#🥽┃virtual-reality
1 messages · Page 8 of 1
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
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:
How to make an asymmetrical vr game???
how would i go about getting an input from a specific controller in the scene using the action based controller
right so i am trying to snap this RAM onto a motherboard but can't seem to get this to work, any suggestions?
How would I be able to fix the following issue with UI buttons? Whenever I click this button it seems to double click and when running it in the editor the debug log I have runs twice.
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
What do you mean?
I wanna know how to make an asymmetrical local multiplayer pc vs vr game but i dunno how
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
💀
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 !
What system do you use? XR Interaction Toolkit?
If so, i think the latest version has 2 handed grab, but just google XR Interaction Toolkit 2 hand grab
Yeah I use it, I will search
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.
Probably a better place to ask then just Unity-Talk. 🤣
probably a collider on the interaction layer that does not have an interactible script
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
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
How did you set up the iks?
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.
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
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
Starring Dina Beach.
Send money to my Paypal:
@ghosthandjobs
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!
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?
I'm working on 2 teams, and we had to scrap URP on both projects. Framerates took huge hits. We switched to Standard and got stable 72 fps. But, I would get latest 2021 LTS for sure.
Yep the latest 2021 has some performance fixes, so it's probably the best version to use rn
Hi, after some research I tried to make it work but my efforts are in vain, I don't know if these are really made for that. Do you have an idea ?
What do you mean?
I failed to make it possible to grab an object with two hands
I cant really help much more than look for guides, maybe on youtube
I use VR Interaction Framework which has it built in
Okay
hello
got this error when I try upload my build:
the manifest file itself does not contain these
It's a #💻┃code-beginner issue
Put it and the full error there (if you click on it it shows the full error)
its for a vrc model and i have not wroten a single line of code
kay
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
this is what happens when I try a two-hand grab
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.
so I used a tutorial for exporting to for the quest 2 and this popped up when I pressed build
anyone know what could be causing the issue/how to fix?
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
This channel is dead.
yep
@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.
lol, alright. Not sure how I was spamming the channel.
If it still unclear. People who monitor server channels for new activity to answer questions they can answer. And any idle off-topic posts dirtying the channel with new activity are spam.
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.
Also, I typed this again because it's been a while, and messages that aren't questions were stopping it from being seen.
Please ping me if you have any ideas, or if you know that there are just those 3 actions.
hey. is there a voice channel that i can join?
If you are still stuck on that problem, the unity error log will show you why that failed in more detail. Click on each red error and look for the build failure cause. It might list multiple of them. You'll need to read the entire error log to find the culprit. It's usually something simple to fix.
what you're looking at is the simplified interaction toolkit component, which has less features than most headsets today
you can add more actions though and there's bindings that cover entire controllers available
ok thank you. I found a workaround by making the ui pressed be the primary button and the ui pressed value be the secondary button, but in future I'll probably do something more like that
Sorry just one more question. This component is what I'm using to handle inputs. Do you mean that there's a way to add additional actions to it, or did you mean something else?
no i meant the asset that its binding the actions to. I don't normally use the xr controller script
and when i do, its just a placeholder while i work on other things
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
Someone please help
your code does not compile, make sure you configure vscode to actually open the project and compile it
how do i do that
that is not really a vr question, but take a look at a vscode c# tutorial
you should use localPosition not localposition
Ok
Alright, thank you!
Hi is it possible to do something like this with Unity ?
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...
sure, but you'd probably want it to lerp towards the hands over time. otherwise it's going to be weird to carry heavy stuff
yes I would like to grab the Cube with two hands and simulate the weight
I'd rather do it myself and not pay 80 bucks to be honest :)
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?
how can i playtest a game in Virtual Desktop?
you run it
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.
nvm fixed this
is there any way i can force the quest to to give me GPU level 4?
Unity.XR.Oculus.Performance.TrySetGPULevel(4) just doesnt seem to work
(ovr is not being used directly, only unity's XR)
Ask on the vrif discord or check their docs
I have to port a project from oculus android to steamVR
I installed the SteamVR plugin
I can test it through SteamVR, but my inputs are totally ignored
I see steam use his own actions
My project is working with Unity's new input system
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
how to?
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
@main quarry just use OpenXR and it will work on steamvr without the setup stuff
oh, really?
How should I test it? testing with oculus link and steam vr application it doesn't gets the input
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
OpenXR supports both oculus link and steamvr. Did you add the controller profiles in openxr tab for desktop?
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)
build works as expected... pc vr setup start correctly, but no input received
where?
Yep its there
How are your controls setup?
And is OpenXR selected in the xr plugin management menu? (and not oculus)
What do you mean with controls setup?
I removed steamVR package and made a build
this build works as pcvr
with inputs too
I can deploy this build to steam even if no SteamVR package is used?
@north path
hello, someone know if it's possible use Quest Pro passtrough with HDRP Unity project?
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
Not even connected to the pc or with air link? In this way quest pro can use the power of PC
That's a different thing, it might work but I don't know it it's supposed to https://developer.oculus.com/documentation/unity/unity-passthrough-over-link/
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.
Like how you read input. Do you use XR Interaction Framework?
Yes, OpenXR is cross platform
OpenXR will work on streamvr, oculus, windows mr, and standalones with support
No, I'm not using XR Interaction Framework, I have a plain implementation
No, passthrough and hand tracking are only available on standalone, or inside of Unity, but not in builds
Then you need to add support for openxr yeah
Use the generic XR controller bindings
ok
Well I have a project in URP and passtrough work also with PC Build
Hmmm interesting, when I tried as soon as I built it it stopped working
Was it a development build?
I linked VR to PC and start the build on PC all works fine but only in URP
no
Cool
Then I am unsure, maybe hdrp doesnt even have ar support since most ar stuff is mobile
Maybe ask on the forums?
Yeah, i will do it. I check here for a quick response, thank you
anyone know who to talk to when having issues with unity build? more specifically java issue with unity
hi guys is there a workaround for xr interaction toolkit not supported on webgl builds?
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
You find the most descriptive error message and paste that into google
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
can anyone point me toward information regarding early frames on quest?
searched fairly exhaustively but cannot find much
how could i navigate ui by punching it? with openxr
you could make a physical button or have a script that activates when interacted with if your hands have a direct interactor component
is there a way i can have an if statement for if im grabbing the object the script is attached to??
if(grabbedGameObject.transform == this.transform) { }... ought to do
Both are fine, just make sure to develop with OpenXR and then you can support most platforms quite easily
What do you mean?
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
the ovr metrics tool give a way to detect them
thank you!!
Is optimize frame pacing enabled? Sounds a bit like it maybe
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🙏🏻
Please vote on this issue to get some performance wins
Reproduction steps: 1. Open the user’s attached project "PerformanceTest2021.zip" 2. Go to Project settings > Player 3. Make sure...
@north path its experimental, kinda self explanatory
It works in 2020.3, so something which breaks in an update should be reported, right?
In 2020 it can help a bit with performance
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?
What did you try and what isnt working?
If the ball and hands have rigidbodies it should work
I am really new to unity so I didn't Tey much idk what a lot of it does just yet
Tried sphere collider but we'll. As you'll know it just turned into a floating solid sphere to climb on
Follow a vr guide to get the vr player working first
Then start adding the gameplay around it
If you dont have any basis you cant build on it
I have been following tutorials but for my kinda game there's not a lot
I've been following and enjoying ones by valem
I've gotten to apoint where i can make things with no guides or tutorial
Then what is the issue with your mechanic if you can do it without haha
Is Quest hand tracking possible in a tethered application?
Officially not supported, but might work @dry fractal
Thanks
Some things I can do xD not all.
Just on my way home I'm gonna give what you said a try
@north path
my football is limb-ist
doesnt like hands but will accept body collission
Add more mass to the hands maybe? Or just use .addforce? It's hard to ser what happens if youre jumping around.
when im jumping im slapping the ball
but its repelling me
like its an object
but if i use my body, it moves
Read collision and do the physics manually maybe
i wouldnt know how xD
is there anywhere i can learn this?
idea
should i make some sort of collider attached to the hand
invisible
use that?
oh i might know the issue but ill still need ur help
OnCollisionEnter
Maybe start with the VR development course on unity learn
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
to move
it could be a conflict
only issue being, if i take away the sphere collider it well
just falls through the map
Maybe the body is colliding with the hands
Try this to get used to unity maybe
so it sorta worked...
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?
Create new interaction layers and go to project settings > physics and check off that box that overlaps with the ball and the hand
in openxr, how do i set the vr camera to a different position/switch to a different camera once my game starts?
Hello! So I have this "Enable fly" option on 2020.3.42f1 but not in later versions. Was this replaced by something else?
If there are rigidbodies just disable gravity and add force?
Give more info. Which headset, unity version, xr Interaction Toolkit or something else, got a tracked pose driver on the camera?
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
Ive been playing around for a while now and im struggling, Heres an example of what im trying to make.
Can anyone help me?
Im struggling to get the ball collission with the hand to work properly
Are the collisions on continues?
Add weight to the rigidbody?
i would like to simulate an object of 20kg, what i must put into the mass and drag values ?
also, when i put an object on the top of another, it makes a bouncy effect it's strange
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
20 for mass, drag depends on what drag you want
Use physics materails
Maybe use a joint of some kind?
how ?
what is it ?
I have no idea. I didn't make that game
Then check or have that person reach out.
Fixing another person's project without knowing fundamentals is really hard
Yeah unfortunately i wont be able to get in contact with them, they are an extremely toxic developer which the community is enraged about because they changed their game to be extremely money hungry. Its a long story but irrelevant ig lol
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
But you dont have the project itself?
It worked thanks
of whats in the video no
as a built game yes
Then why do you ask for help to fix it?
Physics xD
Ah
Then this is still a question if you are having issues with it
i think you mean this right?
Thats what its set to
Maybe try normal continues for now
And try out physics material
And it depends how you move the hand gameobjects. You need to use rigidbody.moveposition and not transform.position =
What i need to do which ill think will help
is stop the spheres on the hands colliding with the ball
but idk how to do that
is there anything i can do you know of to let that happen?
the ball on my game feels incredibly heavy idk why
lemme get example video
@north path
any ideas?
the ball is super heavy but im pretty sure these settings should make it light
How would I be able to fix this? Basically grabbable objects collide with the character controller and push it in random directions at high speeds.
i have this too
Hello, I have a reticle for my XR Ray Interactor but it doesn't seem to be showing up when hovering over interactables
not sure what I am missing
Set Character Controller radius to maximum of 0.15f
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
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?
Hi again
Steamworks reply to my deploy attempt:
I'm using OpenXR backend
what could I do to fix this?
I personally use the oculus app to connect device to PC so I didn't notice that problem
put the character ontroller on a separate layer, since typically you only want it colliding with the environment
I'm having some issues with the Oculus Lipsync SDK and animations. Is there anyone that could answer a couple of questions?
its far more likely if you state the questions up front
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?
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.
you'd want to blend the animations then. rght now you probably have 1 source override the other
so you'd want some blending and a filter
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.
well a mask is applied for the rig, which is either bones or vertices in this case
so you could mask the face vertices and additively blend the main rig with that
additive blending would in this case mean you multiply the transforms
Ok, thanks. I'll search the documentation for additive blending and animations. That should get me closer. Thank you.
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?
you need to blend the vertex positions yourself, unity wont do it for you
the layer order is also irrelevant in this context, since its effectively an additive blend
oof. You mean in my modeling software? 😮
I'm sorry, I guess I'm not following.
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.
Ah, are you talking about blend shapes?
kinda, the thing you get out of the facial animations is essentially a blend shape
only thing missing is a mask
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?
if its blank, it sounds like you're masking bones, but you have to mask vertices
that said, you should still see stuff happen if you have an additive blend without a mask
I do see either of the animations, but not both
unless its a bone blend and not a vertex blend
then the blend is clearly not being applied
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.
I'm not seeing a vertex mask in the documents. Is it possible it's under another name?
sounds like a dumb question...
How do i put it on a "layer",
sorry new to unity
all objects live on a layer, check the inspector
you'll also need to configure which layers interact
Ohhhh
interesting
becuase i need to stop some things colliding
is this how i do that
sometimes
like 1 being the same issue, my hands are making my body fly away
sometimes you want to throw away collisions after they're detected and that's when you don't do this
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
hm
in my last project the "OpenXR" option was there, now it isn't
Weird because I haven't done anything else during setup
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
this happened after i implemented photon but their discord wont respond to me so i figured this is the best bet
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 ()
this might work for you
https://communityforums.atmeta.com/t5/Unity-VR-Development/Failed-to-load-OVRPlugin-dll/m-p/948712#M20412
What do you mean? @daring lion
Hi. Simeone know if there is some tutorials por something to learn Ultimate XR?
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=
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?
processing issue?
What do you mean? The framerate does not change if that's what you mean?
That looks like a RenderTexture that has been marked as discarded and which the GPU has started using to store other data. What textures are involved in this Blit?
i meant if the processing suffers, that may cause weird artifacts
but im not sure about that
Oooh! I am using this repository, it seems to use the command buffer.
https://github.com/Cyanilux/URP_BlitRenderFeature/tree/cmd-drawMesh
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)
how can i make a hud for a player that follows the vr headset around? this could be a health bar
and how can i make it rotate aropund the player smoothly like in zenith
@crisp pivot which unity version?
2021.3.16f1
Does it happen im a blank project?
If not, compare settings
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
World space canvas, parented to the headset. Keeping in mind not all headsets have the same range of view, and what appears in one headsets vision could be cut off in another.
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.
thx gonna try that tomorrow
how do i load into vr on steamvr
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?
Have an OpenXR or steamvr project, connect headset, press play @storm ether
might be accessible in the teleportation event, but i doubt you can query it
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.
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?
how do you render a cube? same principle, different mesh
I don't understand 😅 I have to enter hints that show up on the controller keys while I'm in VR 😅
Like that
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?
ignore the scuffed model
the ball has these
What's the transform on the ball
Cause it looks like the scale is way off, which might interfere with the physics
How would i fix that. since the model was small i had to scale it up
You would fix the scale of it in your modeling program
i dont think it worked
i mean, i scaled it too big in blender
but when i scaled it down it still as buggy
shouldnt it be superlight?
You shouldn't scale it down, you should apply the scale
So the scale is right in blender and 1,1,1 in unity
ah
How are you applying the force to the ball?
idk technically
im just wacking it
with my hand
This is my aim with it
what i want it to be like
ok it definitely didnt work with blender, the way its working atm its as if energy isnt passed from the motion of my arm, to the ball. the ball seems to move until my "follow through swing" has finished
do you understand what i mean?
No, but I don't work too much with physics. I would ask in the #⚛️┃physics channel
There are two things you can do here, you can and should add a Physics Material to the ball that is bouncy. And you could change it so when you hit the ball it applies force manually through code - which is what I would do. But adding a physics material is easier for new developers.
I've done a few games like this, it's because you usually want to multiply the force applied.
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);
}
}
What do you expect xrlc and xrrc to be?
the variables for the Action based controller component of the left and right controllers
no from the public GameObject variables -> xrL + xrR
is that not the best way to reference them in the scene?
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
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 ?
Haptic, no s
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?
I did add a physics material but that seems to haven't worked
I think I solved my issue by recalculating the midpoint position a second time, when storing the lastControllerMidpointPosition.
Then do the other thing suggested, using addforce
I have already gave this as an option a few days ago
Thats what im thinking to be honest, is it difficult to add force manually?
No, almost all games do it
just a C# script right?
Yes
Is it possible to attach an XR grab interactable to a hand by script only?
You want to be able to grab your hand?
hi
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...
Has anybody already tried this?
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
So i installed steam VR and that seems to have solved it for some reason
that probably means its not running on the oculus runtime
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
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?
If your PC can run VR, yes, through Quest Link. If it can't, then you need to build
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
Air Link.
I mean - not the build apk
"I'm trying to test builds on the Quest 2 hardware"
you can do Build And Run then
There's a build and run option for Android?
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.
Thanks
I formed a thought quicker than I read your message, sorry. 😆
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.
I saw that and when i researched oculus runtime it had a warning that it had depreciated and may misbehave.
So i was afraid to use it
that's a completely different thing
Oh, 🤦♂️
Ill look into the second comment
Ty for the help
@nova current not yet, but I will. thanks for putting that on my radar
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?
What is the performance?
sounds like you have a shader acting up
That's what I tough but it are multiple objects and different shaders both hand written and shadergraph.
that just means you have many places to look at
a single shader can brick the gpu state and screw up everything that comes in behind it
Welp that's going to be fun, could that explain the issues only happening o the left eye? I am using multiview for graphics.
multipass? yea you could be causing something that makes the compositor discard every other frame
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
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
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.
Fixed. I had to remove SSAO entirely, not just disable it.
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
- With the openxr plugin for desktop, did you add the touch controller profile?
- If you use the oculus plugin, you can't run the game in steamvr, just oculus runtime
@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
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
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
checked the oculus dev manual?
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
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.
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
You can ask your question, properly, in #💻┃code-beginner code. #854851968446365696
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.
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
You need an Audio Listener on the player's head and audio sources have a slider that changes their sound from flat to spatial 3D.
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...
Can you try without the spatializer enabled in the settings? I get 3D audio fine without it
In project settings?
Ok, I will check it
Idk if that's it but Spatialize is unchecked here.
First time I've seen this option, but maybe that's it? Read it's tooltip.
On this setting the sound is heard on one front
@pine bison which the format sound you use? Mayby here stay a problem
Ok, I'm trying to convert to wav and build again
that spread is likely too high
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
Thanks, I try this
0 = all sound channels are located at the same speaker location and is 'mono'. 360 = all subchannels are located at the opposite speaker location to the speaker location that it should be according to 3D position. Default = 0.
so yeah 341 means the sound would be coming out of the wrong side heh
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
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
Now it's even worse, I can only hear sound in one ear, what I can change here?
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' 
I could help test.
there is no reference to any gradle besides this one just existing (dont see it being used anywhere)
Hello, it's possible in Unity with Meta Quest Pro occlude the virtual object by the real world.? All this using passtrough
-
In preferences - 3rd party tools you can select a gradle version. Here make sure to use the one included with unity
-
Do you need that file? If not, remove. You literally state in the file (probably selected in project settings -> player settings -> android -> Publishing) to use r8. The error tells you specifically to not do that
If they supply depth info it would be possible to do it
Are u talking about meta quest pro or virtual object?
Quest
uh, what gradle?
hope it wont break everything
well, i deleted the gradle file but i still get this error
What's in the publishing settings stated here?
@crisp pivot
I said here
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
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.
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
I usually keep my spread around 45 if I need a sound to spread across channels. For the most part I never need more than 5 as most of my sounds are very directional
It's working now, I changed the position of the audio listener and it helped. Thanks for help!
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...
Is it the same account as on the q2 and the app? @dull kite
Amd already restarted the phone?
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 ?
I'd just scale the object based on the distance between the two hands while picked up with a smooth/slow scaler. And then don't forget to return it once they let go in case they accidentally oversized it.
But you can get the distance using Vector3.Distance(controller1, controller2) and smooth it with Lerp
okay, I'll try to do that
Hey, Rammath, I'm working on a Mixed Reality Attraction called Punch-Out!! VR.
Rammath, I'm Talking to you!
Yes
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?
Then why are you not using their @ username? Should they care that you are making something? Confusing.
@shell coyote can you hear me?
Anyway onto real questions I suppose 😄
Ask away.
The only thing that will really matter, is that development mode is turned on, on your phone, for that headset
Hey, Sid?
I give it a few more minutes before you get banned and the spam goes bye bye
1 second
Yes?
ok...
I'm working on an attraction for Disneyland called Punch-Out!! VR.
For this, I am trying to connect to my Q2 device using phone and everytime it connects it asks for a pattern. I insert the pattern which I remember I did while setting up the account on Q2 however it says it fails
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
It sounds an awful lot like either the accounts are out of sync (is the headset up to date) or they are connected to different accounts to me
With the meta account change we had to reset ~10 dev quest 2s to get them working properly.
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
@dull kite would you like to hear about Punch-Out!! VR?
Maybe later, thanks for asking. I'll definitely ping you after I get this headset conundrum sorted.
If you haven't tried it, there is the Meta Oculus Developed Hub, it's a tool that lets you see a bit closer what is going on with your headset.
Is this related to Unity?
@buoyant jolt can I show you Punch-Out!! VR?
Sort if, it's a tool from the Meta website that helps you install things on the headset
Let me send you a link to it. It should help you access the Q2
Actually it's my idea for a Disneyland attraction for Tomorrowland that utilized Unity.
that would be quite cool
I'm sure they have industry standard applications for similar results and are probably more specialized, though
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
no mickey mouse zombie mode 😔
But you could talk to a VR arcade group i.e. vrcave etc
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
Uh, Turkleton?
I tried to connect using this developer hub, it is taking forever to connect
Hey, Sid?
I've seen that happen before - Hmm usually it means it can't see the headset or permissions weren't a cepted or the USB port is funny. But I think something else is happening here 😦
Okay the USB that I'm using is a USB type C
Can we work on this attraction?
Could this be an issue?
Where is the .avatar exporter?
@dull kite ^^^ Do you possibly know the answer to my question above?
Don't tag people who aren't helping you #📖┃code-of-conduct
I don't. I am a beginner to VR 🙂
Sorry
Hey, Lazer_Craft?
Yea?
Let's keep this a secret.
Wat
bro's a chatbot 💀
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?
The rotation of my main object only changes ingame but the axis doesnt
does anyone know a good video showing how to make enemys with collision and sword collisions? in vr pls
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.
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
btw does anyone have any idea why this is hapenning?
Where would you recommend for me start learning? Watch videos, documentation? What
unitylearn/valem tutorials
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...
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?
Is there any way to make a shader that will use a different texture for each eye?
This may help
https://forum.unity.com/threads/render-different-texture-for-each-eye-with-single-pass-pipeline.546790/
Oh thanks, I'll check that ou.
There are some unlit shader examples in there to boot 🙂
That worked perfectly, thank you!
I just have one more question, and if you cant help that's fine, I just figured I'd ask. Do you know how I would find the position of each eye camera? I tried the leftEyePosition (with the new input system), but it just always gave (0,0,0).
I haven't tested it, but we moved to our own framework built on openxr, so I definitely would have tried to use the new input system to get the eye position as well
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
Alright, you don't have to worry about that, but I wouldn't complain if you wanted to.
Meet me in the DM and I'll tell you about it.
@round mortar try using the head position and read the ipd measurement. pretty sure that's available on all headset types
Unity Help
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
How would I find this ipd measurement?
should exist on the headset in the xr api
Alright thanks I will look at this.
im currently making a VR game and i do not have a 64-BIT option any reasons?
That's for images
This option allows you to choose between the uncompressed image quality and the amount of memory the uncompressed texture occupies.
then how do i make it 64bit
You can't. If you click the link, it is 16bit or 32.
You are confusing this with 64bit builds
how
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
Is there any tutorial how to make a loading scene in VR apps???
What issue are you having exactly?
What's the difference between a regular loading screen and one for VR?
When ever I load a new scene, the current scene get stuck to the HMD for few seconds till it loads another scene.
Yes, so you can use a loading screen for that or load async in general
Many guides for that online
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
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)
okay I will look into this
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?
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
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?
There are a few improvements to do on build for Quest 2, did you disable the multithreaded rendering first ?
@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
Did you set the targetFramerate ?
VR does not work with that.. at least from what I found... give me a sec
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 ?
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
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.
Do you use OpenXR or Oculus XR ?
I belive OpenXR but I might be wrong. Might be worth a call?
I'm working with a client right now sorry
No problem, would help in any way later...
That definitely isn't right. We are using OpenXR and getting full FPS with our multiplayer titles.
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.
@buoyant jolt Did you get higher fps count by default?
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)
just a heads up this is typically when the scene is loaded, and all the awake/start functions are called. If you have a lot of work there, this will cause the annoying blocking lag.
are you using an empty first scene for testing?
and have you looked at logcat perhaps?
whats wrong with multithreaded rendering on quest?
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 🙏 ❤️
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...
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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Struggling with this issue so any help is appreciated
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
@buoyant jolt you can help?
If in the oculus store probably there. Otherwise I think it will be automatically made by oculus?
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;
this unity module doesn't work? in windows build.
https://docs.unity3d.com/2021.3/Documentation/ScriptReference/XR.InputDevices.html
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
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.
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.
Damn
It turns out they do align but only when ran from the Quest itself and not on the PC through Oculus Link.
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?
FIXED it by setting to multi pass
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
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
Display it to a camera. Set that camera to Display None. And it will only show on the desktop.
thank you!
Oh boy I figured it out...
So apparently if you're trying to extend the XRBaseInteractor class you need to write an implementation for GetValidTargets(List<IXRInteractable> targets) or else things are going to be messed up.
It looks like this used to be enforced, but for some reason my ide didn't complain. Not sure why it isn't mandatory anymore.
where did openxr go?
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?
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.
You are missing some packages in your package manager
The quest runs android, and has Bluetooth. So you can indeed create custom Bluetooth sensors. We've also built custom USB-C devices and it works great (as long as you have android drivers or code to manage it)
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.
Im tryna build for quest 1 & 2
could it be related to this? I can't select "Oculus"
I am doing all this already but it still freezes, in the profile Semaphore.Waitforsignal is taking 20248 ms
Yeah that looks like a 20 second delay. That's by huge
exactly, is there some way to load scene on a totally different thread.
Not that I've found, but that is what we did moving a chunk of assets over to asset bundles. So our level loaded in mostly blank and then streamed in the assets individually over multithreads. But it was a crazy project (100m+ tris) and we did some dark magic to make it all work. I wouldnt recommend that path
Can you recommend some way i can make it work out ? Can i use Unity Dots for this ?
Sorry, busy day. 3 client VR projects due today, 1 HoloLens. Very long week!
It's hard to say. Every project is different and I'd have to benchmark the scene to see where the slowdown is happening. There may be better world scale loader things in the asset store too
my character controller is causing this weird collisions when i try and bend down to press this button.. whats going on
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
@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?
You need to post the rest of the other errors. One will say specifically why it failed.
for ppl who have full track vr , whats ur spec? i wanna buy a full track too lol
can someone help ??
honestly I am not sure, I can send you a video in a bit
the throw isnt smooth and on top of that, sometimes I even managed to throw the ball behind me (with the same move)
this is a rather significant issue, since the whole point of the app would be throwing a basket ball
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.
guys i dont have collabrate on my unity
Got the package imported to your project? (Check the package manager)
There should be a "throw object on release" (or something similar) option if it's an openXR grab interactable, if not you might have to make a special script that gets the direction and force of your hand
i used a terrain for my game and its really laggy. and you can fall through some of it. what do i do
Well, that's basically what oculus scripts do is that it's too "rough", it almost feels like it just grabs the distance and time between the 2 last grabs of the frame and calculates the speed from that
As for the lags - how many tris do you have in the scene?
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.
There should be a couple options that you can tweak for that, but I'm not sure what else to do
can someone help i don't know why is this happing ?
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);
Hey, if i want to make a vr game do i make it with VR core or 3D URP?
Thing is, I want to be able to use .activated as an event
VR basically just has packages pre-installed but is a normal 3D core other than that
URP is a render pipeline which allows for the use of more advanced post-processing and lighting things
so VR it is?
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
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
I am
If that's what you want then the second piece of code is correct
I got bored of minecraft server development so im thinking of doing a vr game
my goal is to run this
I can't run photonView.RPC() if I'm running grabbable.activated.AddListener(FireBullet);
the goal is to run photonView.RPC() when grabbable.activated
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
}
I'm adding some more
I'm basically trying to do this but with the grabbable.activated instead of MouseButtonDown since that isn't VR
oh alright
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
photonView.RPC basically fires the event (RPC_SHOOT) for everyone connected to the server instead of only on your screen
So I guess it should be private void FireBullet(ActivateEventArgs args)
haha it is 🙂
Nice
Nah don't worry
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
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
ah I see
This isn't dependant on input at all. It's just hooking into the XR system's own functions
Which is a good alternative
so .activated runs when the player presses the trigger?
AddListener just adds the provided argument to run when it's called right?
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
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
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
Right
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
Yep you got it
I guess I don't need ActivateEventArgs arg in FireBullet, right?
Quick question. All models must be made in blunder or somewhere like that?
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
No you wouldn’t
Yes you use programs like blender or Maya to create meshes that are more complex than just basic shapes
ok 👍
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?
are there any particular tweaks you would suggest? I dont really feel like rewriting the entire thing
I haven't messed around with it much, so no, sorry
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?
the most common issue is the amount of triangles in the scene - you can see that in unity
Oculus claims you can go up to 1 mil, but I tend to stay around 500-600k tops
This was an issue on the oculus side. It broke for everyone when the month ticked over to November or whatever and they fixed it about 12 hours later
Check the oculus developer forums if its happening again
so i have to decrease them? and does this mean that several objects lose quality?
Many thanks
How many do you have?
What verts o tris? Or objects?
I make a villa with 4-5 rooms
With different objects for interior
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 :)
That might be the issue
You wanna look at tris
Thank you very much. And also can you suggest me devices should I need for the Bluetooth sensor.
Anything Bluetooth compatible should be fine! I usually use either arduino micros with a BLE shield, or a bunch of arduino tinys with BLE support I got off a Kickstarter many years back
We have recently taken use of ArborXR, which is like fleet management for regular Quest headsets. After the initial setup on all the glasses, you have the ability to install apps to all headsets, put them in kiosk mode, and get a way simpler interface for launching sideloaded apps. Definitely recommend looking it up. ManageXR is a competitor
We rolled our own called PlatformXR (we have a ton of education/gov clients and needed a Canadian LMS and MDM system), but Arbor is what we initially used in the US and was good for the most part.
Okay, Thanks
I had this until a few days ago. However, they dropped to 2.5M the tris and 5M the verts.
well there is your issue
no matter what you do, quest 2 will never be able to handle this
This is exactly what we’re looking for, the biggest issue for us is figuring out how to manage all of them before going forward. We’ll try it out and see how it works, really appreciate your response!
Here's a page with performance guidelines for Quest. Your draw calls are also way too high https://developer.oculus.com/documentation/unity/unity-perf/
How do i make a VR UI using my own image and not just the preset vr toolkit stuff
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>();
Do you guys know if there is a built in way to get the velocity of the player
Which body part?
Not sure if it is included, but writing it yourself shouldn't have to be longer than a few lines
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
Pretty much. IsPressed checks if the button has the pressure applied every frame with your code as it is.
You can store a bool to track when the button state changes
?
how would I do that?
If you can't get past adding a bool, you really need to go through Unity Learn and the starting tutorials first
Not to be rude, but that's a crucial step to progress
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
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;
}
}```
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.
Maybe just check when moving over X and Z faster than a threshold? @mild igloo
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
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
@silent root does this help?
https://github.com/oculus-samples/Unity-Movement
@north path Unfortunately not, I tried following everything on there as best as I can and still cant get it to work
does anybody know where exactly is the centereyeanchor located on the physical headset on oculus quest 2?
Presumably in the middle between the eyes
human eyes or the lenses?
The actual eyes
do you have any source for this? not to sound rude, its just rather imporant for the type of app I am making
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
some PCVR systems have the camera point a bit higher for example
thats why I am asking
Then they just offset the camera, this is on the game dev to implement
Need help when i move my right controller my vr headset moves in the scene along with it
How is your VR player setup? Is there a camera childed to the hand?
Are you just using tracked pose drivers or also something else?
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
help?
There's this too
ye but that was there before the game even broke
Are you making the rig yourself? Why not just use the create menu?
That's why you use source control
Well i used the menu plus i had to readd everything that was working before so holsters grabbing 1 item only jumping and stuff like that
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...
How mouch do server hosting cost if you want to make a multiplayer vr game?
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?)
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
Alteruna and photonVR is free
are they any good?
oh how is that profitable running a free hosting
There are licenses you can buy that have more RAM for example
Or that have better servers that are faster
how much would that cost
and how much ram is needed for a tipical vr game
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
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
Do you have a script with a quit function?
yes
I have between 10-20 players daily
public class Exit : MonoBehaviour
{
public void LeaveGame()
{
Application.Quit();
}
}
i allready have that dont i?
Where is the script attached?
script is inside of the button and the button is placed inside of the on click()
right under the on Click()
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
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
I guess the script is corrupted, make a new script and paste everything there
pls can someone tell me why my haptic feedback script isnt working
Im doing mine atm if i figure out ill let you know
Idk mine also
k ty
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.
Share the code
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
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);
}
}
You wrote both things wrong
GetComponent instead of GetComponant and AddListener instead of Addlistner
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.
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
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...
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
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?
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.
hey could i get some help with this question please
This is my vr simulation recorded directly from Quest. I added the above metric for the different values. I wanted an opinion. And maybe tips and help about it.
Matrices obtained using the methods Camera.GetStereoViewMatrix(Camera.StereoscopicEye.Left) and Camera.worldToCameraMatrix match. How to fix this behavior?
This falls apart if I move my head quickly.
Hello please guys? its a simple question please read
I'd just calculate the difference in distance between frames. That's the currently speed
im sure there was something in XRI toolkit for it no?
Definitely a GPU bottleneck. Attatch the profiler to see draw calls and tri count
what so every onupdate or something take position and apply the difference to a var called speed?
Then google 'xrit get Velocity controller'
Yeah, that's what I did for an old project
can this become laggy?
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
A simple distance calculation won't slow down a game. There are thousands of millions other things running as well @sick oak
You aren't making a Minecraft server (;
nice, just to know. i dont know how it handles code n stuff
i dont have experience with games lmao
best thing i could sorta associate it with
Try and find out. You'll be amazed how much code you need to throw at it in order to make it lag
i have save data of Profiler. If I were to send it to you, do you have a way to read it?
You can hire me to analyze where the issue is and if possible within my skillset to fix it😅
Performance optimization takes a lot of work, especially on quest
understand. otherwise where can I "learn" to read profiler data?