#🥽┃virtual-reality

1 messages · Page 8 of 1

north path
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Iirc there is a setting to use 3DoF mode.
If not, is locking even needed? Some movement might be nice even for video

dusty jetty
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i need it locked as i need to identify objects in the 360 video so I have positioned objects that are hidden but can be clicked on, it works perfectly but if you then move your head the objects are no longer lined up, so as i have unchecked Use position tracking on OVR manager the camera no longer moves, so that is exactly what i need, however the controllers are moving if i move my head, need them to initially position based on the camera but then should not be updated

astral heart
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I have an issue where in my headset it only shoes the skybox instead of my scene and its static so the skybox is moving with the headset. I cant even see my controllers lazers here some screenshots:

cobalt eagle
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How to make an asymmetrical vr game???

brazen pawn
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how would i go about getting an input from a specific controller in the scene using the action based controller

broken anvil
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right so i am trying to snap this RAM onto a motherboard but can't seem to get this to work, any suggestions?

sullen dragon
devout narwhal
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Have you ever figured this out? Trying to get FFR working on my project too and it just wont set properly. Even render scale did not work until I downgraded to Unity 2020.3

north path
cobalt eagle
north path
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Ahhh
You basically make 2 games. 1 for VR and 1 with PC and you link those.
If it's on 1 PC you can set the pc player camera as output to the screen, while vr is doing VR.
If its not on 1 system you gotta network it

nova lodge
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💀

lapis dawn
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Hello, I would like to take a box with both hands in VR, but it is not very conclusive.

I have not seen any tutorial online, does someone have an idea? Thanks in advance !

north path
limpid narwhal
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Curious if anyone can assist me here...
But, on the component "XR Interactor Line Visual" -- there's a Blocked Color Gradient and Blocked Reticle.
I've tried to figure it out, but what causes a Ray to go into this "blocked" state? 🤔
I only ever get Valid or Invalid.

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Probably a better place to ask then just Unity-Talk. 🤣

tiny niche
errant ice
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hi can anyone help me figure out why my arms wont move with my main camera? I've tried for like 3 hours now and can not for the life of me figure out why its not working. for more context I'm trying to use inverse kinematics and its working but needs to be tweaked a bit but I cant tweak it because they aren't in the right position and cant adjust them in play mode and they wont follow my main camera I want it where when I lean to the sides/ forward and back and they follow but don't when I look up or down

sage jackal
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Hellosevelt - I'm in the process of making a UI attached to a controller that appears when looked at. Glancing at the canvas ui on my wrist sets the line color of the ray interactor on my main camera to valid, but the canvas is always visible. I think my confusion may be with the interactor events for hover. I currently have the hover events on the headset ray interctor set to the UI canvas using the function bool enabled under canvas, though this is not working.

Additional note: I'm using the deprecated XR interaction toolkit as this has been the only way I've had success with my CV1

storm ether
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Hi everyone, I did the 1.3 Grabbable Objects tutorial in VR pathway but in my project a strange thing happens, when I grab one of the three balls on the cabinet, the other nearby objects fly away. What can be the cause? I can't figure it out. Thank you all for your cooperation. PS The other items are grabbable too, its like the object I pick up collides with everyone near it.

floral mural
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Does anyone here have any experience with Pico development? I need some help with implementing Cloud Backup. I seem to have followed all the steps and cloud backup is triggering when launching for the first time, however the data is not restored OR the data being restored is older than the data that was present at uninstall time

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Seems like the issue is really hard to debug as there is no callback functionality on the Cloud Restore function which makes it hard to figure out when and where things go wrong. However it may be possible that the files that are being restored are actually being overwritten. I cant really be sure about anything unless I get the whole picture. If anyone here has any experience building for Pico, maybe you could point me in the right direction

lament leaf
rustic canopy
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hey all - anyone know what the best version of unity is for starting a new, probably long term VR project? 2021 LTS w/ URP maybe? any known pitfalls or versions to avoid? Thanks!

crude frost
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I'm using the Continuous Move Provider (Action-Based) script in my project.
Clicking left joystick, disables the component.
Clicking the left joystick again, enables the component.

On Quest 2, when I re-enable the component, everything freezes for a second, and then I can no longer enable the component. I'm stuck. But, continuous turn still works.

On PCVR build, no issues.

On Pico Neo 3 build, no issues.

Any idea whats causing this issue?

crude frost
north path
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Yep the latest 2021 has some performance fixes, so it's probably the best version to use rn

lapis dawn
lapis dawn
north path
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I cant really help much more than look for guides, maybe on youtube

I use VR Interaction Framework which has it built in

lapis dawn
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Okay

obsidian marsh
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hello

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got this error when I try upload my build:

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the manifest file itself does not contain these

formal valley
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can i get help with this?

north path
formal valley
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its for a vrc model and i have not wroten a single line of code

north path
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If it's a VRChat issue, ask vrchat for support

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We can't help with their code

formal valley
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kay

zenith pasture
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Could someone give me some advice here please? I am using the built-in tool for creating custom hand poses, but this is what happens when I actually try to create one - the ghost hand is waay smaller than my actual hand and I cant really grasp the object afterwards

not to mention - two hand grab seems totally broken

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this is what happens when I try a two-hand grab

round mortar
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I created a default actionbased xr origin, but the head isn't tracking. I have installed and imported the default input actions and I can move and rotate the camera with the mock hmd. The issue only happens when I try to actually use a headset. This component is on the Main Camera.

rugged hearth
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so I used a tutorial for exporting to for the quest 2 and this popped up when I pressed build

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anyone know what could be causing the issue/how to fix?

round mortar
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am I just dumb, or does the action based controller not have enough actions to cover the trigger, grip, primary and secondary buttons.

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I'm only finding select, activate and UI press

round mortar
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This channel is dead.

rugged hearth
torpid ginkgo
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@round mortar It's not a channel popularity contest. If people interested in the topic present on the server, they will see it. Don't spam the channel.

round mortar
torpid ginkgo
round mortar
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Am I just dumb, or does the action based controller not have enough actions to cover the trigger, grip, primary and secondary buttons.
I'm only finding select, activate and UI press.

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Also, I typed this again because it's been a while, and messages that aren't questions were stopping it from being seen.

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Please ping me if you have any ideas, or if you know that there are just those 3 actions.

knotty dust
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hey. is there a voice channel that i can join?

buoyant jolt
tiny niche
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you can add more actions though and there's bindings that cover entire controllers available

round mortar
round mortar
tiny niche
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and when i do, its just a placeholder while i work on other things

strong cobalt
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i made this script and for some reason there is an error and it will not give me an option to choose the reference in the inspector

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Someone please help

tiny niche
tiny niche
little jetty
lapis dawn
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Hi is it possible to do something like this with Unity ?

https://youtu.be/rpW6gx4hXHc

We keep going implementing grabbing objects with weight. In this video, we fix the left hand and add grabbing objects with 2 hands.

☕☕☕ If you enjoy our content and want to support us you can do so with buymeacoff.ee/just2devs

Head to our website where you can download the VR Content Example or tutorial projects:
https://www.just2devs.com

Joi...

▶ Play video
severe saffron
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of course

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just use config joints
???
profit

tiny niche
lapis dawn
river sandal
lapis dawn
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I'd rather do it myself and not pay 80 bucks to be honest :)

weary estuary
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Does anyone know a good tutorial for death in vr, Im trying to make it fade and teleport to the mainmenu scene but i cannot seem to find a good one that helps with Vrif, does anyone know please?

worthy mortar
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how can i playtest a game in Virtual Desktop?

tiny niche
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you run it

visual idol
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Hi, the following line of code seems to be returning a bool rather than a vector2. tryGetFeatureValue(CommonUsages.primary2DAxis) If anyone knows why it would be much appreciated.

quartz slate
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is there any way i can force the quest to to give me GPU level 4?

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Unity.XR.Oculus.Performance.TrySetGPULevel(4) just doesnt seem to work

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(ovr is not being used directly, only unity's XR)

north path
quartz slate
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ok....

main quarry
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I have to port a project from oculus android to steamVR

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I installed the SteamVR plugin

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I can test it through SteamVR, but my inputs are totally ignored

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I see steam use his own actions

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My project is working with Unity's new input system

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I would like to create a map from steam inputs to unity's input so that I haven't to rewrite all code to add the steam input

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how to?

pulsar zodiac
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Hey guys...
some of your projects, XRRaycast just stopped detecting the UI?

I don't know the moment, but these days to here my XRRaycast is not working anymore....
I tried changing the layers, I think everything, but nothing happens..

3D raycast still working

north path
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@main quarry just use OpenXR and it will work on steamvr without the setup stuff

main quarry
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oh, really?

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How should I test it? testing with oculus link and steam vr application it doesn't gets the input

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I see the scene, controllers and headset position and rotation is updated correctly, but no keys are taken. now i'm trying with a build for windows

north path
lapis dawn
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hi, i have an issue when i try to grab my object with two hands :
when i try to grab my object, it rotates of 90 degrees

(i used a XR Grab Interactor and a XR dual grab free transformer with default grab transformer)

main quarry
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build works as expected... pc vr setup start correctly, but no input received

north path
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And is OpenXR selected in the xr plugin management menu? (and not oculus)

main quarry
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What do you mean with controls setup?

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I removed steamVR package and made a build

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this build works as pcvr

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with inputs too

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I can deploy this build to steam even if no SteamVR package is used?

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@north path

quiet nymph
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hello, someone know if it's possible use Quest Pro passtrough with HDRP Unity project?

pine bison
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I don't think it's possible to run HDRP on quest, full stop. I just don't think you can strip it down enough to run at a good framerate. I might be wrong, but I haven't seen anyone do it

quiet nymph
pine bison
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Note: Passthrough over Oculus Link is a developer-only feature aiming to increase your development speed by previewing your passthrough-enabled apps while still in development.

north path
north path
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OpenXR will work on streamvr, oculus, windows mr, and standalones with support

main quarry
north path
north path
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Use the generic XR controller bindings

main quarry
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ok

quiet nymph
north path
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Was it a development build?

quiet nymph
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I linked VR to PC and start the build on PC all works fine but only in URP

quiet nymph
north path
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Cool

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Then I am unsure, maybe hdrp doesnt even have ar support since most ar stuff is mobile

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Maybe ask on the forums?

quiet nymph
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Yeah, i will do it. I check here for a quick response, thank you

crisp pivot
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anyone know who to talk to when having issues with unity build? more specifically java issue with unity

winter hedge
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hi guys is there a workaround for xr interaction toolkit not supported on webgl builds?

crisp pivot
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i need help so badly with building and exporting to my headset, i get errors every single time and i dont know what to do

pine bison
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You find the most descriptive error message and paste that into google

neon raven
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will using a Rift S be a problem if i want to do vr development or should I be using the Quest 2? I know the rift s has been discontinued

quartz slate
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can anyone point me toward information regarding early frames on quest?

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searched fairly exhaustively but cannot find much

quaint canopy
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how could i navigate ui by punching it? with openxr

storm coral
mystic quiver
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is there a way i can have an if statement for if im grabbing the object the script is attached to??

quartz slate
north path
quartz slate
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apparently it occurs when the application gives a frame to the quest "too early", which can cause it to either use some strange interpolation methods to try and keep things smooth, or simply induce some lag

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the ovr metrics tool give a way to detect them

north path
daring patio
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good morning everyone. i am writing my thesis (comparison of using virtual reality in a BIM software and graphics engine like Unity). I got to the chapter where I have to argue the XR Interaction Toolkit and its components. Can any of you suggest what is most important to include, since there is indeed so much to talk about. Thank you🙏🏻

north path
crisp pivot
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@north path its experimental, kinda self explanatory

north path
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In 2020 it can help a bit with performance

sick oak
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Hey everyone, could i have some help.

I am wanting to create a football system, where the player punches the ball (hand controller collission) the ball moves
Is anyone here able to help me with this?

north path
sick oak
north path
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Follow a vr guide to get the vr player working first

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Then start adding the gameplay around it

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If you dont have any basis you cant build on it

sick oak
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I have been following tutorials but for my kinda game there's not a lot

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I've been following and enjoying ones by valem

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I've gotten to apoint where i can make things with no guides or tutorial

north path
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Then what is the issue with your mechanic if you can do it without haha

dry fractal
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Is Quest hand tracking possible in a tethered application?

north path
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Officially not supported, but might work @dry fractal

dry fractal
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Thanks

sick oak
sick oak
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my football is limb-ist

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doesnt like hands but will accept body collission

north path
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Add more mass to the hands maybe? Or just use .addforce? It's hard to ser what happens if youre jumping around.

sick oak
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but its repelling me

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like its an object

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but if i use my body, it moves

north path
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Read collision and do the physics manually maybe

sick oak
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is there anywhere i can learn this?

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idea

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should i make some sort of collider attached to the hand

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invisible

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use that?

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oh i might know the issue but ill still need ur help

north path
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Maybe start with the VR development course on unity learn

sick oak
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is it cos it still has a sphere collider on it?
The locomotion system i have is set to use the hands to propell me

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to move

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it could be a conflict

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only issue being, if i take away the sphere collider it well

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just falls through the map

north path
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Maybe the body is colliding with the hands

north path
sick oak
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so it sorta worked...

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is there a way i can get the ball not to collide with the hands but still collide with a collision sphere on the hands?

storm coral
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Create new interaction layers and go to project settings > physics and check off that box that overlaps with the ball and the hand

quaint canopy
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in openxr, how do i set the vr camera to a different position/switch to a different camera once my game starts?

lucid nymph
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Hello! So I have this "Enable fly" option on 2020.3.42f1 but not in later versions. Was this replaced by something else?

karmic juniper
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I got no rotation tracking

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I can't move my head left and right

north path
north path
lapis dawn
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Hi, i got trouble when I grab an item in my hand.
If I push other objects with the item in my hand, it looks like I have a super force.
How can i fix that ?
I want to make it looks realistic

sick oak
sick oak
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Im struggling to get the ball collission with the hand to work properly

north path
lapis dawn
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also, when i put an object on the top of another, it makes a bouncy effect it's strange

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i also have an object i would like to be heavier than other objects however with the grabbable component it seems to just attach and follow the hand, even with velocity tracking I can still just lift the barrel in the air

north path
north path
lapis dawn
lapis dawn
north path
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Google how physics in unity works

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Im not going to explain all the basics

sick oak
north path
sick oak
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basically with gorilla locomotion (your legs are replaced with your arms)
The arms collide with objects to propell you. however they do not "collide" with the ball the same way, the arms can phase through but still apply motion to the ball as if it was hit

north path
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But you dont have the project itself?

lapis dawn
sick oak
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as a built game yes

north path
sick oak
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nono im not

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im asking how id do that sort of collision

north path
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Physics xD

sick oak
north path
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Ah

sick oak
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the physics i have with the ball are so whack tho

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on mine

north path
sick oak
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idk, im just using a rigid body and sphere colider

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but even then its really janky

sick oak
north path
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Maybe try normal continues for now

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And try out physics material

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And it depends how you move the hand gameobjects. You need to use rigidbody.moveposition and not transform.position =

sick oak
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What i need to do which ill think will help

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is stop the spheres on the hands colliding with the ball

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but idk how to do that

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is there anything i can do you know of to let that happen?

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the ball on my game feels incredibly heavy idk why

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lemme get example video

sick oak
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any ideas?

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the ball is super heavy but im pretty sure these settings should make it light

sick oak
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;-;

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anyone?

sullen dragon
green spruce
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Hello, I have a reticle for my XR Ray Interactor but it doesn't seem to be showing up when hovering over interactables

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not sure what I am missing

subtle cairn
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Put grabbable objects in "grabbable" layer and character controller in "Player" Layer
Go to project Settings -> Physics -> Uncheck the box where these two layers meet

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am trying to spawn a gameobject in socket when it does not have selection
Code:

if ( hasSelection == false)
            {

                Instantiate(Arrow,transform.position,Arrow.transform.rotation);
            }
```cs
hasSelection takes a few frames to update? And more than one gameobjects get Spawned..Any Solutions?
main quarry
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Hi again

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Steamworks reply to my deploy attempt:

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I'm using OpenXR backend

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what could I do to fix this?

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I personally use the oculus app to connect device to PC so I didn't notice that problem

tiny niche
sullen dragon
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Fixed it

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Thank you

raw ice
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I'm having some issues with the Oculus Lipsync SDK and animations. Is there anyone that could answer a couple of questions?

tiny niche
raw ice
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I'm specifically trying to get the oculus lipsyc sdk to function alongside other animations. I have gotten the sdk to animate properly with just a microphone input, and I've been able to add an idle animation as well, but it will only play if I remove the lipsyc. Is there a way to control the face rig with the lipsyc script while using an fbx animation to control the rest of the body?

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I guess I'm not really looking for answers but rather to be nudged in the right direction. I'm honestly trying to learn as much of this as I can on my own.

tiny niche
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so you'd want some blending and a filter

raw ice
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Yes, that's what I'm thinking is happening. I'm reading about avatar masks now, but The lipsync is procedurally generated and I'm not sure how to mask that since it's not an animation that I can apply a mask too.

tiny niche
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well a mask is applied for the rig, which is either bones or vertices in this case

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so you could mask the face vertices and additively blend the main rig with that

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additive blending would in this case mean you multiply the transforms

raw ice
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Ok, thanks. I'll search the documentation for additive blending and animations. That should get me closer. Thank you.

raw ice
# tiny niche well a mask is applied for the rig, which is either bones or vertices in this ca...

From what I can tell, I need to have the lipsync animations on a layer "above" the base layer. The base layer should be set to the lower body animation and should have a mask that excludes the head/face. The lipsync layer should match properties with the base layer. What I can't figure out is how to attach the lipsync animation to the second layer.

It asks for an animation file, but the lipsync animation is procedurally generated and doesn't have a animation file. What am I missing?

tiny niche
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the layer order is also irrelevant in this context, since its effectively an additive blend

raw ice
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oof. You mean in my modeling software? 😮

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I'm sorry, I guess I'm not following.

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I appreciate the help you've given. I'm really trying here. I'm just not sure where to find good documentation on this stuff. The Oculus documentation is basically nothing.

raw ice
tiny niche
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kinda, the thing you get out of the facial animations is essentially a blend shape

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only thing missing is a mask

raw ice
# tiny niche kinda, the thing you get out of the facial animations is essentially a blend sha...

Ok, so I've got my model with blend shapes for each viseme. I can get the lipsync to work fine if I don't add the body animation controller. When I do, the lip sync stops working and is overridden by the body animation, it seems.

I've tried adding a mask now. I have both layers set to additive. One layer is blank with no animations because the lipsync controller handles those facial animations. The other layer has a mask that excludes the head of the model and has a body idle animation connected to it. So I should just be able to add the avatar mask on the layer to get it to work?

tiny niche
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that said, you should still see stuff happen if you have an additive blend without a mask

raw ice
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I do see either of the animations, but not both

tiny niche
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unless its a bone blend and not a vertex blend

raw ice
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the model was from Daz,

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pretty sure it's verts

tiny niche
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then the blend is clearly not being applied

raw ice
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yeah, it's not when I have the idle animation running. There is only one animator on the item and it can either take the body Idle animation or the lipsync input but not both.

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I'm not seeing a vertex mask in the documents. Is it possible it's under another name?

sick oak
tiny niche
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you'll also need to configure which layers interact

sick oak
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Ohhhh

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interesting

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becuase i need to stop some things colliding

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is this how i do that

tiny niche
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sometimes

sick oak
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like 1 being the same issue, my hands are making my body fly away

tiny niche
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sometimes you want to throw away collisions after they're detected and that's when you don't do this

sullen dragon
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How can I run this function from within a script? I've been trying to use AddListener but not sure if that's the right approach

forest roost
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hm

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in my last project the "OpenXR" option was there, now it isn't

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Weird because I haven't done anything else during setup

torn shale
jagged coral
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i have a third hand that has no collisions, controlled only by movement of the right hand, not only that but putting the right hand on the ground makes it float above the ground unless i turn my hand so its facing up irl

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this happened after i implemented photon but their discord wont respond to me so i figured this is the best bet

floral pond
#

Hello, I got these errors and can't find any solution if anyone can give me some advice, please.
6:31
Failed to load OVRPlugin.dll
UnityEngine.Debug:LogError (object)
Unity.XR.Oculus.OculusLoader:EditorLoadOVRPlugin () (at Library/PackageCache/com.unity.xr.oculus@3.2.2/Runtime/OculusLoader.cs:283)
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadMethodAttributes ()

storm vigil
# floral pond Hello, I got these errors and can't find any solution if anyone can give me some...
daring lion
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Hello is there any way to remove a telpost request?

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Teleport *

north path
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What do you mean? @daring lion

ocean heart
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Hi. Simeone know if there is some tutorials por something to learn Ultimate XR?

crisp pivot
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anyone know how to solve this? trying to build my game for oculus quest 2
dont know what settings i need to make it work, followed some tutorial from yt but dont remember which one (was a while ago=

crisp obsidian
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Anyone know why the quest 2 might create these weird artifacts instead of turning the screen white as my blit shader is supposed to do?

crisp pivot
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processing issue?

crisp obsidian
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What do you mean? The framerate does not change if that's what you mean?

shell kayak
crisp pivot
crisp obsidian
crisp pivot
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anyone know how to solve this? trying to build my game for oculus quest 2
dont know what settings i need to make it work, followed some tutorial from yt but dont remember which one (was a while ago)

tropic vine
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how can i make a hud for a player that follows the vr headset around? this could be a health bar

tropic vine
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and how can i make it rotate aropund the player smoothly like in zenith

north path
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@crisp pivot which unity version?

crisp pivot
north path
crisp pivot
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dont even know if its actually the settings, might be something i imported and thats gonna be way harder to compare and find solution to
but i will compare with a blank project

buoyant jolt
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I have no idea what Zenith is. But you can smooth rotate if you want it wobbling off screen by averaging the last n positions and rotations.

tropic vine
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thx gonna try that tomorrow

storm ether
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how do i load into vr on steamvr

heady moth
#

Hey all,

I have questions related to XR Interaction Toolkit.
Does anyone know how I can check if the current hit position of the XRRayInteractor is a valid location to teleport to?

north path
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Have an OpenXR or steamvr project, connect headset, press play @storm ether

tiny niche
edgy relic
#

Hi, I recently saw the new xr hand package. But what about interaction? Is there a way to make it work with the XR interaction toolkit? Sorry if the question is dumb and thank to everyone that can enlighten me.

daring patio
#

good morning. dealing with virtual reality, I would like to ask for some help from you: how is it possible to insert tooltips near my visible controllers in the scene to help the user in using the controls and thus make the buttons understand what they are for?

tiny niche
daring patio
#

Like that

sick oak
#

Hi everyone having a bit of trouble here. I have this ball in my W.I.P game with Gorilla tag locomotion. Im hitting the ball as hard as i can with my hands but its just not going anywhere. any ideas?

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ignore the scuffed model

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the ball has these

pine bison
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What's the transform on the ball

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Cause it looks like the scale is way off, which might interfere with the physics

sick oak
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you may be right

sick oak
pine bison
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You would fix the scale of it in your modeling program

sick oak
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i mean, i scaled it too big in blender

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but when i scaled it down it still as buggy

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shouldnt it be superlight?

pine bison
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You shouldn't scale it down, you should apply the scale

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So the scale is right in blender and 1,1,1 in unity

sick oak
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ah

pine bison
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How are you applying the force to the ball?

sick oak
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idk technically

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im just wacking it

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with my hand

#

what i want it to be like

sick oak
#

do you understand what i mean?

pine bison
#

No, but I don't work too much with physics. I would ask in the #⚛️┃physics channel

buoyant jolt
silver spoke
#

Hello VR devs! So I'm trying to simply add a haptic pulse inside of an method in a script I'm writing and I'm NOT sure how to call the haptics exactly.. Any help appreciated! ```cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
using Unity.XRContent.Interaction; //<--- added from name space in other script->PlaySpecificSound

public class Scanner : XRGrabInteractable
{
[Header("Scanner Data")]
public Animator animator;
public LineRenderer laserRenderer;
public GameObject xrL;
public GameObject xrR;

protected override void Awake()
{
    base.Awake(); //needed to inherit from the base Awake method
    laserRenderer.gameObject.SetActive(false);
    xrlc = xrL.GetComponent<ActionBasedController>; // error CS0103: The name 'xrlc' does not exist in the current context
    xrrc = xrR.GetComponent<ActionBasedController>;
}

protected override void OnSelectEntered(SelectEnterEventArgs args)
{   
    base.OnSelectEntered(args);
    animator.SetBool("Opened", true);
    GetComponent<PlaySpecificSound>().Play0();
    xrlc.SendHapticsImpulse(1.0, 0.5);
    xrrc.SendHapticsImpulse(1.0, 0.5); 
}

}

tulip anchor
#

What do you expect xrlc and xrrc to be?

silver spoke
#

the variables for the Action based controller component of the left and right controllers

tulip anchor
#

but you haven't declared them

#

Do you expect them to come from the XR libraries?

silver spoke
#

no from the public GameObject variables -> xrL + xrR

#

is that not the best way to reference them in the scene?

tulip anchor
#

No I mean why do you expect that those variables exist

#

If you just want references to the controllers then change the type of xrL and xrR to ActionBasedController and use them directly

silver spoke
#

OH! thats much easier - let me try that.

#

Thank you @tulip anchor but now it errors with: ActionBasedController' does not contain a definition for 'SendHapticsImpulse' and no accessible extension method 'SendHapticsImpulse' accepting a first argument of type 'ActionBasedController' could be found (are you missing a using directive or an assembly reference?)

#

Hmmmm am I missing a namespace ?

tulip anchor
#

Haptic, no s

bitter barn
#

Hi all, here with a hopefully easy question...
I'm attempting to make a locomotion system where the user can grab and move the world with the controllers. Simply squeezing the grip should make it so the world moves relative to that hand. Squeezing both hands, should use the midpoint between both controllers as the relative point for moving the world. The issue I'm having is that for some reason when I use that midpoint for calculating the translation, everything gets super jittery. It works just fine with individual hands, just not when I'm using the midpoint. Here are some relevant parts of the code:

#
    {
        calculateControllerMidpoint();
        scaleRotateOrigin.position = controllerMidpointPosition;
        calculateHandAngle();
        vrLocomotionUpdate();
        storeDifferentials();
    }
    {
        controllerMidpointPosition = Vector3.Lerp(leftHand.transform.position, rightHand.transform.position, 0.5f);
        midpointIndicator.position = controllerMidpointPosition;
    }
    {
        if (worldGrabBoth)
        {
            translateWorld(controllerMidpointPosition, lastControllerMidpointPosition);
        }

        if ((worldGrabLeft) && (worldGrabRight == false))
        {
            translateWorld(leftHand.transform.position, lastLeftHandPosition);
        }

        if ((worldGrabRight) && (worldGrabLeft == false))
        {
            translateWorld(rightHand.transform.position, lastRightHandPosition);
        }
    }
    {

        Vector3 translationDifferential = controllerPosition - lastPosition;
        playerRoot.position -= translationDifferential;

    }
    {
        lastLeftHandPosition = leftHand.transform.position;
        lastRightHandPosition = rightHand.transform.position;
        lastControllerMidpointPosition = controllerMidpointPosition;
    }
#

When it jitters, it looks like it is calculating the midpoint wrong, it appears in two positions at once (neither are the actual midpoint, i think)

#

Does anybody know what might be causing this jitter?

sick oak
bitter barn
#

I think I solved my issue by recalculating the midpoint position a second time, when storing the lastControllerMidpointPosition.

north path
#

I have already gave this as an option a few days ago

sick oak
north path
#

No, almost all games do it

sick oak
north path
dry fractal
#

Is it possible to attach an XR grab interactable to a hand by script only?

storm coral
frank aspen
#

hi

nova current
#

In today's video I walk you through how to create a camera script to enable PICO 4 see-through features in Unity among other settings required to make this work. See-Through features is equivalent to what Meta calls Passthrough when talking about a Meta Quest 2 or Meta Quest Pro.

📣 Consider becoming a Patreon today https://www.patreon.com/dilme...

▶ Play video
#

Has anybody already tried this?

lucid bridge
#

I suppose this is general help,
I keep getting the warning "unable to start Oculus runtime XR plugin"

Ive tried setting it up in hdrp and standard pipeline. And ive tried the editors 2021.3.17f1 and 2021.3.16.

Ive installed the xr plugin management and selected the oculus in the project settings.

The quest 2 is connected by cable and link is active (I press play in the editor using the headset and controllers).

I am using an amd graphics card RX 6600xt and steam says it is vr ready

lucid bridge
#

So i installed steam VR and that seems to have solved it for some reason

tiny niche
#

did you allow non-oculus apps to run?

#

if you're gonna do vr dev, you really need to read the manufacturers' manuals before you start following random youtube tutorials

serene quiver
#

I'm trying to test builds on the Quest 2. Is there a more efficient way of testing other than building the apk and manually transferring it to the Quest 2 via SideQuest?

pine bison
serene quiver
#

I'm trying to test it on the Quest 2 hardware. I know I have to build it but I'm just looking for a more efficient way of transferring the build instead of using SideQuest

dusty burrow
#

I mean - not the build apk

serene quiver
dusty burrow
#

you can do Build And Run then

serene quiver
#

There's a build and run option for Android?

dusty burrow
#

yea

#

That's what I'm doing rn

#

And you can use OVRMetrics to check stuff like FPS etc.

#

It builds, automatically installs on the Quest 2 and runs the game for you.

serene quiver
#

Thanks

dusty burrow
#

Is vertex count counted twice for VR projects?

#

I'm deleting a 5118k object and it brings down the vertex count by around 10.2k.

dusty burrow
#

^ I understand this now.]

#

Yea, it is counted twice.

lucid bridge
#

So i was afraid to use it

tiny niche
lucid bridge
#

Ty for the help

tiny hull
#

@nova current not yet, but I will. thanks for putting that on my radar

crisp obsidian
#

Hey all, my quest 2 builds from unity have this weird behaviour where the left eye has "lagg" but my right eye does not. Has anyone had this issue?

tiny niche
crisp obsidian
tiny niche
#

a single shader can brick the gpu state and screw up everything that comes in behind it

crisp obsidian
tiny niche
#

or mapping the wrong data to the eye for example

#

so you're just gonna have to turn stuff off until it goes away and then turn things back on until it reappears

#

then the hard part of finding the error begins

crimson grove
#

Hey everyone, I posted this in #🕹️┃game-jams too but figured i'd put it here too so the VR developers don't miss it:

Hey everyone, I have an awesome FREE VR jam opportunity to share!

This VR "Hackathon" will kick off on Feb. 24, when there will be several training presentations by Scott at Dimension-X (an early adopter of Unity, one of the first ever Unity certified Experts) and Johnny Turbo from Turbo Makes Games!

Participants will then have a week for learning VR development. There will be tutorials, course links and problem sets provided. This will help to level the playing field so people who are new to VR development can get up to speed.

On March 3, the hackathon problem will be given and participants will have until March 10 to create a VR experience and enter submissions on Itch.io.

7 days to learn; 7 days to hack. Join as an individual or form teams of up to 4.

Prizes to the top 9 submissions gives you a serious chance to win some coin!! 🤑

Register now: https://www.airmeet.com/e/3d334fb0-92cc-11ed-93a0-5ba2d9b82a3b

fathom estuary
#

Hello
I have an issue where my scene is darker in the Quest 2 build unless I enable SSAO.
It's weird because in the editor the scene does not get darker. Disabling SSAO in the editor just removes AO as expected.

Just before that I fixed an issue where shadows where not rendered on the Quest 2 build until I enabled Reflection Probes: Box Projection. Not sure if that could be related.

fathom estuary
#

Fixed. I had to remove SSAO entirely, not just disable it.

elder fern
#

When building my app as an APK file and loading it onto my oculus everything works fine however as soon as I try to run it through the editor on SteamVR the XR plugin can't detect any connected devices except for my headset. I've tried logging the connected devices to the console and the only one that shows up has the characteristics HeadMounted, TrackedDevice. And another strange thing is that even if I try to get a reference to that device using InputDevices.GetDevicesWithCharacteristics(HeadMounted | TrackedDevice, devices) I'm not getting anything back. Again this only happens when running live in the editor using steamVR but everything works fine when building it as an APK. I've tried experimenting with using the OpenXR and Oculus plugins but no change

north path
#
  1. With the openxr plugin for desktop, did you add the touch controller profile?
  2. If you use the oculus plugin, you can't run the game in steamvr, just oculus runtime
#

@elder fern

elder fern
#

I figured that was the case with the oculus plugin thanks. I had enabled the oculus touch controller profile for OpenXR under the standalone settings but still nothing

north path
#

If you want to run steamvr, you also need to add them under the desktop section. Could you screenshot the xr plugin management screen and openxr screen? @elder fern

elder fern
crisp pivot
#

i get this error every time i try to build and run my game on my oculus quest 2
the place im trying to build now is empty besides the starter objects unity gives to do vr
no settings have been modified other than enabling this game for oculus quest 2 specifically
same error on my other place that contains the actual game
same unity version on both: 2021.3.16

tiny niche
#

checked the oculus dev manual?

north path
#

And check if you use unity included gradle, etc in the preferences settings

#

I changed it for an AR project and then I got the error

tiny hull
#

What is the best practice with VR avatar scaling? I have an avatar setup with HVR and VRIK, but I need to make it scale to fit the controllers, or the input scale to fit the avatar.. My avatar currently walks half crouched, and I can't spread its arms all the way.

spark pulsar
#

can someone edit a script for me to set rotation for the object to the controller rotation (already included as gameobject bool) If yes dm me

urban cloak
crisp obsidian
# tiny niche then the hard part of finding the error begins

Thanks for the suggestion. I think I found the cause but have no clue how to find the solution. We have some grass that is gpu instanced and created using an compute shader. It has 2 drawcalls so it works for both eyes. But I am unsure how this could cuase these issues.

upbeat briar
#

Hi, do you know any methods to create surround sound for VR? The usual audio source with 3D only works in the editor. If I do a build then the sound becomes flat again. Need advice on how to create surround sound so that when you turn your head you can hear it from different sides. My project settings for AUDIO

dusty burrow
upbeat briar
#

Audio listening is on the player's HEAD. And the audio settings look like this

#

As I say, in editor all working but if I build this, sound becomes flat...

pine bison
#

Can you try without the spatializer enabled in the settings? I get 3D audio fine without it

pine bison
#

Yes

#

Just set both to none

upbeat briar
#

Ok, I will check it

dusty burrow
#

First time I've seen this option, but maybe that's it? Read it's tooltip.

upbeat briar
#

On this setting the sound is heard on one front

#

@pine bison which the format sound you use? Mayby here stay a problem

pine bison
#

I just use wav

#

I would try a simple setup in a new project and see if it works there

upbeat briar
#

Ok, I'm trying to convert to wav and build again

severe saffron
#

spread reduces the directionality of sound

#

in fact that value is so high it would appear backwards?

#

set it to 0 and you'll get 3d sound

#

in general you keep spread <45

upbeat briar
#

Thanks, I try this

severe saffron
#

so yeah 341 means the sound would be coming out of the wrong side heh

elder fern
# elder fern When building my app as an APK file and loading it onto my oculus everything wor...

So after playing around with OpenXR inside steamVR I still can't get my controllers to connect and I'm not getting anything except the headset frrom InputDevice.GetInputDevices() however I now get about 118 warnings generated that either say The referenced script on this Behaviour (Game Object '<null>') is missing! or The referenced script (Unknown) on this Behaviour is missing! and when I open up the script causing these errors Unity automatically opens up the com.unity.xr.openxr@1.5.3/Editor/FeatureSupport/FeatureHelpers.cs file so I'm not really sure what's going on or how I can fix this. When I open the file in VS I get a bunch of errors basically saying The type or namespace name '...' could not be found so I'm wondering if somehow OpenXR is outdated even though I'm using the latest version from the package manager, either that or VS just can't find the files containing all these missing definitions

obsidian marsh
#

hello!
I'm developing a VR game and I need someone to help me with testing because it will be a multiplayer game and I have only one Quest2
please if you have a little time to test just ping me
it will be an archery contest game using controllers

upbeat briar
crude frost
#

Good morning!

I am using XR Orgin (Action Based) for my player.

To interact with XR Simple Interactable components, I don't want to have to Select before being able to Activate.

So, on my XR Ray Interactor I turned on Hover to Select.

But, I do have a single XR Simple Interactable that I DON'T want to Hover to Select.

Is there a way to make Activate work without needing to Select first?
Or, is there a way to filter out a single XR Simple Interactable to make it NOT hover to select?

Edit: Man I'm blind! I swore there was a way to "Allow Hover Activate". Found it mentioned in a forum post, so I just look again, and sure enough, its right there above 'hover to select' facepalm

crisp pivot
quiet nymph
#

Hello, it's possible in Unity with Meta Quest Pro occlude the virtual object by the real world.? All this using passtrough

north path
north path
quiet nymph
north path
#

Quest

north path
#

Yep that's good

#

Then maybe remove the file

crisp pivot
#

hope it wont break everything

#

well, i deleted the gradle file but i still get this error

north path
#

@crisp pivot

crisp pivot
#

which publish setting?

#

@north path

crisp pivot
#

oh, just saw the last part

north path
#

Maybe delete library folder and try again?

#

Otherwise try the 2021.3.17 unity version and make sure the android module and submodules are installed via unity hib

crisp pivot
#

found a video that said to change the com.android.tools.build:gradle to another version, did that
now i get the error UnityPlayerActivity.java uses or overrides a deprecated API.

north path
#

Seems like a workaround rather than a fix

#

Make sure you follow the meta starting guide exactly and make sure no custom gradle stuff is used.
And see if it also happens in a blank project

severe saffron
upbeat briar
dull kite
#

Hey guys, how do I enable developer mode in Quest 2? I have converted my account to a developer account however I cannot see an option in the Oculus app to enable the developer mode...

north path
#

Is it the same account as on the q2 and the app? @dull kite

#

Amd already restarted the phone?

shell coyote
#

hello. I'm currently developing a virtual reality system and i've come across a problem I haven't been able to solve yet. I need to get the player to pick up an object with both hands and be able to zoom in or out of the object to see more details. Because it's kind of a virtual museum system. Then there will be rocks and ores that it is interesting that he can handle the object by hand and be able to increase or decrease the object to be able to see better. I found solution to increase the object based on buttons, but I want to do this for the user to do with their hands within the game. Could you help me ?

buoyant jolt
shell coyote
#

okay, I'll try to do that

orchid raptor
#

Hey, Rammath, I'm working on a Mixed Reality Attraction called Punch-Out!! VR.

#

Rammath, I'm Talking to you!

dull kite
#

I first created using their website and logged in using the Q2

#

I am getting these settings in my oculus app (on pc):

#

Is this the option that'll enable me to deploy my unity application to Q2?

buoyant jolt
orchid raptor
#

@shell coyote can you hear me?

buoyant jolt
#

Anyway onto real questions I suppose 😄

orchid raptor
buoyant jolt
orchid raptor
#

Hey, Sid?

buoyant jolt
#

I give it a few more minutes before you get banned and the spam goes bye bye

shell coyote
dull kite
orchid raptor
# dull kite Yes?

I'm working on an attraction for Disneyland called Punch-Out!! VR.

dull kite
#

Is this some kind of glitch or am I missing something?

#

The phone asks for a pattern which does not work but when I try the patter in Q2 it works fine

#

"Something went wrong. Please try again".... this is the response in the phone application

buoyant jolt
#

With the meta account change we had to reset ~10 dev quest 2s to get them working properly.

dull kite
#

I checked for software update on the headset yesterday, it was up-to-date it seems and yes, I checked on my phone, it is the same account that I linked to my Q2

orchid raptor
#

@dull kite would you like to hear about Punch-Out!! VR?

dull kite
buoyant jolt
orchid raptor
#

@buoyant jolt can I show you Punch-Out!! VR?

buoyant jolt
buoyant jolt
orchid raptor
#

Actually it's my idea for a Disneyland attraction for Tomorrowland that utilized Unity.

storm coral
#

that would be quite cool

#

I'm sure they have industry standard applications for similar results and are probably more specialized, though

buoyant jolt
#

Yup. They already have an in-house VR team, and they won't build potentially violent attractions.

#

Not to mention, posting projects you are building for them on here, would be a breach of an NDA

storm coral
#

no mickey mouse zombie mode 😔

buoyant jolt
#

But you could talk to a VR arcade group i.e. vrcave etc

orchid raptor
#

NDA?

#

What are you talking about?

buoyant jolt
#

Non disclosure agreement. When we build projects for companies like Disney, they have a contract. If you announce or share what you are working on for them, it is a violation and it will be cancelled and all money forfeit

storm coral
orchid raptor
#

Uh, Turkleton?

dull kite
orchid raptor
#

Hey, Sid?

dull kite
#

And it says it is not able to connect to my headset at all now

#

Yes @orchid raptor ?

buoyant jolt
dull kite
#

Okay the USB that I'm using is a USB type C

orchid raptor
dull kite
tender wyvern
#

@dull kite ^^^ Do you possibly know the answer to my question above?

dull kite
orchid raptor
#

Hey, Lazer_Craft?

tender wyvern
orchid raptor
tender wyvern
storm coral
#

bro's a chatbot 💀

hollow quest
#

How can I learn to use the new multigrab in the XRI

#

the docs are a little confusing for me

#

something about a grab transformer?

honest nacelle
#

The rotation of my main object only changes ingame but the axis doesnt

honest nacelle
#

does anyone know a good video showing how to make enemys with collision and sword collisions? in vr pls

buoyant jolt
#

Nope. We have a multiplayer sword demo on photon and quest internally, but no tutorial

#

But, you can learn VR basics. Collisions. Photon. Score tracking. Maybe playfab. And combine them.

honest nacelle
#

i learned some stuff, but i keep getting stuck when the sword doesnt go through the enemy ;-;

#

it just hit like its metal or smth

honest nacelle
honest nacelle
buoyant jolt
# honest nacelle btw does anyone have any idea why this is hapenning?

I didn't actually really understand what the question was or what the problem is versus the expected action. So I couldn't really weigh in further.

For learning, it depends on your learning context. These days I think most people use Unity Learn, but back when I started with Unity it was in the 3.x era. So we just read the user manual... I'd also keep an eye on Udemy courses though maybe, you can get them on sale for like $5.

#

But I would read through VR basics, get a sample scene running. Read through collisions, detect some impact. Go through the official Photon examples and tutorials (assuming you want multiplayer). Repeat for PlayFab (assuming you want online score tracking). By then you should have the main context down...

honest cedar
#

I'm having a strange issue, hoping I could get some help.

I'm trying to extend the XRBaseInteractor to add some custom behavior when an objects enter a specific location by overriding the OnHoverEntered function. But for some reason when I add the NewInteractor to an object in my scene, the object does nothing when on object enters the collider. The really weird part is that one of my controller (sometimes left, sometimes right) will instead invoke the new OnHoverEntered behavior and cause whatever object the controller hovers over to move to the location of the object with the NewInteractor.

Has anyone seen this before?

round mortar
#

Is there any way to make a shader that will use a different texture for each eye?

buoyant jolt
round mortar
buoyant jolt
#

There are some unlit shader examples in there to boot 🙂

round mortar
round mortar
buoyant jolt
#

That said, you can get the head position, and guess a fairly accurate "offset" of where the eyes would be

#

If I remember tomorrow, I'll check what our framework is returning for an offset on the eyes

round mortar
#

Alright, you don't have to worry about that, but I wouldn't complain if you wanted to.

orchid raptor
tiny niche
#

@round mortar try using the head position and read the ipd measurement. pretty sure that's available on all headset types

tender wyvern
#

Unity Help

flat forge
#

Hello, I am looking at VR for the first time, there is canvas in my scene with a cube. I use the oculus package to set up the scene for VR. The scene will load and i can look around in my headset as well as move my hands, but there is no where in sight my canvas, or the cube for that matter. Anyone can help me? I'll post ss of what needed when asked because i am unsure and dont want to flood the channel with something unnecessary
for the record, it is visible in game view in unity editor, just not when the game is running in headset

round mortar
tiny niche
round mortar
stoic herald
#

im currently making a VR game and i do not have a 64-BIT option any reasons?

stoic herald
buoyant jolt
stoic herald
#

oh

#

i cant upload my game then

buoyant jolt
#

You are confusing this with 64bit builds

stoic herald
#

how

buoyant jolt
#

If your unity is relatively up to date it should already be producing 64bit builds

#

Are you getting an error uploading or using an old unity version? The steps for 64bit change depending on the unity version

wet jewel
#

Is there any tutorial how to make a loading scene in VR apps???

north path
wet jewel
north path
#

Yes, so you can use a loading screen for that or load async in general

#

Many guides for that online

wet jewel
#

I am using a loading screen, on a canvas when it reaches 90% then everything freezes for few seconds

#

It's the transaction between two scenes

north path
#

Maybe the scene is just too big, check the profiler.
Either the code is poorly setup or there is too much loaded at once (fix for that could be addressables maybe)

wet jewel
#

okay I will look into this

brave drum
#

how to take the bake made from one project to another? I made the bake using bakery but it doesn't generate a lightmap or any physical file that I can find

#

@buoyant jolt I saw in previous conversations that you seem to understand this subject, can you help me?

lapis dawn
#

hi i am using sockets with xr interaction toolbox and i want to place a box.
when I place the box alone it works well but, when there are objects inside, the objects are not placed correctly in the box

upbeat tendon
#

Hello guys, in our project, we have been able to achieve a maximum of 35 fps. Even in a scene with nothing but a plane. We also went trough google results and forums and found out that it is possible to set 72 fps in a build, but failed to do so. We are using XR manager. Anyone managed to actually get 72 fps on oculus 2 and if so, how?

crude stream
upbeat tendon
#

@crude stream Yes, but the point is, fps never goes above 35, even in empty scene. Hence my guess is that it has something to do with fps settings

crude stream
#

Did you set the targetFramerate ?

upbeat tendon
#

VR does not work with that.. at least from what I found... give me a sec

crude stream
#

Just to know, your empty project is a new VR project from unity sample ? or you set it yourself from a standard 3D project ?

#

And what is your render pipeline & your unity version ?

upbeat tendon
#

Using unity 2021.3.4f1, HDRP pipeline

#

And it is my ovn, not a unity sample

crude stream
#

Ok, did you try the Unity sample from this version on your headset ? Just to be sure you reach your target ?

#

I know there are some low framerate issues on some versions

upbeat tendon
#

also, this is what I have been looking for - VR platforms ignore Application.targetFrameRate and QualitySettings.vSyncCount. Instead, the VR SDK controls the frame rate.

crude stream
#

Do you use OpenXR or Oculus XR ?

upbeat tendon
#

I belive OpenXR but I might be wrong. Might be worth a call?

crude stream
#

I'm working with a client right now sorry

upbeat tendon
#

No problem, would help in any way later...

buoyant jolt
#

I will say though, that the same project on 2020.x and 2021.x, the 2020 build performs better by about 10% for Quest 2.

upbeat tendon
#

@buoyant jolt Did you get higher fps count by default?

clear orbit
#

Hey guys, I've been building an app for a couple weeks now - Building directly to device and viewing the VR experience in unity using the link cable works fine - however, when I am trying to load the application onto my headset through AppLab or ArborXR, I only get a loading screen of three dots upon launch and no Unity Splash.

#

I have previously deployed VR apps to my oculus quest 2 using AppLab, i have checked my settings 15 times over and made sure the OBB and APK sizes are suitable for the services and devices, but its still just... those... damn... three... dots...

#

any advice would be appreciated! (everything ive seen on google isnt applicable/already tried)

severe saffron
severe saffron
#

and have you looked at logcat perhaps?

severe saffron
silver spoke
#

Hello VR peoples ! So I am working on the VR escape room project towards the end of the VR Dev Pathway( https://learn.unity.com/project/project-2-escape-room-project-brief ) and I am stuck on the KeyCard swiper part. Right now the keycard after being instantiated and grabbed wont make anything happen when trying to swipe- I Even built in some visual indicators( light coming on with OnHoverEntered and going off when Hover Exited) . Has anyone completed this? or have any idea why my swipe isnt working? These are the 2 relevant scripts for this part: KeyDetector : https://pastebin.com/ifYScrdH and CardReader https://pastebin.com/ujSxDeZg And here is a link to download the whole project : https://drive.google.com/file/d/1TlOMUCJxVtbJV0lm5dtLDiCVl5v6mmcu/view?usp=sharing Any help appreciated 🙏 ❤️

Unity Learn

In this project, you'll follow a project brief – just like you would in the industry – to create a part of an escape room. For this escape room, you'll be responsible for programming the final interactions of the experience. Specifically, the user should be able to do the following: Enter a code on a number pad to receive a keycard Use that ke...

fathom minnow
fathom minnow
#

Struggling with this issue so any help is appreciated

fathom minnow
#

I am developing a VR application using the Gorilla Tag locomotion sourced from GitHub, and I have been having this strange issue I haven't come across before, the issue is the hands seem to be kind of flinging or having strange bouncy like behavior. I have tested around and found it most likely does not have anything to do with strange collisions and have found that it seemed to work fine in a much simpler example scene I made

main quarry
#

Hi, finally I'm publishing my app pcvr

#

how to change this color?

north path
main quarry
#

mmm, I'm publishing through steam

#

and I've noticed that with PCVR configuration this events are not fired:


            InputDevices.deviceConfigChanged += OnDeviceChanged;
            InputDevices.deviceConnected += OnDeviceChanged;
            InputDevices.deviceDisconnected += OnDeviceChanged;
quiet nymph
#

I hope someone can help me.
This is my scene, it's empty except for the OVR Camera Rig with Passhtrough enabled.
I don't understand why every frame tooks 18ms and there aren't reflection or dynamic object, only the OVR Rig with Passtrough.
Another strange things is is Profiler there is Gfx waiting but with OVR Metrics Tools it display the GPU it's 99 of usage.
Please I don't get it

buoyant jolt
#

GFX Waiting means waiting for the graphics card to report it is done, which tied to the 99% usage. Assuming you are using the quest - I haven't used it's passthrough directly (we used a separate depth sensor at the time), but I know it is graphic intense and highly experimental. If it can be used in a performant way, you will need the perfect balance of versions and packages.

dusty burrow
#

I'm developing for the Quest 2 using Oculus Integration.
How can I center 0,0,0 inside the play area created by the Oculus Guardian?

#

I tried using OVRBoundary.GetGeometry() and calculating the middle between the 4 points it gives me, but those points don't align with the boundary as seen through the goggles.

#

The middle of these points are at 0,0,0 in Unity space.

dusty burrow
#

Damn

#

It turns out they do align but only when ran from the Quest itself and not on the PC through Oculus Link.

obsidian marsh
#

hello

#

universal render pipeline broke my canvases

#

I can see the canvas only with left eye since I've converted to URP

#

can someone help?

obsidian marsh
#

FIXED it by setting to multi pass

quasi sky
#

Hey guys! Is anyone able to point me in the direction of making UI that only shows up on the screen of the computer hosting the game but not showing up in VR?

#

i cant find anything online so if anyone can link a video or article or anything like that to point me in the right direction

storm ether
#

Can anyone please recommend an XR keyboard popup system suitable for VR text input to a search box?
Building to Oculus... currently looking at XR Interaction Toolkit to see if it has one

buoyant jolt
honest cedar
next perch
#

where did openxr go?

vestal otter
#

I am new in VR Game development. I want to know that can we integrate external sensors to Quest2, to work as foot controllers, I need to track feet in my Unity. Please anyone can suggest something regarding to this?

iron garnet
#

My project has had an issue with LoadLevelAsync (now LoadSceneAsync) where it freezes (blocking the main thread) when loading large scenes. This happens in the Editor as well as builds, including on other platforms.

buoyant jolt
buoyant jolt
buoyant jolt
# iron garnet My project has had an issue with LoadLevelAsync (now LoadSceneAsync) where it fr...

LoadSceneAsync always has some jitter. Usually you disable loading on complete, and halt at the 99% loaded mark.

After that it is going to begin accessing the models, physics and enviro and will lock up. From there you need to either optimize the scene loading itself (75% of the jitter is likely just colliders and physics) or look at other optimization methods (asset bundle loading, smaller scene segments, loading indicators etc)

#

Don't forget to also lower the scene loading priority

#

There are a few reasons that can happen. Event system missing. Multiple event systems. Tracked devices missing on the canvas. Blocking elements, etc. XRI is not exactly the best library, but it is always getting better. It's problematic and not very well documented imo.

forest roost
#

Im tryna build for quest 1 & 2

#

could it be related to this? I can't select "Oculus"

iron garnet
buoyant jolt
iron garnet
#

exactly, is there some way to load scene on a totally different thread.

buoyant jolt
iron garnet
#

Can you recommend some way i can make it work out ? Can i use Unity Dots for this ?

buoyant jolt
vital falcon
storm ether
#

can someone help me with

zenith pasture
#

do you guys have any tricks to make throwing stuff actually realistic? Im using the default oculus interaction grabs and physics and even I, as the dev, can rarely throw the object properly
no way the customers will be able ot throw them at all

north path
#

@storm ether use gradle and other android tools which are installed with your editor and don't jse custom gradle file if not needed

#

@zenith pasture depends why it doesn't work properly? It it timing, speed, other?

buoyant jolt
fathom steeple
#

for ppl who have full track vr , whats ur spec? i wanna buy a full track too lol

storm ether
#

can someone help ??

zenith pasture
#

this is a rather significant issue, since the whole point of the app would be throwing a basket ball

wooden canyon
#

Hello,

i've got a Problem with an Meta Quest app.

Everything is fine, but when i hit the oculus Button to open the Menu the menu opens as expected, but the surrounding of the application is freezed to the Headmovemend, so you really get sick during navigating trough oculus Menu, during the "pause" of the application.

visual junco
#

guys i dont have collabrate on my unity

silver spoke
storm coral
storm ether
zenith pasture
zenith pasture
iron garnet
#

I have made a VR room with sitting and stand functionalities through clicking buttons, however after standing the locomotion stops working. I am using two different XR origins for sitting and standing.

storm coral
ruby wadi
forest roost
#

why can't I do this?

          XRGrabInteractable grabbable = GetComponent<XRGrabInteractable>();
          if (grabbable.activated)
            {
                Debug.Log("Weapon was activated!");
            }

but I can do this:

XRGrabInteractable grabbable = GetComponent<XRGrabInteractable>();
grabbable.activated.AddListener(FireBullet);
alpine ledge
#

Hey, if i want to make a vr game do i make it with VR core or 3D URP?

forest roost
forest roost
forest roost
#

If you dont wanna use post-processing or shaders

#

It also depends, if you're making one of those gorilla tag fan games then it doesn't matter at all

alpine ledge
#

What if i chose vr and then later i want to add shaders

#

no im not

#

a real game

forest roost
#

It doesnt really matter
If you choose VR then it has certain packages preinstalled, you can always add URP later
If you choose URP then it has the Render Pipeline preinstall, you can always add VR packages later

#

But for the sake of not dealing with material issues, I would pick URP

alpine ledge
#

hmmm ok

#

you working on a game?

forest roost
#

I am

pine bison
alpine ledge
#

I got bored of minecraft server development so im thinking of doing a vr game

forest roost
#

I can't run photonView.RPC() if I'm running grabbable.activated.AddListener(FireBullet);

#

the goal is to run photonView.RPC() when grabbable.activated

pine bison
#

XRGrabInteractable.activated isn't a bool that's true or false, it's an event that's invoked

#

So you wouldn't do this in Update, you would do it in Start

#
XRGrabInteractable grabbable;

public void Start() 
{
   XRGrabInteractable grabbable = GetComponent<XRGrabInteractable>();
   grabbable.activated.AddListener(FireBullet);
}

public void OnDestroy() 
{
   grabbable.activated.RemoveListener(FireBullet);
}

private void FireBullet() 
{
   photonView.RPC(nameof(OnFireBullet), RpcTarget.All);
}

private void OnFireBullet()
{
   // your code to shoot
}
forest roost
#

alright

#

awit no

#

I'm very confused

pine bison
#

I'm adding some more

forest roost
#

I'm basically trying to do this but with the grabbable.activated instead of MouseButtonDown since that isn't VR

forest roost
pine bison
#

So with that code, you're telling the script in Start that whenever activated is called, call FireBullet. That function is just a helper function to invoke the networked function

#

There's gonna be some photon syntax that's missing there most likely, I don't work with Photon

#

There's also gonna be an error when you try to attach the listener, since the function you're giving it should take a parameter

forest roost
#

photonView.RPC basically fires the event (RPC_SHOOT) for everyone connected to the server instead of only on your screen

pine bison
#

So I guess it should be private void FireBullet(ActivateEventArgs args)

pine bison
#

Nice

forest roost
#

oops that sounded rude

#

mb

pine bison
#

Nah don't worry

forest roost
#

grabbable.activated.AddListener(FireBullet); What does this line do exactly? I added it to my code without really understanding it since some other people said that's how you handle input

#

because FireBullet runs when the player presses the trigger but I'm not actually using GetDevices to get the controller and such

pine bison
#

Since activatedis an event, it will be invoked by the XR system when you grab the object. So you're saying that whenever this happens, run the function you're providing

forest roost
#

ah I see

pine bison
#

This isn't dependant on input at all. It's just hooking into the XR system's own functions

#

Which is a good alternative

forest roost
#

so .activated runs when the player presses the trigger?

#

AddListener just adds the provided argument to run when it's called right?

pine bison
#

In our case, it's useful because it will be called regardless of how you're grabbing, which means you can rebind the keys, or use a keyboard

forest roost
#

ah I see

#

could I perhaps do something like this?

#

That runs FireBulletToServer once the player presses the trigger, right?

#

and that then runs FireBullet via photon

pine bison
#

Yes

#

The only thing you need is that when working with events, you also need to unsubscribe. That's what I had in the OnDestroy method

forest roost
#

Right

pine bison
#

If not, then you can run into issues where the activate event is still trying to call your function, but the script has been removed or destroyed

forest roost
#

so like that?

#

might be hard to read

pine bison
#

Yep you got it

forest roost
#

I guess I don't need ActivateEventArgs arg in FireBullet, right?

alpine ledge
forest roost
#

No

#

you can just make models in Unity

#

right click in the hierarchy and then go to 3D

#

there's shaped you can use there

pine bison
daring patio
#

good afternoon. i created an apk build for my quest 2. i noticed that in the viewer this tends to go below 30 fps. How can i check what is the problem and maybe fix it?

zenith pasture
storm coral
dim geyser
#

Hey, sorry to bump such an old message, but we're running into the exact same issue right now.

Did you ever find any fixes?

zenith pasture
final basin
#

Check the oculus developer forums if its happening again

daring patio
daring patio
#

I make a villa with 4-5 rooms

#

With different objects for interior

delicate venture
#

Hi everyone, glad to finally join this discord. I am a lab lead and researcher for virtual reality development at my university, I wanted to ask a logistics question if anyone has utilized Unity VR development for education, particularly for Oculus Quest 2 headsets. We have about 30 to manage and a bunch of hoops to jump through to get them initialized, if anyone is overtly familiar with using the Oculus platform for educational purposes, I would be happy to share more. Thank you :)

zenith pasture
vestal otter
buoyant jolt
pine bison
buoyant jolt
daring patio
zenith pasture
#

well there is your issue

#

no matter what you do, quest 2 will never be able to handle this

delicate venture
pine bison
alpine ledge
#

How do i make a VR UI using my own image and not just the preset vr toolkit stuff

daring temple
#

how do i reference the tracked pose driver in c#?
I have included a screenshot of what i want to reference
here is what i have so far, though it doesnt work Component headsetthing = GetComponent<SpatialTracking>();

mild igloo
#

Do you guys know if there is a built in way to get the velocity of the player

zenith pasture
#

Not sure if it is included, but writing it yourself shouldn't have to be longer than a few lines

forest roost
#
using UnityEngine.XR;
using Photon.Pun;
using UnityEngine.XR.Interaction.Toolkit;
using UnityEngine.SceneManagement;
using UnityEngine;

public class GameMenuManager : MonoBehaviourPunCallbacks

{
    public Transform head;
    public float spawnDistance = 2;
    public InputHelpers.Button inputHelpers = InputHelpers.Button.MenuButton;
    public XRNode controller = XRNode.LeftHand;
    public GameObject menu;

    void Update()
    {
        InputHelpers.IsPressed(InputDevices.GetDeviceAtXRNode(controller), inputHelpers, out bool isPressed);
        if (isPressed)

        {
            menu.SetActive(!menu.activeSelf);

            menu.transform.position = head.position + new Vector3(head.forward.x, 0, head.forward.z).normalized * spawnDistance;
        }
        menu.transform.LookAt(new Vector3(head.position.x, menu.transform.position.y, head.position.z));
        menu.transform.forward *= -1;
    }

}
```I'm using this script for making my pause menu appear, but if I press the menu Button, it opens and closes it a ton of times, I only want it to do it once
#

I think the problem is me using IsPressed, and it checks that every frame, but I don't know what to do otherwise

buoyant jolt
#

You can store a bool to track when the button state changes

forest roost
#

how would I do that?

buoyant jolt
#

Not to be rude, but that's a crucial step to progress

forest roost
#

I know how to add bools, I just don't know how to do it in this case.

#

Normally I use easyInputs which is a package that allows for easily reading XR inputs but it doesn't work with the menu button

#

so I tried to use InputHelpers, but I don't know how I'd make that work with the bool storing

#

because to me it sounds like:


private bool hasPressed;

void Update()
{
       InputHelpers.IsPressed(InputDevices.GetDeviceAtXRNode(controller), inputHelpers, out bool isPressed);
       if (isPressed)
          {
              hasPressed = true;
          }

       if (hasPressed)
        {
            //code
        }
}
#

but that would cause the same issue

buoyant jolt
#
public class GameMenuManager : MonoBehaviourPunCallbacks

{
    public bool WasPressed = false;

    void Update()
    {
        InputHelpers.IsPressed(InputDevices.GetDeviceAtXRNode(controller), inputHelpers, out bool isPressed);
        if (isPressed && !WasPressed)
        {
             // Toggle menu on
        }
        else if(!isPressed && WasPressed)
        { 
              // Released
        }
        WasPressed = isPressed; 
    }
}```
forest roost
#

ahhhh

#

in that way

#

thanks

mild igloo
#

Hey, I am looking for a solution to determine if a user is moving in VR and when they stop. The problem is that the OVRCamera is your head so it registers movement if you nod your head as well as when you walk. I just want the walking and ignore the head nods and looking around.

I have tried velocity but if you nod your head fast enough you can trick it. I tried tracking my previous position and current position but the head nods register a change in position.

north path
#

Maybe just check when moving over X and Z faster than a threshold? @mild igloo

cursive quail
#

I swear ive run into this problem before and solved it but i dont remember, Im getting consistant stutters that seem to be outside of the framerate, Im using the XR Toolkit and ive narrowed it all down to enabling or disabling a Rigidbody on the XR Origin object. Even if the object is not moving or touching anything with it enabled im getting consistant stutters every 10 frames

#

With just the Rigidbody moving with a constant velocity its very noticable

silent root
#

Can someone please help me. I cannot for the love of god get eye tracking to work in Unity on my Meta Quest Pro.

#

I am using the OVREyeGaze component but I keep getting this error
[OVREyeGaze] Failed to start eye tracking.
UnityEngine.Debug:LogWarning (object)
OVREyeGaze:StartEyeTracking () (at Assets/Oculus/VR/Scripts/OVREyeGaze.cs:124)
OVREyeGaze:OnEnable () (at Assets/Oculus/VR/Scripts/OVREyeGaze.cs:98)

#

I have my eyetracking permissions working

#

These are my XR Plugins

#

I am using Meta Movement 1.3.3, Open XR 1.6.0, and I have the Oculus Integration v47.0 package, and I have the eye tracking enabled in the oculus app.

#

I am losing my mind just getting this basic shit to work and have spent over a week endlessly searching and trying different versions to no avail. Please help me

north path
silent root
#

@north path Unfortunately not, I tried following everything on there as best as I can and still cant get it to work

zenith pasture
#

does anybody know where exactly is the centereyeanchor located on the physical headset on oculus quest 2?

pine bison
#

Presumably in the middle between the eyes

zenith pasture
#

human eyes or the lenses?

pine bison
#

The actual eyes

zenith pasture
#

do you have any source for this? not to sound rude, its just rather imporant for the type of app I am making

pine bison
#

I do not, this is just the basis for how VR works without making people sick. If you need data then I guess you can dive into the XR system source code

zenith pasture
#

some PCVR systems have the camera point a bit higher for example

#

thats why I am asking

north path
#

Then they just offset the camera, this is on the game dev to implement

storm ether
north path
storm ether
#

tracked pose drivers and no the camera isnt a child of a hand

#

Here is the tracked pose driver component

#

idk what else could be causing this

pine bison
#

There's this too

storm ether
#

ye but that was there before the game even broke

storm ether
#

I just remade the entire rig

#

took 30 minutes

#

Imma make a backup couse jeezus

pine bison
#

Are you making the rig yourself? Why not just use the create menu?

north path
storm ether
limpid canopy
#

StackOverflowException: The requested operation caused a stack overflow. Oculus.Interaction.Input.HandRef.add_WhenHandUpdated (System.Action value) (at Assets/Oculus/Interaction/Runtime/Scripts/Input/Hands/HandRef.cs:55)

I'm trying to use Oculus Integration's asset to use Hand Tracking, but if I assign the HandGrabInteractor on "HandRef" it causes an StackOverflowException, if I keep it null, NullReferenceException.

I'm following this tutorial: https://www.youtube.com/watch?v=1FRqniErAfs

The new Oculus Interaction SDK is here and is making it easier than ever before to interact in VR. In this first part of this new tutorial series, I'll show you how to set it up and use it for grabbing object with both controller and hand tracking !

▶ SUBSCRIBE : http://www.youtube.com/channel/UC-BligqNSwG0krJDfaPhytw?sub_confirmation=1
▶ PATRE...

▶ Play video
alpine ledge
#

How mouch do server hosting cost if you want to make a multiplayer vr game?

neon raven
#

has anyone here used a Vive Focus 3? And if yes does the Unity direct preview work with it? (so when you press play in Unity, does it load it to the headset?)

severe saffron
#

Anyone notice horrible seams on cubemap reflections when building to quest?

#

editor/PC doesnt have the issue, fix cubemap edges is checked

#

yet when I build to APK, I can see horrible seams in all the cardinal directions

hazy cosmos
alpine ledge
hazy cosmos
#

Yes they are

#

Gorilla tag uses photon vr for example

alpine ledge
#

oh how is that profitable running a free hosting

hazy cosmos
#

There are licenses you can buy that have more RAM for example

#

Or that have better servers that are faster

alpine ledge
#

and how much ram is needed for a tipical vr game

hazy cosmos
#

I have a server for a non vr game with alteruna, and with the 3gb RAM it has its completely fine

#

I have also tested photon vr free Plan and it’s working perfectly fine

alpine ledge
#

3gb of ram how many players tho

#

Also can you help me? Im trying to do an exit button and in on Click () idk which function i must chose

#

@hazy cosmos

hazy cosmos
alpine ledge
#

yes

hazy cosmos
alpine ledge
#

public class Exit : MonoBehaviour
{
public void LeaveGame()
{
Application.Quit();
}
}

hazy cosmos
#

Attach the script to an object and drag the object into the field

#

On click field

alpine ledge
#

i allready have that dont i?

hazy cosmos
#

Where is the script attached?

alpine ledge
#

script is inside of the button and the button is placed inside of the on click()

alpine ledge
hazy cosmos
#

Make it a different object

#

Just make an empty one or smth

#

Cuz it should show the name of the script and then when you expand the name of the function

alpine ledge
#

i make an object for the skript?

#

and not place it under button?

hazy cosmos
#

Yes

#

That’s how I do it and it works every time

#

@alpine ledge did it work?

alpine ledge
#

Idk if i understood you but is this what you meant?

#

feels liks this would get unorgonized fast

#

also why is it named Leave game. it changed its name when i added it to it

#

idk nothing rly changed no idea which i need to select

#

@hazy cosmos if i add the script then functions turn to this

#

Im just giving as much info

hazy cosmos
#

I guess the script is corrupted, make a new script and paste everything there

storm ether
#

pls can someone tell me why my haptic feedback script isnt working

alpine ledge
#

Idk mine also

storm ether
#

k ty

crude stream
#

Hi, I'm a little bit lost for one simple interaction.
If someone could help me please.
I'm using XRRayInteractor on a XRController which is working well.
I'd like to simple "click" on a 3D object which has a script with IPointerClickHandler.
Is it possible ? Or should I implement another interface on this script ? Or anything else ?

I know I can use a TrackedDevicePhysicsRaycaster, but this is causing a conflict with the XRGrabInteractable present on the same object.

#

To explain more :
My object can be clicked or grabbed. But when I have a TrackedDevicePhysicsRaycaster + XRGrabInteractable, I can click, but grab is working randomly.

alpine ledge
# storm ether k ty

tbh i have no idea i tried to make haptic feedback when hovering over a UI button, but now it boke my whole ui and the interactable Ray just goes thru the UI and dosnt interact with it

#

Can some one please help me? I dont know what happened, but my Ray wont interact with UI any more it just goes thru it

storm ether
# north path Share the code

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

public class HapticInteractable : MonoBehaviour
{
[Range(0,1)]

public float intensity;
public float duration;

// Start is called before the first frame update
void Start()
{
  XRBaseInteractable interactable = GetComponant<XRBaseInteractable>();  
  interactable.activated.AddListner(TriggerHaptic);
}


public void TriggerHaptic(BaseInteractionEventArgs eventArgs)

{
  if(eventArgs.interactorObject is XRBaseControllerInteractor controllerInteractor)
  {
       TriggerHaptic(controllerInteractor.xrController);
  }

}

 public void TriggerHaptic(XRBaseController controller) 

{
  if(intensity > 0)  
  controller.SendHapticImpulse(intensity, duration);
}

}

hazy cosmos
#

GetComponent instead of GetComponant and AddListener instead of Addlistner

night quail
#

Need help with XR. New to VR development and unity in general and am having issues. I installed XR Plugin Manager and the entirety of it is greyed out. I can see the options but cant click anything.

severe saffron
#

Asking again. Have any of you got box projected cube map reflections to work on Android without gigantic horrible seams?

#

I have fixed edges checked on the cube map itself and the issue doesn't show up on PC or in the editor. I thought it might have been compression applied to the cube maps for some reason its making a border seam but I've gone through all the options and can't find anything that doesn't create a horrible seam

celest grove
#

I'm using Valems XR tutorial and for some reason my hands (AKA the cubes) are in front of the controllers. Anyone know why??

#

The first episode of the tutorial series that will teach you everything about VR development.

▶ PATREON : https://www.patreon.com/ValemVR
▶ DISCORD : https://discord.gg/5uhRegs

-LINKS-
EVERYTHING YOU NEED TO GET STARTED :
https://youtu.be/i3DbJwy0R6E
Download Unity : https://unity3d.com/get-unity/download

NEXT EPISODE : https://youtu.be/8PC...

▶ Play video
sick oak
#

Hello everyone simple question. How would i get the active velocity of the player's controller (using for custom collision script)

Example if the speed is over 2m/s do A
if not do B
etc

#

Can i obtain the speed or is it always 0 cos of how vr works?

#

please @ me

icy spindle
#

Hi i have my project running with all my platforms. Mac PC mobile and VR. However when building to android it wants to run on Gear VR which works but i'm not wanting the xr build but instead a normal android deployment.
It knows the other platforms aren't VR, but with android it cant make the distinction regardless of what i've tried. Short of uninstalling the XR plugins, which defeats the purpose of what i'm trying to do.
The issue seems to be "That the OVRGradleGeneration.cs overrides the automatically generated AndroidManifest.xml and enables VR again, even if its deactivated in Unity on the 2021 lts
The attached photo is from the below forum and they ran into the same issue with unity 2020 LTS.
https://forum.unity.com/threads/player-settings-virtual-reality-supported.664858/#post-5423187

Does anyone know how to build to both without delving into code?

upbeat tendon
#

Hello guys,we are testing out a small project we have created. Hovewer, we strugle a bit with FPS, which after testing out, we think, might be caused by Oculus itself. Therefore we would like to seek help and test our project on other devices as well (HTC vive etc.) Also if you are developer yourself, we might be able to discuss the issue. Send me a message here on discord, so we can get in touch and tell you more about the project.

No matter what we try, we usually get about 40 fps, even in an empty scene. We are using Unity, HDRP and Autohand. We alredy went trough settings, tried to mess up with settings, tried different scenes, but the problem persist.

This might turn into paid work as well, if we find a solution to this. Someone with more skill in VR might know what is going on.

sick oak
daring patio
crimson galleon
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Matrices obtained using the methods Camera.GetStereoViewMatrix(Camera.StereoscopicEye.Left) and Camera.worldToCameraMatrix match. How to fix this behavior?

mild igloo
sick oak
north path
sick oak
north path
sick oak
north path
north path
sick oak
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performing a check every update, i used to code minecraft plugins and when you did something every tick it would cause lots of stress on the server

north path
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A simple distance calculation won't slow down a game. There are thousands of millions other things running as well @sick oak

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You aren't making a Minecraft server (;

sick oak
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i dont have experience with games lmao

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best thing i could sorta associate it with

north path
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Try and find out. You'll be amazed how much code you need to throw at it in order to make it lag

sick oak
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damn

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you can crash someone in minecraft by sending a check every tick XD

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20 / second

daring patio
north path
daring patio
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understand. otherwise where can I "learn" to read profiler data?