we’re special

quiet lynx
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Yo is it possible to make a overlay app on quest 2 and have it active while you play games?

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like the fitness app they have with calories?

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and if it is possible can someone point me in the right direction

buoyant jolt
# quiet lynx Yo is it possible to make a overlay app on quest 2 and have it active while you ...

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.

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Actually, a better option is probably to dissect their FPS overlay tool from ODH/MDH

quiet lynx
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havnt used android studio whats it like? im very new to development

buoyant jolt
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I'll just leave this at you are exploring a very hard topic for the Quest

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But (maybe) not impossible

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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.

quiet lynx
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something to look into but YUR Fitness from side quest is the app im refering to

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ill look more to what they did I think as they have successfully done it

tame bane
storm ether
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anybody had this warning when you tried to upload your game to Meta AppLab?

storm ether
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also this-

gray estuary
# storm ether 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.

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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

storm ether
gray estuary
tiny niche
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my guess is something is off in the collider hierarchy

gray estuary
# tiny niche i'd compare your setup with one of the unity samples

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 šŸ¤”

tiny niche
gray estuary
tiny niche
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then it wasn't working

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andrew probably uploaded a sample that you can diff with

gray estuary
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He only sent the script link, I will check the github repo to see if there was a project

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There is only a script, no public project

tiny niche
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then google around a bit and you should be able to find a project somewhere that uses the feature

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its a bit unfortunate that the unity docs only tell you what buttons to push and not what a working result looks like

daring patio
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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?

tiny niche
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and that device is probably your pc and the issue is probably software related

daring patio
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so I have to do a factory reset?

tiny niche
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i think that's a bit extreme to do to your pc

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but if nothing else works...

daring patio
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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.

daring patio
tiny niche
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like i mentioned earlier, it's probably not the quest that's the issue

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you probably have a software/driver issue or hardware issue

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hardware issue is usually bad usb connection or gpu that can't handle it

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but it could also e a broken launcher install or your windows installation is busted

daring patio
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I just installed the oculus adb driver 2.0, downloaded from the meta site

tiny niche
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since its a generic error, you basically have to check everything

tiny niche
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adb is for deploying/debugging android apps

daring patio
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okok

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I'll try reinstalling the oculus software.

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also because if it were hardware, the front usb ports shouldn't even work with anything else and instead they work perfectly.

gray estuary
tiny niche
storm ether
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Help? Meta quest dev. hub

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i added this into my manifest but it doesnt work i dunno why

storm ether
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@tiny niche hello, sorry for a ping, but can you help me with my issue up?

tiny niche
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but when you have all the right settings, it should just work

storm ether
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bruh i get 25 errors like this from oculus integration

storm ether
daring patio
daring patio
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i have a little problem 😦 ... 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. 😭😭

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What do you think this may be due to?

north path
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Check the profiler if it's PCVR @daring patio

sleek iris
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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?

storm ether
sleek iris
storm ether
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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.

sleek iris
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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.

pine bison
sleek iris
pine bison
storm ether
daring patio
north path
daring patio
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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.

tiny niche
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but you still need to be profiling to figure out where your bottlenecks are

daring patio
tiny niche
daring patio
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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 😦 😦 ...

north path
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That's a GPU bottleneck for sure.
Not sure what you mean with the simulation and menu however.

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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

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@daring patio

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And run the profiler in Unity as well, not just ovr metrics

daring patio
daring patio
daring patio
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How can I send the Profiler here?

north path
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Run the profiler while connected to the headset. So you can benchmark on the device. Google how to profile on android @daring patio

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Maybe check out the performance optimization ebook as well

daring patio
floral lichen
floral lichen
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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

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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

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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

tiny niche
tacit quartz
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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.

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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 ?

storm ether
daring patio
storm ether
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Okay thanks

floral lichen
rain lotus
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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)?

rocky meadow
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hey

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I dont know if this goes here but

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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)

pine bison
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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

rocky meadow
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hmmm

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is it possible in unity?

tiny niche
rocky meadow
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how

tiny niche
# rocky meadow 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

rocky meadow
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so I have to make the capturing of the hands by my own

tiny niche
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if you start studying the tech required now, you can probably figure it out before 2035

rocky meadow
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hmmm

tiny niche
rocky meadow
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:(

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Im struggling with a simple platformer

tiny niche
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if you want to piece together components, you should stick to doing things that mainstream games do

rocky meadow
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what is it????

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what do they do?

tiny niche
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seriously? play some games and you'll start to recognize common gameplay elements and features

rocky meadow
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oh thats what you mean

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use

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KEYBINDINGS

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🤢

tiny niche
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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

rocky meadow
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ok

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im gonna try doing normal stuff

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thanks

tiny niche
rocky meadow
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?

tiny niche
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think about a game that doesn't stand out, has nothing special or unique and isn't complicated. Then try to replicate that

rocky meadow
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ok

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but then my game isnt special

tiny niche
rocky meadow
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but then everything will be based on grafics and stuff because gameplay is the same as every other game

tiny niche
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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

rocky meadow
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ok

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thanks

onyx blaze
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Hey guys, recently ive attempted to create a test build for my VR game

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when i tried, it gave me these errors

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It says something about a Bee Post Processor, even though I have post processing turned off in my URP module

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Has anyone else had this problem? And can anyone please help?

north path
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Which unity version?
Build for pc or android

limpid totem
onyx blaze
onyx blaze
north path
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Also will get a good performance improvement for android with upgrading

frozen idol
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Anyone here able to help someone trying to upload a avatar for there first time to VRChat

frozen idol
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Uhhh I tried

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Like I’m having one simple issue I think the prefab.Unity3 does not exist thing

tiny niche
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and read the manual

neon raven
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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

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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. I’m open for any suggestions

vestal galleon
# neon raven If someone has a minute i am having some serious issues getting my Quest 2 to lo...

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 šŸ¤”

neon raven
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i kept scrolling past it on accident too but it didnt fix my issue at all 😦

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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

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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

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even unity link doesnt seem to work

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absolutely very frustrating

vestal galleon
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the default orientation in newer

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I've been at it for like 3 days, plz don't laugh crygebed

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First day was charging my controllers individually and having them both above 30% to get an update before I could do anything

neon raven
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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 😭

vestal galleon
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I think I'm using a broken scene or something

neon raven
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if you really want to rule stuff out try making a new project and see if that loads on your quest

vestal galleon
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I did try that, but I don't really know what is suppose to go in the scene for it to be functional

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I've done unity dev before, but not setting up this VR stuff

neon raven
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yeah i'm in the same boat

vestal galleon
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I think the link works, but the build is just broken

tiny niche
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@vestal galleon did you include the scenes in the build? and always make sure you have 0 errors before you start debugging things

vestal galleon
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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

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I think If I just build, there are no errors

neon raven
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@vestal galleon

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its under player -> resolution and presentation

vestal galleon
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ah, that's probably why I missed it, I only looked in other settings

neon raven
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yeah its not easy to find

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i hope that fixes urs…

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😭

vestal galleon
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I'll check, but that "the world beyond" repo appears to be connecting to the headset, maybe it could be a start for you?

vestal galleon
neon raven
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lucky...

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glad it worked though :3

onyx blaze
onyx blaze
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Just sideloaded it: it worked!

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Anyone know the best graphics settings for making a Quest game?

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I’ve noticed that the quality and resolution of mine is very VERY bad and pixeled

uncut sand
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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

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Deadline in 1 hour and ~40 minutes, eeh

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If you know the answer, please @ ping me

storm coral
# uncut sand I have Oculus Quest 2. I am trying to set up simple hand grabbing. I've tried so...

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

PREVIOUS EPISODE : https://youtu.be/9pVdiBogmew
NEXT E...

ā–¶ Play video
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(you might have to start at an earlier lesson, this one just covers picking up objects)

uncut sand
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@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?

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I switched to legacy LibOVR, if I do so

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I get this error

storm coral
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I had the same problem then this worked

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you're using cable/airlink right?

storm coral
uncut sand
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hmm. I'm on cable.

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I can get back to XR and try this

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now

storm coral
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yeah it's a bit tedious but I just messed around with settings enough till it worked

uncut sand
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hmm do we have different versions? It says Oculus OpenXR

storm coral
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hmm idk, try it out

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I'm a bit new to this, so I'm not expert lol

uncut sand
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does this look right to you?

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yeah, I'll try

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but Im pretty sure I tried it a few hours ago

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yeah, like this it gives me this error

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and crashes unity when I enter play mode

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every time

storm coral
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that's also openXR

uncut sand
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no help :/

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where did you get XR Core Utilities and Legacy Input Helpers from?

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I only found Interaction Toolkit

storm coral
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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

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just without the commas separating them

uncut sand
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Thanks it allowed me to download. However, still doesn't work :/

storm coral
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hmm strange, I'm not sure with how much further I can help

uncut sand
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yeah I went all over the internet I was sitting her for hours

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asked everyone I know that does dev

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Nobody knows

storm coral
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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 šŸ¤·ā€ā™‚ļø

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(+ the little steps I just showed)

uncut sand
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I tried that tutorial before, heh

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whatever is wrong its something specific to my system I think

storm coral
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maybe

uncut sand
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it can be something I did wrong, but if so, I have no idea

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appreciate you trying to help

storm coral
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yeah no worries

north path
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You don't need to use the SpaceWarp part

tiny niche
torn notch
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anyone know how do get a keystore back for app lab

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i dont have mine on my pc anymore

onyx blaze
real vector
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Anyone has any idea what should cause this?

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Look how many variants. It runs out of memory after 10 minutes

north path
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Which unity version? @real vector
And how big is the project/how many shaders are in it

real vector
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Im using like 5 different shaders

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Small project. It has 5 scenes of small maps

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It built fine before. All I did was add a shader to graphics since it wasnt included in the build

north path
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Nope, that's the always included shaders lol
You probably use a looooot more.@real vector

And answer my other question

real vector
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When I add that last shader, that's when the building does strange

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If I delete it then it builds fine

north path
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Easy fix then haha

real vector
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I need the shader though

north path
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Just put it in any object in your scene

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And it will be included

real vector
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The shader is placed in runtime

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Not as default

pine bison
north path
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And can you answer my first question btw @real vector
Which unity version

real vector
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Oh sorry I missed that question

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One sec

north path
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Maybe try the latest 2020 version?

real vector
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ok. ill try that

north path
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And what happens if you don't include the shader in the always included list. Does the object then not render properly?

north path
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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

north path
torn notch
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site

north path
real vector
north path
real vector
storm coral
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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)

neon raven
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apparently it just wouldnt load when using the ā€œnormalā€ oculus xr management thing but works if i use OpenXr šŸ˜‚

blissful minnow
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is there a way to make metals on quest?

north path
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Metals? @blissful minnow

blissful minnow
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yeah

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like making stuff shiny

north path
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Owhh

blissful minnow
#

ive seen some cool textures that are shiny but have an still image in them

north path
#

Not different than any platform

#

It's about the specular and smoothness. Just play around on a material with the sliders

blissful minnow
#

but i can only use the vrchat shaders and they dont look like what im aiming for

#

🄲

#

@north path

north path
#

Maybe bake it into a texture then?

#

For vrchat support ask them

blissful minnow
north path
#

Ask the VRChat community

blissful minnow
#

alrighty

somber pewter
#

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

strong cobalt
#

Unity build not functioning correctly in meta quest 2

limpid beacon
#

I need help

#

Im trying to download photon and when i do it says this

frail halo
#

Don't we all

strong cobalt
limpid beacon
#

no shit

severe saffron
blissful minnow
#

i dont know how to do those

severe saffron
#

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

strong cobalt
strong cobalt
zenith pasture
#

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?

glacial terrace
#

how do I get the gameobject selected by a ray interactor and do something different based on the tag it has?

glacial terrace
#

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?

glacial terrace
#

nvm that doesnt work

tiny niche
limpid beacon
#

Anyone know how to fix where my unity build randomly stops

tiny niche
#

unless its actually random, then you likely need to buy a new pc

glacial terrace
tiny niche
#

check out the escape room sample. it has a bubble gun

glacial terrace
#

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

storm coral
#

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?

north path
glacial terrace
upbeat tendon
#

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=LukeO’Reilly
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.

tiny niche
upbeat tendon
#

@tiny niche Will give it a try

north path
#

Id personally say don't reinvent the wheel, but do what fits your project I guess

north path
#

Yep, so depends what you need

#

UltimateXR is another great alternative and free

VR Interaction Framework, autohands, or Hurricane VR are good paid alternatives

tiny niche
#

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

tiny niche
#

@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

somber pewter
#

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

storm coral
buoyant jolt
#

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

somber pewter
buoyant jolt
#

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.

storm coral
#

otherwise I have no idea šŸ¤·ā€ā™‚ļø

storm coral
#

is the slide set to a low/no friction material?

#

I'd assume so, but just double checking

somber pewter
#

yeah

#

its super slippy for the body just not the hands

storm coral
buoyant jolt
#

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

tiny niche
limpid beacon
#

does anyone wanna play test my game

torpid ginkgo
limpid beacon
#

and does anyone know how to fix game lag?

torpid ginkgo
limpid beacon
#

when I played tested the game it was really laggy

#

if you want to try it out you can

#

@torpid ginkgo u there?

torpid ginkgo
next perch
#

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?

north path
#

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

north path
north path
#

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)

tiny niche
#

@storm ether take a look at unity packages. They're slightly modified npm packages

north path
#

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

bold lintel
#

Hello, why is the GL drawings showing on the right eye only in Oculus Quest provoked by the OnPostRender function? Thanks

storm coral
limpid beacon
#

can anyone test my game out

north path
#

Maybe give some info on time taken, what kind of game, what needs to be tested etc

tiny niche
rain ermine
#

does any1 know how to check what object entered a XR Socket Interactor so I can child it to an empty parent?

tiny niche
rain ermine
#

I did try this but I keep getting this error

tiny niche
#

you should fix your settings as well, since intellisense doesn't seem to be working

rain ermine
tiny niche
#

and if you mess with package code, you need to generate the csproj files to get intellisense working

rain ermine
worthy mortar
#

how can i test my project in vr using virtual desktop?

north path
worthy mortar
#

how can i rnable SteamVR support?

north path
#

Do you use openxr? @worthy mortar

worthy mortar
north path
#

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

atomic karma
#

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?

storm coral
atomic karma
storm coral
storm coral
#

ok so when the player exits the vehicle you want it to stop immediately?

mystic kraken
#

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

storm coral
#

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"

storm coral
mystic kraken
storm coral
atomic karma
storm coral
#

oh that actually sounds cool

#

I'm working on a roguelike where you're climbing a tower

atomic karma
#

nice

atomic karma
storm coral
#

yeah same lol

#

I'm starting with 0 experience but it's been a fun ride so far

atomic karma
#

Same

storm coral
#

next thing I'm going to try to tackle is fixing some collision stuff then proc gen

atomic karma
#

Valem is my lord and savior rn

storm coral
#

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

atomic karma
#

Currently modeling the police station in blender

storm coral
#

good deal (just make sure to set to baked lighting in unity later)

atomic karma
#

thanks, I def know what that means lol

storm coral
#

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

atomic karma
#

thanks!

storm coral
#

^ something I learned a lot about in the unity VR basics course

#

it took me 15 hours to get through but well worth it

atomic karma
#

where can I find thaat?

storm coral
tiny niche
upbeat tendon
atomic karma
severe salmon
#

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?

hazy cosmos
#

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

atomic karma
#

Anyone know a good course for learning the C# I will need for unity. Preferable free?

north path
#

Unity learn @atomic karma

#

And YouTube guides

storm coral
# atomic karma Anyone know a good course for learning the C# I will need for unity. Preferable ...

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...

ā–¶ Play video
somber pewter
north path
#

Which unity version?
URP or built in?
OpenXR or oculus XR plugin?
Oculus integration?
Multi view or multi pass?
Vulkan or opengl?
@somber pewter

daring patio
#

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 😭

somber pewter
storm coral
storm coral
somber pewter
daring patio
#

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.

severe shale
#

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

north path
#

@severe shale probably GPU bottlenecked. You can see in task manager the GPU spikes high probability

severe shale
#

well why is it running at 90+ when the headset is in standby mode

north path
#

Probably not rendering in the headset then

severe shale
#

its using the same amount of gpu power to run both scenarios

north path
#

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

severe shale
#

well ofc

#

and its also running "regularly" is still in VR

atomic karma
#

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?

frail needle
#

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.

tiny niche
#

and if you don't, you should start immediately, before you try stuff and screw it up even more

frail needle
#

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.

limpid beacon
#

can anyone make me a map I will pay

frail needle
storm coral
limpid beacon
#

anyone wanna test out my game?

torpid ginkgo
#

@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.

atomic karma
#

Are there any road packs where I can just drag and drop the different segments to make a roadmap

storm coral
tiny niche
atomic karma
tiny niche
# atomic karma 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
If you want to see more Blender related stuff:
Projects you can download: http://gumroad.com/bbbn19
Current projects of mine: https://twitter.com/Bbbn192

#blender #geometrynodes

ā–¶ Play video
atomic karma
#

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.

tiny niche
sullen dragon
#

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

tiny niche
atomic karma
storm coral
#

jeez I had a stroke writing that first part for some reason

atomic karma
#

so how would I fix that?

storm coral
turbid orbit
#

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

storm coral
turbid orbit
turbid orbit
severe salmon
#

Has anyone here got Final IK VRIK and puppet master to work in vr without jitter?

storm coral
turbid orbit
tiny niche
turbid orbit
#

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

turbid orbit
#

And now it's not loading the newest version into my oculus

north path
#

Any errors?

turbid orbit
#

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

turbid orbit
# north path Any errors?

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

north path
turbid orbit
# north path That's not an error, that's an observation. Errors are in console or logcat. Ar...

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

turbid orbit
north path
turbid orbit
#

Wehere is the library? dumb question but i'm just starting on this

north path
#

Then jf the right scene is being built and you can install it it should update

north path
#

Close the project first

turbid orbit
#

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

turbid orbit
#

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

north path
north path
#

But before building

#

Make sure it works in editor first

turbid orbit
#

and when I lcose the project it closes unity entirely

#

it does work in editor

north path
#

And yes, it's in the folder

#

Not in the unity editor

#

So go to where your project is

turbid orbit
#

What I have built works in the editor but refuses to update in teh APK

north path
#

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

turbid orbit
#

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

rapid rune
#

hey is anyone else getting lag problems when they test a game in steam \

turbid orbit
rapid rune
#

I get this when I try to launch on oculus

turbid orbit
# rapid rune 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

rapid rune
stray coral
#

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?

north path
turbid orbit
turbid orbit
rapid rune
#

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

turbid orbit
#

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

north path
turbid orbit
#

Its not visible at all. it is visible and it does work in play mode

north path
#

Then you are probably building something wrong, having some code which disables it or not putting the app on the headset properly

turbid orbit
#

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

north path
#

I lost you

#

Just put the prefab in the scene?

turbid orbit
#

I guess

north path
#

Or move the gameobject without making a prefav

#

I'm off now, so good luck

turbid orbit
#

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

fresh shale
#

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;

turbid orbit
#

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

tiny niche
#

@fresh shale I wouldn't add components at runtime. I'd swap out the whole object

fresh shale
#

May I try adding the component, enable false, and then enabling it to true when i need it?

#

Would that be any better?

stray coral
#

@north path what about issue #2 is unclear?

#

@turbid orbit Where and when does this popup appear? I cannot see it in my environment.

turbid orbit
turbid orbit
#

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

stray coral
#

@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.

turbid orbit
#

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

turbid orbit
#

Got rid of the C# script and the game went into play mode without any errors

#

Once I have THAT I can move forward

tame bane
#

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

tidal gale
#

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.

limpid beacon
#

can someone make a tree for me?

tame bane
#

tree

limpid beacon
#

can someone help me fix game lag?

full pecan
#

hi

ember gorge
#

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

limpid beacon
#

Can someone help me out

#

My cosmetics dont turn on when i hit the button

cosmic rose
north path
north path
north path
# limpid beacon can someone help me fix game lag?

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)

spiral night
#

As VR developers, is there anyway to be able to ban a device from your game/service?

cosmic rose
north path
#

No one is going to try and properly test out your script as well, so just try it whenever you can

cosmic rose
#

i was just asking for someones opinion

crystal axle
#

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?

north path
#

Do it once and copy paste maybe? @crystal axle

crystal axle
#

Wdym

north path
#

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?

crystal axle
#

I'll try it thx

cursive surge
#

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

tiny niche
cursive surge
tiny niche
#

right now you're kind of trying to run a marathon before you learn how to walk

cursive surge
cursive surge
tiny niche
tiny niche
cursive surge
#

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.

tiny niche
# cursive surge Well clearly I don't know the code. So instead of repeating yourself, maybe give...
Unity Learn

Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.

cursive surge
#

Thank you.

tiny niche
#

this assumes you're proficient in c# already, otherwise you want to look that up on Microsoft's docs

cursive surge
#

Ok. I'm not proficient in c#. The only c I know is for Arduino and I doubt that'd apply here.

lunar dagger
#

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?

sullen dragon
#

Using standard XR Grab Interactables with OpenXR, how can I fix this latency when moving an object?

#

Nvm, i solved it

tidal gale
#

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;
        }
    }
}
frail needle
#

You don’t 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 doesn’t need to be a wrist menu either

#

Hope this helps!

tidal gale
#

And they all have the same problem

strong cobalt
#

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

wet jewel
#

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?

ember gorge
north path
ember gorge
#

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

ember gorge
#

i tried TryGetFeatureValue it work better then the new input system

wet jewel
ember gorge
wet jewel
#

sure thanks

ember gorge
#
[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;
        }
    }
north path
ember gorge
north path
#

Do you have the latest version of the input system?

#

It does have some unique finctionality sometimes yeah, that's true

ember gorge
#

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

fervent dust
#

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 ā€œFastIKFabricā€ 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 ā€œCan’t add script component ā€˜FastIKFabric’ because the script class cannot be found. Make sure there are no compile errors and the file name and class name match.ā€ I’m not too sure what it means and any help would be much appreciated.

pine bison
thin ermine
ember gorge
# thin ermine help\

The problem explain it self you just need to use xr origin instead of xr rig component

runic holly
#

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 šŸ˜…

pine bison
strong cobalt
#

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

limpid beacon
#

Every time I try to patch to my headset it says this

storm coral
#

if so, set your OXR version to 1.2.8

strong cobalt
strong cobalt
storm coral
placid epoch
#

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

storm ether
#

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?

storm coral
storm ether
#

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

storm coral
storm coral
#

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

strong cobalt
fervent latch
#

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

still spire
#

anyone knows how to stop the VR joysticks to grab objects with the XR plugin ?

still spire
#

no ? :'c

gentle stone
#

anyone knows an asset or model with animation that have hand and controller that follow your controller feedback like in the default oculus menu ?

storm coral
storm coral
still spire
# storm coral 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 !

storm coral
#

oh, nice

still spire
#

my teacher is strong

storm ether
#

how can i make a smooth turn?

storm coral
storm coral
storm ether
#

i found it

#

continious

storm coral
#

Oh, good

storm ether
#

thnaks

zenith pasture
#

the OneGrabRotateTransformer seems to only allow rotation around one axis, is there a way to allow rotation around 2?

lunar dagger
#

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?

rigid fossil
#

when i try to move my vr apk it says file not found check the file name and try again

strong cobalt
#

im having these errors when trying to build my game for android

lunar dagger
wet jewel
#

In VR, UI input field's don't have blinking cursor when selected/checked how to get it?

daring patio
#

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.

pine bison
daring patio
pine bison
#

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

bold parrot
#

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!

north path
#

I suggest asking on unity or vive forums

bold parrot
#

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..

storm vigil
bold parrot
tiny niche
#

but not useful outside of a personal science project or something like that

bold parrot
#

yup, unfortunately it is for a commercial project

daring patio
zenith pasture
#

is there a way to force oculus interaction grab to respect joints?

ocean heart
#

hi there

stable heron
#

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

north path
#

Post the 5 errors mentioned if you want support

stable heron
#

i willl rn lemme find them

north path
#

And then the full errors

stable heron
#

Sorry im kind of New

north path
#

That's okay

stable heron
#

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)

north path
#

Did you follow any guide?]

stable heron
#

Yes

north path
#

Which one?
And does the error happen when following the guide or when you were adding onto it?

stable heron
#

It happens When I Try Building It

#

Its A Guide From B.Awesome

north path
#

Yeah but after the guide or when you were adding more to it?

stable heron
#

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

north path
#

Seems to be an issue with photon. Do you use the same version as him

stable heron
#

no

#

i dont think so

#

but i used the same directory as him

#

same github

north path
#

Maybe ask him on discord
Otherwise unity forums also could be of help

stable heron
#

Ok

stable heron
#

Thank You So Much You Fixed my issues!

north path
stable heron
#

Photon ImagešŸ’€

tropic garden
#

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.

tiny niche
tropic garden
#

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

floral mural
#

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

stable heron
#

Hey guys i have Another Issue

#

Its With My camera

#

its Like WAY BEHIND THE Player

#

In the Walls

floral mural
storm coral
exotic heath
#

can anyone help i never used unity

cursive axle
#

How to duplicate a unity project?

storm ether
#

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.

storm coral
storm coral
crude stream
#

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

crude stream
#

Ok I made it myself ^^

lethal shuttle
#

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.

reef sun
#

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;
        }
    }
reef sun
#

socket?

#

ahhhh

#

yes I could I suppose

north path
#

The built in way to socket things in XRIT :p

storm coral
north path
#

And where do you get this error exactly?
When opening on windows? Or something else?

#

A screenshot would be helpful if possible

storm coral
cursive axle
storm coral
floral mural
#

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

floral mural
#

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

silver gorge
#

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 ?

storm coral
silver gorge
#

send it there. sorry for wrong place

narrow patio
#

Will it more likely to be next week or next month?

north path
#

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

narrow patio
#

Ah okay

north path
#

But you can always ask on the pico dev forums! If more ask it might come faster due to demand :p

narrow patio
#

Maybe I will...good advice

#

Could it be that Pico granted access to it already for other 3th part developers?

north path
#

Not sure, some apps do seem to have AR support indeed, but haven't seen anything public

#

So probably under NDA if so

narrow patio
#

Which stands for?

north path
#

Non disclosure agreement

#

Basically they can't say anything without breaching contract

narrow patio
#

You mean devs?

north path
#

Yeh

#

But pico forums are the best place to probe. Feel free to ping me if they actually give useful info!

narrow patio
#

Ah ok..if they granded them..it would mean it should be almost done to develop it probably..right?

north path
#

I can't give an answer, sorry

narrow patio
#

You have a link of Pico's forum?

crude stream
#

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.

reef sun
#

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?

tiny niche
reef sun
#

yeah alright, I will take a look into layers that work with that in mind

lethal shuttle
tiny niche
narrow patio
#

Primary account linked to my apps etc...

north path
#

I think so?
I'm auto signed in

vocal lily
#

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

north path
#

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?

hollow patio
#

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;
}```
north path
lethal shuttle
tiny niche
limpid beacon
#

when i test my game everything is invisable

sullen dragon
#

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.

sullen dragon
#

Ok so I found the problem, however now I can't get the project to build whenever I use a keystore

tiny niche
runic holly
#

is there a way to have collisions without using a rigidbody (note: this is for multiplayer web xr game that uses photon)

north path
#

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

glossy violet
#

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

north path
#

Has been done a lot, so google or youtube also might help

glossy violet
#

anyway I figured that I could just put a quad infront of the camera and change its opacity

north path
#

Google 'vr screen fade to black'

glossy violet
#

Yeah I figured it out

glossy violet
#

and the results when you put vr were useless

north path
# glossy violet and the results when you put vr were useless

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

ā–¶ Play video

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....

ā–¶ Play video
GitHub

Contribute to OSVR/Unity-VR-Samples development by creating an account on GitHub.

glossy violet
#

Yeah I said I did it now šŸ˜„

north path
#

šŸ‘ŒšŸ‘Œ

trim shore
#

Specifically regarding VrChat - How do I make toggleable things that stay in a specific spot in the world?

north path
#

I suggest asking in the VRChat community

worthy mortar
tiny niche
north path
#

Might also be a performance issue
Attach the profiler to check that (or OVRMetrics)

crude frost
#

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?

broken anvil
#

just tried to build my project for the first time but have no idea what these errors mean, any help?

tidal elbow
#

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 !

Get the Arduino Bluetooth Plugin package from Tony Abou Zaidan and speed up your game development process. Find this & other Input Management options on the Unity Asset Store.

north path
# broken anvil just tried to build my project for the first time but have no idea what these er...

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...

ā–¶ Play video
tiny niche
faint mantle
#

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?

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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?

north path
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I think thats some old docs. You just have to add the controller profile and then it should work @faint mantle

north path
faint mantle
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That was on an old version šŸ¤¦ā€ā™‚ļø sorry, didnt spot it

north path
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Ahh yepp

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No worries

sullen dragon
storm ether
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does anyone know how can i stream intel realsense camera data into my oculus quest 2 using unity?

any previous work or any recommendations

dusty jetty
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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?