#šŸ„½ā”ƒvirtual-reality

1 messages Ā· Page 10 of 1

small ingot
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cos i have no idea where i went wrong

lofty carbon
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could i just make a copy of the project and try changing the veriosn of that

tiny niche
small ingot
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exactly

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so if i just reimport photon

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it should be fine

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and ill take it from there

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im in no rush

tiny niche
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@small ingot no if you reimport photon, you're back to square 1. Either with the same issues you have now, or at the state where you have no multiplayer features yet

storm ether
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Some help

storm ether
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Plz

small ingot
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i have no idea where i went wrong

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so i dont know what to edit

storm ether
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I need help

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Now

tiny niche
storm ether
tiny niche
storm ether
tiny niche
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neither is your spam

storm ether
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No one wanted to help Neither YouTube

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I tried every way I can find

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game I’m working on

tiny niche
# storm ether I tried every way I can find

start by entering the problem in the google search box. Then read everything you can find related to the subject. Then google all of the things you didn't understand. Repeat until you understand

tiny niche
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once you know how it should be used, you can probably tell what's different about your setup

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And if you figure out what the issue is, we might be able to tell you what to do about it

lofty carbon
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I got an error about this package as i downgraded... including a bunch of other errors i got from scripts that were previously okay! in the editor, it said this:

tiny niche
lofty carbon
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how do i do that...?

lofty carbon
tiny niche
lofty carbon
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i do not know what they should be :(

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and is it only the packages that are in the package manager or ALL the packages in the workspace?

tiny niche
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you may also need more or less packages, depending on what changed between unity versions

lofty carbon
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how do i know that?

lofty carbon
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well, i don`t think alot changed in between 2021 and 2020

lofty carbon
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so i can just click remove and reinstll them?

tiny niche
lofty carbon
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eh!?

tiny niche
lofty carbon
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what if i update some of them?

tiny niche
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and it might not have been experimental in the new unity version, while it is experimental in the old one

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and sometimes its the other way around even

lofty carbon
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oh jeez

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so now what...?

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my ide gives errors about the C# language version too :(

tiny niche
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probably because its the wrong version for that unity version

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regenerate the project files

lofty carbon
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on it

tiny niche
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you may also need to rewrite some code if you where using them

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downgrading unity versions is a massive pain

lofty carbon
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where do i do that again?

tiny niche
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preferences

lofty carbon
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alr, done

tiny niche
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it may keep complaining until all packages have been downgraded to the correct versions

lofty carbon
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in the package manager on most of them are checkmarks and on some the update symbol...

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alright, i removed the feature development package that made an import error, but most of the errors now are about syntax in my code

tiny niche
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well you did remove c# features when you downgraded

lofty carbon
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it complains about the C# version, how do i update that?

lofty carbon
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i thought it was the same version across the board...

tiny niche
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since they're not integrating with roslyn yet

lofty carbon
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...

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shit

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so i have to stay on 2021 and live with whatever performance problems i come across?

tiny niche
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but even then, you'd have more c# features turn on as you move through newer .net versions

tiny niche
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which i think is a year or 2 away

lofty carbon
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god damn...

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unfortunately, most of the stuff it complains about, i have no idea what it means...

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you think ChatGPT would help me there?

tiny niche
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lol, no

lofty carbon
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:/

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tough luck

tiny niche
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chat gpt is only going to help if you know how to read and fix whatever it spits out

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and you have to know what you want it to do

lofty carbon
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aha...

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got it...

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so stuck on 2021 :/

fierce star
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Hi, I'm getting some troubles trying to build my app for VR, I choose Android 64 bit, when trying to build the app, it shows an il2cpp error, hope you can help me whit this

fierce star
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I already changes the android ndk, didn't work, I don't know about a solution

round mortar
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I have tried to set up portals a couple times in vr, and I've been told to use stencils, but either I've misunderstood something, or the people who answered didn't realize what I wanted to do. The only way that makes sense to me is to have a duplicate of the world lined up with the portal that is only visible through the portal via stencils. What I'm wondering now because I was told that I don't have to duplicate my room, is is there anyway to have a portal effect like this https://www.youtube.com/watch?v=PkGjYig8avo (fast forward to about 30 seconds) without duplicating the scene with stencils?

Portal is one of the most celebrated videogames ever, and its core mechanic certainly got people talking when it first released. In this video, I go over some of the core concepts you'll need for making your own portals in Unity! This project uses quite a lot of C# scripting and a couple of HLSL shaders, but I try and go over the core bits in de...

ā–¶ Play video
grave kettle
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does anyone know why this may have happened? I have my xr origin parented to a plane on which it moves. While attempting to move this plane I was returned this error for some reason

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not sure whats going on

round mortar
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Ok, I was finally able to get portals working with the camera method instead of stencils. For anyone interested, to position the camera properly for each eye, I used this.

RenderTexture.active = targetTexture;
cam.projectionMatrix = Camera.main.GetStereoProjectionMatrix(Camera.StereoscopicEye.Right);
cam.Render();
rightTex.ReadPixels(new Rect(0, 0, rightTex.width, rightTex.height), 0, 0);
rightTex.Apply();

cam.projectionMatrix = Camera.main.GetStereoProjectionMatrix(Camera.StereoscopicEye.Left);
cam.Render();
leftTex.ReadPixels(new Rect(0, 0, leftTex.width, leftTex.height), 0, 0);
leftTex.Apply();```
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I'm not sure if it's more performant to have two textures that you read from the target texture to or to have two cameras and just use their target textures in the shader.

buoyant jolt
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But yes, you want to avoid major unity version updates (i.e. 2020 to 2021 to 2022) in XR, unless you really need to make the upgrade.

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Just because there are often some very impactful changes

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Not that it's impossible, just a make work project without a good reason

split dock
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Hi all!

I'm building a VR Butter Churning Simulator and would like the churn-stick thing to not be able to move out of the churner. See video for how it is currently working (not what I want):
https://youtu.be/DeH5XmabrqA

Does anyone know what I should be researching to achieve this?

pine bison
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Are you using an interaction framework to make this game?

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I use VRTK and it has a linear drive prefab, which limits movement on an interactable to only a single axis and only a certain distance

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I presume other assets might have something similar

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If you want to do it manually, I would not make the stick a regular interactable at all, just an object that moves up and down while trying to follow an invisible interactable which is the one you're actually grabbing

split dock
pine bison
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I don't think it has that kind of interaction? I played through the new sample a few weeks ago but I'm not sure

small ingot
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weight painting is the way to fix this issue, but since im a programmer, not a 3d artist, i have never touched blender in my life, can someone pls help

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if needed, i can send you the model if you need information

crude frost
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Can I high tris count cause HMD crashes/freezes, even if my FPS was staying at 72, and available memory stayed above 2400?

north path
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@small ingot which guides did you follow? You can just pop it into blender with a simple guide

north path
small ingot
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like

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tutorials?

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idk new to this

crude frost
north path
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To do the weight painting

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Yes

small ingot
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i was following royal skies' tut

north path
small ingot
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but my skeleton is all messed up

north path
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Check a blender tut on weight painting maybe. People aren't going to do it for you.
And also wrong channel for animation stuff

crude frost
north path
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Get logcat and the profiler running. Only way to know what happens

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And ask questions if you get stuck or don't understand something and google has no good explanation

fading cipher
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I am working on building an application for Quest 2. The application uses 360 degree videos. I am using AVPro video player plugin to play 360 videos in Unity. Things seems to be working in game view but when I am deploying the apk to Quest 2 it is not exactly giving 360 view when I am moving my headset. The same view is moving along with the headset movement rather than showing 360 view.

Please help in resolving this issue. Thanks in advance.

north path
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Make a system that reads out the position and rotation, and apply an offset to it.
Where do you get stuck?

glass portal
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Can anyone help me with OpenXR controllers not tracking at all?

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there are no errors but it might be connected to this

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it's listed as unsupported in the input debugger for some reason

north path
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Is the controller profile added?
And is openxr up to date? @glass portal

glass portal
split dock
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I don t think it has that kind of

tardy flower
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Hello! Is there a way (and if possible using ShaderGraph/a custom node/Amplify) to render and object only in one eye, left or right, in VR ?

north path
tardy flower
limber mortar
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Not sure if this is the right place to ask this, but I'm currently trying to make an Android build for a game on the Quest 2 and having some really weird performance issues. When I'm using PC VR, I get an even 90 FPS and the game runs beautifully but on the standalone Quest build, it's running at around 35 FPS despite having pretty much every optimization practice/setting known to man. I've followed all the guides out there on Quest optimization, and I've simplified my in-game scene to be around 230k poly's, but nothing I do seems to have much effect. Anyone got any tips?

north path
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Q2 is a lot slower than PC and has a Tiled GPU which can make performance worse

serene quiver
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i seem to have an issue where no matter what i do, the base of the character model is on top of the XR Rig. I'm not sure what to do

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I've tried moving the XR Rig to the head, moving the camera offset to the top of the head and moving the character below the XR rig

tiny niche
worthy crag
serene quiver
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i got a screenshot in play mode. the camera just seems to return to 0,0

tiny niche
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or didn't hook it up correctly

serene quiver
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it's the same when i wear the headset

tiny niche
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that means your project is not set up for vr correctly

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or your pc is not configured

serene quiver
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i've been testing by building for android and running the game on my quest 2

steel hedge
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Hello. i am making a vr game using the unity engine 2021.3.11f1. i wondered if i should have bot the Tracked Pose Driver and an XR Controller on my controllers?

tiny niche
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but the rig you create should have it all set up by default

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you just need to apply the presets to the controllers

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@steel hedge and if you're debating whether to go device-based or action-based, always go action-based

steel hedge
tiny niche
steel hedge
tiny niche
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but it should already be set up if you rightclick and create an action-based xr rig

steel hedge
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how do i reference the XR Controller in my script?

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using TrackedPoseDriver = UnityEngine.SpatialTracking.TrackedPoseDriver;
[SerializeField] private TrackedPoseDriver rightHandDriver, leftHandDriver;

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like this

slim hill
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did anyone experienced wiggle, jiggle or crazy shacking with grabbable objects?

rose anchor
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Can someone help me PLEASE every time I open my vr game to test it it’s stuck on a flashing Unity screen can someone please give me some tips or tell me how to fix it 😭😭

tiny niche
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you have to figure out why its failing in order for anyone to be able to help

delicate venture
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Hi everyone, I am having an issue with some assets involving the Create with VR course from Unity Learn and I am looking for some help! For anyone that has not taken it, I can try and explain the practical aspects. The video player activates with the PlayVideo script when I press a button on the remote in VR, I am able to play a video, and pause it which is what the course asks for. However, I am looking to implement functionality to allow the user to flip through channels by interacting with the remote, the script has a NextClip() function which can be seen here, but I have tried and no matter where I put it on the remote, it does not work! Even when I go in and change the code manually, the TV only plays one video and will never go to the next ones I have loaded in. So clearly I am missing something...if anyone here has any advice I would super appreciate it! Can provide further details if needed.

round mortar
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Is there anyway to just get the single pass render texture from a camera that will include both eyes? If not, does anyone know if they plan to add this feature in the future?

tiny niche
round mortar
round mortar
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I tried googling compositor and finalizing textures, but I couldn't really find anything.

crude frost
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Any RootMotion VRIK users in here? I thought I had my VRIK issue resolved, but apparently not. Even though my animator shows its transitioning through my idle blend tree, I'm not seeing the avatar display the animations.

north path
tiny niche
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all vr devices have a compositor, so the description applies on all headsets

limber mortar
# north path Settings and poly count isn't everything. Run the profiler, see when it dips, tr...

Just an update on the Quest 2 build performance losses I'm seeing, I did some research and it seems like this performance loss is a common issue when building to the Quest with URP. The Unity version I was using (2021.3.11f1) apparently had a known issue where there was a considerate performance loss when building to Quest, but even after upgrading the project to 2021.3.14f1 the performance is still pretty bad. I've used pretty much every optimization tactic I know (ex. batching, baked lightmaps, simplified meshes/colliders, LOD's) and followed guides to ensure I am using the most performance-friendly settings, but it seems at this point that this problem is more related to URP itself. In working with URP in the past, my understanding was that it was the most performance-friendly render pipeline Unity offers, but I'm not so sure at this point. Do you or anyone else here of some alternatives I could do? Or even a better Unity version that would fix this issue?

north path
limber mortar
north path
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Yes

severe saffron
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Ive been waiting for 5 years now for URP to deliver on its promises

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aint gonna happen. We'll just wait for hardware to get better instead.

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URP was supposed to be a pipe for tinkerers but instead it "took over"

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There's some internal blitting involved that absolutely destroys performance on tiled renderers. Ive also been hearing about vulkan coming to save the day.... For again like 5 years now.

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šŸ™„

tiny niche
north path
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@severe saffron if there are specific things breaking it, file a bug report

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I can make sure it gets attention and a lot of upvotes

crude frost
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First time I've had this issue. I have a VR project, but I want to test multiplayer. So I unchecked XR Integration start on load, and did a PC build. One instance loads fine. But, every extra instance I try to load, it just quits.

I've done non-vr multiplayer projects where I've launched multiple builds locally without issue. Any ideas how I can get this one to let me open multiples?

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as you can see, force single instance is off

buoyant jolt
# limber mortar As this is a contract, unfortunately I don't think I could hire someone freelanc...

I'm going to agree with @severe saffron here. The last time I did serious benchmarking for the Q2 with URP, we found either degraded performance, or at best equal performance, to BiRP (depending on the use cases we tested). I dont recommend it for Q2 either.

You could try a newer version of Unity and URP, but I've written it off as a make work exercise at the moment. We hit target FPS without it on our game titles, so we haven't had a lot of reason for it anyways. But I can see if you are bottlenecked and stressed trying to rely on it.

I find general best practices is far better (minimized topology, LODs, texture atlases, baked lights, etc etc).

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That said I know lots of people swear by URP, so finding someone to help is also a good idea.

buoyant jolt
crude frost
round mortar
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As some people probably know, I'm trying to make vr portals, but I've run into some issues. Currently I've set it up so that the portal screen should show what's behind the portal simply to make it easier to compare if it's showing the correct thing or not. This is what I've got so far, and as you can see, it's painfully close.

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Here's my code for setting up the portal camera.

leftMatrix = Camera.main.GetStereoProjectionMatrix(Camera.StereoscopicEye.Left);
rightMatrix = Camera.main.GetStereoProjectionMatrix(Camera.StereoscopicEye.Right);
leftMatrix[12] += Camera.main.stereoSeparation / 2;
rightMatrix[12] -= Camera.main.stereoSeparation / 2;

int dot = (int)Mathf.Sign(Vector3.Dot(myWormhole.transform.forward, myWormhole.transform.position - transform.position));

rightCam.projectionMatrix = rightMatrix;
Vector3 camSpacePos = rightCam.worldToCameraMatrix.MultiplyPoint(myWormhole.transform.position);
Vector3 camSpaceNormal = rightCam.worldToCameraMatrix.MultiplyVector(myWormhole.transform.forward) * dot;
float camSpaceDist = -Vector3.Dot(camSpacePos, camSpaceNormal);
Vector4 clipPlaneCamSpace = new Vector4(camSpaceNormal.x, camSpaceNormal.y, camSpaceNormal.z, camSpaceDist + debugDist);
rightCam.projectionMatrix = rightCam.CalculateObliqueMatrix(clipPlaneCamSpace);
rightCam.Render();

leftCam.projectionMatrix = leftMatrix;
camSpacePos = leftCam.worldToCameraMatrix.MultiplyPoint(myWormhole.transform.position);
camSpaceNormal = leftCam.worldToCameraMatrix.MultiplyVector(myWormhole.transform.forward) * dot;
camSpaceDist = -Vector3.Dot(camSpacePos, camSpaceNormal);
clipPlaneCamSpace = new Vector4(camSpaceNormal.x, camSpaceNormal.y, camSpaceNormal.z, camSpaceDist + debugDist);
leftCam.projectionMatrix = leftCam.CalculateObliqueMatrix(clipPlaneCamSpace);
leftCam.Render();

Does anyone have any idea what I'm doing wrong?
P.S. The debugDist variable is currently set to 0. I've used it sometimes to move the clip plane further up to remove the sliver, but it's still slightly misaligned, and that's what I'm hoping to fix.

buoyant jolt
vital oar
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What would be the best practice to make a HUD in a VR racing game?
Trying to attach it to the camera but looks somewhat shaky. I don't need to interact with it, just a status bar.

placid birch
pine bison
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Attached to the car I would say, on the dashboard

vital oar
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šŸ¤” thinking to place it in the cabin, around 0.2-0.3m away and make it rotate with the camera.

pine bison
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If you just search for car HUD there's a lot of concepts out there to take inspiration from

vital oar
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Its more like this (bottom right). +Progress bar for the race.

storm ether
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hello all, im currently experianceing 3 errors saying that the XRSocketInteractor dose not contain a definison for GetCurrentSocket ,isSelected, andGetAttachedObject when useing the XR Interaction toolkit package in unity3d, did they change the names of these? or are they not a thing to begin with? and if that's the case how would i go about making them? code here:https://codeshare.io/oQZmlB

round mortar
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VR Portals

slim hill
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Hi can someone help me with the XR Grab Interactable? I set the movement type to Velocity Tracking but when i grab the object, it shaking around. How can I make this movement more smoothly?

wintry gull
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Hi, I'm getting this error when building for Oculus Quest 2: "failure occurred while executing com.android.build.gradle.tasks.processlibrarymanifest". The only workaround that I have found for this is to disable "Custom Android Manifest" on player settings. But I guess this is bad because a lot of Oculus settings will go missing. Can anyone help me find a solution?

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I'm using Unity 2022.2 with Entities 1.0-pre47, Entities Physics and Entities Graphics.

true meteor
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Hello,
Does anyone know if on a Mac M1 you can use the Oculus Link cable to test Unity projects by pressing Play?

pine bison
wintry gull
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And run it on the Oculus Quest itself

limber jungle
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I don't find any information on how I can start a VR project and use my PSVR2 with it. What's needed to do that?
Does anyone have resources which state what's needed to do that? Highly appreciate any suggestions!

north path
limber jungle
pine bison
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Correct

north path
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But most vr features are also in other headsets which are available, like quest (pro)

limber jungle
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That's a sad answer for someone who doesn't have other headsets. Thanks for the quick reply

slim hill
tiny niche
weary gust
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i have 2 cameras, how can i make it so that one camera renders to the left eye, and one renders to the right

floral wharf
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@weary gust

burnt ether
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Hi, I am having the following error and I do not know how to resolve it
thought I'd ask it here cuz it has to do with VRChat.

Please, if I am not in the right place then tell me, I'll look elsewhere.
Here is the error:

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I tried the following:

reinstall Creator Companion (program used by people who make stuff for VRChat)
reboot PC
update Unity Mathematics in package manager to newest version

pine bison
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!vrchat

ornate questBOT
pine bison
burnt ether
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Alright! Thanks for the information :)

north path
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Need some help with VR Interaction Framework:

I want to make:
An object which is destroyed after picked up, and then instantiates a different object which should be grabbed instead.

What I do now:
Call Grabber.Release, and Grabbable.DropItem
Destroy grabbed gameobject
Instantiate new gameobject
Call Grabber.Grab and/or Grabbable.GrabItem

What happens:
The grabber bricks and cannot pick up anything after that, but the instantiated gameobject does follow the hand

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Already asked in the VRIF discord, but maybe someone here knows a fix as well

zenith pasture
north path
zenith pasture
north path
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For some reason it works now and I did not change grab code. Scary but ill take it
Thanks

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Maybe something in the mesh destruction iteration

zenith pasture
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Wait a second

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Grabbable.DropItem is a thing??

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I was told some time ago that there is no way to forcibly drop an item

buoyant jolt
burnt ether
upbeat tendon
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Hey guy, recently I have bought mesh baker, which is a great plugin. Altough there are numerous videos and doocumentation, I am getting a bit lost , as I have a fairly complex scene and I am unsure of what meshes to bake together, how to split it etc. Would someone be willing to have a call and talk briefly over things ?

buoyant jolt
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But no, free one on one tech support for someone else's paid asset, when I have 4 large client VR projects due today is not something I'd be personally interested in šŸ™‚

upbeat tendon
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well its a vr priject I guess

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project*

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and if I offer payment ?

buoyant jolt
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You could contact the asset developer, and offer to pay them hourly to help you learn their tool

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They might be able to help in that regard

upbeat tendon
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Will try, thanks

buoyant jolt
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You can also post a small contract on the unity forums, or in the other unity discord group if you want. @upbeat tendon it is hard to find mentors sometimes I know. Good luck in the journey

gaunt coral
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Hi, my htc vive controller suddenly stopped interacting with the linked gameobject in the game, what could be the issue?

tiny niche
gaunt coral
crude glen
near plover
#

i'm trying to get a second camera to render to a texture i can set globally in single pass instanced, but all i get is a black texture.

RenderTexture renderTexture = RenderTexture.GetTemporary(descriptor);
Shader.SetGlobalTexture("_SecondCameraTexture", renderTexture);
_secondCamera.SetTargetBuffers(renderTexture.colorBuffer, renderTexture.depthBuffer);
_secondCamera.Render();

this works perfectly in pancake view but when i set the camera target eye back to both, it stops working
full script for reference:

near plover
severe needle
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Y'a un franƧais qui peut m'aider ?

buoyant jolt
#

Maybe but probably not, most of the users in here are English speaking. You are probably better off asking the question and using google translate

slim hill
buoyant jolt
buoyant jolt
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Otherwise it's just blind guessing

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But if you are using the XRI, we have found a lot of it to be unreliable, and just rolled our own instead.

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I see you mentioned velocity tracking, I'm assuming you read this already:

Set Movement Type to Velocity Tracking to move the Interactable object by setting the velocity and angular velocity of the Rigidbody. Use this if you don't want the object to be able to move through other Colliders without a Rigidbody as it follows the Interactor, however with the tradeoff that it can appear to lag behind and not move as smoothly as Instantaneous.```

If it runs on Fixed Update, it is going to run slower as it is on the physics timing.  You can speed up the physics time in the project settings, but id also check and make sure you aren't hitting a bunch of hard to see colliders too
slim hill
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yh im using the XR Grab Interactbale with Velocity Tracking

buoyant jolt
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Increasing damping will help a bit too. But I'd probably just separate the model from the rigidbody, so you can smooth the position out.

round mortar
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Is there anyway to get what the default position and rotation offset is for each eye when using Mock HMD?

tiny niche
storm ether
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Connected but Nothing happened

prisma orchid
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i have a vr game i am making right now and i dont know how to make this script into vr. and i am using the modular first person controller asset. and i am using interaction toolkit

prisma orchid
buoyant jolt
buoyant jolt
# prisma orchid i have a vr game i am making right now and i dont know how to make this script i...

It sounds like you are doing something a bit too complex. Each project is different, and you don't want most of the first person controller script. That usually maps keyboards and mice to a camera. You need to map VR to a camera.

I think you should try looking at it the other way. What is it not doing that you want it to? I have the asset you mentioned but never used it, so I have no idea how usable it is or how easily it can be adapted to VR.

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Also i can't view CS files on my phone, so I can't check that script.

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!code

ornate questBOT
#
Posting code

šŸ“ƒ Large Code Blocks
Large code blocks should be posted as links to services like:
https://gdl.space/, https://paste.ofcode.org/, https://hatebin.com/
https://paste.myst.rs/, https://hastebin.com/

šŸ“ƒ Inline Code
Surround code with three backquotes. Not quotation marks.
To get C# formatting the first line should only contain cs or csharp.
Add a comment with a line number if there is an error message.
```cs
// Your code here
```
Do not share screenshots of code unless requested.

prisma orchid
buoyant jolt
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You absolutely can, just be mindful of it

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But yeah, mapping VR to that script, testing it, etc would probably take me an hour or two. It's not a quick task

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But the asset probably has instructions for gamepad support which you could tie to the VR controllers, just keeping in mind the forced motion issue that way

storm ether
buoyant jolt
# storm ether It must show My Device in That box with the red letters

I can't see much in the picture - it's kind of blurry what is going on. So I'm guessing you want to install an APK?

Make sure you've enabled development mode, that the headset asks and allows the USB connection, and once connected, use whatever apple has for device manager to make sure the headset connected. Then you can use meta quest developer hub, adb, or android studio or sidequest or whatever you need to install files?

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If you don't get a popup to allow USB to the computer, then the USB cable or port might be at fault.

storm ether
storm ether
buoyant jolt
#

Also, if that is a Pico 4 Link, I'm pretty sure they locked those down. So it is harder to connect with

buoyant jolt
#

My best guess is the cable or the headset you need to allow the usb connection. Check the apple equiv of device manager to see if the device is listed. Cable, and usb port. And reboot the laptop

#

Yay spam

torpid ginkgo
#

@kind sundial Don't spam surveys

kind sundial
buoyant jolt
torpid ginkgo
prisma orchid
buoyant jolt
# prisma orchid so yea

Yeah, but that asking more than a question for me. To go through it would depend on the input system, what VR framework, what the objectives are, what the project needs to be, what you want to map those buttons to. It's a project, not really a question...

#

I suppose the best answer would be to take a VR lesson on the unity site. An input lesson. And a coding lesson.

The end answer, assuming you want to still do that after, is create button or input specific scripts that map the controller inputs you want to the deeper functions of the FPS controller script, keeping in mind you may need to rewrite chunks to expose them to an external input system

#

The task list would be something akin to:

  • add your XR rig from whatever framework you want to use
  • use their raw button input sample (or if there isn't one, code one per their docs)
  • look at the FPS script and make sure the output you want for behaviours is public and callable
  • connect then the sample input prefabs button events to the FPS interaction events
  • finally, see what camera specific stuff it is creating and copy / move it to the XR camera
#

Alternatively, ask whoever you bought the plugin if they have a VR demo scene

wide bridge
#

So I've been trying to upload my game to applab and it wont let me click any of these buttons

viral jacinth
#

my hands aren't working any ideas

severe saffron
bitter cedar
#

someone know why when i take an object and take it near to the body the player fly away?

viral jacinth
north path
# viral jacinth does anyone know

No, because you provide no info at all. Just a picture of a sphere.

What systems do you use, which guides did you follow, how did you setup your hands, is it just the visual or also tracking?

neon meteor
#

Hello. I hope it's ok to ask about this here. Does anyone know of a way to record smooth/stable video from a HTC Vive Focus 3? Something similar to Oculus mirror is what I'm thinking off. Thanks

tiny niche
#

but i'd expect steamvr to have mirror-like features

north path
#

Standalone it will be very hard and probably too heavy to run anyways. You could crop in in editing and stabilize the view that way.

If you run via PCVR add a spectator camera which follows the vr camera with smoothing

neon meteor
#

Interesting. Yeah, I'm mainly recording while playing via the editor (for trailers and social media clips).

#

It's connected to the PC

severe saffron
#

editor performance is terrible by comparison; a build will record better

neon meteor
#

Right, I see

#

Thank you all for the info, I appreciate the help!

#

It was so easy then using Mirror

#

when*

#

But now I use the Focus 3 instead

severe saffron
#

when I got a bunch of 30fps clips directly from the quest I ran it through flowframes or waifu2x to get upscale + interpolated footage. 60fps interpolated looks a lot better.

north path
#

Best to use PCVR builds and OBS imo

#

With a spectator camera

neon meteor
lean lodge
#

Stupid newbie question. Every time I make a new XR Origin, the camera is seriously offcenter / disconnected. I can't seem to get the camera to align with the parent XR Origin object. What do I need to do to center/align them?

buoyant jolt
#

They really shouldn't be center aligned. The XR Origin is the center of your play space. The camera is where your headset is in relation to the playspace.

#

You can, and I often do, correct that difference on a teleport for example by moving the XR Rig relative to the position difference between the two minus height. So you land where you meant to on a teleport. But really those should be offset in most circumstances

lean lodge
#

That would explain it. I should probably read more documentation before diving in.

round mortar
#

From watching how they do vr portals in this video, it does make sense to me how it works conceptually, but does anyone know how you would actually accomplish this through code?

#

https://www.youtube.com/watch?t=1210&v=f786ak3GKQo&feature=youtu.be Didn't realize that I forgot to post the link lol.

GDC

In this 2018 VRDC @ GDC talk, Neat Corporation's Joachim Holmer discusses the ins and outs of the design behind Budget Cuts' portal translocator device, and offers practical insight into the technical implementation of the system, as well as his team's solutions to making it perform well.

Register for GDC: http://ubm.io/2gk5KTU

Join the GDC ma...

ā–¶ Play video
buoyant jolt
lean lodge
#

@buoyant jolt - Fortunately, your advice helped me figure things out, and got everything in the right place. Just understanding "camera = person, xr origin = play area" made all the difference.

#

Now I've got my "camera" moving around in a large worldarea, interacting with the world environment instead of being offset/clipping.

buoyant jolt
#

Now the fun part begins ! šŸ™‚

lean lodge
buoyant jolt
#

I have 4 more VR sims due tomorrow at 9am. I definitely am avoiding pushing them out. I'm thinking it feels like a Netflix moment

lean lodge
#

Sun is down. Netflix time. ..or in my case, more Mandalorian/Boba Fett.

#

Stupid Last of Us got me on a Pedro tangent.

small ingot
#

Hello, voice chat is quieter in some places, but in the centre of the map, it is really loud? How do I fix this? I use Photon VR Voice

north path
small ingot
#

someone suggested that it was because the audio source was in the middle of the map

#

they suggested that i should make it the child of the player

#

the audio source

#

should i do this?

small ingot
#

do you reckon this affects it?

north path
north path
frosty stirrup
#

Anybody knows why my headset display flickers when I have a secondary game tab set to a display 2?

round mortar
severe saffron
#

you could and probably would use all of that

#

the breakdown you linked essentially tells you step by step how they use the z-buffer

round mortar
severe saffron
#

I do think render features might work for this but I dont really touch URP so I dunno

#

I think it was valem who did stencil mirrors with renderfeatures, but I feel like you'd still need extra camera and stuff.

bitter cedar
north path
#

@bitter cedar put the hands and body on different layers and have them ignore eachother

round mortar
north path
#

I made portals with the URP stencil buffer:
https://youtu.be/EzM8LGzMjmc

Works great

Games like Antichamber feature impossible geometry where multiple objects seemingly inhabit the same physical space, but only appear when viewed from certain angles. We can recreate the effect in Unity using stencil shaders and Universal Render Pipeline's special Renderer Features functionality!

šŸ‘‡ Download the project on GitHub: htt...

ā–¶ Play video
round mortar
north path
#

What part did you get stuck on? If you follow along you'll get a portal

round mortar
#

I am able to get the example in the video to work. I'm trying to have portals that work like the ones in the Portal games, but as far as I can tell, that would require moving the camera which you can't do with renderer features.

north path
#

Owhhh that's always gonna be annoying to get working sadly

#

My bad

#

Then stencils aren't the best probably

round mortar
#

Ok that's fine, thanks. I actually do see here that there's a camera offset section in renderer features, so I may still use that and stencils as I'm not able to get anything else to work.

storm ether
#

is there any way using quest 2

to do both hand tracking with and also using touch controller of the other hand but both at the same time

haughty sorrel
#

Hey there, I was wondering if someone could help with an issue im having. I'm using google cardboard Mobile on Unity. My screen is scrunched to the left like this, I've tried setting the rotation to landscape right and left and it only just sorta moves it to the other half.

This was working when I had it intitalize XR on start up but I had to turn that off because I have a main menu that isn't VR

#

I can give any other info yous need!

main quarry
#

how to correctly profile where are the performance bottlneck of unity build for quest2?

north path
#

Use the profiler (and deep profile), renderDoc, and build up a general knowledge of what performance issues can be @main quarry

main quarry
#

having 140 batch with frame debugger could be the problem?

north path
#

Can be, doesn't have to be

#

There are too many factors in performance to give a clear answer to 'is this the issue'

#

Lowering draw calls is good in general however

main quarry
#

I need help to understand perfetto trace profiler output

tiny niche
north path
#

@main quarry lot's of googling and googling to properly understand it. There isn't really 1 set of rules or something

abstract zephyr
#

Hi guys I just wanted to know I am creating a VR game in Which there will be Physics Interaction too .. so I have created the basic physics of Player using the Video "Valem Tutorials" have created for the Physics Interaction. I just wanted help with I want the grabbing of the object to be more precise like sticking it to the hand, and also wanted to use Distance Grabbing for the Object .. Can anyone help me ? what to do ahead ?

https://www.youtube.com/watch?v=D9qQb3EvU8c&ab_channel=ValemTutorials

Here we go again, let's learn how to grab and interact with physical objects in VR !

ā–¶ PATREON : https://www.patreon.com/ValemVR
ā–¶ DISCORD : https://discord.gg/5uhRegs

#vr #vrdev #madewithunity #valem #unity

ā–¶ Play video
#

VR Interaction

silk python
#

Hi unity Fam, I am new and just have a question about workflow. If I’m looking to develop for the quest am I able to use macOS or do I need to run windows?

pine bison
#

If you're new to Unity I would highly recommend going through some non-VR tutorials before you get started with the quest

silk python
#

I am watching non-vr stuff, have a rudimentary understanding. I have an ambitious idea and know what I want, just learning to build.

silk python
pine bison
#

You can play like a 2D game on the mac, if you add support for that. But with anything VR related your only option is simulators that emulate some of the features in 2D

silk python
#

So it’s best to dev for vr on a pc then? I can do that.

abstract zephyr
pine bison
#

On PC you can actually run the game on VR directly in editor, which means a world of difference compared to having to wait several minutes every time you want to test a change

silk python
pine bison
#

It uses GPU for rendering

silk python
#

Kk, I’ll look into recommended specs. Thank you again!

buoyant jolt
#

I'd also encourage getting a VR grade laptop, something with a 2060 or greater.

#

I've taught a few VR classes for youth on MacBooks, you can do it, but you need to know what you are doing to be successful that way as the testing process is lengthy

silk python
#

I have a M1, and may wait for the upcoming Apple vr sdk. But I want to play around before then. How much $ for a baseline pc desktop do you think?

tiny niche
silk python
#

Yeah I’d be doing a desktop

tiny niche
#

but you can probably get one with a 3060 or better for $1k

#

that's roughly the price range i would aim at when getting a vr capable dev machine. should be fast enough to roughly match the average end user vr gaming rig

#

32gb ram and an nvidia card should be your primary requirements. ryzen cpu is a bonus

silk python
#

Rad, thank you šŸ™ŒšŸ»

frigid isle
#

hello

#

im trying to upload a new build

#

to oculus developer hub

#

but it gives me a error

#

API error

#

i cant fix it

round mortar
#

Is there anyway to make a vr camera use an oblique projection matrix? I have this code set up on the main camera, and the camera preview looks good, but it doesn't have any effect on the actual game view of the scene šŸ˜•.

void Update()
{
    int dot = (int)Mathf.Sign(Vector3.Dot(wormhole.transform.forward, wormhole.transform.position - transform.position));
    Vector3 camSpacePos = cam.worldToCameraMatrix.MultiplyPoint(wormhole.transform.position);
    Vector3 camSpaceNormal = cam.worldToCameraMatrix.MultiplyVector(wormhole.transform.forward) * dot;
    float camSpaceDist = -Vector3.Dot(camSpacePos, camSpaceNormal);
    Vector4 clipPlaneCamSpace = new Vector4(camSpaceNormal.x, camSpaceNormal.y, camSpaceNormal.z, camSpaceDist);
    cam.projectionMatrix = cam.CalculateObliqueMatrix(clipPlaneCamSpace);
    cam.SetStereoProjectionMatrix(Camera.StereoscopicEye.Left, CalculateObliqueMatrix(cam.GetStereoProjectionMatrix(Camera.StereoscopicEye.Left), clipPlaneCamSpace));
    cam.SetStereoProjectionMatrix(Camera.StereoscopicEye.Right, CalculateObliqueMatrix(cam.GetStereoProjectionMatrix(Camera.StereoscopicEye.Right), clipPlaneCamSpace));
}

static Matrix4x4 CalculateObliqueMatrix(Matrix4x4 projection, Vector4 clipPlane)
{
    Matrix4x4 obliqueMatrix = projection;
    Vector4 q = projection.inverse * new Vector4(
        Mathf.Sign(clipPlane.x),
        Mathf.Sign(clipPlane.y),
        1.0f,
        1.0f
    );
    Vector4 c = clipPlane * (2.0F / (Vector4.Dot(clipPlane, q)));
    obliqueMatrix[2] = c.x - projection[3];
    obliqueMatrix[6] = c.y - projection[7];
    obliqueMatrix[10] = c.z - projection[11];
    obliqueMatrix[14] = c.w - projection[15];
    return obliqueMatrix;
}```
Also not sure if this matters, but I'm in URP.
red roost
#

Hey guys im new to unity and I want to make a roller coaster for the quest 2, can anyone recommend a way to do it? i saw something with splines, some with normal cubes, i do want it to look somewhat good

obtuse imp
#

Attach a camera to a roller coaster šŸ‘

idle stratus
#

Hey, I am new to VR development. I have Oculus Quest 2 and I am trying to build the Sample HandInteraction Scene

#

I am getting this error:

It will be removed in version 5.0 of the Android Gradle plugin.
You will no longer be able to disable R8```
I am using MacBook Pro M1 Pro and latest Unity
idle stratus
pine bison
#

I've not had this issue but I'm already building with a custom manifest

idle stratus
pine bison
#

The build folder would be wherever you're telling unity to build your project

idle stratus
pine bison
#

That doesn't matter. Which of the fixes in the link I shared are you trying to use?

idle stratus
#

I am stuck on Step 4

pine bison
#

When you check the two checkboxes in step 3 it should generate those files automatically

idle stratus
pine bison
#

In the same folder as the image, Assets\Plugins\Android

idle stratus
idle stratus
#
It will be removed in version 5.0 of the Android Gradle plugin.
You will no longer be able to disable R8
thorn temple
distant river
#

Hy guys, how are you ?

I'm trying to snap a gameObject to my XR controller when it enters on it, i'm using the XR interaction toolkit and idk how to do that thank you !

tiny niche
#

try the escape room sample they have

distant river
tiny niche
distant river
distant river
#

i'll check that, thanks dude

red roost
#

Hey I have made a rollercoaster, but currently it is a cube as a cart and a lot more flat cubes as the rails, can I add textures to them to look like a cart and rails?

red roost
# tiny niche textures wont fix the shape

The tracks are cubes which i made flat so if i add a rail texture it should do the trick right? for the cart if i could get a boxy cart would it work? as in make some of it transparent and show the cart?

tiny niche
red roost
red roost
#

using blender?

tiny niche
#

sure

#

there's lots of modeling tools you can pick from though

buoyant jolt
#

Cubes & ProBuilder are great for roughing out a level.

#

I mean, you can do that, it's fine for sure. But personally blenders modifiers and arrays are just going to cut a lot of time down

storm ether
#

Can I get help

urban cloak
#

Impossible to say unless you ask a proper question

round mortar
#

Is there anyway to make a vr camera use an oblique projection matrix? I have this code set up on the main camera, and the camera preview looks good, but it doesn't have any effect on the actual game view of the scene šŸ˜•.

void Update()
{
    int dot = (int)Mathf.Sign(Vector3.Dot(wormhole.transform.forward, wormhole.transform.position - transform.position));
    Vector3 camSpacePos = cam.worldToCameraMatrix.MultiplyPoint(wormhole.transform.position);
    Vector3 camSpaceNormal = cam.worldToCameraMatrix.MultiplyVector(wormhole.transform.forward) * dot;
    float camSpaceDist = -Vector3.Dot(camSpacePos, camSpaceNormal);
    Vector4 clipPlaneCamSpace = new Vector4(camSpaceNormal.x, camSpaceNormal.y, camSpaceNormal.z, camSpaceDist);
    cam.projectionMatrix = cam.CalculateObliqueMatrix(clipPlaneCamSpace);
    cam.SetStereoProjectionMatrix(Camera.StereoscopicEye.Left, CalculateObliqueMatrix(cam.GetStereoProjectionMatrix(Camera.StereoscopicEye.Left), clipPlaneCamSpace));
    cam.SetStereoProjectionMatrix(Camera.StereoscopicEye.Right, CalculateObliqueMatrix(cam.GetStereoProjectionMatrix(Camera.StereoscopicEye.Right), clipPlaneCamSpace));
}

static Matrix4x4 CalculateObliqueMatrix(Matrix4x4 projection, Vector4 clipPlane)
{
    Matrix4x4 obliqueMatrix = projection;
    Vector4 q = projection.inverse * new Vector4(
        Mathf.Sign(clipPlane.x),
        Mathf.Sign(clipPlane.y),
        1.0f,
        1.0f
    );
    Vector4 c = clipPlane * (2.0F / (Vector4.Dot(clipPlane, q)));
    obliqueMatrix[2] = c.x - projection[3];
    obliqueMatrix[6] = c.y - projection[7];
    obliqueMatrix[10] = c.z - projection[11];
    obliqueMatrix[14] = c.w - projection[15];
    return obliqueMatrix;
}```
Also not sure if this matters, but I'm in URP.
idle stratus
#

Still unable to build it

autumn pewter
#

Hi, I want to grab an object with the oculus controller with a specific controller's speed. I a person grabs with a higher speed it won't grab. Any tutorials or help please?

halcyon timber
#

Hey every1, have an oldish project I need to update. It was originally built with Unity 2019.4 Had a Google Cardboard part to it. Updated tpo Unity 2020 LTS, updated the google cardboard package, built it again and head tracking no longer works. (The Google Cardboard SDK seems to use the lagacy xr input package, so the camera has a TrackedPoseDriver from that package)

#

any ideas?

open wharf
#

I had some headtracking trouble with a Quest 2 earlier this week, which turned out to be that the quest 2 HMD wasn't added as a supported device in the input system package. Might not apply to your old input system though

halcyon timber
#

the project was exlusivly using the old, didn't work, updated to the new one, same issue

tiny niche
tiny niche
halcyon timber
#

Ive spent so much time debuging this I don't even remember checking if its a hardware issue or not. Thats my first test 2morrow

sullen pulsar
#

Does anyone know how to use the XR Controller recorder? Do I just make an empty game object and put it on or is there a way I need to do it?.
also if I am trying to record 2 hands do I need to make two?

autumn pewter
compact gazelle
#

Hello guys i am creating a game for VR,somebody would like to test the multiplayer with me doing a game match?

tiny niche
scenic spruce
#

does anyone know what to do with this in meat quest dev dashboard

tiny niche
scenic spruce
#

ok im a retard whats that mean

storm ether
#

Hi,

I am trying to stream scene from my realsense camera to oculus quest 2 in real time

anyone here any experience with that ?

zealous fulcrum
#

Hello everyone!

I am completely new to this all. I really want to get into VR dev, but I dont know where to start....

I thought maybe as a first project it would be handy to start with 'creating a VRChat world', what do you guys think?

Any recommendations or tips and tricks to get started?

scenic spruce
tiny niche
scenic spruce
#

bruh still dont know

scenic spruce
urban cloak
#

@scenic spruce Please do not use ableist slurs in this discord.

scenic spruce
#

Sorry

molten kernel
#

Unity XR Interaction Toolkit is useful but very messy and confusing sometimes

#

it seems like it was built for very non-gaming programs

tiny niche
# molten kernel it seems like it was built for very non-gaming programs

its not much better in that context either. The main problem is they made an opinionated framework that focuses on the lowest common denominator of controllers, but then didn't provide instructions for how it's supposed to be used and which types of features goes where when extending it

molten kernel
#

sure with XRI you can set things up fast but in the long run it seems like it will get cluttered

tiny niche
#

cause the recent versions clearly has api's available to fully let you utilize the controller capabilities, there's just no documentation for it

molten kernel
#

that too

#

also their definition for the grip button is "select" and trigger is something else that doesnt imply the trigger button

#

ik they are trying to support all types of controller but what controller did they use a TV remote?

tiny niche
#

yea they really managed to get the naming wrong there. It's like a frontend web dev is describing vr interactions

molten kernel
#

worse thing is, a lot of newer tutorials are using it and they just so happen to be sponsored by Unity (like Valem, love his vids but its a struggle)

tiny niche
molten kernel
tiny niche
#

yea, but this thing was designed back when oculus go and gearvr was a thing

molten kernel
#

also random question do you have any hand models with good animations tied to them for VR?

molten kernel
tiny niche
molten kernel
tiny niche
#

that and people have moved to openxr, which makes it available

tiny niche
# molten kernel well im not using it thats for sure

i gave it a week of actually trying to figure out how its supposed to be used and extended. But i just ended up at the conclusion that it was far more trouble than it's worth, if you want more than just picking things up and activating them

#

i would still use it for gallery type apps, but that's about it

molten kernel
molten kernel
tiny niche
molten kernel
tiny niche
molten kernel
#

oh okay

#

thats good to know

#

what have you made btw? im curious to see other people's projects

tiny niche
molten kernel
#

ooh well thats cool, most of my things are half-finished prototypes too

#

but I did submit a VR program as a part of a research/capstone project, it was a gravity simulator between and n-amount of celestial bodies

#

idk if thats a space sim for you but it was pretty cool considering i won a competition (but this was like 2 years ago)

tiny niche
#

a lot of my efforts also go towards the asset creation pipeline. Trying to figure out ways of making vr games look good while the content being authored cheaply

molten kernel
#

like you make assets or you utilize assets?

tiny niche
molten kernel
#

ah i see

tiny niche
#

here's one example of a look for the archery game i tested out

molten kernel
#

an asset i have my eye on that Ill probably never get is this one hand model one with dynamic movements that conform to objects

tiny niche
#

tree was made in oculus medium over ~5min and was then brought to blender for a remesh+decimate

molten kernel
#

yeah seems complex, i tried blender work but its meh

tiny niche
tiny niche
#

unfortunately there's a lot of issues with the process of going between unity and blender currently, so i would like to move as much procedural stuff to unity as possible

#

the new spline package helps a lot. But unfortunately it doesn't play nice with the pipeline, so you can't use it for static assets and expect them to get baked into lightmaps

true meteor
#

Hello,
Does anyone know if the Unity SDK for VR for PlayStation VR2 will be available to the public, or will it be only for studios?

tiny niche
#

its unfortunate, but console manufacturers really like their sdk access to be gated

buoyant jolt
buoyant jolt
#

I highly doubt they would open it up

buoyant jolt
# molten kernel Valem's tutorials use XRI, tho ig the old ones dont

Yeah, I do recommend avoiding the XRI. When we first used it, it was unusable. We ended up scratching it and writing a raw framework for OpenXR we call CXR. No regret. That said, one of the XRI guys posts a lot on the Unity slack groups, and he is working really hard to improve it. So I'd definitely stay optimistic with it.

Unitys documentation has gone downhill a lot since their package manager imo, although that's slowly improving too.

#

Imho of course

molten kernel
#

is CXR something available to the public?

buoyant jolt
#

No, but I should probably release it one day

tiny niche
buoyant jolt
#

Now we are lucky to get a paragraph

tiny niche
#

and the paragraph usually doesn't explain anything. It's like "oh here's the select event, its invoked when you select things and its called select"

drowsy tusk
#

There is no job posting on this server

#

!collab

ornate questBOT
storm ether
fathom minnow
#

I know the Xr hands plugin is in pre-release or whatever but does anyone think they could help me as its not working when I build and try it on my quest 2

buoyant jolt
obtuse imp
#

Can someone help with mp4 creation I wanna know how to pick a specific camera with unity recoder

orchid jolt
#

Looking for a experienced vr developer who can help me make a joystick in vr that always faces forward and gives the same results based on any position or rotation. I’ve been at this for like 7 hours and can’t get it to work. Please help.

rapid loom
#

is there a way to make that when a interactable touches a socket interactor, they immediately get attached

#

instead of having to let go the interactable

tiny niche
true meteor
#

Hello,
Does anyone know where option "Stereo Display (non head-mounted) " went after unity 2020+?
In Unity 2019 was here

heady meteor
#

Is there some framework for drawing lines/bezier curves between objects in unity in general?
I know that the screenshot above is from MRKT, however... their tooltip stuff sucks and therefore im searching for something different

north path
north path
true meteor
north path
true meteor
#

I’m working in a CAVE device

north path
#

Haven't worked with that system. Don't they have documentation?

pine bison
#

The shift to XR Management has made it the job of hardware providers to make their own XR Plugins

weak garnet
#

Are there recommended settings for 360 videos? I'm playing an over/under 3d 360 video through a skybox rendertexture and it's admittedly lower resolution than it should be, but it seems to look a little worse through a Unity build than it does just playing the video directly through the headset with Meta Quest TV.
Like there's noticeably more pixelation or compression (even in-editor). I have transcode unchecked, but are there other settings I should be checking?

storm ether
hybrid pollen
#

Hi all! Did I get it right that on Quest 2 the passthrough is composited outside of Unity via just pure alpha blending, so I cannot do e.g. additive blended stuff to achieve glow effects? This is a bummer :/

buoyant jolt
tiny niche
orchid jolt
violet fiber
#

Does anyone know what the name of the device/button for Valve knuckles Menu button using the action based input system?
I tried using the generic menu button option and it works for all controllers except Valve knuckles

violet fiber
# north path Maybe use the listen button?

Unfortunately I dont have valve knuckles. My game is in early access on steam and I'm getting a couple complaints from users who have knuckles that they cant access the menu.

prime pasture
#

Heelo

#

I have a probelm

#

where i start my vr project

#

and as soon as i move my joystick

#

my character

#

starts

#

sliding everywhere and i cant control it and it results in me falling off the map

hollow magnet
prime pasture
#

I dont think so

#

Ive changed the sped

#

but the issue is still there

hollow magnet
#

Could you show what your inspector panel looks like?

#

for the given controller that you have the joystick set to control movement

north path
#

Start with a known to work guide and follow it step by step

prime pasture
#

Thanks for helping

#

but

#

I kinda gave up on that project already

#

thank you anyway

hollow magnet
#

Alright, no problem. Was going to ask a question myself, so at least trying to help you seems fair.

#

Let me know if you want to pick it up again, though.

#

Now because I have been stuck on this for a while: Where can I find the best documentation related to accessing interactor properties? I would like to check for my controllers holding interactables, but trying to look through like 2-4 different documentation manuals with no success is making me a little frustrated. I am new to C# as well, so that certainly makes it harder on me.

Reason I want to do this is to momentarily disable collisions between the interactable and the interactors, because disabling them in the physics settings for some reason just disables my ability to grab the interactables entirely.

Any pointers would be appreciated āœŒļø

PS: this is a forum post with my exact issue, but no functional implementation of the solution: https://forum.unity.com/threads/grab-able-objects-interfering-with-locomotion-system.1258443/

Update: Figured out a solution with interactable events and Physics.IgnoreLayerCollision(layer1, layer2, true); /false when exiting selection šŸ˜„

prime pasture
#

Oh wait

#

ive got a different problem now

#

How do i fix the errors on the right

#

Following this tutorial https://youtu.be/1FRqniErAfs

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

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

ā–¶ Play video
#

But the scripts that i got from the asset store that he has a link to in his description arent working

#

theyre supposed to be something else

#

Not

#

Script

#

And message at the bottom

fathom minnow
#

is it possible to use oculus hand tracking with OpenXR but using the oculus plugin provider

crystal wolf
#

Hi I need help

crystal wolf
#

I keep getting this but I dont know how to fix it

stable breach
#

Are built-in pipeline shader graphs compatible with building for Quest 2?

north path
#

Hey everyone
For my graduation I am doing a small research project. The focus will be on VR development and mesh deformation (you are not required to have experience with any)

It would be appreciated if you could fill in my questionnaire that would be really appreciated!
It takes 5-10 minutes

https://forms.gle/7qxEWsMH69of2Suc9

#

(please tag me if this is against the rules so I can remove it)

prime pasture
#

Sure mate

#

But

#

I have a problem with unity

#

I added a gun into my VR project

#

but

#

When i hold it it pushes me away and i start flying because i have colliders on my hands aswell because i like physics

#

i would like to my hands not colldie with what im holding

#

so that I dont fly away

#

if anyone has a tutorial or preferabally a script

lone storm
#

Shader Graph for a Procedural like Skybox in VR

buoyant jolt
hollow magnet
prime pasture
#

I do

#

Can you help me

#

When i pick up any object

#

I start flying

hollow magnet
#

first off, if the radius of your colliders are too large you will have that issue much more commonly than if they were smaller

prime pasture
#

What colliders

#

the ones on my hands

#

or the ones on my object

#

That im picking up

hollow magnet
#

that does not really matter, if they are large you will notice it faster

prime pasture
#

What?

hollow magnet
#

but the thing that i did to solve that is to use interactable events on an object and just turn off the collision between those objects and yourself when you hold them

prime pasture
#

Yes

#

How do i do that?

hollow magnet
#

Give me a moment

prime pasture
#

Hey also i was told to make a thread about this kind of stuff

#

so

#

Thread

hollow magnet
#

alright then thread it

prime pasture
#

Do you have colliders on your hands?

storm ether
#

what is a good stereo camera for viewing the scene in real-time in oculus quest 2 using unity?

storm ether
prime pasture
#

Are you doing hand tracking?

storm ether
prime pasture
#

Do you have it or do you want it?

storm ether
# prime pasture Do you have it or do you want it?

I am looking for a good easy to integrate stere camera for creating a real-time scene
right now i am using realsense, but it has pointcloud, which is fine, but i think two lens camera would create a better looking scene( actual depth is not important)

prime pasture
#

Something like this?

storm ether
#

Oh no, I mean stereo camera observes the scene from real world, sends it over to unity, and then unity sends the scene to oculus quest 2

prime pasture
#

are you using this?

#

You said Realsense right?

storm ether
# prime pasture are you using this?

yes, it has only one RGB camera and infrared for depth
which i am using to create a point cloud scene, which is accurate but the scene is not complete, it misses spots

i was thhinking if there is any camera which uses two cameras and triangulation method for depth would be a better solution for my purpose

prime pasture
prime pasture
#

Are you being sarcastic orrrr?

tiny niche
storm ether
tiny niche
storm ether
tiny niche
#

but you still need to make guesses to fill in the blanks, which is where ai comes in

storm ether
tiny niche
autumn pewter
#

Why I am seeing two screens/lenses in the side quest app?

tiny niche
#

what you're seeing is the vr mode not being active, which could have a million different reasons for happening

hardy jolt
#

Hey guys!
Does anyone know how to export the video in stereoscopic mode from unity? to use it on VR (quest 2)

storm ether
#

anyone worked with valve index controllers?

i wanted to use both hand tracking and touch controllers simultaneous on my quest 2 in unity via link cable
but it seems like that's not possible as of now

as an alternative,
i was thinking to use valve index controllers (without any headset with them) as an independent controller input to the unity
and quest 2 for hand tracking and display from unity via link cable
the position and orientation of the valve controller is important to me, so i just wanna make sure it works

thank you

fathom minnow
#

Hey! For some reason OpenXR is not tracking my controllers whne on standalone quest but is tracking Hand Tracking this happens when my plugin provider is set to OpenXR and the opposite happens when its set to Oculus.

north path
north path
#

Maybe if you write a custom steamvr driver

lusty cargo
#

Hello everyone, I am a beginner on the Unity software, I want to show the operation of an industrial machine with a platform system and steps. The idea is that at the bottom of the machine I have a button and as soon as I press it I am teleported to the first platform, then to the platform I have a second button which teleported to the second and so on.
The button comes from the "XR interaction toolkit 2.3" plug-in and I wanted to know if you had a solution because I can’t find updated tutorials. Thank you šŸ™‚

north path
lusty cargo
#

oh okay thank you very much, I have no knowledge in coding and on software in general, I try to learn I didn’t know that the solution could be so simple, thanks to you

north path
lusty cargo
#

ok thx, my vr player can already push the button and interact with it, but i will sea to write something in my console when i touch it

fathom minnow
alpine ledge
#

Guys i have a question about textures and low poly. So im making a game and need an enviorment and i want it low poly, but i dont know if i should use textures or just colors for it.

Ok better explenation: If i have a color i want it to have a super small texture that dosnt make it flat so from a far it looks like a regular color but if you look closer it looks more like a texture
I found this from a game "Ziggys adventures" there textures are supper suttle like from far they look like just a color, but when zoomed in you see the textures

north path
#

@fathom minnow
Sounds about right
Maybe try without pro controller profile? Or without metaXR features?

Not sure how hand tracking mixed with controllers work, so cannot help that much

fathom minnow
prime pasture
#

BUt

#

it depends on what you want

#

single colors still look kinda bad in my opinion

prime pasture
storm ether
fathom minnow
fathom minnow
#

Quick Questions:

If I remove Meta Quest Touch Pro Controller Profile can it still track pro controllers with Oculus Touch Controller Profile?

And are there any real issues with using OpenXR as an active plugin loader with standalone quest over using Oculus as the plugin loader?

north path
north path
north path
#

OpenXR does have much benefit for quest if your input framework supports both (which can be handled via unity). Late latching and app spacewarp requires the oculus plugin.

OpenXR is handy to keep up to date for PCVR and new headsets like pico (which are a little annoying to get input from with the sdk imo)

fathom minnow
fathom minnow
#

Also I'm pretty sure Pico may be being added to OpenXR at some point so it my help with releasing to that platform in the future

#

just found an article on the pico thing

north path
north path
fathom minnow
#

Yeah but atleast it'll be easier to expand to more platforms

north path
#

Definitely

#

I got pico 4 running in 10 minutes with the OpenXR plugin

fiery saffron
#

looks like people are having success with vr in unity. i have followed many tutorials and read the unity docs to setup mockhmd and oculus and openvr. i have a oculus quest 2 so i can do major game tests in that. but for minor i want to use mock. it works 90% i can move the "head" i can turn and walk but hand movment there is nothing happening. ive tried for hours.
im 26 not a kid i have a good quality mic and dont mind going in to voice chat with screen share if anyone can assist. TIA

north path
fiery saffron
fiery saffron
fathom minnow
#

Just hit send on the bug report

timber inlet
#

So I'm creating a custom hand tracking with body using XR Hand but somehow it looks like this

#

is it because the skin mesh of the model?

#

the bones are in correct positions

storm coral
#

the bones might be in the right spots but how you attached the textures to the bones might be off

buoyant jolt
#

Did you also set the correct rotations?

#

But yes - assuming XR hand is correct, and position and rotation match, it likely means the bones of the hand, don't line up one to one with the XR hand.

timber inlet
buoyant jolt
#

Yeah that means it'll be the mesh & rig

timber inlet
#

all the bones look good but not the meshšŸ˜‚

timber inlet
timber inlet
tiny niche
timber inlet
#

Maybe it has something to do with AnimationRigging or animator

lusty cargo
#

anyone have worked on xr interaction toolkit 2.3 ?

timber inlet
timber inlet
lusty cargo
#

I am a beginner and the idea is to use the new button named "push button" to teleport my "complete XR origin setup include on the package, sry for my EN i'm fr, i asked yesterday and Dev Dunk was kind and answer my question, but i tried and i don't succeed

north path
#

What are you getting stuck on?

lusty cargo
#

on get a message when i pressed it, i use the function OnTriggerEnter

#

but in my console nothing happen

#

my box collider is trigger

#

on my button

north path
#

Is there a collider with rigidbody on the hands?

lusty cargo
#

sure

north path
#

Is the script on the same gameobject as the trigger?

lusty cargo
#

the script is on my button

#

it should be on my hands ?

north path
#

No, it should be on the gameobject where the script with ontriggerenter is on

lusty cargo
#

yeah it's on my button

north path
#

Can you share the script?

#

And maybe screenshots of how the button and hands are setup in unity

lusty cargo
#

and i have this message

#

but i don't understand

north path
#

private is without caps

#

If code won't compile it indeed wont do anything :p

#

(also small note, using .CompareTag is better for performance)

lusty cargo
#

if i use this i don t have the error message

#

and something weird, when i don t have anything i can press the button but when i add the script my button can't be press

#

ok so it's not the script

#

when i press the button with "is trigger" on it doesn't make anything, but when is trigger is off, i can press it

#

it’s super frustrating I feel like it’s all simple and i don t find the good way 😦

north path
#

Put the log outside of the if statement.
Get the trigger enter working first, and then start checking tags :p

#

And fix errors first. If there are errors code won't run

lusty cargo
#

i add the script on a cube with a box collider trigger On, and then i try and it doesn't work so i think the problem is with my hands

north path
#

Does the code trigger whenm the log is not in the if statement?

#

Maybe the tags are wrong

#

And maybe the hands dont have a rigidbody + collider

lean birch
#

Having an issue with a script forcing a canvas to face the camera in VR. The canvas faces but is always reversed. Probably something simple but this is all new to me.

north path
north path
#

Please make a bug report with performance results.
Unity is looking into VR performance right now, so that will help a lot

#

2022+ is crap for VR performance sadly, especially for standalone

#

It does take long to get them through yeh

#

It's not if it's still 'open'. It takes a while. Making a forum post about it and linking the issue might help a little.
Sadly QA is slow with performance reports

#

2021 lts has been improved a lot, so hope that can also happen with future releases.

Think best case 2021 increased with 30%, 5-10% compared to the first 2021.3 version compared to the last one

#

Not sure about a current workaround sadly

#

Sign in/make account with the email you got it on

#

Then you get this page with your issues

north path
#

Nice! šŸ¤ž

molten kernel
#

i have no idea where to start, every single video i find to get started and get the basics done uses XRI which im trying to avoid šŸ˜…

tiny niche
molten kernel
#

hmm ok

eager knot
#

I'm trying to use xr grab interactables and run some code on events when they are grabbed. I thought this is what SelectEntered and SelectExited are for, but I've found that they are both called every frame. Is this normal behavior?

tiny niche
eager knot
#

Hmm if it's not normal I'm gonna have to dig and find out why it is happening. I don't use any break points

tiny niche
#

but i would also not count on the events firing as needed. more reliable to have a component check if its uninitialized & grabbed and then initialize it on demand

eager knot
#

I'm trying to sync grabbables over the network. My syncing script is subscribed to SelectEntered and SelectExited. Both are getting called every frame that I hold the grabbable

tiny niche
tiny niche
eager knot
eager knot
tiny niche
#

yea but you might get the release first followed by the grab after it arrives on the other machines

#

if you send "foo is holding bar" and "foo is holding nothing" every frame, it's much more reliable

eager knot
#

At least I know this behaviour is not normal

eager knot
eager knot
#

Funny thing is after importing it I'm still seeing SelectEnabled and SelectDisabled firing in my project every frame, but things seem to be working okay in the sample scenes. I trust that its not supposed to fire every frame though, I need to investigate further

eager knot
#

So I am still unsure why they are firing multiple times, but I can see in both the escape room and the XRITK samples they are not firing multiple times normally

#

I had Hurricane VR previously in the project, so I imagine some kind of changed setting is causing the behaviour

heavy garnet
#

I'm working on a project with eye tracking requirements; trying the oculus quest pro - anyone got decent results? I need fairly stable for both eyes and one eye open and the tracking seems to break with only one eye and not really that stable with both eyes... using unity 2021.3.22 with the latest OVREyeGaze behaviour.

tiny niche
#

and if you don't have it under source control, its high time to start. You can't trust that things will go back to the original state if you add something and then remove it

#

source control is essential to let you spot the leftovers and ensure you never end up with a broken project

grand token
#

can someone help me with this it keeps happening when i try building my vr game its so annoying and i would love some help

red roost
#

Hey, i made a train track in blender using cubes, I exported it as .fbx but i wanted it to be a material for the exisiting tracks I have created in unity, can anyone give me an insight as to how to do this

tiny niche
tiny niche
tiny niche
red roost
#

So how can I make flat cubes in unity look like train tracks?

tiny niche
# red roost So how can I make flat cubes in unity look like train tracks?

i think you need to read up on 3d basics https://www.youtube.com/watch?v=EIijFV3VE1g

https://cppcon.org/
https://github.com/CppCon/CppCon2021

Three-dimensional graphics are much simpler than you would think. I will present the rudimentary techniques for the designs of a simple C++ Matrix library and operator methodologies, through an introduction to 3D Graphics: Points, Vectors, Coordinate Spaces, Matrix Math, Depth Buffer a...

ā–¶ Play video
glacial epoch
red roost
glacial epoch
#

i mean, why dont you get steel texture for rails and and wood textr for those planks in between?

eager knot
#

I think for now I'm taking the approach of a fresh project with XRITK, get my sync working, and slowly add back my imported assets, prefabs, etc, and see where it breaks

#

I just don't like completely switching XR solutions and trying to keep everything from breaking. Hurricane VR is an amazing asset but it is so complicated to network it

tiny niche
eager knot
grand token
#

HEEE ELP ME FROM THIS MISTAKE AAAA i need help its really annoying and i cant do anything about it its about my build i get problems everytime i build

north path
#

Read what the errors say.

  1. It says there are errors in OpenXR. Go to the settings and check the validator/errors
  2. It says you need 64 bit support, enable il2cpp and 64 bit for android
#

@grand token

red roost
zenith drum
#

Also posting this in here, as it's applicable*

I'm currently having an issue with TMP Input fields on Quest 2 not registering changes after build
inputfield.text always returns empty even though it's visibly not empty
Any thoughts on what may be causing this behavior?
Everything works as expected when built to PCVR

#

Despite my best efforts, I'm not finding anything on this specific issue online

north path
zenith drum
#

Yes, and no

#

Actually no, I just double checked
I'm one version behind
That shouldn't make a difference though, right?

#

I'll update and see if it fixes anything

tiny niche
#

@zenith drum you're just gonna have to do some debugging on the quest for that one. my guess is something is throwing exceptions but not crashing

zenith drum
#

Well that's frustrating
I'd understand if I were doing something jank or complicated, but I'm literally just getting the value of an input field

Thanks for the suggestions

timber inlet
#

HI guys, is there anyway too detect hand pose with xr interaction toolkit?

grand token
#

hey guys! um i have a problem when i build my vr game? its really annoying so i would love some help!!! dm me if your able to help me

grand token
#

yes but i dont understand it

grand token
grand token
#

CAN ANYONE HELP ME WITH THIS PROBLEM

#

AND THIS

north path
#

@grand token Calm down, people here help in there free time and generally spamming caps and being impatient will work against you

north path
#

Also put the minimal android API level to 24 in player settings as the message says

grand token
#

i fixed hat but now i have this error

grand token
#

but is it in build setting or project setting

#

and how do i enable il2cpp

north path
#

Project settings

#

Google it and you'll find out

short jolt
#

Is there a known or obvious way to have an XR Ray Interactor lock onto something?

Here's what I've tried:

  • Added an XR Ray Interactor to the ActionBasedControllerManager that came with the starter assets
  • When it hovers over a valid item I store the hit point from TryGetCurrent3DRaycastHit
  • In Update I call LookAt(storedPoint) on the interactors' rayOriginTransform

This mostly works but it doesn't really stick to the stored point. If you move the controller fast enough it clearly moves off of it for a frame or two before snapping back to the point. If you move fast enough you can even get the interactor to move off the object exiting the hover event.

tiny niche
glacial epoch
#

So I’d have to redo the entire track

glacial patio
#

I'm trying to make a mirror shader work in stereo VR, so I'm looking at using unity_StereoEyeIndex and single pass stereo instanced rendering as described here https://docs.unity3d.com/Manual/SinglePassStereoRendering.html

I'm using Unity's Mock HMD for testing before I graduate to using the actual headset for iteration speed. As I understand it, this value should be 0 for the left eye and 1 for the right, so this line in the fragment stage

return lerp(fixed4(1,0,0,1), fixed4(0,1,0,1), unity_StereoEyeIndex);

should give me red on the left eye, and green on the right. However, it's red on both eyes.

Where am I going wrong? Have I missed some setup in making my shader single pass stereo compatible? there is an output on both eyes, and no compilation errors, so that seems unlikely. Is it something wrong with Mock HMD, as implied here? https://communityforums.atmeta.com/t5/Unity-VR-Development/unity-StereoEyeIndex-always-set-to-0-for-Oculus-Quest/td-p/825876

I have tried defining the directives mentioned in the above, to no success.

I have also done the setup described in this reddit comment https://www.reddit.com/r/vive_vr/comments/p9jkyg/comment/h9z7hbj/, though would like a more official source of information, if one's available

glacial patio
#

would be cool if this was in the current, english documentation!

storm ether
#

can i use something like "link cable for oculus" to run unity in valve index headset ?

hollow magnet
#

@glacial patio having some issues with getting VR to accept my shader work myself, did you use URP? I cannot see my shader at all working on a deployed quest 2, but see them in play mode using the same camera setup. Do you think I'm missing something?

glacial patio
#

afraid i am not familiar with the quest 2, but yes i was using urp

hollow magnet
#

concept should be the same if you're using the mock setup. did you modify your shaders to make them work? really lost on where it all falls apart

glacial patio
#

my shader was originally a brp shader, unlit so no changes required to make it work in urp

glacial patio
hollow magnet
#

I might have to try that in a little bit. Just getting a bit stressed out since my reason for making the shader was to increase presence in VR

glacial patio
#

take a break and come back to it in a bit, being stressed won’t help :)

#

sorry i can’t help more

hollow magnet
#

That's alright. Thank you for your provided documentation. Seeing others have issues and post their solutions is incredibly important, but rare in VR development

hollow magnet
#

I'm sorry to bother you, but the manual just made me even more lost @glacial patio. Could you share how you have your stuff arranged to work? 🄺 adding those structs just breaks everything for me..

glacial patio
#

i'll be able to tomorrow, but the shader is at work i'm afraid šŸ˜„

hollow magnet
#

Ah, that's fine! Sorry again. It's just such a strange issue that others don't seem to run into, seeing anyone else find anything remotely similar of an issue is so rare 😰

hollow magnet
#

Update from testing: The shaders work, but literally only on the Mock HMD šŸ™ƒ what on earth

brazen tundra
#

One of my customer has a Pico4, and she said there is an empty part of the right eye of the device that happens to my game. Anyone having the same issue?

digital furnace
#

Hi, I have just started on an aircraft marshalling simulator game and i am stuck in making the aircraft move with respective to the air marshaller wand does anyone know how to get started for eg.Player moves wand left aircraft turns left

lofty tangle
digital furnace
#

yea like an aircraft marshalling wand

digital furnace
lofty tangle
#

ah i thought you meant turn while flying it like with like a physical(virtual) joystick

digital furnace
#

its more of ground marshalling

lofty tangle
#

hmm idk for this though, maybe some kind of gesture recognition.

digital furnace
#

is there any guides to get started

digital furnace
lofty tangle
#

the closest thing i have seen to gesture stuff is this tutorial you could maybe do something similar to get it working https://www.youtube.com/watch?v=GRSOrkmasMM

Recognize the movement of the player to trigger any input in VR using the Unity XR Toolkit.

ā–¶ Get access to the source code: https://www.patreon.com/ValemVR
ā–¶ Join the Discord channel: https://discord.gg/5uhRegs

How to make a Tilt Brush Replica (Patreon Exclusive) : https://www.patreon.com/posts/how-to-draw-in-37742885
P RECOGNIZER ON GITHUB :...

ā–¶ Play video
#

or at least get an idea

digital furnace
#

alright appreciate your help my dude

north path
#

There is a new big performance issue for standalone VR on the issue tracker. URP team is already made aware and reproduced it themselves (not just QA)
https://issuetracker.unity3d.com/issues/urp-xr-performance-degradation-when-comparing-android-quest-2-builds-across-2020-dot-3-and-2023-dot-x

Here are some other smaller issues that are relevant to VR performance as well:
Input system optimizations performing worse in VR: https://issuetracker.unity3d.com/issues/input-system-enabling-both-optimization-options-of-input-system-reduces-performance-in-built-players
OculusXR performing worse than OpenXR: https://issuetracker.unity3d.com/issues/quest-2-oculusxr-has-worse-performance-than-openxr-when-built
Graphics Jobs not working on standalone VR: https://issuetracker.unity3d.com/issues/quest-2-build-crashes-on-quest-2-when-graphics-jobs-are-enabled

All votes and comments are welcome! Let's get Quest 2 to perform good on newer unity versions!

glacial patio
#

most of it is likely irrelevant for your purposes, and doesn't work completely for mine either yet, but it is set up and works with the mock hmd, hoping to test it on a real hmd later today

hollow magnet
#

Yeah, figures. But I really appreciate it regardless. I don't think I'll continue pursuing the shader for my VR project since I'm the only developer and this project only occurs on the real hmd and not the mock. Such big differences makes iterated development take a big hit and it just isn't worth it at this time. Hopefully Unity or Meta actually do something to better support this stuff more "out of the box". But that's what I get for trying out a whole new world of technology on a tight schedule. Thanks anyway! Best of luck with your development as well UnityChanThumbsUp UnityChanCheer

glacial patio
#

thank you! i am also suffering with technology under a tight schedule sadok

hollow magnet
#

Ah! The IT special. Unless shaders are critical (the topic), dodge the bullet while you can šŸ˜‚

glacial patio
#

they unfortunately are, in my case kekwait

hollow magnet
#

Ah, that sucks. Hope you can still make it work. Keep me posted if that stuff turns out any good. Would love to revisit it later on blushie

true maple
#

Does anyone know of any resources for shared space vr with quest 2? Struggling to figure out where to begin on this one

tiny niche
#

one version of that is to put a controller from each headset next to each other on the floor and in a specific orientation to minimize inaccuracies

mystic escarp
#

hey everyone I have problems with the Holo Lens 2 in Unity, can someone help me, or show me where to get help here
I tried the other forums (stackoverflow, unity, microsoft...) and noone did really help me

hybrid pollen
#

Is there any way to turn Quest 2 hand tracking on/off on the fly using the Oculus SDK? I've tried de/activating all game objects for hands and such, but even then the system menus work. By default I'd like to have only controller support, but want to be able to turn on hand tracking on demand...

tiny niche
mystic escarp
#

did you try actually stating your

nova jay
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Hi everyone,

I am wondering if anyone can help us on a issue using the HTC vive pro 2 with unity 2022.

Basically we are trying to make the hand tracking work using the htc openXR package. Our tests is basically an empty project with the package sample. We follow (multiple times) the tutorial https://t.co/0VAHs7b81V and also searched on unity forum, htc forum and stackoverflow without any luck.

When we tried the sample scene, we have the headset working, camera orientation and all. But the hand tracking is not happening. There is absolutely no log error but also no imcompability log. Just no hand tracked.

To be sure it was not the headset we also tried with the old vive sense hand tracking API and build sample (not compatible with unity after the 2019 and deprecated). Its working, so the hardware and config seems to be correct.

tiny niche
#

i've only heard of oculus implementing it so far

nova jay
tiny niche
nova jay
nova jay
round mortar
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Is it possible using the XR Grab Interactable component to make the object that is being grabbed become a child of the hand object?

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If not I can make my own component as I don't need really any of the features provided by the XR Grab Interactable, it would just save time if I don't have to do that.

craggy belfry
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hi, my project capped on 72 fps, how can i increase it? i am using XR unity

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already tried every methode in the internet that i found, but it didnt workd

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-XRDevice.refreshRate
-Aplication target frame

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but it didnt works

north path
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What runtime/device? @craggy belfry

craggy belfry
north path
#

Did you google it already?
If I google quest 2 change fps I get tons of results

north path
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What did you try

craggy belfry
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Even if I change the device refresh rate to 120 it still called 72

north path
#

Give as much info as possible if you want proper help

craggy belfry
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*capped

north path
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Enabling 120 in the headset doesn't change unity fps

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What code did you try?

craggy belfry
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Put it on everywhere

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Sratr,awake, update

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Nothing changed

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For starter I already tried
OVR plugin,but nothing changed, any Google first page I already done that

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already turn off VSYNC

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this one too

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this too, cant using it bcs it's read only

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tried change the OVRPerforma, but it will just revert to original state and wont keep my change

north path
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@craggy belfry share the full code please

craggy belfry
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i am afraid i cant do that sadly, because of company policy, but basically in this script is for load scene manager and have dontDestroyOnLoad

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i use OVRMetric to see the fps

north path
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Because in the screenshot I still see target framerate, which shouldn't be used

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Also small note, vsync is always on on quest 2 since it's hardware managed

craggy belfry
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only this code set the frame rate related

north path
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Do you have oculus integration in the project?

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Owh yeah, ovrplugin

craggy belfry
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only this one, my collage tried OVRPluggin, my collage have the oculus intregation and already tried it, but it didnt change, well i tried it too but reverted it back

north path
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So no oculus integration?

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Then your code won't even compile...

craggy belfry
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i install it too, but in this screenshoot is after i revert it back

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to the before i install the oculus

north path
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Unity.XR.Oculus.Performance.TrySetDisplayRefreshRate(90);

Should work on quest 2. Make sure unity, and oculus xr plugin is installed

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And xr plugin management

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Also just to double check, this is in builds right? Not on pc?

craggy belfry
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yes, it's build

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should i keep the target frame rate?

north path
craggy belfry
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ok

north path
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And check for potential errors/warnings in logcat

craggy belfry
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ok let me check it first

tiny niche
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no worries, neither does xri

pine bison
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You don't have to use it, we use VRTK 4 which has tools for movement and more. It's also possible to combine with XRIT if there's parts of it you want

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I would recommend looking at the new XRIT sample scene though since it has a setup for movement

north path
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Then doing it yourself probably is most flexible. If you couple all collision and player data to main cam you can properly detect roomscale movement in big rooms from my experience

buoyant jolt
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Yeah, I encourage learning XRI, VRTK, HVR, Oculus framework and Steam framework for anyone getting into it professionally, because you'll bump into all of those from project to project.

For personal work, we used to use the VRTK, love it so much. But now we use raw OpenXR with our own thing called CXR, and stopped using the other frameworks. As mentioned above you can write that functionality pretty quickly.

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I had a good talk with my team about it this week though, and it looks like we are going to put our custom framework on GitHub over the coming months. It should help anyone else going custom

heady meteor
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Anyone here ever used MRTK3 databinding? Having some questions
(Sorry for crossposting, but MRTK3 is a topic for BOTH Ar and Vr)

north path
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(then pick the one most relevant for your project)

north path
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That's not just tracking, movement, and input...

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I personally use VR Interaction Framework and am probably going to switch to UltimateXR once they support OpenXR

storm ether
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Hi everyone. Im makin a game for oculus quest 2. My game is not loading and i dont understand how i can find the issue. Im using URP but i dont think its a problem

north path
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Give some info @storm ether
Unity verion?
Graphics api?
Openxr or oculus xr plugin?
Oculus integration installed?
Any errors on logcat?

storm ether
north path
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  1. Update to the latest 2020.3.47
  2. Don't include both, pick one. For vulkan disable graphics jobs
  3. Update oculus xr package and xr plugin management if available
  4. Update oculus integration
  5. Google, it's for logs, but shows more info than the console
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@storm ether

storm ether
north path
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Player settings

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If everything is up to date logcat is the only thing to check. Otherwise it's almost impossible to guess where the issue can be for someone not in the project

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And make sure initialize xr on startup is on in xr management

heady meteor
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Anyone here using MRTK3?
Im dying since their Databinding docs are so... bad

north path
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@heady meteor maybe try the forums

storm ether
heady meteor
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Theres a forum? I have only seen the github page... but theres only a issue thing

north path
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Ah filtering for unity also should be fine