#🥽┃virtual-reality

1 messages · Page 11 of 1

storm ether
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should i use Vulkan or OpenGL?

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whats better?

north path
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Try both and find out

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Shouldn't matter much, but vulkan supports stuff like depth submission, late latching, and application spacewarp.
I'm on 2021, so not sure if all are available in 2020

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Performance shouldn't change much

storm ether
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@north path what should i choose? Arm64 or Armv7?

north path
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Arm64

storm ether
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@north path also can post proccessing affect on this?

north path
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Looks good. Built in bloom is a killer for performance tho,

storm ether
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@north path hi. I tried, i still get 3 dots. What version of unity would you reccomend? Im using Gorilla Locomotion (Gorilla Tag locomotion if you know what im talking about) for my horror game, and on 2021 after installing URP the locomotion was glitching (reason why i switched to 2020)

north path
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Downgrading never is great and can break many things. I suggest the latest 2021 version

storm ether
north path
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Try the latest ones. There have been some android and vr fixes after that

north path
storm ether
north path
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Unity is an engine, stuff like how you do motion is written in code by you (or another dev)

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Nvm, read it wrong. 2022 has bad performance for quest so keep that in mind

storm ether
north path
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Vote in the top one here to get it fixed

north path
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Stuff from online or in the asset store still isn't from unity (most of it)

storm ether
north path
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Yep!

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Untill the issue mentioned above is fixed

north path
storm ether
north path
storm ether
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thnaks

storm ether
north path
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Did you disable graphics jobs?

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What does logcat say?

storm ether
storm ether
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can this be Unity?

north path
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Try the logcat package

storm ether
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okay

digital furnace
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Does anyone know how to use MIVRY gesture recogntion asset

north path
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@storm ether

  1. the profiler. Make a debug build and select autoconnect profiler and keep the headset connected via usb if standalone. OVRMetrics also is nice to work with

  2. No, android/quest runs android and pc runs windows. That can't use the same binary. You can use the same project of course, that's how most cross platform games are made

storm ether
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@north path Dont really know why would you need this information, but i got the loading problem fixed. It seems like it was Unity problem, i just switched to 2021, everything works fine, and seems like bouncing issue with the locomotion is gone too.

thank you for sending the Issues link, i forgot about its existance, lol

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though, do you have any idea how to limit refresh or framerate so the game will run in 72 fps?

north path
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Can definitely work, depends on the project and scale

north path
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If you get lower than 72, performance optimization time

storm ether
north path
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On the quest 2 72fps is default

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So if you don't change it, it should be max 72

storm ether
north path
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What fps you getting?

storm ether
north path
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Install OVR Metrics

storm ether
north path
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Open it and enable it and select what info you need

north path
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@storm ether then I suggest to focus on PCVR for performance, as simulation needs to be accurate and have a lot of detail.
Standalone VR probably isn't fast enough

pine bison
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Left eye first acts normal, right eye acts strange

glacial patio
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yea but you’d have to set up what those quality settings mean yourself

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so it would still be lots of effort depending on your art style

shell kayak
pine bison
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That was my first instinct as well, but the addressables are built in a different project with XR enabled and multiview slected

lofty carbon
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so the Velocity being applied is wrong... tho its the device velocity of my controller... any idea why its the wrong direction?

shell kayak
lofty carbon
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forward * vel.normalised?

shell kayak
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Assuming you have the Transform of the rig, you would do this: Vector3 worldVelocity = cameraRig.TransformDirection(velocity).

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You can also do: Vector3 worldVelocity = cameraRig.rotation * velocity. Both do the same thing in this case.

lofty carbon
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hm... okay, let my try!

lofty carbon
shell kayak
lofty carbon
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thanks alot tho ^^

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Works flawlessly, much appreciation!!

lofty carbon
tiny niche
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yea

lofty carbon
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good! ^^

gilded wyvern
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When working with the XR Interaction Toolkit, is there a way to do the following

  1. Get the press of one of the extra buttons (since it only seems to get the grip and trigger by default)

  2. Get the rigidbody of an interactable

tiny niche
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? 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.

tiny niche
vague forge
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I'm figuring out how to set everything up from scratch; could I get a hint on the "right way" to structure a VR character controller?

Here's what I have right now:

Playspace
  Camera

When I push the control stick, the Playspace transform moves around. When I walk around my VR space, the Camera transform moves around and rotates

I'm thinking about how to deal with collision, since I have absolutely none of that right now! I see two problems:

  • How to respond if I hold the stick forward and bang into a wall
  • How to respond if I try to physically move through a wall
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I guess I could put a CharacterController on the Camera (or just having it be a sibling object) and then...use that to test if a movement would penetrate a collider, and use the resulting position to move the whole Playspace transform?

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this is going to be for a puzzle game (think Keep Talking And Nobody Explodes with some light navigation), so I don't need anything too elaborate

tiny niche
vague forge
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right, so the controller is colliding with anything between the camera and the floor

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i'm sure i'll get some motion sickness figuring this one out :p

tiny niche
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yea and when you move using the controller, you actually move the whole rig

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but if its a puzzle game, then you can probably skip this completely and just raycast to find the floor below you

vague forge
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so the "rig" would be the Playspace object above?

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a thing that represents the center of the player's playspace

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and that the player is attached to

tiny niche
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rig is the object that has all your xr stuff under it

vague forge
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oh yeah, head, hands, etc.

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I remember studying this a bit in NeosVR, since you can pop open an inspector and see how everything is laid out

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and that does line up with what I saw there

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cool, thanks!

tiny niche
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yea pretty much all early vr titles did it this way

vague forge
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i'm doing a game jam and decided to try and learn VR

tiny niche
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things have shifted a bit, so there are other more elaborate setups popping up in games that need them

vague forge
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i got the fear of god put in me when i saw that our theme was "Two Player"

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lol

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i briefly tried to do a game where one person is on the PC and one person is in VR

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then I got like 50 FPS

tiny niche
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but if you can avoid having a character controller at all, i'd do that

vague forge
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hm, so what would that look like?

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I need something to tell me that I'm trying to move into a collider

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I really do need to get more experience with anything beyond "just use a CharacterController"

tiny niche
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well if you don't have any colliders, you don't need the character controller

vague forge
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oh right, you mentioned raycasting

tiny niche
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not all games need to restrict movement

vague forge
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oh right; in many cases, I just need to keep the player from literally walking out of the level and into the void

tiny niche
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and you can even use the pathfinding mesh to figure out where you should be standing, given an arbitrary position in the world

vague forge
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right, I was thinking of that

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just bake a NavMeshSurface and sample it

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I'm experienced with that kind of thing

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that's a good idea

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so in that case, I could just ignore any attempted thumbstick movement that would push the player out of the navmesh

tiny niche
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yea the navmesh covers like 99% of the cases where you don't need interaction with dynamic objects

vague forge
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that should be plenty good for the puzzles I'm thinking of (some kind of maze where the non-VR player has to provide guidance)

vague forge
tiny niche
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@vague forge as for not walking into the void, just clamp their distance to the world center

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don't even need to account for player movement there, just clamp the rig distance

vague forge
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yeah, by "ignore", I should say "subtract any component of it that's illegal"

tiny niche
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yea

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some people actually do ignore movement, but the consequence is you get "sticky walls"

vague forge
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punishing the player for trying to go out of bounds by spinning the camera on all three axes

tiny niche
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🤮

vague forge
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i'm a bit (un)lucky in that i don't get very strong "feelings" in VR

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I never really felt like I was going to get hit in the face by things thrown at me

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but I also don't have too much trouble with 6-DOF movement

vague forge
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i'm getting frequent crashes in 2022.2.x w/ the URP. I guess I should slide back to the LTS..

#
========== OUTPUTTING STACK TRACE ==================

0x00007FF7715B35A2 (Unity) BufferD3D11::EndWrite
0x00007FF7715A6553 (Unity) GfxDeviceD3D11Base::EndBufferWrite
0x00007FF771363166 (Unity) GeometryJobTasks::PutGeometryJobTaskInternal
0x00007FF771363117 (Unity) GeometryJobTasks::PutGeometryJobTask
0x00007FF77135FCF1 (Unity) GeometryJobTasks::EndFrame
0x00007FF772C42692 (Unity) GfxDeviceWorker::RunCommand
0x00007FF772C4E23B (Unity) GfxDeviceWorker::RunExt
0x00007FF772C4E358 (Unity) GfxDeviceWorker::RunGfxDeviceWorker
0x00007FF77129FA47 (Unity) Thread::RunThreadWrapper
0x00007FF827087614 (KERNEL32) BaseThreadInitThunk
0x00007FF8289E26A1 (ntdll) RtlUserThreadStart

========== END OF STACKTRACE ===========
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not too much information; it's some graphical issue

vague forge
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If I turn my head quickly, I can see that my playspace boundaries are moving relatively to everything in the VR scene. It feels like something is trying to smooth my movements.

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so it takes a moment for everything to "catch up"

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I'm reading the deviceposition and devicerotation in the new Input System to position and rotate the camera

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specifically, devicerotation [OpenXR HMD]

tiny niche
vague forge
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Could be some funny driver thing. I haven't updated the gpu drivers recently -- windows 10, 1080 gtx

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Things do seem fine on the 2021 LTS.

tiny niche
vague forge
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i think it's more obvious at 0:04 -- the shadows jiggle a fair bit

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i guess the problem is that, in the headset, my eyes are actually fixed on a specific spot, so the jerky motion doesn't cover up the problem

midnight saffron
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If anyone knows of Senior/Staff/Lead level Unity engineers with experience in AR/VR that is looking for a role at Magic Leap building networked spatial experiences (JD not listed on ML careers yet) please DM me

vague forge
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ah, yep! I poked around more and realized I should be using a TrackedPoseDriver

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I guess the input system adds a bit of latency

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this feels excellent now

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I do see there's also an (Input System) version

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which also works fine. mysterious!

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perhaps it applies the rotation somewhere other than Update

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ah, yes, it is: it applies in update and before rendering

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i really need to try that

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anyway, smooth sailing now!

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all of my bugs are now my own fault again (in a different, more understandable way)

buoyant jolt
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I believe you

storm ether
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So i was making a vr game and all of a sudden it crashed, and when i try to open it again it says that another instance is already open. i cant seem to find a way to fix this online so i'm asking here.

torpid ginkgo
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Use task manager to close all copies in the memory

storm ether
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i tried but i cant find any copies

tiny niche
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@storm ether kill the vr services and you'll find the tasks when they crash

storm ether
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how do i do that?

tiny niche
storm ether
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and then?

tiny niche
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you'll figure it out

storm ether
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ok

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I'm too dumb.

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I cant find it.

storm ether
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sorry for pinging you every time

storm ether
tiny niche
storm ether
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HOW???

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im too dumb. :/

tiny niche
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press the power button on your pc

storm ether
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ohhhhh

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i tried that already

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twice

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i did it again

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now it says

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What now

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put it somewhere else but now it says

vague forge
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if unity got mega-killed, it might have left a lockfile in place

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a lockfile being a file that indicates a program is using the project

storm ether
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so in the folder of the project there is a lockfile?

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is it called UnityLockFile?

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in temp

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what do i do with it?

storm ether
vague forge
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I don't know what it'd look like or where it'd be; this is just what it sounds like to me

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i haven't had this problem before

storm ether
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oh..

vague forge
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someone suggested it'd be in the Temp folder

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If you did find a thing named "lockfile", you'd just delete it

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it should be an empty file.

storm ether
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oh ok

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ye

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I'm gonna see if it works now

vague forge
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lockfiles let you say "i'm using this"

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but if your program gets Mega Killed, it can fail to remove the lockfile

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actually, I'm surprised i've never seen this, since I have to kill unity semi-frequently

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crashes, really bad crashes, infinite loops that require a process to be killed

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maybe it works differently on macOS

storm ether
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im on windows

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when i open the project it makes a new lockfile

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It still doesn't work.

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Thank you for trying to help tho.

vague forge
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what doesn't work?

severe saffron
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more like wall jumping

storm coral
onyx blaze
onyx blaze
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Aye if anyone wants to try out the game just send me a DM

storm coral
severe saffron
onyx blaze
onyx blaze
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I just gotta figure out how to freeze the player’s y position while they’re wall running to make it look like they’re actually sticking to the wall

onyx blaze
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Any of y’all know how to make a method that freezes the player’s Y position?

storm ether
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why do i fall through the floor with sphere colliders added to my hands

tiny niche
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assuming you have a rigid body, but if its a character controller then you want to disable the whole thing while running on the wall

timber inlet
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Does the coordinate system of the Quest 2 differ from Unity's? Why is it that when I build my application, the position of the player and objects is different from the editor, even though Debug.Log shows the exact same positions and rotations?

tiny niche
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but you're probably getting the camera positioned differently within the tracking space

onyx blaze
north path
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More textures == lower performance.
Try simple lit with just Color and Normal (Unity uses GL)

severe saffron
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yeah sadly it does kinda hurt performance. You can try packing texture data into less textures and then use less lookups, but all the operations and whatnot still have a cost.

crimson plank
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what chat would i go to for tattoo emissions ?

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i have the tattoos ready but they look faded

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and its on a second skin texture

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im just confused what to do here

north path
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Well PC can handle more

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Yes, important stuff close up should look better than a random bird in the sky haha

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Profile what the performance issue is if you have any. Maybe it's not just textures

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Simple lit is 2x faster in some situations on quest

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Just make your game and see what does and doesn't work.
If you don't really know for sure what you're doing when working with the quest that will just hinder development on both platforms

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You can make a script that changes it on every build yeah

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No, a texture is a texture

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If you have an ambitious game, you won't. Using LODs which don't show up on quest etc can help, or referencing some game objects that gets removed before builds can help.
But having exactly the same project with just a different quality tier won't work easily if the project is big (warsim seems big)

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Do it in a build script. Otherwise you're going to impact the player experience instead

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A script that runs when you build your game

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Then when the build target is android, it can change models, remove objects from scene, etc

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That's better for players for sure, and can decrease build size

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For that just set a different quality tier for android the normal way (and enable striping for smaller builds if you untick the PCVR tier for android target)

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What?

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Only use the build script for changing the actual contents of the project, not settings

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Changing a setting in start is fine to do in awake

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If you are new to develop I suggest to start out with making an optimized PCVR version.
I'm not going to help much more as I've spent quite some time helping you over multiple days

crimson plank
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jus need some help or pointers

neon raven
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@north path i was wondering if you have any recommendations for resources when it comes to optimizing vr builds for mobile devices (like the Focus 3 or Quest) (Or perhaps I should look into what goes into optimizing for performance in general as well). I started running into some FPS issues & am compiling resources and you seem to know what you're talking about.

I have done some research on my own & am trying to make improvement where I can. Figured I'd ask though & see if there's anything I missed. I'm pretty new to game dev & VR dev but kinda got thrown into being the only dev on this project so trying to do the best that I can.

I found this so far which seems to be pretty comprehensive https://hub.vive.com/storage/docs/en-us/MobileVRperformancechecklist.html

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obv don't expect you to look at what I made. Just figured maybe there's a place you've personally found very helpful I could take a look at. Thank you so much

north path
# neon raven <@512275182228865024> i was wondering if you have any recommendations for resour...

Heyo!
That's a pretty good start (although they only mention mobile shaders, not mentioning URP, which is bad)

The biggest thing is to profile. Attatch the profiler (maybe even with deep profiling enabled) to see where performance goes, at least on the CPU side.
Next to that the frame debugger is great to see how many draw calls are ran (keep this as low as you can, very important for mobile).
For GPU I mostly go off trial and error using the stuff I already know, but there are some profiling tools: https://forum.unity.com/threads/good-ways-to-profile-where-gpu-issues-are-on-mobile-devices.1419040/

neon raven
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Awesome thank you so much. I really appreciate it. I'll check it out

north path
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I also have seen many use framedoc, but haven't looked it up yet

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RenderDoc*

crimson plank
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thanks for telling me if someone can assist me or not 👍

north path
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Google

north path
crimson plank
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its ab a vrchat model

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but thanks

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what channel would be a good one for tattoos and tattoo emissions

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?

severe saffron
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what did you try exactly? I got the build pipeline examples on the first google result.

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you could also look on youtube

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search: "unity build script"

old ether
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Which renderer is recommended for quest pro projects?

eager scroll
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hey. I want to make a game on a Quest 2 using Unity's XR Development. But the problem is that my GPU cannot handle VR, so I got two questions
1- Is it possible to test/debug my game (In-App) without having to use my quest?
2- When I make a release/patch, how do I test it on my quest? Do I build the project as an android game then use SideQuest?
I'm kinda new to the whole unity thing so, please make things simple for me 😂

eager scroll
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(GeForce GT 610 in case you're wondering)

severe saffron
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if your machine is capable of exporting an APK you can make progress

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As long as your machine could export an android game, it can export a quest game. Debugging will be harder. But not impossible.

north path
north path
eager scroll
eager scroll
crimson plank
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i can get better help from an autistic kid thats 100x smarter than you and i did get help but not from you. you cunt, fuck you and this shitty server that doesnt help people or treat people with respect

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just ban me idgaf

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this place is shit

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full of shit people

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just because you're n the internet doesn't mean you aren't talking to real people

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go inbreed with your dad retard

torpid ginkgo
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!ban save 337928339966656513 Asked to be banned.

ornate questBOT
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dynoSuccess Gooble#7249 was banned.

hardy nest
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Oh hey, a VR channel. Nice

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Any XR experts around?

hardy nest
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I'm trying to get a basic VR demo scene ready for work and can't get teleporting to work.

mighty swallow
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I'm making a project in Unity for school. It's a game where you fly a plane around. It is very simple, but I need some help. I need help making the inputs in the game the sticks on the oculus quest 2 controllers. I also need help making the camera follow the inputs

hardy nest
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HeyDope Royal

mighty swallow
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hello man

hardy nest
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Just hoping someone stops by soon, lol

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How far into the game are you?

mighty swallow
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im just making a project to present to my class

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all i need is the inputs and it should be good to go

hardy nest
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Nice

storm coral
hardy nest
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Thanks for the response. I've tried several and have to admit I'm a bit of a noob, but something seems to not get connected right

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I'm still using the OG Vive and its controllers. This should still work, right?

mighty swallow
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i still desperately need help

hardy nest
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Same

mighty swallow
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i think i figured out how to get the joystick to be the input but i need the code

north path
north path
wet jewel
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Hey guys, I want to build a selfie camera inside the unity. but I don't know where to start. can you guys share what to search for in google coz I am not getting any valid solutions

wet jewel
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no I want to make a selfie stick type feature

hallow fox
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anyone know how to fix this?

wet jewel
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Thanks

north path
# hallow fox anyone know how to fix this?

Give info.
Unity version, render pipeline, which shaders are used, oculus xr plugin/openxr version, on what device is this issue, is oculus xr plugin used (and up to date)

hallow fox
north path
tiny niche
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you can get pretty good perf with bloom enabled, but its definitely a big spender in your perf budget

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don't do vignette as post-processing though

heavy sentinel
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hey guys anyone the same problem as i do i tryed using the vr device simulator to test my game but somhow i cant move the hands/controller the device simulator shows that i can select them by pressin shift or space button but when i do i cant move them with the mouse any idea on how to fix this i even tryed making a new project to test it and also i reinstalled all unity xr toolkit pachages

tiny niche
heavy sentinel
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the sim in the xri package? you mean the sample assets included in the xr tool kit package

heavy sentinel
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i did and the same issue happend again the left and right controllers are not moving while im using shift or ctrl or space keys

heavy sentinel
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how should i turn them exactly ? i already applyed the default parameters for the xri in the xr toolkit sample also i added "left" and "right" to the input manager

distant river
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Hi guys !
I have a little problem, everytime i'm starting my app on my oculus quest, the app stays on the unity splashscreen.
the odd thing is when i move my left controller i can feel the vibration from the X-Ray interactor interacting with the UI in front of me
I'm using the Xr Interaction toolkit and Unity 2020.2.7

north path
distant river
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it works very well on my other VR projects :/

north path
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Then compare the settings and check logs.
It's a version probably over 2 years old, so it's hard to help

2020 lts is also stable for VR projects

distant river
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Yeah i did compare but everything seems ok, i'm just seeing if there's an endless loop in my code but i dont think so, everything works well in the editor

pine bison
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Check your manifest as well

distant river
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manifest.json ?

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what i'm looking for in it?

pine bison
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AndroidManifest.xml

distant river
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where sould it be ?

pine bison
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It's produced when you build, and you can also create your own under Plugins/Android

distant river
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it's only if i want it to be on the store right ?

pine bison
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No, some of this it needs to run normally

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Like <uses-feature android:name="android.hardware.vr.headtracking" android:required="true" android:version="1" />

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And <category android:name="com.oculus.intent.category.VR" />

distant river
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there's no differences between this project manifest and my other project manifest

pine bison
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Then run adb logcat and see if you get any errors when you start your app

buoyant jolt
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I'd also check your graphic settings. Assuming you are using BiRP, and building for the Quest 2 on an older Unity, make sure to disable auto graphics and explicitly remove Vulcan support.

pine bison
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I'm actually doing my first builds with Vulcan these days Lloyd! On 2021 LTS

buoyant jolt
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I'm not clear on why, but we have seen it on about a dozen projects where older unity builds and Vulcan freezes the rendering - and usually only in some builds not all of them

distant river
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if i'm looking at the right place i've already remove vulkan

buoyant jolt
buoyant jolt
north path
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Vulkan ftw :P
Haven't had any issues with it in 2021 personally (except graphics jobs crashing on q2)

distant river
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i'll try that

buoyant jolt
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I've never used the XRI simulator, so I'm not sure how accurate it is hierarchy wise...

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I know VRTK 3 used a separate stack for the simulator, so it wouldn't necessarily represent the actual headset for things like rendering.

tribal nest
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Hey! I was wondering if anyone has experience with the Meta Interaction SDK? I'm having some issues with hand tracking in general-- I can use pose tracking in their demo to create "ghost hands" in the right positions, but when I grab the ball I'm testing it on, my hands do not snap into place and just grab it however my hands are. I'm following Dilmer Valecillos's tutorial: https://www.youtube.com/watch?v=tdbXV-O_sAg&list=PLQMQNmwN3FvwEs_7aXRQ_kEREgrXuKWho&index=6 but any advice and resources would be amazing! Thank you 😄

In today’s video I walk you through how to use the Hand Grab Pose Tool scene which allows you to record hand grab poses in play mode with Unity. I also show you mirroring capabilities, joint angles editing, and finger constraints.

🔔 Subscribe to avoid missing future XR Videos:
https://www.youtube.com/dilmerv

🥽 Download Oculus Integration from:...

▶ Play video
hazy yoke
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Please help, I must be missing something simple. I am attempting to get the Vector2 value of the Meta Quest 2 thumbstick(s) in order to create a radial menu. Been through dozens of forum posts and YT videos to no avail. This is the closest I have come. Got this from VRwithAndrew but my controller is not a UnityEngine.XR but rather an ActionBasedController. Any help would be greatly appreciated!

            if(controller.inputDevice.TryGetFeatureValue(UnityEngine.XR.CommonUsages.primary2DAxis, out Vector2 value))
            {
                readOut = value;
            }
edgy schooner
#

Hey, I'm trying to follow this guide

#

but there is no such thing as

#

pose Eye Gaze OpenXR

#

also, the code is deprecated

but it says to use Unity Input System instead of OpenXR ?

neon raven
#

@storm ether i found some good articles btw check these out

timber inlet
#

Hi guys how do I enable hand tracking on vive pro 2 with xr interaction tool kit?

#

what should I tick here, i'm confused

#

I manage to make it work on quest 2 but don't know how on vive pro 2

distant river
storm ether
#

I'm trying to upload to applab and it says my apk is debuggable

bitter igloo
cold knot
#

Has anyone tried the Unity Learn modules for VR? Looking to step into it later today using an Oculus Quest 2. Maybe someone has something they can recommend in terms of a quick start guide?

north path
inland flicker
#

Greetings, fellow people! I started working on a VR project and I would like to know a few things. Specifically, what version of unity would you recommend? A while ago I would have thought 'latest' without hesitation, but Unity has been quite volatile lately. I'd like to hear from people deep into VR stuff what are their thoughts.

pale lake
#

Hello, I was wondering why this wouldn’t load, it has been almost half an hour but nothing… is this normal?

Cheers

storm ether
#

nvm it was

#

thats the reason im guessing

north path
north path
white zodiac
#

I have meta quest 2 vr and I want to try my unity 2021 project in editor without building how can I do this

north path
white zodiac
north path
#

Then the project isn't setup properly. Did you select openxr or oculus in xr plugin management and enable initialize xr on startup

crude frost
#

XR Hands 1.1.0 is pretty sweet.

I see there are some default input actions for poke position, and pinch position.

It would be cool to create some other input actions based on hand poses. Is there any concievable way to do this? If not, anyone have suggestions on detecting poses (fist, peace sign, flipping the bird, whatever)?

Looks like I might just have to experiment with getting joint data https://docs.unity3d.com/Packages/com.unity.xr.hands@1.1/manual/hand-data/xr-hand-access-data.html#get-joint-data

white zodiac
north path
flat forge
#

Hey, how can I make a UI overlay for VR as I can’t render a canvas on screen space?

lofty tangle
#

Hi, it’s been a while since I did anything for vr. I just set up a new project for vr following the basic instructions for in every most recent set up tutorial, with nothing added in my scene but an xr rig and a plane.
When I put the apk file onto my headset and played it it was very laggy/ jittery, just turning head left to right was awful. Has anyone come across this issue and know how to fix it?

main sinew
#

Hello,

We use a Github pipeline to build our builds for Quest and Pico. We use OpenXR.

Unfortunately, it is not possible to have both supports and controller profiles on at the same time.
Is there a way to change them via code in our build script?
Unfortunately I didn't find anything in the docs or in the forum.

north path
north path
main sinew
north path
#

Let me quickly look up an old project if I can

blissful hill
#

which kind of shadergraphs shader do I need to use in VR? I have tried shadergraph unlit, since this is the one other tutorials mention, but on my headset (meta quest 2) it comes out with visual bugs

north path
north path
main sinew
north path
#

Debug if it's the openxr settings, instance or feature. Maybe it's now called metaquestfeature in 1.6 or 1.7

north path
#

Then maybe update to 1.6 or 1.7?😅

main sinew
#

OK.
After the update to 1.7 I still get the NullPointer.

main sinew
north path
north path
# main sinew

Maaaybe it works if the method isnt static?
I have no idea, I just ran everything in Start to test

#

I used OpenXR 1.7 btw

#

Just checked

main sinew
main sinew
north path
#

Then I'm out of ideas, sorry

#

I might have some time to revisit it in some weeks, but now focusing on some deadlines

main sinew
inland flicker
#

Weird. Looks like the hardware is interpreting the clear flags differently.

north path
#

Woah that's a proper trip
Indeed seems to be the screen doesn't clear.
Make sure the camera rendering mode is set to skybox.
Also make sure the shader for the sky works both for vr and android

north path
storm ether
#

does anybody know how i can find my map back bc i accidently moved to quickly and its out of view now.

storm ether
severe saffron
#

select in hierarchy view, right click scene view, press F to focus on selected object

storm ether
#

ok

severe saffron
#

or double click an object in hierarchy?

#

I think that focuses too

storm ether
#

yo it worked

#

thanks soooo much

severe saffron
#

👍

sly stump
#

Hey all, quick question, is there a way for me to override the current object in a snap zone, and essentially replace it with another object im trying to put in? If so, how would I go about doing something like that

tiny niche
#

or just make custom snap logic

#

will probably run into issues with xri when you have an interaction model like that

fleet rampart
#

what should go in the Tracking State Action if your making your custom set

tiny niche
#

working as expected, since youre enabling a whole extra compositor step when you have more than 1 camera

#

80fps means nothing,since time consumed is on a logarithmic scale

#

or did you mean it drops to 80?

#

personally i havent had any issues with either quest2 or the rift though. so i assume its an index issue or your pc

#

it could still be how your machines are set up, since i assume you all configured them the same way

#

probably, or you have something weird going on in your project/scene

#

have you tried the vr template project?

north path
#

2022 has performance issues with VR. Render textures and multiple cameras is a common one

tropic garden
#

Is it possible for a camera to render to a headset only and not the main window?

north path
fleet rampart
#

I got a xr origin in my scene, i added a capsule collider to it and a rigidbody but it still seems to pass through aobjects

#

except the floor?

#

where is weird

#

Bean

tropic garden
final basin
#

Hey! Thanks for sharing these issues around and getting them in front of the unity devs. I've had the same performance degradation with the new input "optimisations" too (1.28ms increased to 2.40ms).

Graphics Jobs is a trickier issue though. I've got a game on the quest store with graphics jobs enabled that is having some vulkan-related crashes, but i can't tell how many of those are graphics jobs related vs the crash on startup bug that oculus have supposedly since fixed in the plugin. We haven't had reports about crashing, so im hoping that many of them are just crashes if the player exits the game during startup.

I've tried disabling graphics jobs, but the performance afterwards is absolutely attrocious. I don't see how disabling graphics jobs can be a common recommendation across all the various settings recommendation guides, unless i'm missing some other setting that fixes this performance issue... This is the profiler analyzer with the left sample having graphics jobs enabled and right sample is disabled. Have you had similar results or is mine an anomaly?

obtuse imp
#

i got a problem i try and adjust stuff in the editor and it looks great but when i use it on my quest its not the same??

frail robin
#

Hey! I am trying to add an avatar to my VR app and have rigged it. However, I am facing an issue where the head moves as per the VR headset, but the rest of the body does not move along with it, resulting in an elongated neck. How can I make the rest of the body move along with the head and hands?

north path
north path
main sinew
#

At least when you use it in the editor.I do not use it in runtime.

north path
#

Ahhh that makes sense
Thanks!

tiny niche
north path
# obtuse imp Yeah?

Then that's probably the issue
Otherwise be more specific what the issue is

alpine ledge
#

Is there anything that i should improve when texturing this?

#

is there anything you would improve?

#

white stuff will have a texture soon

rancid kestrel
#

door knob?

#

idk looks cool

mighty ice
#

hello, I'm using oculus integration sdk for the first time and I have this bug where my player is too high above the ground or sometime too low into the ground. Is there anything to fix this?

tiny niche
#

often its better to leave things flat, instead of having a lot of microdetails everywhere

alpine ledge
alpine ledge
#

Any suggestions on how i should texture it or what type of textures i should use cuz currently all of them are just recolored noise textures

#

For some reason i can never get the texture part of a model to work and look nice

buoyant jolt
# alpine ledge *white stuff will have a texture soon*

Yeah I was just going to say, there are arguments to avoid flat colours too much as it can make it hard to get depth perception in VR. Not a hard rule.

If some things are textured it's good to have the rest match a textured feeling too.

#

I do my texturing via painting in substance, marmoset or blender.

alpine ledge
delicate talon
#

when i don't wear the visor the gpu goes to 100% and the image is sharp, when i put the visor on the gpu goes down to 50% and the image becomes noisy. i used oculus quest 2. can anyone help me with this problem?

buoyant jolt
#

9 times out of 10 though I'll just do it in substance

tiny niche
#

and if you go for something flat, make sure you have baked lighting to make it look good

alpine ledge
#

This one is Egypt theme, but mine is Rome, tho u can see where im going

tiny niche
#

i would start out with flat materials and replicate the light setup

alpine ledge
#

Bake light makes everything much better?

#

Its like raytracing type thing

#

from what i see

#

basicly realistic light

#

i can try

tiny niche
alpine ledge
#

Thanks for suggestions tho, ive been strugling with these textures for a long time

#

Im hona try and do all that and see how it looks

#
  • Baked light (global ilumination)
  • Smal Gradien to the texture
  • start with regular colors and then add a small noise
tiny niche
alpine ledge
#

You know it its possible to add a symbol or text straight on the model like in substance painter? Like if i would want to add a roman symbol on a wall in a specific place, would that be possible in blender without a lot of hustle.

alpine ledge
north path
alpine ledge
#

i have a png logo and i want to cut tuat logo shape image in a wall

tiny niche
#

and how close you need to be able to get to the wall

alpine ledge
#

arm leinght unless the player wants to lean and sniff the wall xd

smoky lintel
#

i have a problem can anyone help me?

storm ether
#

Anyway here is a vr dev?

weak wasp
storm ether
weak wasp
#

chances someone is going to answer that are low

#

ask the question about the problem you have

smoky lintel
#

i cant get apk

kindred hemlock
#

Having a problem with the infamous black/white flashing in playmode with Oculus Q2, spent the day watching videos, reading blogs, threads, reddits, etc. none of the solutions are a fix.
Here are the details: https://forum.unity.com/threads/black-white-flashing-play-mode-quest-2.1430368/

#

Anyone have experience with this problem?

#

Maybe potential solutions not already listed in my thread?

tiny niche
#

once you've located what's causing the issue, we can help suggest solutions

storm ether
#

please help me i beg you

north path
storm ether
#

@north path

north path
storm ether
#

and also

#

why is my pc heating up like a bomb when i try to chnage build platform

north path
#

Because it is compiling/compressing/etc

storm ether
#

yeah ok is it normal?

north path
#

I've never seen a bomb heat up, so idk

#

Jokes aside, it's probably fine

storm ether
#

ok, thanks

#

wish me luck

storm ether
tiny niche
#

@storm ether start using git, so you can figure out what you've done when something breaks

limpid canopy
#

Is it possible to use XR Interaction Toolkit + Passthrough? (Quest 2 and Quest Pro)

limpid canopy
limpid canopy
kindred hemlock
tiny niche
kindred hemlock
tiny niche
tiny niche
#

@kindred hemlock if you're unable to find a working sample, then your machine is the issue

kindred hemlock
#

Also will that working sample also include all installation configuration etc?

#

cause I believe the installation configuration is are of failure

tiny niche
kindred hemlock
#

Thank you!

kindred hemlock
#

I think I will have to find another project, as this isn't importing cleanly into unity, throwing tons of errors about depreciation of components etc.

#

Plus it doesn't look like it 100% imported correctly either.

tiny niche
#

you want the sample, not the asset store kit

#

match unity versions and it should run no problem

kindred hemlock
#

Can you please define sample?

tiny niche
#

and i've also updated it to be compatible with unity 2022 before, so there's nothing truly deprecated in it

tiny niche
kindred hemlock
#

Did you accidentally send me a link to the tutorial vs. the direct link to the sample?

tiny niche
#

@kindred hemlock there should be a link to the sample as well in the tutorial

#

otherwise you have to google

kindred hemlock
#

I have also attempted to use VR Core

#

I get this error: CameraOffset.SetupCamera: Attempting to set the tracking space to Device, but that is not supported by the SDK.UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr)

#

I have tried default, device, and floor

#

all give a similar error, but name the setting specifically, but point to the SDK not supporting any of them.

scarlet arch
#

hey, very new to unity and vr dev and i recently started for this school project so i downloaded the steam vr assets and starting making an enviroment and watching tutorials. well, now im trying to make a floating menu as a ui (volume control, dropdown for different movement options, etc) and i was trying to see if there was already some prefab or resources already a part of the steam vr package because i already got player movement, teleporting, controller mapping, and all that stuff so i assumed there would be something for this but i can find it, so i was wondering if it just doesnt exist and i need to make it using the ui canvas object or if im just not seeing it. i did see a script called SteamVR_Menu.cs and SteamVR_Overlay.cs in the script folder but im not sure how they work or if thats even what im looking for. i tried looking up youtube tutorials or something like that for this but i couldnt find anything for steamvr specifically, but i guess a general xr tutorial would still help

this is the package ive been using/referencing btw:
https://assetstore.unity.com/packages/tools/integration/steamvr-plugin-32647

Use the SteamVR Plugin from Valve Corporation on your next project. Find this integration tool & more on the Unity Asset Store.

tiny niche
#

the steam vr package is only relevant for knuckles-specific features

scarlet arch
radiant magnet
#

I'm working on a game that has a feature where when you press a button an the controller the player ragdolls and if it is pressed again the ragdoll resets to the player's position, but whenever the button is pressed to reset it, the applied rotation from the Rigidbody stays the same instead of resetting it to the players rotation.

pallid fjord
#

Hey all. I’m working with a Meta Quest 2, and wondering if there’s a way I can perform an action in “the game” that can then send out some form of data either via Wi-Fi or if it was tethered to a PC.

north path
north path
radiant magnet
pallid fjord
north path
radiant magnet
pallid fjord
#

Great, any tips/pointers to get me started, I’m drawing a blank at the moment on getting something sent out from VR/meta quest. Not got into multiplayer stuff with my other Unity experience.

#

Happy to learn and research myself, just could do with something bit more to jump off from :).

north path
#

Then start with just a game locally on vr. That's hard enough

#

Networking is a whole step further

#

@radiant magnet that's uncommented without methods, I have no idea what lines cause the issue.
If it's the last one, you reset it to 0, so it will always return to that angle. You might need to reset all the position of the bones as well

pallid fjord
#

I can build to VR meta quest already (well for my needs anyway :P). Happily evolved, but I want to be able to take it another step, and for essentially be able to have some actions performed in my VR space send out data that another computer can interpret/listen for.
I’ll try and look into things a little further with the term networking in.

north path
#

Then look into networking.
Netcode for gameobjects is decently easy to start with, but might not be ideal when it's not 2 games (haven't tried it)

I've used the transport API in the past . That would work bit is a bit of a setup

pallid fjord
#

Thanks 🙂

alpine ledge
#

i cinda feel like it slowly got worse as i tried to fix it. For some reason it became really bright and idk how to make the texture be darker

#

No lighting.

#

non destructive so i can go back

north path
#
  1. What do you want to do exactly?
  2. With no lighting do you mean unlit shaders or no active lights?
    2.1 if no active light, check out the lighting settings - environmental
alpine ledge
#

Its about the textures. no lighting i just specifyed that there is no lighting in these images. Problem is that i cant come up with a good set of textures for this model. The big images is the first one and when i kept trying to improve it it just slowly got worse

#

I cant come to a proper set so i tought maybe some one has an idea on this

#

suggestion or whatever

scarlet arch
#

So, I'm trying to follow this tutorial on making UI and I'm using steam vr and I see that when creating a canvas object it's supposed to create a event system as well, but I have the player prefab from the steam vr package in my scene and that has something called InputModule as a child with an event system component already on it which is why I assume the event system object wasn't created, but I tried to see if the pointer was working like in the tutorial I was watching and it was not. If anyone has any clue what I'm doing wrong please let me know! This is the video I was following (timestamped at the specific part I was having troubles with):

https://youtu.be/yhB921bDLYA?t=259

The episode 7 of the tutorial series that will teach you everything about VR interaction.

❤️ Support on Patreon : https://www.patreon.com/ValemVR
🔔 Subscribe for more Unity Tutorials : https://www.youtube.com/@ValemTutorials?sub_confirmation=1
🌍 Discord : https://discord.gg/5uhRegs
🐦Twitter : https://twitter.com/valemvr?lang=en
👍 Main Channel :...

▶ Play video
#

Also, here's what I'm looking at when talking about the "InputModule"

#

btw I am extremely new to this so I could be missing some very basic things

north path
wise yacht
#

can someone help me figure out how to make this imput action work pleaseemoji_41

#

wait thats huge, sorry

#

!code

ornate questBOT
#
Posting code

📃 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/

📃 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.

north path
alpine ledge
#

omg

rich zinc
#

Ive tried to get the game monitor part to display on my vr headset but the oculus is just showing its default opening instead of what im trying to project from unity

tiny niche
rich zinc
#

i dont think the occulus pc app is letting me set openXR Runtime as "oculus as active"

#

No reaction when i click it

north path
#

Switching stable to beta branch or beta to stable might fix it. First do a restart ofc @rich zinc

mighty hornet
#

Can anyone point me in the right direction for making a VR joystick with posing? I've given it a stab, but its not quite right...

#

I'm thinking, on grab, hide the hand, show a posed hand on the joystick, and then copy the controllers rotation to the stick, but I'm not sure if thats the right way to go about it 😦

tiny niche
#

that way the same system can also handle twisting and rudder pedals

mighty hornet
mighty hornet
#

Worked it out, I had to get the rotation offset as a quaternion using:

gripOffset = Quaternion.FromToRotation(hand.forward, stickBase.up)

Then applied it to the hand direction

stickDirection = gripOffset * handTransform.forward;
tiny niche
crude juniper
#

Hey guys
I'm new to this whole XR Unity stuff and have to program a game for my studies.

Now I'm at a point where I'm not getting further cause I just don't know how to do this:

I'm having a simple Sliding Puzzle game, that is working with mouse-input und shooting a raycast from my default camera.
How can I transform this into a vr game?
I just don't know how to get the controller inputs in script or how to shoot or use the raycast from my right controller.
Glad for any help

north path
crude juniper
#

Checking it right now, hopefully I can find my answers in there 😄

tiny niche
midnight hornet
#

Im tryying to play and this error pops up MissingReferenceException: The object of type 'MetaQuestTouchProControllerProfile' has been destroyed but you are still trying to access it. looking at the script nothing kinda deleates it but it aint working
If enyone can help reply

fleet rampart
#

does anyone know how to intergrate auto hands with hexa body?

severe saffron
#

I'd imagine that you could simply replace the hands/controllers that come with the hexa body with auto hand and then redo the config joints that connected the pelvis to the controllers to instead connect the pelvis to the auto hands

#

I've seen it swapped out on YouTube before but it wasn't laid out very clearly

#

99% of the magic in hexabody is the config joint setup

hollow sail
#

Can anyone help me with configuring TouchScreenKeyboard. Developing VR application for Oculus Quest 2 using with XR Interaction toolkit?

I am getting TouchScreenKeyboard.status as Cancelled, and TouchScreenKeyboard.active as false after I instantiate it using the code

keyboard = TouchScreenKeyboard.Open("", TouchScreenKeyboardType.Default);

neon meteor
#

Hi! I am wondering if anyone has any good tip on how to stabilize the horizon when recording VR content?

With oculus mirror this isn't a problem but I need to do it with a Vive Focus 3. I use OBS + OpenVR Capture and the LVK Video Stabilizer filter, but as far as I can tell it doesn't stabilize the horizon.

Thanks!

tiny niche
#

otherwise you could just add a stabilized camera for the mirror

north path
#

If you want to record footage I recommend doing that on PC with a second smoothed camera

neon meteor
#

Right, ok.

#

That makes sense, appreciate the help

hazy cosmos
#

hey guys, does anyone know how to detect if the grip button is released on VR? This is the current code i use to check if it was pressed InputDevices.GetDeviceAtXRNode(XRNode.RightHand).TryGetFeatureValue(CommonUsages.gripButton, out isHoldingGrip);

hollow sail
# north path Did you check this guide? https://developer.oculus.com/documentation/unity/unity...

Since I am using XR interaction toolkit, so there is no OVR Manager for me to enable Require System Keyboard.

Some users have mentioned to add <uses-feature> tag in the custom manifest file. But that is giving me build errors.

Since I am no android expert, I feel I am messing up the manifest file

EDIT: It turns out, something was wrong in my custom manifest file. Now it works fine with uses-feature

north path
#

Nice!

north path
pallid aurora
#

@cunning hedge could someone help me im having trouble getting my game to work?

#

srr if i broke a rule

cunning hedge
#

You shouldn't ping specifically for help

pallid aurora
#

ok srry can i send a quick vid on whats happening

cunning hedge
#

sure

pallid aurora
#

ok

#

@cunning hedge Thanks for the help

#

btw who would i talk to for help

cunning hedge
pallid aurora
#

ok srry

north path
#

What is the actual issue? @pallid aurora
Describe it, say how the VR player is setup, unity version, any errors via logcat?

atomic badge
#

When playtesting a game in VR, obviously the person INSIDE the headset has a much wider FOV. is there any way to match this FOV on the pc screen display?

#

so that spectators can also see Exactly what the player is seeing?

#

For example often, the player can see things near the edges of their vision which the screen is not displaying

#

is there any way to adjust the FOV only for the PC Screen?

north path
#

@atomic badge (for PCVR)
Add a second camera that outputs to the flat display, change the FoV how you want, and you can even smooth the movement. If you match the width of the view, you might see some more vertical info than the vr headset, dependant on the headset and monitor aspect ratio

atomic badge
#

is there any sort of resource on how I can manage which camera outputs to which device?

north path
atomic badge
#

oh ok, ill have a look. Thanks a bunch! o/

north path
#

Ur welcome :p

tall spade
#

Hey All, is there any guide or best practice that I can refer to - So my I am starting a new project and it should run on VR(Meta Quest 2) as well as on android devices and windows desktop build..now how should I design my scene and organize my project structure ....any thoughts?

tiny niche
#

and the spectator could still see more than the player, since they may be focused in a different area of the lens

atomic badge
#

yeah.. those are potential problems..
The reason I need this is because I need to demo my game in front of a panel of jurors.

#

I often find myself doing actions which people are not able to see on screen

#

because im looking slightly off point in vr and doing the action elsewhere with my arms

tiny niche
#

might be you're not even looking at your hands when you do them

atomic badge
#

Yeah that is the case ^

#

sometimes i forget to look where I am doing stuff >.<

tiny niche
#

that just means you need a different solution for an observer camera

atomic badge
#

any recommendations?

tiny niche
#

many games do a fixed point camera looking at the player

#

but that is mostly only feasible when you're not moving around much in the game

atomic badge
#

makes sense.

#

In my case I need the jurors to be able to see from my perspective

#

I don't have a player model either

#

so fixed point camera might not be the best option

tiny niche
#

then you'd need to give the jurors a device to wear, or simply accept that they can't see everything and adapt your movements to compensate

atomic badge
#

or simply accept that they can't see everything and adapt your movements to compensate
I am leaning towards this..

I only have one device which I will be using at the time to demo

tiny niche
#

and does it have to be a live demo?

atomic badge
#

i could have prerecorded gameplay as well. But It will help my presentation if I do a live demo as well

#

it ultimately comes down to grading unfortunately

tiny niche
#

why? you could be doing more things and go in depth on more topics if you didn't have to swap to a headset during the demo

#

oh its a uni project? could just do whatever then.

north path
tiny niche
#

if you only need camera controls and the phone is using ar features, then i would go the action emulation route

tall spade
tiny niche
#

3rd person as in over the shoulder, moving along a horizontal plane?

tall spade
tiny niche
#

in that case, i would do a separate rig for vr and then grab a premade solution for unifying the phone and desktop

tall spade
tiny niche
tall spade
tiny niche
tall spade
tiny niche
tall spade
#

it's non negotiable... I am pushing for apk though

tiny niche
#

part of your job is to discuss and negotiate requirements with the client to get what you both really want though 😉

#

but hey, if they're dead set on it, then you just gotta budget for it

tall spade
tiny niche
#

performance and loading times should be your main concerns

#

most of the issues are going to be on the mobile side though, with safari likely being a no-go

pallid aurora
#

@north path its stuck on a frozen screen

north path
pallid aurora
#

this vid here watch it

tiny niche
north path
#

Yep, tell how you setup the player, what guides did you follow, is there a tracked pose driver on the camera, any errors via logcat, etc etc @pallid aurora

spring bramble
#

not sure if this is the right channel. so i make avatars for vrchat and i was trying to upload a new one and i keep getting asset bundle errors would anyone know how to fix that?

pallid aurora
crisp rock
#

is it normal to have to manually slot in position and rotation actions manually on the xr origin->controller components like this? In tutorials I dont see people doing it, but here I had to or they would not track.

tiny niche
#

after that, you read the manual that covers the feature on the last thing you did

tiny niche
#

but its nothing compared to when you have to hook up the simulator

gusty marsh
#

is anyone else is facing the crash with amazon s3 sdk for unity while deploying in meta quest 2

junior bluff
#

MissingReferenceException: The object of type 'MockRuntime' has been destroyed but you are still trying to access it.Your script should either check if it is null or you should not destroy the object.UnityEngine.

#

is any body able to help me try and figure out the issue with this

#

it occurs when i put the controllers into the interaction profile and seems to delete its self when pressing play and resets

#

i tried uninstalling open xr package and re installing but that didnt do anything

lapis dawn
#

hi, i am trying to make a tray with drinks but when i move the tray, the drinks stay in one place, the tray slides underneath. I guess it's a rigidbody or collision problem, can someone help me?

river radish
#

I need help. So I have scene changer and it should work but it doesn't. Here is the script :
using UnityEngine;
using UnityEngine.SceneManagement;
using Photon.Pun;

public class SceneSwitcher : MonoBehaviour
{
public string sceneName;

private void OnTriggerEnter(Collider other)
{
    if (other.CompareTag("HandTag"))
    {
        SceneManager.LoadScene(sceneName);

        if (PhotonNetwork.InRoom)
            PhotonNetwork.LeaveRoom();
    }
}

}

Yes I have added my scene to Build Settings and it is still not working. Can somebody help me?

crude frost
#

Ok, I have a crazy one. All of a sudden, I can no longer interact with XR Simple Interactablein my project. On an old branch it works fine. On a new branch it doesn't. My new branch has nothing new related to the XR Simple Interactables

I found I can create a new scene and everything works fine.

Upon further testing, I discovered, if I make the new XR Interactables a child of my XR origin, all of a sudden I can interact with them.

I finally discovered, it all came down to Do Not Destroy on Load. My XR Origin and my XR Interaction Manager are both Do Not Destroy on Load. New XR Interactables will then work, if I add a Do Not Destroy on Load script to them.

This is all mind boggling to me. Because my project has been like this for half a year. Why would XR Interactables quit working unless I add Do Not Destroy on Load?

crude frost
flat forge
#

Hello, im having an issue with the lighting in my scenes. If i load the scene in unity editor it looks fine, but if the scene is loaded through a button in my main menu scene the lighting is completely different. Shadows are really dark and there is a darkness to every object within the scene.

Any ideas?

crude frost
flat forge
flat forge
crude frost
#

even those lighting folders. each scene with lighting information should have a folder

flat forge
round mortar
#

I'm not sure if I'm overcomplicating this. What is the best way to adjust my player's scale for people that are different heights irl?

round mortar
#

The two main things I'm wondering are 1: should I scale the player or the world? 2: should I scale my hands?

compact gazelle
#

what can cause this issue,it is a couple of months i have it and i don't understand why...

north path
#
  1. Update unity, that version is pretty old
  2. Do you use custom shaders? If so, make sure they support multiview/single pass instance
  3. What kind of UI? World space I assume?
#

@compact gazelle

north path
compact gazelle
#

and i use single pass

#

later i try to change the settings and than i write you here

#

thanks for the help

sly stump
#

Hi, im trying to pause my game when the oculus home button is pressed.

I have subscribed this event, but when the game starts, its starting paused, any tips?

compact gazelle
alpine ledge
#

Do you guys think by any chance would a moevement system in vr work on a 3D planet like sphere where your always standing on the planet whilebeing able to walk around and not fall off due to gravity?

#

i feel like due to head movement in vr it would be difficult to pull off as smooth

tiny niche
storm ether
#

I set up post processing for my VR camera but it doesnt update even though I did all the steps correctly, any ideas?

#

default pipeline

north path
#

What do you mean with doesn't update? @storm ether

storm ether
#

none of the effects take place

north path
#

How did you set it up?

storm ether
#

empty game object as volume

#

add the postprocessing layer to the camera

#

assign a new layer for it and I called it postprocessing

#

then when I add effects through volume it doesn't take place

storm ether
north path
lofty tangle
alpine ledge
# lofty tangle Yeah it works. I built a game like this for a vr game jam. https://adhochero.itc...

My movement would be different it would be a ladder type movement where you hold down the side button to anchor an arm and move that arm to change position. Like your grabbing air and pulling your self in that dirrection. tho that wouldnt make much of a difference i think.

Also can i ask a quick question about model importing in unity? I always made games where it was eather only image based 2D or 3D with unity building tools, Ive decided to use blender, but i can never seem to find how i should transfer it from blender to unity.

lofty tangle
#

Idk I haven’t made models.

lofty tangle
alpine ledge
alpine ledge
#

go in all 3 dimesnions

#

Oh ik a game that has this movement

#

Gods of gravity

lofty tangle
#

I mean I think I lost touch of the question. But yeah that’s definitely possible on a globe type world.

#

You just move the player the -velocity of whatever hand is doing the moving. And rotate the player so that their feet point towards the center of the sphere world. It’s really that simple.

alpine ledge
#

ah ok

#

thx

weary estuary
#

Sup guys, I'm trying to make it were when I break a beer bottle, a simple splash image appears on the surface it breaks on, any idea on how to do this?

weary estuary
#

bro*

unique sandal
#

does anyone know how to solve the problem with a black screen showing up when in play mode. im using the quest 1 with a cord

north path
#

Give some info

unique sandal
north path
#

And do other pc vr games work?
What guide did you follow for setup?

unique sandal
#

I haven't tried any games and I used this tutorial, https://www.youtube.com/watch?v=HhtTtvBF5bI, it said to use the openxr plugin but it wasn't working either

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

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#

imma try a vr game though

unique sandal
north path
#

Then double check all the settings

unique sandal
north path
#

Then try another guide, like the official oculus rift unity guide

#

Quest via link is basically a rift

unique sandal
#

alright

#

thanks

little elm
lofty tangle
#

Mine does that too but it’s cause of stick drift on my old ass controllers

lofty tangle
#

Thought I was going crazy couldn’t figure out what was wrong with my code, but it turned out to just be that.

little elm
#

now this is happening

balmy locust
#

I wrote a 3-part series on 'safety' when distributing binary VR executables built in Unity, including some detail about how to actually do code-signing. The first part is here: https://www.shalperin.dev/developers-blog/thinking-about-sufficient-safety-measures-when-sharing-binary-vr-experiments-experiences-projects

#

The other two parts, procuring the cert, and doing the signing are embedded in that article.

tiny niche
#

and if you're going to write a procedure on how to go about it, i think the least you could do is verify your claims instead of guessing at what the proper steps are. Especially since it concerns security

storm ether
#

Hey I'm a bit lost right now, making my first VR game and running the game from the editor on my laptop / PC gives like 120 - 160 FPS and a smooth game (Which is expected I suppose) but when I connect my headset and try the game there, its very very choppy, 6-12 FPS, when I turn my head it takes whole seconds for the screen to register and move with me, I suppose it's not optimized? But it seems optimized outside of VR. I even tried turning off the processing heavy things just to see if it makes a difference but it's always the same. Is this because it's in the editor or what's the problem.

Would really appreciate any tips I'm a beginner with VR and I don't know where to start looking or what the problem is even. Thanks in advance ❤️

balmy locust
#

I don't know where you got the bit about "funders".

tiny niche
balmy locust
tiny niche
#

and the real issue people have from a distribution standpoint is whether or not people are going to trust their software enough to run it

tiny niche
balmy locust
#

And the second part of your criticism, "if you're going to write a procedure on how to go about it, i think the least you could do is verify your claims instead of guessing at what the proper steps are. Especially since it concerns security"?

tiny niche
balmy locust
#

My feeling is you spent 30 seconds with what I wrote and then vomited a bunch of unfounded criticism. It took a lot to write those articles, and you decided to sh*t all over it. Maybe I'm wrong, but that's how your original message was received. [edit: this comment was a little over the top, and I apologize for it. I have trouble with criticism I take to be non-constructive coming from anonymous accounts. However I did overreact.]

tiny niche
balmy locust
#

ok thanks for your input

tiny niche
#

then again, distributing software you've written yourself is a pretty low-risk activity as long as you put in an eula

balmy locust
#

ok thanks

north path
buoyant jolt
# balmy locust My feeling is you spent 30 seconds with what I wrote and then vomited a bunch of...

I am going to echo on what @tiny niche has said above, and push it a bit further.

You didn't share your article in response to a person or question, so I'm assuming you want feedback. Although based on your response that may not be the actual case.

Conversationally I find it difficult to follow. There are a lot of run on sentences and some use of unintroduced acrynoms (bad given your article seems to target new developers) which makes the sentence structure a little confusing. Intersecting 5 or 6 commas in a sentence with side information pulls the reader away from the topic.

You start off talking about distribution, but it isn't really clear what you are trying to say. You go on about the issues of app lab. And then the next sentence switches to you guessing that Microsoft Defender blocks downloaded execuables and switch to PCVR without giving the reader much indication. The problem here for me is the depth of the content and the flow.

I think you've tied way too much stuff into the post, and they could / should be split to new posts.

Also, something as simple as signing really could be explained very quickly in a single post. It shouldn't need to be 3 posts unless you are really going into more process detail.

For example, why are you telling people how to scan a file with Microsoft Defender?

And then you go on to talking about escalated permissions and how you feel about them belonging to VR experiences. But you don't really discuss it, it is just a passing paragraph and screenshot and it doesn't really say what the advantages or risks are on that decision. More importantly - this is unrelated to signing permissions. It should be it's own topic

Anyway, I'm going to stop there as well. As you surmised, most people are going to only briefly glance at the information. And about 70% of part 1's content has nothing to do with signing.

Moving to 2 & 3.

"Upon reflection I feel that code-signing is the #1 protection against malware for VR developers" - I don't think this is a practical issue. 99.9% of the time our applications are published to a store front or manually installed for a user. Executable modifying malware is a bit of a thing of the past, it primarily is Trojan horse design these days with unique payloads. Most malware these days is intentionally added to an application to cause harm. In my opinion anyway. As a writer you want to avoid terms like #1 issue unless you are certain the reader will agree with you. If they don't it will undermine the article because it subconsciously gets the reader distrusting your perspective (and thus doubtful of your following step by step process)

Parts 2 & 3 are an improvement, I didn't validate the commands.

Anyway, as I said, you seemed to be posting it here because you wanted someone to read it - and I did :). My advice is to keep blogging, keep writing, it'll tighten and become quicker and more natural as you go. The first page is a bit all over the place though.

buoyant jolt
balmy locust
storm ether
buoyant jolt
storm ether
# buoyant jolt Is it only going slow playing it from your laptop into the headset? I suspect yo...

It's a VR capable laptop, 16GB ram and 1060 GTX, not amazing but still I don't think it should be bad enough to reach 6-12 fps. It runs much better on my higher end PC though.

LAPTOP:

w out/ headset: 120+ FPS

w / headset + ads : 6-12 FPS avg + Choppiness and Screen lag.

w / headset - ads : 10 -15 FPS avg + Choppiness and Screen lag.

PC:

w out / headset - ads : 200 + FPS

w out / headset + ads: 100 - 120 FPS avg

w / headset + ads : 30 - 70 (30 near center) FPS

w / headset - ads: stable 70 FPS

Here are the stats I tried so far (I'm building right now to test standalone)

ADS - refers to multiple video players and audio sources I have in the scene that were causing a lot of performance issues so I tested with and without them

north path
buoyant jolt
# storm ether It's a VR capable laptop, 16GB ram and 1060 GTX, not amazing but still I don't t...

Yeah specifications wise you should be fine - unless some throttling is happening somewhere. You can peek at the batch calls and poly count, that should give you an idea of how you are looking. And then the performance monitor OVRtooks thing will give you an idea of the headset keeping up, and the profiler a lot more details

It can't hurt to do an APK build and push it to the headset to rule out a PC->headset issue. But most likely it's something causing it to be slow

#

Yeah, quest 1 is incredibly hard to keep performant BUT it shouldnt be as much of an issue as you are using it for PCVR right now

storm ether
#

Quest 1 really that bad? I know that Quest 2 is superior but is it just a horrible device to run games on haha

#

I'll look into your advice after I try an APK build right now

buoyant jolt
#

It has very little overhead, so for standalone projects you'll be trimming the batch calls and polys as much as you can. The last time I tried URP on it, it ran worse.

In my opinion, it is a fantastic headset to start with though, because if you can try your game running well on the Quest 1, every other headset will be no problem.

storm ether
#

okay I have a lot of information that I'm not sure what to do with now, like I said I'm a total newbie to VR

#

can I please refer back to your advice after I test the APK build?

balmy locust
storm ether
#

Okay I'm stumped and a little disappointed

#

it runs at like less than 1 frame per second on the Quest 1

#

Like I'm not even close lol

storm ether
#

Question, if I use PCVR can I still use AirLink? Or do I need to USB C it

north path
#

Both run the quest as PCVR (oculus rift)

storm ether
heavy helm
#

Hey guys, I followed the tutorial from this guy to start up a VR game for most of the VR headset, including oculus quest 2, bt using OpenXr

#

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

❤️ Support on Patreon : https://www.patreon.com/ValemVR
🔔 Subscribe for more Unity Tutorials : https://www.youtube.com/@ValemTutorials?sub_confirmation=1
🌍 Discord : https://discord.gg/5uhRegs
🐦Twitter : https://twitter.com/valemvr?lang=en
👍 Main Chann...

▶ Play video
#

This guy is also using an oculus, and it works for him

#

but for some reason, when I press play in unity, I get a black screen for 2 seconds and I'm back in the PC link hub

#

unity is still playing, but the game isn't

#

it's like it's not connecting to my oculus

#

or that my oculus kicks it out or something 😄

dusty jetty
#

is it possible to get the imei of the quest 2 from code, I've tried multiple things, even asked chatGPT but still am unable to get, if its not then how can I get the unique ID of device?

turbid orbit
#

I had an idea. How do I make a series of objects spawn in on button press. Like I press the trigger button and one of the items spawn in, and I press the trigger again and another pops in?

crisp rock
#

I would like to create a VR Player controller and interaction system, and NOT use Xr Interactions toolkit. My target platform is Oculus, should I use the oculus integration? Is there a way to just build it in unity editor with openxr?

#

I am coming from unreal, where I the camera component can be toggled to be used for the HMD, and I have motion controller components. I do not want something huge and complicated like the XR Interaction toolkit

buoyant jolt
#

It used to be such that the camera would auto work in VR - no other settings needed. Now though a plain XR interaction rig will do this but comes with functionality you may not want. Without the XRI, and using raw OpenXR, it needs to be tracked manually to the headset. We do it this way: https://docs.unity3d.com/Manual/xr_input.html

buoyant jolt
crisp rock
storm ether
#

Hi, i have a game for Oculus Quest 2. For some people the game is not loading. It just kicks you automatically. Also i have a “kick bug” and the game just quits for no reason. I tried to do something but i didn’t succeed

#

Have anyone here had this problem?

storm ether
#

since my game is on AppLab, i can see statistics on crashs

#

the most popular crash reason is “Unsymbolicated SIGABRT:libil2cpp.so:::libc.so”

little jetty
#

That doesn’t mean much, 😦

storm ether
lofty tangle
buoyant jolt
#

I'll post here if we go live with it 🙂

north path
storm ether
#

Idrk if Minimum API level can be the source of the issue

#

@north path Here

north path
#

Check for memory usage maybe?
And try opengles3 if possible

storm ether
#

Did something happen overnight I just woke up and my Controllers arent working in Unity 😭

storm ether
#

They were working fine for a week then suddenly they dont move. Locomotion and Turn works fine but it doesnt detect tracking

bold beacon
storm ether
#

Will the pain ever stop

bold beacon
# storm ether I wish

Pain will never stop. All you can do now is pretty much Open debuger and hope you will see where this comming from. Another way is close project. delte Library folder, relaunch the project and hope after reimporting stuff it will work again

storm ether
#

I'll try the debugger. Whats this thing about the Library folder?

#

should I back it up first before doing that?

bold beacon
#

No need. Library it pretty much cache of project. Sometimes it gets corrupted out of nowhere. Unity will rebuild it without no data loss after, it will just take some time (first load longer :))

storm ether
#

will try open gls

storm ether
#

and*

#

nothing was fixed sadly

bold beacon
#

there was long initial loading right?

storm ether
#

yeah not so long but yeah

bold beacon
#

sorry, I am out of quick fixes. Most likely your specific case problem

storm ether
#

idk could my rb be weighing the controllers down to the bottom of the ground or something lol

#

like they are there

#

on the ground

#

animations work

#

locomotion works

#

turn works

#

but it just wont movfe

#

I dont know if this detail will help but the controllers only show up when I actually press something

#

I quadruple checked all the input managers and stuff

#

and my XR rig

#

I googled the issue and tried all the fixes

#

yeah its weird the controllers are invisible at first then they only show up after I press something

storm ether
#

Here is a video of the problem if anyone can help :(

storm ether
#

SOMETHING must've broke in the recent update because even in a fresh scene it's not working

#

with a fresh rig

storm ether
#

hey guys im using the xr interaction toolkit and im trying to figure out if there is anyway i can use different snap zone attach transforms for different objects ( object one would use attach 1, object 2 would use attach 2 etc.) anyone know of a way i can do this?

empty roost
#

I am trying to set the quality level in-game on my HTC Vive Focus 3 headset. Every time I trigger the change of the quality settings, the screen turns black.

Can anybody help me out here?

#

Unity 2021.3.18f1, WaveSDK 5.2.1-r.1

storm ether
north path
north path
empty roost
empty roost
north path
#

Worth an upgrade maybe, not sure if it'll fix it.
If it happens in a blank project as well use that to file a bug report so it can be fixed

storm ether
north path
#

Then I'm not sure what the issue is. If it crashes for you as well check logcat

storm ether
#

Wanna see my debug log? Theres some weird things happening

north path
#

Ah photon definitely can give issues. Don't have any experience with it tho, so cannot help much

manic hamlet
#

Can anyone help me? I'm making a vr game based on vr locomotion for valve index and oculus but for some reason when I load it up I don't have hands or nothing and I can only look.

north path
manic hamlet
north path
#

Follow a guide instead

#

To learn how things work

lapis dawn
#

hi, i am trying to make a gun but i have a problem, when i grab it, there is a left shift with my left hand and a right shift with my right hand. when I take it it is not centered. I tried using a attach transform but it only works for my right hand
you can see it there : https://youtu.be/0xt6dACM_1I 14:55

The fifth episode of the tutorial series that will teach you everything about VR interaction.

❤️ Support on Patreon : https://www.patreon.com/ValemVR
🔔 Subscribe for more Unity Tutorials : https://www.youtube.com/@ValemTutorials?sub_confirmation=1
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👍 Main Chann...

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tiny niche
#

if the gun is off center, just tweak the pivot

lapis dawn
#

With the default attach transform both of the hands are not in the center of the gun but have an offset

lapis dawn
alpine ledge
#

Cannot find XR Rig

tiny niche
#

but you're better off using a prefab from the package to start off with

lapis dawn
#

@tiny niche I created a script inheriting from XRGrabInteractable that sets the attach transform based on the hand that is interacting with the object.
The problem is that when I grab it, the default Attach transform looks like active (but is not set), and when I catch it exactly where my left hand or right hand transform is, it's correctly placed in my hand.
I tried to remove the add default grab transformers option but without it i'm not able to grab the gun.

main quarry
#

I'm trying out com.unity.xr.hands package in preview mode for unity 2021.3.12f1 and it seems not working.. android logcat doesn't show any error

#

any help?

#

wait... i see the shadows of my hands on ground, but can't see the hands

#

ok, was a material problem

lapis dawn
fallen grotto
#

there is no Collider in the new Ray Interactable script how can I set this new one?

alpine ledge
#

errors, cannot figure out to lounch the game

snow bolt
#

Does anyone here have extensive experience with Autohand? I'm running into an annoying issue that I've tried fixing for some time now.
I'm trying to create an grab conection through code, "CreateGrabConnection" and the object just isn't grabbing the way I want it to.

#

For some reason it appears above the hand and it forms a weird pinching grab.

north path
#

No, isn't there more info?

#

Only that it's an issue in Start() somewhere

celest forum
#

is anyone here familiar with using the passthrough over link beta feature on oculus desktop?

#

at the moment, im pretty consistently able to get pasthrough to work once over oculus link through my unity project, but if i stop and re-run then it's just a black screen. i have to reboot unity every time for passthrough over link to work again. similar story for anyone?

shell kayak
tiny niche
uneven shell
#

Quick PicoXR question. Can anyone tell me the right header to call a button press of the large middel button on the headset? All the tutorials i can find focus on the buttons on the controller...

vagrant iris
#

Has someone used OpenXR hand tracking with HTC Vive? I followed a tutorial from Valem's (https://youtu.be/mJ3fygb9Aw0) step by step, but the outcome is not that satisfying. Can someone advise what's the best way to correct this? I have no idea where the additional rotation came from. If someone has the hand tracking working, I would also appreciate a screenshot with semi-transparent material to figure things out. Thanks in advance!

I was waiting for this for a long time and here it is ! Hand Tracking is now possible with Unity XR Toolkit ! In this video we are going to learn how to setup a new project using this feature and be able to use the interaction system with it !

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dense tinsel
#

anybody knows what could gone wrong? i followed this tutorial https://www.youtube.com/watch?v=gmaAK_BXC4c
and the slide is flickering and seems like it doesn't want to have set target position

How to pull the slider to reload a gun!
Learn in this video how to make realistic fire weapon in Unity using the XR Interaction Toolkit.

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

Download the Gun Sounds and the XROffset Grab Script :
https://drive.google.com/drive/f...

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vagrant dagger
#

Hey all, has anyone dealt with controllers showing up only when running the application in the editor, but dissapear in build mode? Using SteamVR

small heart
#

can anyone help me make my gtag fan game bc my unity isnt working properly and it wont let me download the files i need, or the APK

north path
dense tinsel
tiny niche
#

or Vector3.Project if you need velocity instead of speed

dense tinsel
#

what do you mean by dot product

#

some context maybe?

#

or where i have to set it up

tiny niche
#

its a math vector operation

dense tinsel
#

yes i know, but i didn't code this i just grab it from xr toolkit

tiny niche
vagrant dagger
#

Hey everyone, I'm struggling with the binding UI, as saving bindings for other applications works well, but trying to save them for my unity app doesn't work. No bindings are created in documents/steamvr/input either. Has anyone dealt with this before?

storm ether
#

So i'm trying to change the Attach Transform on an object at runtime, depending on the hand that grabs it.
How can I find using scripting the name of the game object that grabbed the XR Grab Interactable

sick oak
#

Hey guys how would i go about making a system where a player can use an item to pull themselfs up something?

For example. Player uses a spear to lodge it in something and uses that to hoist themselves up
This can be seen in a game called BattleTalent

#

it can be seen in the first few seconds of the trailer too

lofty tangle
north path
#

Use msaa
If you don't use Realtime shadows disable cast shadows.
Tweak the shadow distance if 50 meters is not needed.
Disable terrain holes if not needed.
Enable fast rgb/linear conversion.

And just test it. Only way to really know

#

Yes, but usually worth it

#

Everything hits performance haha

sick oak
lofty tangle
#

Yeah. The hand button pressed I mentioned was comparing to other games with regular climbing. Opposed to how it could be done

north path
#

You either have it, or not. Check OVRMetrics, make debug builds, check the profiler and memory profiler, check logcat

buoyant jolt
#

If you are don't mind the cost and just want to see how someone else implemented it

sick oak
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As its a public package

buoyant jolt
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Well, there ya go then 🙂

sick oak
north path
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Test it and measure fps@storm ether

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Can't help more

red roost
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Hey guys, I downloaded some hands for my vr game and they're .mb files, I got them from the meta website, how can I add them to my controllers? It doesnt let me drag it into model prefab