#🥽┃virtual-reality

1 messages · Page 9 of 1

north path
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YouTube guides
Unity learn maybe?
Unity has some ebooks about it
Trial and error

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It's hard to find good info on sadly. I will be making a tutorial series on YouTube during the next half year, but that's not out yet sadly

daring patio
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understand. you are also right. However, it's interesting for you to make videos about it in the future.

celest grove
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Oh this channel exsists!

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I'm using Valems XR tutorial and for some reason my hands (AKA the cubes) are in front of the controllers. Anyone know why??
All things are in 0,0,0
https://www.youtube.com/watch?v=HhtTtvBF5bI&t=306s&ab_channel=ValemTutorials

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

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

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

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

▶ Play video
slender belfry
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How do I publish my game to app lab?

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Or just how do I publish my game

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(preferably to sidequest)

severe saffron
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Is anyone using reflection probes? (I would imagine someone is right?!)

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if so, have you experienced horrible seams in all cardinal directions?

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if so, do you know the fix? if so @ me because that would be dope.

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got a lot of shiny objects in my game, but there's a horrible cross/seam in each direction. And yeah, I disabled compression on the cubemap, and checked the "fixup edge seams" checkbox. What else could I be missing?

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Is android/quest just not capable of rendering a cubemap without seams?

alpine ledge
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How do i download my game on my quest under "unknown sources" and test it directly from there so i dont have to use a cable or air link

north path
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@slender belfry
App lab: go to the oculus dev site, follow instruction
Sidequest: go to sidequest site, follow instruction

north path
north path
alpine ledge
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untill its finnished

north path
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I think so?

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App lab isn't really that public anyways

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But there probably is an option for it

severe saffron
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Is it only on android

north path
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Quest 2 performance tested on every current unity release

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Across 2 scenes per version

It's fps - gpu % - CPU %

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Bug report is filed for it

severe saffron
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😬

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hope the bug report turns things around

icy spindle
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Does anyone here at all know how to build to android phones and VR at from the same project?
Has been a sticking point for a few days now

north path
white briar
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can someone help me

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pls

pine bison
white briar
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?

icy spindle
north path
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Maybe make a system without oculus dependancies (via openxr)
@icy spindle

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Otherwise you have to modify oculus code

raven elbow
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It took me about 4 hours to get this to work. I'm just trying to get the GameObject that gets set inside the XR Socket Interactor. What I'm wondering is, is there a simpler way?

    [SerializeField] private GameObject notchSocket;
    private GameObject arrow;


    public void PrepareArrow()
    {
        XRSocketInteractor socket = notchSocket.GetComponent<XRSocketInteractor>();     //Get the XR Socket Interactor from the Notch
        IXRSelectInteractable obj = socket.GetOldestInteractableSelected();             //Get the Interactable object thats in the socket

        arrow = obj.transform.gameObject;   //The Game Object *arrow* that was loaded into the socket

        Destroy(arrow);
    }
jaunty nexus
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Is there an example of how to make an object interact with a ray from a controller in a specific way when it is hovered?

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I thought an "XR Simple Interactor" would work... but I needs to have "something" that i don't understand yet to know that a ray is over it

icy spindle
# north path Otherwise you have to modify oculus code

We got it woking, which is great. It seems to be an error with mac android builds. We tried on a pc today and there was no issue.

One other question though:
Do having more assets and frameworks in your project affect the performance of the builds? My team mate and i have brought in VRIF, a VR asset, into our project to use in some scenes. However we have noticed a marked difference in framerate on the normal builds since bringing in VRIF, even when when its not in the scene. Why would this be?

jaunty nexus
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for the new Input System, there is UnityEngine.InputSystem.InputDevice .... but I found for OpenXR inputs is UnityEngine.XR.InputDevices which is not the same. How would I get the UnityEngine.InputSystem.InputDevice for OpenXR?

var inputDevices = new List<UnityEngine.XR.InputDevice>();   UnityEngine.XR.InputDevices.GetDevices(inputDevices);
north path
torpid ginkgo
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@spring shuttle And don't spam multiple channels

forest roost
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Is there any way to make a overlay camera show in VR?

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(Canvas with the Overlay mode)

pine bison
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No, the equivalent would be a camera space canvas

forest roost
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my camera isn't in the scene from the start so I can't use the hierarchy to assign it, so I'm using this:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class SetRenderCamera : MonoBehaviour
{
    void Start()
    {
        Canvas canvas = this.GetComponent<Canvas>();
        Camera camera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>();
        canvas.worldCamera = camera;
    }
}
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(the camera comes from a different scene with DontDestroyOnLoad())

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^this script assigns the camera fine, but it doesnt show it. neither on PC nor on VR

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no text no nothin

tawdry anchor
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Whenever i click play on my vr game in unity it just gives me the loading screen on oculus link and crashes my unity i have tried multiple times and restsarted my pc idk what to do it does it every time i make a vr game

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I have checked yt and can not find anybody else with the same issuer

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issue

forest roost
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if the issue still persist, you probably have a script that causes an infinite loop or something, which then crashes unity

tawdry anchor
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Its fine when my headset is off but when its on it crashes

white briar
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help me

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gtag fan game

tawdry anchor
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Its still not fixed and its really starting to annoy me it does it on every vr prodject i make and i followed a tutorial but nothing is working

obtuse imp
forest roost
pine bison
forest roost
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the plane distance property isn't showed without a camera referenced

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oh nvm it's just canvas.planeDistance

gray estuary
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Hi, I'm having some struggle with VR and Photon.
I'm using the example of Fusion shared project and try to implement XR Toolkit. When I grab an object, I have to grab before the collision with the object.

I only send position and rotation to my custom avatar who only have network object and network transform.
The bug doesn't happen during the few seconds I'm offline, but when it log in and the avatar spawn, something mess with my interaction.
Any idea ?

crude glen
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Hi I’m building a vr game for fun and I was trying to build a bolt action rifle, I’m looking for a good tutorial to get me started on building it from scratch and not using an asset from the asset store preferably. Thank you for any help in advance! Feel free to ping me🙂

forest roost
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Making a gun shoot is as simple as instancing a ray cast

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Then you can just have a Health script on the opponent and make the Hit.GetComponent<Health>() -= damage

night quail
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Having issues with my game, im a new developer and when I hop in my hands are doing the wrong animation. I dont even have a thumbs up animation in the game yet they do it and when I press the trigger they ball up but the thumb has no corilation to the trigger at all. I am working with a custom animation, hand model, and everything excluding XR interactions. Any help on where to start debugging.

night quail
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I got it now down to where it will do all the other hand positions correctly such as pointing and pinching but still the hand is stuck closed and wont open.

tiny niche
white briar
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multiplayer

mossy frost
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so i tried uploading a vrchat model , and it wasnt quest compatible at first, i managed to make it quest compatible but now it no longer works for windows, does anyone know how i can get it to work on both platforms? performance level is good.

ornate questBOT
autumn pewter
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Is there any impact of putting high values of gravity and mass in to the virtual object ?

storm ether
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Please can someone help my unity project has just disappeared and I've got so many errors

tawny pilot
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Any idea why grabbable objects are flying around my VR hands like crazy when I try to hold them?

I'm using Open XR and the XR Grab Interactable component set to "Velocity Tracking." It still happens even after adjusting Angular Velocity, Drag and Angular Drag (Rigidbody), and setting an Attach Point.

sick moat
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i need help i try to build my game to my headset but i am missing the recommended android sdk tools and android ndk

north path
north path
north path
north path
night quail
tawny pilot
sick moat
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oh sorry how do i install it in unity hub?
\

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i mean how do i install it

tawny pilot
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Tried turning off the hand colliders while holding the object, and it doesn't affect it at all

tawny pilot
sick moat
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ok

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it says they are all installed but still wont work

storm ether
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Why doesn't "Enable Fly" work for XRI Toolkit?

Steps:
New empty project.
Import XRIT 2.3.0-pre.1
Drag Complete XR Origin Set Up into scene
Select XR Origin gameobject > DynamicMoveProvider > check "Enable Fly" and uncheck "Use Gravity"
Playtest. Try to fly with Left controller joystick...
Strafe and other movements 'just work'. But not flying. Why?

Docs seem lacking/unhelpful https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@2.3/manual/continuous-move-provider-action-based.html
https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@2.3/changelog/CHANGELOG.html

rugged hearth
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Can peer to peer multiplayer work on the quest two or is it just not capable

tawny pilot
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the solution to my problem was that it was colliding with the player capsule collider that was invisible and intermittently wherever i was standing blushie 👌

sick moat
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hey zillieness it says they are all installed but it still says it

buoyant jolt
dry wigeon
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when I go to play my game on my quest
it dosent "immerse" me
it opens a tab for my game
and starts it but Im not in the game nor can I control it

north path
north path
night quail
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Anyone know how to add animations to the valem VR hands? I am having so much difficulty as a new dev and have put almost 48 hours worth of work in and still have yet to get any type of hands working, the closest I have gotten are the valem vr hands but they dont have a point animation, I tried making one but it never would animate properly with the blend tree.

north path
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I had success with this one: https://youtu.be/DxKWq7z4Xao

@night quail

What's the best way to animate VR hands using Unity's XR plugin and the new input system? Find out in this video!

Hey guys! If you're like me at all, my hands are the first things I look at when starting a VR game. The model and animations are core to the immersion I feel. They really connect me to the game, you know? So I figured it's the next...

▶ Play video
night quail
north path
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Blend trees can do that yeah

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Depends on how you set it up

night quail
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I DID IT, HOLY CRAP

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IT WORKS

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You dont KNOW how much sleep deprived I am over this.

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FOR A FRICKING HAND

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I can finnaly work on the actual game!

tawny pilot
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Fist Full of Shrimp on YT also has a hand animations video that shows you how to make custom animations

buoyant jolt
storm ether
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Does anyone know if it's a good practice (or not) to add the XR directory in .gitignore after installing XR Plug-in Mangement ?

dry wigeon
crude glen
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I’m trying to output a android build and I keep getting this error could I get a direction on how i can fix it?

little jetty
regal mirage
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could anyone point me in a direction as to how I could go about making an overlay application like XSOverlay or OVR toolkit? I'm not looking for that exact functionality, more like, trying to overlay specific gameobjects on top of the existing VR view

crude glen
# little jetty You have to copy the details of the error if you want help. Click on the error l...

like this?

FAILURE: Build failed with an exception.

  • What went wrong:
    Execution failed for task ':launcher:packageRelease'.

A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade
com.android.ide.common.signing.KeytoolException: Failed to read key AndroidDebugKey from store "C:\Users*******.android\debug.keystore": Invalid keystore format

  • Try:
    Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.

  • Get more help at https://help.gradle.org

BUILD FAILED in 24s
Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

little jetty
night quail
#

So as a new developer here in VR I have a few issues, I have never coded in my life and feel like im just copying all these tutorial videos and learning nothing, sure I might be learning unity but when it comes down to it eventually I am going to have to create my own things for my games and I have no idea how to write code and am going to end up getting stuck since I dont know how to. Anybody have any advice on learning coding for VR and not just learning to copy code?

buoyant jolt
buoyant jolt
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That's the manifest though

dry wigeon
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I think I got it

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the xr plugin and oculus where both trying to use the manifest

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and it broke

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building the test now

buoyant jolt
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Yeah, we use a custom manifest because we have other android headsets to support. So it's been a while since we set it up

dry wigeon
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yea it worked

dry wigeon
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Im trying to get my animated hands working but there not working

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am also getting this

severe saffron
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Learn to code first. Adding VR is just complicating things for you.

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You're absolutely correct that copying tutorials has limited results. You indeed will need to make your own objects, classes, mechanics, etc

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Start small.

night quail
# severe saffron Start small.

Where is the best way to learn to code for unity, I already have a general understanding and can read code if its given to me since I already know the arduino coding language and HTML 5 with some basic lua but when it comes to writing my own code in C# I hit a wall.

storm coral
dry wigeon
night quail
dry wigeon
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its not as good but still Its the exact same concepts

dry wigeon
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SO I managed to get tracking working for fb but I cant figure out how to port it to my quest

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when I try to open the apk on my quest

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I get 3 dots

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but it opens fine in unity

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this is what logs show

daring patio
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good morning. i would like to solve two simple problems:

In my VR scene, I used two scripts: one I use to teleport to different points in the scene, choosing them from the UI menu. Another is the simple switch between Continuous Turn and Snap Turn.

The first one seems to have the problem that it does not teleport me correctly to some set points.

While in the second script, starting with Continuous Turn, I select from UI Menu the Snap and ok, while going back to Continuous does not activate it for me, it remains disabled.

pine bison
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You're gonna have to share code for any of us to be able to help. Use hatebin or something else

storm ether
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I am making a VR game / app that allows people to do a diagnosis of someone. I want to try this with a human body asset but would like to know if it is possible to change the asset dynamically on Unity (or before execution thanks to some parameters) ?

pine bison
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I mean almost anything is possible, so you need to be more specific about what sort of changes you would like

storm ether
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Change the color of the skin of the human body for example, change the color of the veins, of the eyes, make an eye swollen. These kind of things

pine bison
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Those are all thing that can be done. Changing materials, using specialized shaders/textures, creating blend shapes for swellings etc

storm ether
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Thank you, I will check it

crude frost
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anyone good at reading crash logs? My quest 2 game was launching fine last night, but now I keep getting crashing.

crude stream
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Hi, does someone knows if there is a method to detect XR Controller inactivity (like not moving, just on the desk) please ?
I'm using Unity 2021, XR Interaction Toolkit & OpenXR. I'm trying to hide the controller in case it is unused.

crude frost
alpine ledge
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Why was it deleted

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How do i add selectables for the drop down button?
Add all the options
Right now its just blank
It should show options here

crude frost
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its hard to tell what you're asking. Your gizmos are pretty much taking over the whole screen. Does your inspector show the drop down options you're looking for?

alpine ledge
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it also for some reason opens it upwards in game

alpine ledge
crude frost
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its on a world canvas? is it possible its on the other side of the canvas? or the font size doesn't fit?

alpine ledge
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Yes its a world canvas. Its not on the other side, ive rotated it many times to try and see and ive looked at it from both sides. Do i requer to input a custom font? - every video i watched on this they didnt need to do so as it just applied a default font.

dry wigeon
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What is A in the default xri config?

ruby wadi
tiny niche
ruby wadi
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What

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What is wrong

tiny niche
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something

ruby wadi
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No shit

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That’s why I am asking for help

tiny niche
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well first off you need to isolate the issue to figure out which part is misbehaving and why. Then we might be able to help

wintry fiber
#

can someone please help me with my pico 4 hands in unity?
i want to be able to grab objects using handtracking

exotic topaz
#

After ungrading to 2022.2, I am having problems toggling from VR rendering enabled to non-VR on my camera. When disabling XR rendering on camera, camera stops rendering. this is only in build. Can anybody help? I have made a form post with some more details here: https://forum.unity.com/threads/after-enabling-xr-plugin-management-rendering-stops-working.1401451/#post-8816287

buoyant jolt
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Is it looking odd? Yes

hazy cosmos
north path
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As it says, check console for details... @storm ether

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Many guides on youtube

crude stream
radiant turret
forest roost
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https://gyazo.com/45a38a459b988cf77784260bff48a302
still a small issue, the general rotation & position works but as you can see it's not working on the Z (I think) Axis

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TwoHandMovement : MonoBehaviour
{
    public Transform leftHandTransform;
    public Transform rightHandTransform;

    public float rotationSpeed = 5f;
    public Quaternion leftHandRotationOffset;
    public Quaternion rightHandRotationOffset;

    public float offsetAmount = 0.5f;

    private void Update()
    {
        Vector3 midPoint = Vector3.Lerp(leftHandTransform.position, rightHandTransform.position, 0.5f);
        Quaternion targetRotation = Quaternion.LookRotation(rightHandTransform.position - leftHandTransform.position);

        targetRotation *= Quaternion.Euler(0f, 0f, 90f);

        transform.rotation = targetRotation;

        Vector3 leftOffset = Quaternion.AngleAxis(90f, Vector3.down) * Vector3.up * offsetAmount;

        transform.position = midPoint - leftOffset;

        Debug.Log("Moved");
    }
}



onyx blaze
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Ima just

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boom

storm coral
storm ether
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has anyone got a multiplayer LAN VR working with Netcode for Gameobjects? if yes, how was it? Ready to use?

pearl fable
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Hello. I have an issue with UI. When I turn on Anti aliasing all UI in my game view disappears. Have anybody encounter with this problem. Any help and ideas will be appreciated. I'm using latest unity with URP in VR.

north path
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Which unity version? @pearl fable

pearl fable
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Unity 2022.2.5f1

north path
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And on PCVR? Quest? Other?
openXR? Oculux XR plugin? Steamvr?

pearl fable
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Quest

north path
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Oculus xr plugin? Openxr?

pearl fable
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Oculus xr plugin

north path
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Quest standalone or via link?

pearl fable
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via link

north path
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Is oculus xr plugin up to date?

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And maybe try 2022.2.7

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And is the ui just a canvas in world space?

pearl fable
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oculus Xr plugin is up to date, Yep i have world space canvas ui it disappears but also i have camera canvas it also disappears

north path
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I'd say test in a blank 2022.2.7 project and if the issue is still there make a bug report

pearl fable
onyx blaze
#

Aightee, I’m currently using the Vulcan Graphics API to use the Gamma Color Space. Now whenever I summon AIs or other complex game objects, the game gets unbearably laggy. Is there any way I can mitigate the lag and increase the performance without changing the graphics API? (I’m running a stand-alone Oculus Quest 2 build for unity 2022.1.16f1)

storm ether
#

Anyone found a keyboard solution that works for XRI Toolkit and Oculus?
Not able to get Quest keyboard working either in playtest mode or built to device using https://github.com/Unity-Technologies/XR-Interaction-Toolkit-Examples#androidoculus

GitHub

This repository contains various examples to use with the XR Interaction Toolkit - GitHub - Unity-Technologies/XR-Interaction-Toolkit-Examples: This repository contains various examples to use with...

dry wigeon
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I need help

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for some reason

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when i look at my hands in the headset

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you can only see my hands through the left eye

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not the right

north path
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What shader is on them?

median cobalt
#

Anybody knows how to do distance grab with openxr. Thanks for help

north path
bronze surge
#

Im done with my project and it works in unity but in oculus it works for like 3 seconds and the your stuck in one place can only see on angle while the camera is going up and down none stop does anyone know how to fix that?

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Is it like a specific setting that is wrong?

wet jewel
#

Hello guys, my UI is overlapping with other 3d objects, I found this solution on stackoverflow but can someone explain it more specifically ? How I can add one more camera on top of main camera?

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is it asking me to make main camera child of this new camera?

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it didn't work

dry wigeon
north path
north path
wet jewel
north path
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Using URP or built in? @wet jewel

north path
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Just google this:
urp always render on top world space ui

north path
#

Look for xr interaction toolkit distance grab on YouTube

west gazelle
#

In Unity I'm receiving the warning below. I understand what it wants but I don't know where the feature was set or how to set it to MetaQuestFeature. Any ideas what I need to change?

UnityEngine.XR.OpenXR.Features.OculusQuestSupport.OculusQuestFeature is marked obsolete. OpenXR.Features.OculusQuestSupport.OculusQuestFeature is deprecated. Please use OpenXR.Features.MetaQuestSupport.MetaQuestFeature instead.

visual junco
#

Vr coding tips

north path
north path
full bloom
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someone help pls

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OMG I FIXED IT

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IT WAS MY VERSION

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YESS

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but i lost everything

lone storm
#

Hi, dunno if it's a shadder issue or a VR issue but my skybox works fine in scene, but is void in VR

west gazelle
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Don't know if there is a way to remove this from the project

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I suspect this might be a false positive hit from Odin as the library appears to be a dependency of the MetaQuestFeature Android

wet jewel
north path
#

And it's the background type if you want camera stacking, but I suggest shaders for performance reasons

wet jewel
north path
wet jewel
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do I have to add one?

north path
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It's not a component

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You probably can add it somewhere, not sure right now where exactly, since I'm not behind my laptop

wet jewel
north path
#

That's correct, colliders don't have non physics materials.
If I forget ping me in a few hours haha

vestal otter
#

can we connect hc05 bluetooth module to oculus, if yes then How?

north path
wet jewel
north path
#

Cool!

zenith pasture
#

Hi, I have encoutered a very strange issue while using oculus´s one grab rotate transformers

I am making levers, that have constraints and return to the default position when let go
At start, the constraints work just fine, from -25 to 25, but when I let go of the lever and it returns to default, the constraints shift, does anybody have an idea how to prevent this?

wet jewel
# north path Cool!

Hello, sorry to bother you again, everything is working fine but texts are not visible just like images, and I don't see any material property where I can use this shader, how I can solve this issue?

north path
wet jewel
#

thanks again!!

tiny niche
full bloom
#

im new to unity

tiny niche
full bloom
#

ohh

tiny niche
#

git is the one you want to learn

full bloom
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also i have a question

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so i made a game for quest 2, just like a test. and when i sideloaded the apk onto my quest 2 it was laggy and i was frozen in the air, but in unity it was fine, someone recommended to delete cubes and model them in blender instead?

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like for the map

tiny niche
#

@full bloom that's probably not going do do anything. a cube is a cube

full bloom
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ohh

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ok

north path
crude frost
#

Greetings!

I'm having some OVRLipSync Issues. Works great in Editor, but on Quest 2 Build, its not working.
This is Photon Fusion Project.
Player Network Instantiate's their Avatar.
Then, the OVRLipSync components are added to the avatar.

//OVRLipSync Stuff
OVRLipSyncContext lipSyncContext = speaker.AddComponent<OVRLipSyncContext>();
OVRLipSyncContextMorphTarget morphTarget = speaker.AddComponent<OVRLipSyncContextMorphTarget>();
lipSyncContext.audioLoopback = true;
lipSyncContext.provider = OVRLipSync.ContextProviders.Enhanced_with_Laughter;
morphTarget.skinnedMeshRenderer = avatar.transform.GetChild(0).GetComponent<SkinnedMeshRenderer>();```
Any ideas why it works fine in Editor, but not on Quest 2 build?
random lark
#

anyone has FBX assets of hand poses for VR? oculus only provided the model with no animation

north path
crude frost
#

its possible you're using the wrong one, as they have many things named 'hands'

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Because I don't use OVR, and I just use Unity XR Rig, I created a package that just has OVRHands in it for if I want to use it (this is not for hand tracking, its models that react based on controller input)

tiny niche
tiny niche
crude frost
random lark
digital moth
#

it's a my bad file

random lark
#

lol maya binary

crude frost
crude frost
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It seems to be unable to load OVRLipSync.DLL on the quest shrug

tawny pilot
#

omg, I installed URP and added a global volume with like 3 post processing effects. and the jittery stutters in VR are so awful sadok

tiny niche
#

if you need something, just keep the bloom

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since that's really the major one that you'd normally have trouble doing without

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color grading can be compensated for with lights, shadows and assets

tawny pilot
tawny pilot
tiny niche
silent root
#

Can someone help me? I keep getting runtime errors for my Quest Pro in Unity. I am using its eyetracking and have tried disabling all the custom scripts that I made but I have no idea what is causing my runtime error. It was working previously but has been slowly gaining issues. I dont see any errors in the console.

#

Unless I am missing something, I am pretty sure I am still on the current XRPluginManagement, Oculus Integration SDK, and Oculus Movement SDK. All I get is this generic error message.

tiny niche
sick moat
#

hi i need help i tried to open my project and there was nothing and i saved it does anyone know

tiny niche
bright cove
#

Hi guys I have just started on my journey of creating a VR game for my final project for school as this is my dream goal. I am having trouble with how to setup a character capsule collider as I only want to have hands in my game and no body is there a way to setup a capsule collider that the scale is changed due to player height and for if the player wants to crouch so that it doesn't walk through my environment
I wanted to add a capsule collider component but im not sure how to get it to change due to the height of a player

north path
bright cove
#

ok thanks all fixed now

lone storm
gritty heart
obtuse imp
#

Y’all I’m trying to make a vr game and I lost the keystore file is there still a way to upload it to applab

storm ether
#

Y’all I’m trying to fix this vr error

clever vortex
#

Anyone familiar with Unity EditorXR?
How can we make runtime-created objects selectable?
So far, the built in support seems to only make existing objects selectable

pine bison
#

Good to see you here @gritty heart :) I came here to show your other link for people interested in rich hand tracking interactions, including a github repo with examples https://twitter.com/prvncher/status/1628829261640376322

XRI 2.3.0 was is now in official release, and with that comes this wonderful hand interaction sample, and a bevvy of bug fixes and improvement in the hand package.

Support for hands in XRI is constantly improving and I can't wait to see what you all build with it! #unitytips

Likes

220

▶ Play video
pine bison
north path
shut mica
#

Hello! I’m like very new to this and want to start making avatars and worlds for people , would anyone know any good tutorials?

#

Or people who do them

gritty heart
main quarry
#

How to make authentication with oculus without using OculusIntegration package?

#

I've built all the apps with OpenXR, they are compatible both with steam and oculs

crude frost
#

I'm still having issues getting OVRLipSync.DLL to load on Quest 2 build.
If you were getting the error DLL Not Found Exeception: Unable to load OVRLipSync.DLL what would be the first 3 things you'd do to try to resolve it?

Here is what I've verified:

  1. It works in Editor.
  2. The OVRLipSync Plugin is set to run on all platforms
  3. I've tried checking/unchecking the 'start on launch' toggle.
crude frost
main quarry
#

I started from this link

#

I don't have Oculus namespace

main quarry
#

I don't find it online either

crude frost
# main quarry I don't have `Oculus` namespace

You might still need to get the Oculus Integration from unity asset store, but don't import the whole package, try to just import the authentication stuff.

What I'd do, is start a blank project. Import the full Oculus integration into it. Then there is probably a demo scene for authentication.

Right click on that scene in your unity project folder, and choose 'select dependencies'. Then Export as a package (but uncheck the 'include dependencies' checkbox). It should then give you everything you need for just the authentication part.

main quarry
#

Ok, I'll go this way

main quarry
#

I'm testing the oculus integration package account example in empty project and it doesn't work

#

Ok, using the auth code in the empty project with the oculus integration works

#

now I try to move only the Oculus.Platform dependency

main quarry
main quarry
#

Is it possible to make it working in editor too?

#

seems not

#

but the oculus is connected...

runic holly
#

hello, I'm trying to figure out exactly what the steps would be to detect input from an oculus quest 2 controller for a webgl project, I've tried pretty much everything there is to it so I assume I'm probably missing a package or something similar, specifically I'm trying to detect when the "A" button is pressed

gritty heart
north path
north path
#

Go to install location (it's in player settings) and change to auto?

south arch
empty lagoon
#

Someone help me pls

#

Someone help me with multiplayer

#

Im use normcore and i want a button to change servers but idk how

#

Pls help

#

I cant find any tutorials

tiny niche
#

@empty lagoon then read the normcore documentation and learn how it works

empty lagoon
warm whale
#

Anyone knows why we get "Unable to start Oculus XR plugin" in 2021.3.x LTS version but not in 2020 version. I have tried every resources, all tge workarounds but still not able to get my Quest 2 running in 2021.3 version. Not even in a fresh unity scene with Xr rigs

tired falcon
#

Hey I'm trying to start up my vr unity project and anytime I hit play my camera goes flying to the point where the ground isn't even visible any tips?

warm whale
#

Are there any colliders in xr rig? Also you might want to check the Y position of your rig

lone knoll
#

What are your xr settings ? Multipass / instanced ? Android/ desktop?

#

Looks like this is a vr issue really

#

If you got the asset from the store , I would check if it has vr support for Android VR or PCVR for your current render pipeline

steel coral
#

anybody know of a way to get a two handed weapon like a rifle work using XR interactables?

brisk gazelle
#

Hey yall, I'm trying so send and receive locations from Photon using Photon View and Photon Transform View for a vr game, but it's only sending information from the host of the game, and not from the person that joins. It's a game using both a pc and vr, so if vr connects to the pc, then you can see the pc player moving around from the vr, but not the vr player from the pc. If pc connects to vr, then you can see the vr player moving around from the pc, but not the pc player from the vr. Can anybody help me out here?
Looking further, it appears that Photon Animator View is sending from both sides, but not the transform view.

north path
lone storm
steel coral
scenic spruce
#

when i test my vr game it says xr layer 31 not set to teloport

proper holly
#

hey im trying to make a phisics based vr game i was wondering if someone could hop in a call and help me figure it out

quaint bloom
#

#🥽┃virtual-reality Hey guys, I have a problem with my VR game that i just cant get past. I have a Craft that i am trying to control using levers. The main craft has a rigidbody which acts as the movement vessel. but then i have two hinges inside the cockpit that are meant to control the speed and the turning. this is all good and well in theory but for whatever reason it does not work how i would like.

When i grab the lever whilst the craft is moving, the lever shoots behind the craft and is dragged until i stop applying force to the craft then it eventually catches up to its original position. I have tried connecting the hinge to multiple different rigid bodies and currently set it to Kinematic. I have also trying seperating the Levers and the main rigidbody on the physics collission matrix but that has had no effect either. please can some one help me

brittle rock
#

Im having some issues with touch controls where both the left and the right controllers touchpads perform the actions of both the left and right hand. for example no matter if i touch the left or the right controller trigger both of the hands make a pinching motion not just the left or the right based on whichever controller im pressing. im also not seeing a dedicated left and right touch input option in the input actions bindings for the quest touch controller or the valve index controller

#

am i missing something?

#

nvm

#

i found the right ones

main quarry
#

Hello, I finally achieve to login with oculus account, but the displayName is empty string

north path
main quarry
#
    private void OnLoggedInUserCallback(Message<User> msg)
    {
        if (msg.IsError)
        {
            Debug.LogErrorFormat("Oculus: Error getting logged in user. Error Message: {0}",
                msg.GetError().Message);
        }
        else
        {
            _userId = msg.Data.ID.ToString(); // do not use msg.Data.OculusID;
            displayName = msg.Data.DisplayName;
[...]
#

searching the link of documentation from where i gets the code....

#

Message and User are from Oculus Integration Platform package

main quarry
#

I can see the profile thumbnail image

#

and the profile id, it's different from displayname

#

loris.toia instad of Loris Toia

#

I added the permission too in developer.oculus

#

what i'm missing?

fleet cargo
#

Hello I try to put my game on Quest 2 but I've this error, does anyone encounter this one ?
BuildFailedException: Oculus Utilities Plugin with OpenXR only supports linear lighting. Please set 'Rendering/Color Space' to 'Linear' in Player Settings

#

I cant change my player settings for many reasons

fleet cargo
#

Ok I've Found ! You just need to change Texture Compression to ASTC in your build settings

restive lodge
#

I have a Quest 2, and want to make a game on it. My only problem is the VR headset won't connect properly. It works with building the project, but not on play like I need. Does anyone know why the XR plugin might be acting up?

restive lodge
mild igloo
#

anyone here implementing multiplayer in their project?

crude glen
#

That might help you get an answer🙃

crude glen
tiny niche
zenith pasture
#

OVRADBTool adb server version (41) doesn't match this client (40); killing...

  • daemon started successfully

UnityEngine.Debug:LogError (object)
OVRADBTool:RunCommand (string[],OVRADBTool/WaitingProcessToExitCallback,string&,string&) (at Assets/Oculus/VR/Editor/OVRADBTool.cs:203)
OVRADBTool:GetDevices () (at Assets/Oculus/VR/Editor/OVRADBTool.cs:113)
OVRGradleGeneration:OnPostprocessBuild (UnityEditor.Build.Reporting.BuildReport) (at Assets/Oculus/VR/Editor/OVRGradleGeneration.cs:374)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

can someone help me identify this build error please?

#

the build finishes, but the apk wont launch correctly - I only see a jittery unity logo

zenith pasture
#

edit: solved the error, build is still not working

tiny niche
zenith pasture
tiny niche
zenith pasture
#

uh

tiny niche
#

step1, make sure the foundation is solid 😉

zenith pasture
#

maaaybe this is a finished project that only needs a few finishing touches

tiny niche
#

a few finishing touches and potentially a complete rework to run 😉

#

@zenith pasture but start off by making an empty project and get that to run, then keep adding stuff from your broken project until it breaks

zenith pasture
storm ether
#

can someone help me add jiggle physics? all the tutorials arent working

north path
restive lodge
north path
#

He meant a native build on the quest (not PCVR)
Via link you are running the game as a PCVR game. It said your GPU isn't supported, so if you update your drivers and this still shows, your PC probably cannot handle VR

restive lodge
#

It cannot, is there a workaround of any sort?

tiny niche
restive lodge
#

I'm just a little confused. The quest can build with unity, but the play button refuses to work.

north path
#

I assume you mean an android build?

restive lodge
#

Yes if I am correct, not at my computer right now to check.

tiny niche
restive lodge
#

What would I need to do to fix it and make it display on the device?

tiny niche
restive lodge
#

I have

#

The problem is my computer

tiny niche
#

start as in start trying to deploy

restive lodge
#

Nvidia 3050

#

Is not made to link up with a Oculus

#

Airlink or cable

tiny niche
#

nobody can link up with oculus, they terminated the company

restive lodge
#

Is there a possible way around this?

north path
#

Did you update the nvidia drivers? (And if you have an amd or intel iGPU, also update those)

restive lodge
#

I mean my quest 2

#

Well here's what I know so far

#

If you go to the meta website

tiny niche
restive lodge
#

It has a list of computers compatible with quest 2

restive lodge
#

My computer says it's not compatible

tiny niche
restive lodge
#

Apk?

#

Android package kit

tiny niche
#

well i guess you should start by reading up on how mobile dev works

restive lodge
#

How would I shove it onto the quest?

tiny niche
#

using adb

#

and the meta dev software

restive lodge
#

Is there any tutorials on this?

tiny niche
#

sure

restive lodge
#

How would I word it in the search bar?

tiny niche
#

deploy unity game to quest

restive lodge
#

I'll check it out, thanks

restive lodge
tiny niche
#

and skip the first half when scanning videos, cause everyone seems to think we care about who made the video before we've seen it

#

so its always 50-70% intro

lapis dawn
#

hi, i'm creating a warehouse and i would like to use sockets to quickly lay my pallet. my issue is that the socket is working fine for the pallet but the cardboards are not grouped on the pallet (only the pallet is "sucked") does anybody have an idea to fix this ?

restive lodge
# tiny niche and skip the first half when scanning videos, cause everyone seems to think we c...

https://youtu.be/KHVFGsroHwE found this video for quest, but not quest 2. Don't know where to look.

#meta #airlink #linkcable #vr

Are your pc specs compatible to run the Oculus App? This video goes into the specs and hardware needed to do so, to run airlink or link cable with the Quest 2 and a PC.

CHAPTERS:
0:00 Intro
1:40 Processor & RAM Specifications
3:20 Nvidia Graphics Cards
4:30 AMD Graphics Cards

References:
Meta/Oculus: https://su...

▶ Play video
tiny niche
#

its the same process

restive lodge
#

Sorry wrong video lol

lapis dawn
tiny niche
#

your issue is you want some things physics based and some things not

#

so you need to code a solution for handling the transition

lapis dawn
restive lodge
#

I may need help finding a video for this, none are coming up that are helpful.

tiny niche
# restive lodge I may need help finding a video for this, none are coming up that are helpful.

In Today's video I walk you through setting up your Oculus Quest 2 with developer mode which means that we will be able to create a Unity3d project and push it to our Quest 2 devices.

📢 Download the Oculus Integration from: (Affiliate Link)
👉 https://assetstore.unity.com/packages/tools/integration/oculus-integration-82022?aid=1101l7LXo

The fol...

▶ Play video
clever vortex
#

Anyone familiar with Unity EditorXR?
How can we make runtime-created objects selectable?
So far, the built in support seems to only make existing objects selectable

storm ether
#

Anyone know what system splash screen is? I'm guessing it's the image that pops up when you run the game

storm ether
lapis dawn
tiny niche
crude glen
#

Does anyone have any good tutorials for making guns from SCRATCH? By this I mean they go through modeling, the basic scripting and it’s input into unity and hooking it up. Because all of the tutorials I have found just have you use the same asset instead of actually learning how to make your own thing

lapis dawn
#

Hi, I have problems when I try to interact with a gameobject placed on the top of another

wintry fiber
#

so my scene requires big objects, like very big (because of physics), and it happens to be a VR Scene, everything worked wonderfully until i turned on Hand Tracking, now the problem is that the hands are always below me, and not where they should be, it's like everything got scaled except the hands, what can i try? i don't even know what script to show now, it seems that some script thinks that the xr rig's scale is 1 so it overwrites the hands position based on that. i'm using the latest Pico Integration SDK https://developer-global.pico-interactive.com/sdk?deviceId=1&platformId=1&itemId=12

lapis dawn
storm ether
tiny niche
#

there are no colliders cause you added no colliders

worthy crag
wet jewel
#

Hey guys, after importing Oculus Integration package my editor keep crashing, how can I fix it? please help ?

lapis dawn
wet jewel
obsidian marsh
#

Hello

#

I need to make a small forest in VR for quest 2

#

I made a low poly environment

#

But the FPS is on about 40

#

Any advice on how to optimize would be great

tiny niche
#

@obsidian marsh most importantly, turn off all post processing and bake lightmaps

obsidian marsh
#

thanks, yes I did that but still 40 FPS 😦

tiny niche
#

did you make the environment static?

#

and i assume its not running on a potato

#

and that your low poly assets don't do something silly, like use 4k textures

obsidian marsh
#

I'm trying to run it on Quest2 standalone

next quarry
north path
edgy schooner
#

Hey, I have a question about scene loading for VR games. For 2D games you can simply put a loading screen and don't care that it takes 5s to load your level and that the screen is actually frozen due to loading. But in VR it's impossible to do it like this, because if the rendering gets frozen you will have the last frame in front of you and either black or even some weird artifacts on the sides, not mentioning that in Oculus requirements it's not allowed to go below certain fps limit even during loading screens. This will happen even when loading the scene asynchronously. How are people dealing with this? What comes to my mind is:

  1. Use things like SteamVR compositor, or Oculus OVROverlay? But those are platform specific and limited - imagine I'd like a loading screen like in assasins creed, where you are still in controll of player, can move, interact, but the world around you is loading. I'm also not sure if all SDKs have something like compositors?
  2. Always have empty levels and create a level initializator which will load all your stuff like models, scripts, managers but in a coroutine or something, so that it doesn't try to load everything at once and hiccup? This would obviously increase the load duration.
  3. Something that's a version of point 2 - having the scene divided into smaller scenes that each only contain parts of the main level like terrain scene, props scene, characters scene, etc. Which is harder when developing because you have to find references dynamically, and what if some scene loads faster than the other which has the reference, etc.

I can't find any good read on this, how are YOU doing this?

autumn pewter
#

I want to lift an object with controllers with certain speed it started lifting, if anyone wants to lift the object quickly it wont move. Any Suggestions/ videos , how to achieve this?

raven elbow
#

I feel like I'm trying to re-invent the wheel here. I've been trying to scale an Avatar to match the players height/arm span. I've had some short coming's while trying to do so. Does anyone have a good reads on the subject, or a system that's already in place I can use?

fleet cargo
#

Hello I've a problem with my vr build, it crashed when I launch it in the Quest 2 is it possible to have error logs somewhere to see what going wrong ?

wet jewel
#

Hey @north path Last time you helped me with UI overlay using a shader material, I have an issue right now. In oculus, left lens shows everything fine but in right lens images are missing. Can you tell me why is that happening and how can I fix it?

frozen roost
#

Hey anyone know if it's possible to use the "buffered" haptics mode for Quest 2 with Unity? I tried using OpenXR (and also with the Oculus Integration package), but no luck so far - device capabilities says "supportsBuffer - false" and the methods in the OVRHaptics class don't work either.

north path
#

That's a btch to edit, so maybe look around for others?

severe saffron
bold parrot
#

Hi! anyone working on a Vive Focus 3 here? If so, did you manage to get the wrist trackers working in your project?

stoic finch
#

I've never done anything in VR. Got a chance to participate in a project. Need help before I start.

It's supposed to be a VR tour thing where you can roam around inside a building. It has multiple rooms, floors, stairs etc.
As far as I understand, VR movement is done by pointing to where you move to(like Half life Alyx). So it is just a raycast to find a ground point to move to and I'll determine the ray/direction based on VR hand forward (is that simply a vector3?)

Maybe there are other complexities I'm missing. How long would this take to do assuming I have no experience in VR(but have made an FPS in unity)?

north path
#

If you have no experience, don't code everything from scratch. Just use XR Interaction toolkit or ultimate xr (or if you want to use paid assets VR Interaction Framework, AutoHands, or Hurricane VR)

#

@stoic finch

tiny niche
raven elbow
# stoic finch I've never done anything in VR. Got a chance to participate in a project. Need h...

Follow this tutorial series, it will help you setup everything you need for VR. He also covers normal stick movement and raycast point and click movement. https://www.youtube.com/watch?v=HhtTtvBF5bI

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

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

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

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

▶ Play video
round mortar
#

am I doing something wrong where I have the leftEyePosition always return (0,0,0), or is that a known issue?

stoic finch
stoic finch
tawdry anchor
#

Does anybody have any good tuts on how to make a physics based character like boneworks/bonelab

north path
north path
storm coral
round mortar
round mortar
#

Can someone explain what setting the target eye for a camera actually does. I can't tell if it just draws its image to its target eye or if it also applies an offset.

#

I also notice that even if a different camera is set to a higher depth than the one in the xr origin, it still uses the xr origin's camera.

round mortar
undone seal
#

someone help please

round mortar
amber crown
#

How would I make a particle system follow my hand?

round mortar
amber crown
#

Actually, it might 1 sec

round mortar
#

I think that worked for me when I did it.

amber crown
#

What should I make it a child of?

round mortar
#

I'm not entirely sure, as I've never seen that rig setup before, but if the left/rightHand objects are what actually have the hand tracking, then I'd put it in those.

amber crown
#

This is what is in the right hand

round mortar
#

Yeah, I'd put it in there.

amber crown
#

Alright, Ill try that

#

I cant tell if its working

#

Nope, it isnt

round mortar
#

This is how my rig is set up.

amber crown
#

Well

#

I got it to work

#

But the offset is wrong

round mortar
#

Hmm, would it be possible to send a clip that shows what's happening?

amber crown
#

Ah, I figured it out

round mortar
#

Oh, nice.

amber crown
#

Thanks

grave kettle
#

hey guys is it possible to make a render texture display 2 different images for each eye? as in, I want to have a "portal" like effect where I can see three demensions through the camera that the render texture is being projected from

round mortar
grave kettle
tiny niche
grave kettle
tiny niche
#

with a depth bias, you can get the depth buffer to reject a lot of pixels you can't see

round mortar
tiny niche
round mortar
#

I'm in Built-In Render pipeline btw.

grave kettle
#

its probably different but if there's a way to actually change which camera position is being projected to the render texture thats all I really need

tiny niche
#

you always specify camera when rendering to a texture

grave kettle
grave kettle
#

the right eye and the left eye you know? as in, I want a 3d display

#

like say I had 2 cameras

#

and the render texture would draw from a different one

#

depending on which eye the render texture was being drawn from

#

the retain depth perception

tiny niche
#

you realize how expensive your renders are gonna get? you roughly multiply the total render cost by 3

grave kettle
#

aswell as the fact that

#

while in the "portal" mode the rest of your vision will be totally obscured

#

it will just be you in empty black space peeping through a hole kinda

tiny niche
#

its not the polycount that'll kill your perf

tiny niche
grave kettle
#

I realised that

#

although I could just use a simple 2d render texture

#

a lot of the game will be through this perspective

#

and playing a VR game in 2d

#

is gonna be kinda atrocious for extended periods of time

tiny niche
#

if its a periscope, you also only need 1 eye

grave kettle
#

also I wanted to add an old WW2 american range finding system using 2 cameras

tiny niche
#

normally a periscope would not provide depth perception

grave kettle
#

its a bit tricky to describe

#

but essentially, I control the angle at which the two cameras face each other

#

I can bring it closer, and a static crosshair in the center of each camera

#

once overlapping

#

will be able to produce a rangefinding for the target vessel

grave kettle
#

like from a players point of view

#

its a pretty big annoyance

#

to play large portions of a VR game in 2d

round mortar
#

Does anyone know what the field of view for each eye is. I know that for the entire camera, it's like 112 verticle and 106 horizontal, but is that different from each individual eye?

tiny niche
quaint quest
#

Hi all, I've run into an issue where I can pick up multiple objects with a single hand using XR direct interactor. any recommended way to make it that the user can pick up only 1 object at a time?

quaint quest
round mortar
#

I'm trying to make portals for vr, but currently my problem is that the image taken by the camera doesn't quite line up with the player's camera, so it looks wrong. I think it's because the render texture that the portal camera uses means that it isn't taking the picture in the way that a vr camera would. Is there anyway to make a vr camera use a render texture?

north path
amber crown
#

In here, how would I make it so that "When Selected" my particles continue playing until "When Selected" again?

#

Like a lever sort of

round mortar
dark jasper
#

anyone know the reason for this as the output to the camera with the XR Origin rig, URP v2021.3.17f1.

moved from the old system to the new origin system and it just rendering this xd

raven elbow
dark jasper
raven elbow
#

I was hoping to see you didn't set up XR Origin script right, it looked good though

dark jasper
#

yeah xd

#

my older project using the old stuff still works and that was built in

#

but this is now the new system and urp

#

so i wouldnt be surprised if something is still bugged

raven elbow
#

I added SteamVR to my project a couple weeks ago, then removed it. It fucked everything up. Since my project is small I just started a new one and copied stuff over

#

I believe it was camera issues

dark jasper
#

also in the camera, you change target eye to none it renders fine back to the editor display, so it must be something todo with the vr rendering

dark jasper
#

i also disabled all the fancy rendering that might screw it up and nothing changed it

raven elbow
#

Well I wished I could have helped, I know a good tutorial on setting up XR Origin if u want a link

dark jasper
#

the global volumes etc and nothing fixed

dark jasper
raven elbow
dark jasper
#

bruh xd

#

thats the one i was watching

raven elbow
#

LOL

dark jasper
#

yeah i did the same as what he did

#

its the most basic tutorial every but the xr bit was helpfull to see if i did it wrong

#

and it should just be a case of import the dependencies then add an xr origin rig and it works

raven elbow
#

I didn't have any issues, but I was also working with a fresh project when i followed that tutorial

dark jasper
#

gotcha

#

what version you on?

raven elbow
#

Unity 2021.3.16f1

dark jasper
#

legit one before mine xd

raven elbow
#

I've been too scared to hit that update button for the past couple weeks

dark jasper
#

i doubt its the version then

#

cos this thread everyone is complaining about it

#

but its also 2020

#

so its an old thread and the issue is still here

raven elbow
#

You on a quest?

dark jasper
#

using link yes

#

maybe i should try a different cable?

raven elbow
#

Have you played games linked up before?

dark jasper
#

yeah

raven elbow
#

cable worked for that i take it?

dark jasper
#

ive built up a full game completly fine with it

#

and i used a worse cable too

raven elbow
#

Use w/e cable was working when playing a game, just incase it is a cable issue

#

what type of cable is it? MicroUSB or USB-C?

dark jasper
#

usb c

#

its the offical link cable

raven elbow
#

Does is transfer data? Or is it for charging only?

dark jasper
#

its the fibre optic one

#

so both

#

ima try a diff cable anyways rq

raven elbow
#

Ah, sorry shooting from the hip here. I only have an Index

dark jasper
#

yeah no worries

#

nope same issue with a copper cable

#

even thoi its 5gbps

#

so im assuming it must be an issue with something in unity

raven elbow
#

Send me ur project if u dont mind, it would tell us if its a quest issue or not

dark jasper
#

sorry i cant do that, ive got paid assets in here i cant distribute

#

but i will try a completly blank project and test

raven elbow
#

DM me when ur done, im just curious at this point

dark jasper
#

yeah no worries, will do

raven elbow
#

Anyone here have experience scaling an Avatar to fit the players height/arm span in? I thought it was going to be relatively easy but I've run into some issues. Also feels like I'm trying to reinvent the wheel.

dark jasper
#

now ive gotta fix whatever ive done wrong in my main one

raven elbow
#

well GL man

round mortar
dark jasper
round mortar
#

I'd do that, but I can't figure out how to position the cameras properly for the image to line up with what you would see using a vr camera.

dark jasper
#

@raven elbow i found my issue, vr really doesnt like to support light scattering ;-;

#

you try to render these volumetric light rays, it kinda gives up and dies xd

raven elbow
#

Pretty sure they pulled it off in Boneworks?

dark jasper
#

just not in vr xd

#

yeah maybe, it just breaks with me

raven elbow
#

You using the volumetric lights off the asset store?

dark jasper
#

LSPP

raven elbow
#

i forgot which one but there is one on the asset store a bunch of AAA games have used. Boneworks was one of the listed ones.

onyx blaze
#

water

#

splish splash splosh

wild sable
north path
#

Ideas for?

wild sable
#

ideas for the game

tawdry anchor
#

Does anybody know any tus or websites to make a gun with reloading

#

Tuts not tus

onyx blaze
#

(Class system I made ^)

storm coral
#

also you stuff is as impressive to see as ever, I have so much respect for people who can make stuff in vr lol

north path
tawdry anchor
hollow quest
#

howdy

#

so the unity xri multi grab is great and all, but one player's hand does not stick to the object like the other does.

#

How can I limit the movement range of hands while they are grabbing an object

tiny niche
hollow quest
#

Could you point me in the right direction?

#

In the future, when this project gets much more work done, I will likely use something like Auto Hand

#

but for the prototyping stage, I just wanted a quick and dirty fix lol

tiny niche
#

well start by thinking of how you want the interaction to behave. you would have very different solutions for a ball, sword, bow, rifle and staff for example

hollow quest
#

I essentially want my player hands to superglue to the object while each hands' triggers are held

tiny niche
#

yea but that's only half the problem

hollow quest
#

How so?

tiny niche
#

you've glued the hands to the object, which solves the visuals. But you haven't defined how the object resolves it's position and orientation

hollow quest
#

Unity XRI has me covered on that already, 2.2.0 added multi grab support

tiny niche
#

like where is it if you bend over, grab the object and then t-pose?

hollow quest
#

my player hands would default to the average distance between my two real hands

tiny niche
hollow quest
#

so you know what I mean

#

You can see here how the second hand does not snap to the surface of the object like how the first hand does

#

yet, it still has the ability to manipulate the object

tiny niche
#

well that's normal, they added 2-hand interaction and not multi-grab

hollow quest
#

they call it multi-grab

#

dual grab, more specifically

#

I want the second hand to snap to the surface of the object like the first, but I really can't seem to figure out where to start

#

not without using a different framework

#

let alone that the current system of mine only works if its a symmetrical object lol

onyx blaze
onyx blaze
onyx blaze
lapis dawn
#

Hi, i have an issue : when I take an object placed on the top of another, everything explode, can somebody help me please ?

tiny niche
#

well adding an extra camera would be expensive, since its using a completely different render path when compared to the vr cameras

#

as for the other cameras, unity might be optimizing their rendering, assuming you're even rendering all of them at the same time and at equal resolution to the 1 camera

#

if you're splitting the render target between the cameras evenly, its a lot cheaper than if you gave each of them their own render target

#

so my guess is you're doing that and being fillrate capped

#

texture should what?

north path
tiny niche
#

sure, but did you give all cameras different textures and render them all at the same time? or did you assign different textures and only render 1 of the cameras?

#

and display 1 is giving different back buffers to both camera outputs?

#

or is it shared?

#

a gpu debugger would be the best way to be sure

#

my guess is you have a shared back buffer, meaning you're rendering several cameras for a similar gpu cost and mainly add cpu overhead

#

and that the main issue is your game hits the fillrate cap when you force it to do a fresh render instead of piggybacking on the compositior to get the image from an eye

#

the way to avoid it is to use the stock mirror solution

#

what is not possible? using the stock mirror solution? or having only a first person view?

#

yes, that's why its cheap

#

then make your game cheaper to render, so you can afford to render both viewpoints

#

its not the polys that's limiting you, its the number of pixels on screen

#

and the amount of overdraw

#

so, reduce shader complexity, upscale and eliminate overdraw

#

no

#

but having a low res backbuffer would

north path
#

What error?
Which unity version?
Which headset?
Do you use a custom android manifest?
Are all the android things selected as installed with unity in preferences - external tools?

#

@storm ether

mild igloo
#

Anyone have any experience using Interaction SDK locomotion or Gestures in general. I am trying to figure out how to make the gestures easier to recognize. Right now the locomotion gesture is hard to pull off for some people

crude glen
#

Hi everyone back again😅. I’m having issues with my builds in where when I run it in my quest it pulls it up as a window opposed to a application my guess was the xr origin but I’ve redone it three times trying to get it to work with no luck. Any ideas as to why?

#

Delete the package lock file in i think .android

obtuse imp
crude glen
obtuse imp
#

Ye

round mortar
#

Has anyone managed to figure out a way to correctly line up the cameras for vr portals, and if so, would you mind sharing how you achieved this?

north path
pine bison
#

<@&502884371011731486>

torpid ginkgo
#

!ban 683428717833617458 scam

ornate questBOT
#

dynoSuccess Gikis#8168 was banned

hollow quest
#

developing anything in vr seems like such a massive pain

#

I run into more roadblocks than I do with any other programming problem

#

Alright, I have a script that spawns an item into the player's grip. When the player is in motion, and tries to throw said item, its direction is skewed. How can I fix such a thing

#

If it helps, here is a diagram. Black is the player's direction of motion. Green is the intended throwing direction. Yellow is the actual direction

shell kayak
hollow quest
#

its not just up, but also while strafing

#

so essentially, yes

#

think of the diagram as both a top down and a side view

shell kayak
# hollow quest think of the diagram as both a top down and a side view

Because that just sounds like you're not applying the player's velocity to the object. If the player is moving 1 m/s in a direction and throws the object 1 m/s in the same direction, the velocity you should apply to the object is 2 m/s. Whereas if you threw the object in the opposite direction with the same speed, it would cancel out.

#

Like this classic Mythbusters episode. A cannon firing a ball at the same speed as the truck, but in the opposite direction.

#

Assuming you're using a Rigidbody, if your using forces/velocity to make the object follow the player's hand, then it should just work when you add the additional throw force. But if you're manually making the object follow the player's hand, like by setting transform.position directly, then you have to calculate the combined velocity yourself.

hollow quest
#

👁️ the player is grabbing the object, it's a grab interactable

#

Idk how unity internally keeps the object in your hand

#

But I do know that I am using velocity tracking which is essentially what you are saying

#

Since velocity tracking keeps the object in your hand through the physics engine and not your hands transform.position

hollow quest
#

Velocity tracking should be doing all that but it dont

shell kayak
#

Is the player movement custom or also handled by Unity?

tiny niche
#

throwing something is a bit too intricate for a naïve implementation. You have to compensate for interpolation errors and account for inertia pushing objects out towards your fingertips as you throw

#

this all results in you adjusting the shape of your hand as you throw, ideally putting the point of pressure on the fingertips as a sphere leaves your hand

#

a naive implementation is more like having a stiff wrist and throwing something with the palm of your hand

#

except its even worse than that, since the velocity loss is greater the faster you move your hand, giving you the most error at the end of the throw

#

this is why in most games an underhand throw appears far more efficient and closer to reality

severe saffron
#

keep a buffer of previous positions/velocity, average or keep the peak 3 or come up with some kind of method that will "accumulate" the throwing velocity

hollow quest
hollow quest
#

it seems like a real pain to fix,

tiny niche
hollow quest
#

Although I have the player velocity thing fixed when it comes to everything but throwing

tiny niche
#

problem with throwing is the velocity magnitude goes something like this

#

so even a near miss of the apex can have a huge impact

severe saffron
#

interesting...

tawdry anchor
#

Does anybody know how to make something jump on platers head like a crablet from boneworks/bonelab

#

Player

hollow quest
tawdry anchor
#

Alright thx

slim hill
#

Hi, I'm new here and a beginner in unity and using an Oculus Quest 2 for my project. I want to teleport in my scene. I followed the steps of Valem's tutorial https://www.youtube.com/watch?v=9pVdiBogmew but as you can see in my screenshot the teleport raycast is not pointing from the hand to the reticle. If I close my left eye in the VR-Headset it shows only the scene and the hands without the raycast and the reticle, so it only shows on the left lens of the VR-Headset. The teleportation works but I can't aim to the space where I want to teleport. I followed all these steps on a complete new unity project and it works without a problem. Do you have any ideas where is the problem and can you tell me how to fix it?

The fourth episode of the tutorial series that will teach you everything about VR teleportation.

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

NEXT EPISODE : https://youtu.be/0xt6dACM_1I
PREVIOUS EPISODE : https://youtu.be/0VowAem2aMM

00:00 Intro
00:34 Ray Setup
02:33 Locomotion Setup
04:00 Teleportatio...

▶ Play video
round mortar
#

Sorry, I just haven't really done anything with stencils before.

dreamy iron
#

what is the DPI for oculus quest 2 ? and if I set the resolution scaling mode to fixed DPI, would that improve the frame rate ?

#

also should I use Vulkan API or OpenGL ? which is better for quest 2 or it doesn't matter ?

timber inlet
#

Hi guys can I develop on quest 2 without using admin account?

north path
north path
bold parrot
#

Hi, does anyone know how to use both hand tracking and controllers at the same time on a Vive Focus 3 using Unity? I can use both on my project but whenever I move my hands the controllers get disabled and vice versa.. anything to bypass this?

torpid ginkgo
#

@umbral geyser Not a place for ads

umbral geyser
#

@torpid ginkgo Sorry!!

limpid canopy
#

Is it possible to bring Oculus Quest's virtual furniture into Unity?

tiny niche
limpid canopy
sharp delta
#

not sure if this is the best place to ask, but I'm having issues updating meta quest IAPs through the developer dashboard. No matter how many times I save, they never seem to update, anyone know why this may be happening?

tawdry anchor
#

Does anybody know how to make custom guns with hurricane vr?

tawdry anchor
#

Or vrif?

north path
tawdry anchor
#

Thank you

buoyant jolt
#

It's not an error, it's a warning, saying you don't have VR configured right for your unity version

#

It's telling you what's wrong with the project though

buoyant jolt
#

It will keep saying that until the package manager entry for the XR of plugin that was added is removed.

#

These days though, for a new project, unless you are using an older XR system of some kind (Pico 2 for example or cardboard) you probably don't want that enabled anyways...

wintry fiber
#

a 3d model won't show up in VR Standalone

#

i tried connecting with the vr headset to Unity on my PC and it shows up

#

but when i build the project it doesn't

#

any ideas?

buoyant jolt
#

Is the scene added to the build settings? Is it only one object? I'd also look at the logs on the headset.

wintry fiber
#

how do i look to the logs?

buoyant jolt
#

If the scene is right, but the object is missing, it could be the culling.

If the scene is wrong, it is probably wrong in the build settings.

Logs depend on the headset, but usually you use ADB or logcat if it's an android headset.

wintry fiber
#

ADB i have installed, but it doesn't launch

#

the scene is right

buoyant jolt
#

If it's an HL2, ML2 etc then the logs are different. Depends on the headset

wintry fiber
#

Pico 4

#

i'm instaling logcat

#

@buoyant jolt

#

does this have anything to do with the mesh

buoyant jolt
#

Chances are you want Tag: Unity

#

But just a guess I don't use the Pico 4, we are in Canada, so our clients are on 3s.

wintry fiber
#

this is all of it

#

on Unity

#

the model showed yesterday, if that helps

#

and the game view ALSO shows the mesh

#

@buoyant jolt does this information help?

buoyant jolt
wintry fiber
#

what could it be?

#

hmm

round mortar
north path
strong cobalt
#

At this point i cant press the play button on my unity project and have it play on my headset that is plugged into my pc that i know can run pcvr i am using an oculus quest 2 can anyone help?

gritty heart
# strong cobalt At this point i cant press the play button on my unity project and have it play ...

You might not have your xr plugin stuff setup right.
Try downloading this project and seeing if it works for you. Then you can mirror the project settings and packages setup.
https://github.com/Unity-Technologies/XR-Interaction-Toolkit-Examples

GitHub

This repository contains various examples to use with the XR Interaction Toolkit - GitHub - Unity-Technologies/XR-Interaction-Toolkit-Examples: This repository contains various examples to use with...

lofty carbon
#

what is the WaitForFrames() Method, and what could cause it to make the game completely freeze up?

worthy mortar
#

for some reason, my xr inputs are not being detected, i dont think its an issue with my scripts because everything was just fine a while ago and it works with only one script

north path
#

@lofty carbon that's VSYNC. The graph looks stable, do you have any issues?

round mortar
lapis cradle
#

How can I connect to OBS Websocket server and get the scene into Unity

I noticed that OBS has a Websocket server in-built, which provides us a port and everything. I am thinking if there is a way to access that Websocket server and retrieve OBS Virtual Camera feed directly into Unity, using Video Player or maybe some other component. If this is possible, can someone tell me how to do it ? A basic script would go a long way in helping.

So what I actually want to do is get the transparent cut out of a person into Unity in a live stream
So that I can see VR Passthrough behind the person, And I am thinking that if I can get OBS's green screen background as input into my Unity project using Video Player, I will be able to apply a Render Texture and remove the green screen.

torpid ginkgo
#

@lapis cradle Do not ping server roles with not server related questions

lapis cradle
#

How can I get help?

torpid ginkgo
#

By waiting patiently

lapis cradle
#

Thanks XD

torpid ginkgo
mild igloo
#

Hey does anyone know of a shader that would work for VR hands that doesn't have the depth issue when making a fist. I just need to be able to fade it i and out

flat pulsar
#

I don't know of a specific shader. but I believe a basic Fresnel shader might not clip into itsself for instance a balled fist

mild igloo
median pecan
#

Anyone got any tips on working with Joint hinges & grabbable objects? I'm trying to make a paddle that is stuck to the side of a boat with a hinge. But I think since the center of mass of the paddle is on the other side of the hinge, the Velocity Tracking mode of the grabbable moves from center of mass and flips it when I grab.

tiny niche
proper holly
#

hello

median pecan
severe saffron
#

I find config joint always makes a better hinge than hinge 🙃

median pecan
severe saffron
#

oh welp IDK because Im just a lowly hurricane user

#

solved so many issues for me I dont have to know how anything works 😛

storm ether
#

hey can anybody test my multiplayer vr game with me?

buoyant jolt
north path
north path
#

Get rid of the legacy VR packages in the project and follow a newer VR guide

#

If you used legacy XR, remove XR plugin.
As the error says now you have both, which wont work

crude frost
#

Its just kind of a shuffle

slim hill
#

any ideas?

buoyant jolt
slim hill
#

about the raycast

buoyant jolt
#

Ok, try using full sentences. What about a raycast?

buoyant jolt
#

I haven't used that person's tutorial. I have no idea how good or bad or accurate it is.

#

But if it works in a new project, then something is wrong in the current project. Be it deferred rendering, or having some transform not centered to the parent properly

#

My best guess is to change from deferred rendering or vise versa to get both eyes working first. Then try and figure out why the teleport raycast position is mismatching.

slim hill
#

ok thx

fathom minnow
#

Been trying to fix this issue for a long time any help appreciated

grave path
north path
#

Or maybe try different physics materials @fathom minnow

muted bluff
#

I have a question that required a video if anyone is free to help me- involved spatial a vr platform and unity

storm ether
#

Hey why do I press play and nothing happens in my headset despite setting up Quest link and all that?

storm coral
#

(if you're using openXR)

storm ether
#

It worked but its stuttering intensely, not sure if unity or headset

fathom minnow
muted bluff
crude frost
#

Is there a way to scale a GameObject that is a XR Grab Interactable while it is being grabbed? I've been killing myself trying to figure out why my simple scaling logic isn't working, only to finally just try adjusting scale in inspector while gameObject is grabbed, and it won't let me.

tiny niche
timber umbra
#

Hi all, I'm trying to work with the SteamVR package (and had it working in an earlier Unity version (which I had to upgrade to work with PlasticSCM).

My problem is that as soon as I install the package from the asset store (I removed the /SteamVR folder first) I get errors right away:
Assets\SteamVR\Input\SteamVR_Behaviour_Pose.cs(157,122): error CS0246: The type or namespace name 'ETrackingResult' could not be found (are you missing a using directive or an assembly reference?)
Assets\SteamVR\Input\SteamVR_Behaviour_Pose.cs(248,47): error CS0246: The type or namespace name 'EVRInputStringBits' could not be found (are you missing a using directive or an assembly reference?)
etcetera.

(using Unity version 2020.3.39f1 SteamVR version 2.7.3)

tiny niche
timber umbra
#

the package just says: Unity 5.6.7 or higher

tiny niche
#

my guess is the package info is incorrect then

timber umbra
#

the package was last updated in feb 2021 (so should still work with a 2020 version right?)

tiny niche
#

maybe

#

but it might also have package manager dependencies

#

you want to figure out where ETrackingResult is supposed to come from and dig deeper there

#

its likely a version mismatch or a missing dependency

timber umbra
#

I'll look into it, thanks for the help so far

pine bison
bold parrot
#

Hi, I'm working on a multiplayer VR app using Vive Focus 3 headsets. I have seemingly no issues when only one client is connected to my host (a PC app) but whenever I connect a second client, frame drops start to appear.
It seems like the hand tracking is the root of the problem, but I'm not completely sure about that to be honest. Looks like the lag spikes come when a hand or more is not being tracked anymore. I don't know how that makes the game lag regarding how the hand tracking work and the netcode for it.
Here is both my joint setup and its movement script (each hand is composed of 26 joints).

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.Netcode;
#if (UNITY_ANDROID)
using Wave.OpenXR.Toolkit;
using Wave.OpenXR.Toolkit.Hand;
#endif

namespace Wave.OpenXR.Samples.Hand
{
    public class Joint_Movement : NetworkBehaviour
    {
        public NetworkVariable<int> jointNum = new NetworkVariable<int>(default, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server);
        public NetworkVariable<bool> isLeft = new NetworkVariable<bool>(default, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server);
        public NetworkVariable<bool> isValid = new NetworkVariable<bool>(default, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);

#if (UNITY_ANDROID)
        void Update()
        {
            HandJoint joint = HandTracking.GetHandJointLocations(isLeft.Value ? HandFlag.Left : HandFlag.Right)[jointNum.Value];
            isValid.Value = joint.isValid;

            if (joint.isValid)
            {
                transform.localPosition = joint.position;
                transform.localRotation = joint.rotation;

                // Show joint when valid
                GetComponent<Renderer>().enabled = true;
                HideHandsServerRpc();
            }
            else
            {
                // Hide joint when not valid
                GetComponent<Renderer>().enabled = false;
                HideHandsServerRpc();
            }
        }
#endif

        [ServerRpc(RequireOwnership = false)]
        void HideHandsServerRpc()
        {
            if (isValid.Value)
            {
                GetComponent<Renderer>().enabled = true;
            }
            else
            {
                GetComponent<Renderer>().enabled = false;
            }
        }
    }
}

Any idea on this issue? Is my netcode setup wrong or something?

buoyant jolt
#

Just to make sure you aren't chasing a red herring

bold parrot
#

I'm still kinda new to VR dev, I'll have to look how to get a profiler in an AIO headset

buoyant jolt
#

It sounds like the frame drops happen in the editor too, you may not need to profile the actual headset. But it is better if you do.

bold parrot
#

I looked in the editor and didn't notice big drops like in the headsets, I'll double check to make sure

zenith pasture
#

How well does oculus quest 2 handle lights and emission? Is it possible to have 10+ light sources in a small room with some furniture (150k tris give or take) while using URP?

north path
#

Only way to say for sure is to try

zenith pasture
north path
shell kayak
north path
#

Just try and see

#

You arent getting realtime GI on quest haha

brazen tundra
#

How can I make my VR game work with Proton for Linux?

zenith pasture
north path
#

Only way to know is to try

lofty carbon
#

When Building to the Quest 2, what should these options be?

shell kayak
lofty carbon
#

Mobile?

#

In that case, my project is supposed to be playable on both PC and quest, do i have to split my project up or do i have to change every material while building?

shell kayak
#

I don't think there's any good go-to shader for Quest on the built-in render pipeline. There are some legacy ones that are fast, but also very limited.

lofty carbon
#

hm... so what do you recommend?

shell kayak
#

I make my own shaders that have only the features I need for my game.

lofty carbon
#

uff... i don't know anything about shader creation...
._."

shell kayak
# lofty carbon also that...?

There are a couple of different ways to handle this. Unity has a shader LOD system that allows you to have one shader that has different quality levels that can be changed at runtime. The Standard shader does this, but even the lowest quality one is going to be pretty heavy on Quest, especially when combined with real-time lights.

lofty carbon
#

oh

shell kayak
#

But you could also have separate materials or prefabs that are chosen at runtime through scripts.

lofty carbon
#

mhm...

shell kayak
#

But I think most multi-platform VR developers just make their game for Quest and then try to beef up the graphics on PC with easy tricks, like post processing, higher texture resolutions, etc...

lofty carbon
#

aha...

#

so i target quest first and then build up to PC?

shell kayak
lofty carbon
crude frost
#

What is the thumbrest capcitive touch area called in New Input System?

crude frost
#

I'm trying to get the type of VR controller my user has. This works in editor, but on build, never seems to get past the wait in my coroutine.

private IEnumerator GetDeviceType()
{
    Debug.Log("Getting Device Type");
    yield return new WaitUntil(() => InputDevices.GetDeviceAtXRNode(XRNode.LeftHand).name != null);
    UnityEngine.XR.InputDevice leftHand = InputDevices.GetDeviceAtXRNode(XRNode.LeftHand);
    leftHandName = leftHand.name;
    Debug.Log(leftHand.name);
    switch (leftHandName)
    {
        case string e when e.Contains("Open"): Debug.Log("Probably using Editor"); Editor(); break;
        case string a when a.Contains("Oculus"): Debug.Log("Using Oculus Device."); Oculus(); break;
        case string b when b.Contains("Pico"): Debug.Log("Using Pico Device."); Pico(); break;
        default: Debug.Log("You are probably in the Editor."); Editor(); break;
    }
}
brazen tundra
#

How can I make my VR game work with Proton for Linux?

tiny niche
small ingot
#

would i do weight painting to fix this?
the bones are sticking out of the body
this is probably because i made the arms 2.5 long, and they are connected to the body
im not sure
lmk what to do

#

this only happens on the quest version, not on the unity editor, as you can see, but in unity, it still has a stretch effect on the body, just not as bad

lofty carbon
#

so, i wanna switch my project from 2021.3 to 2020.3 because of performance reasons, what`s the safest way to change versions?

small ingot
#

this is a massive problem. when someone joins my vr game, i start zooming around uncontrollably. i havent tested multiplayer with 2 oculuses yet, this is one oculus and a pc on unity editor playing, that might be the problem? im not sure, please help, this is a big problem.

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using photon vr btw

tiny niche
tiny niche
small ingot
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how do i fix this

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reimport photon completely?

tiny niche
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no, you read the photon manual, figure out what you did wrong and remove that part

small ingot
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imo, havent made much progress, i think if i reimport photon fully, it would make life a lot easier