#🥽┃virtual-reality
1 messages · Page 12 of 1
? Sorry I don’t know what that is
What format should it be
maya is a 3d modeling program and the format you want is fbx
Ahhh ok thanks, do you know where I can find hand models that are fbx?
i do, but they wouldn't be of any use to you until you learn to use a 3d modeling program
How so?
because you can't just drop them in a scene and expect them to work. You gotta make the rig and poses conform to what unity expects and export the result
I’ve already got the rig, I’m using a tutorial and in it he uses cubes so if I do it with the hands will it not work the same?
hey I know you asked this earlier and while the response is; yes there is a hit; quest 2 actually gets MSAA for "nearly free". I find even 2x is a huge visual enhancement and doesn't touch my fps (my game hits 120hz anyway :D)
hey
when i installed XR plug in management, it didn't give me the "OpenXR" or android options
does anyone know why?
You have to install the android module for unity when installing unity
You can do it in unity hub
well i cant play my game in vr now, it only crashes when i try to play in vr
so annoying
If i want to make it so that "air" is climable would i just make something like a regular ladder climbing skript but make it work no matter where you grab?
https://docs.unity3d.com/Manual/index.html
Check the proper folder@storm ether
I have that. Cause I’m not finished with my interaction scrip but already tested climbing with my movement script. I’m just doing climbing if my hand grip buttons are down.
I am trying to get the game object(s) currently holding a multiple grab object, I am using firstInteractorSelecting right now, but I want to use interactablesSelected. However, it seems that XRGrabInteractable doesn't inherit it
I can get the number of objects grabbing an object, but getting the names of them is what I'm having trouble with
I'm using Oculus Integration SDK and hand tracking on the Quest 2.
When the hands of OculusInteractionSampleRig lose tracking they just float in the last tracked position.
And they just stay there.
They update their position when tracking is available again.
How to hide them when tracking isn't available?
Hey guys, so I am making a bowling game in vr, I have added the hands, the ball, floor, camera rig etc. I just tried running it on the vr headset and it just opens up a screen as if it was a video with the project name at the bottom, anyone had this issue/know how to fix it
send a video so we can help
I have managed to solve the issue, I had to open build setting and selected an active scene, for some reason the sampleScene wasnt automatically selected
I was trying to make it so that I could move with my controller, in the script i did 'using OVR' and i got an error, when i searched the error it said it either needed to update xr intergration and xr toolkit but i was already of the newest so I went down to the recomended version, Now i get all of these errors
is there a built-in way in XR Interaction Toolkit to grab object with trigger, not with grip?
Yes. Switch the grab action to the index trigger input.
hello, just wondering how I can make a movement system kinda like echo vr for oculus?
version I use is 2021.3.20f1
Working on a basketball in Zero gravity type thing
When interacting/grabbing a solid object, use the -velocity of your controller to move the player. When you let go/stop interacting save that velocity value and use that to continue moving the player in that direction.
Hello, I am looking to change the colour of an object. The idea is that I have stones that are falling in a chimney and the more they fall the more they change colour, at the beginning they are black, then as they go down they gradually turn yellow. Does anyone have any idea how to achieve this?
Thanks in advance 🙂
I tried with color over lifetime but it changes anything
How are you doing this?
Changing an object can be done with using Color.Lerp on the material.
If you use particles you can use color over lifetime you gotta make sure the fall is exactly the lifespan of the particle.
Oh I just went to color lep, I had never heard of this, it's amazing I'm going to try this method. thx ^^
I will keep you informed
However, I have an animation on the stone so I would like the LERP colour to be activated only after several seconds.
is this possible?
and will the color length keep the texture and just turn it yellow or will it just turn the object yellow?
with c# you can make it do whatever ypu want if it's a simple object
Change the color on a material with a texture and see how it looks. It blends them together
Not a VR question btw, for next time
ok thx ^^ i can delete if you want
It's fine, just double check the if the channel is relevant for the specific issue next time
I’ve just a had a quick search on YT and nothing came up, I haven’t checked the unity learn library yet: anyone know where to start looking for tutorials on how to do movement based on grabbing as if you were in 0g instead of joystick movement?
how can I have my VR game be able to launch in regular desktop mode? (XR interaction toolkit)
So that the game can be played without a VR headset.
actually, this answer is basically the same as what I need but minus the continued velocity part (easy to do), but can you expand on the "use the -velocity of your controller to move the player", like what does the rough code for that look like?
It’s pretty much any vr climbing tutorial code. You just move the player in the opposite direction of the controllers velocity. You can get it directly from the controller. Or calculate it yourself from the difference of the controllers last position and its current position.
But you’ll want to do it relatively to the vr rigs rotation.
moveDirection = vrRig.rotation * -controllerVelocity;
ah oki, hadn't considered checking for climbing tutorials... for my climbing based game 
Errors:
Script updater for Library\Bee\artifacts\1900b0aE.dag\Assembly-CSharp.dll failed to produce updates.txt file
and
Assets\Scripts\PlayerMovement.cs(24,48): error CS0234: The type or namespace name 'Interaction' does not exist in the namespace 'Unity.XR' (are you missing an assembly reference?)
I cannot find a solution to this
line 24 not line 4 😉
I have an xr controller but when I load the game onto the vr headset i cant see my hands or grab the ball, i did this in another file yesterday and had no issues, can anyone spot something wrong
Update: I changed the hand fbx's to a cube, Its really high up relative to the controller though. I can also see the shadow of my original hand fbx but not the hand itself
how to make hand pyhsics to object in unity? i have cube and have rigidbody, box collider, xr grab interactable, i can grab, but i can't touch di cube to make move. i using xr origin and in hand model i make rigidbody, box collider. but still i can't touch that cube, what wrong?
you're sking for much more complete physics interaction, which is a lot harder to do
I just curious why i can't move object wih touching my hand. I already have box collider and rigidbody, but it didn't work for the object, but if i grab the object and them touching with another object, that another object can move
that's because physics isn't something you just turn on or off. You need to design the physics setup for achieving the desired outcome and in this case the hands where not set up to directly interact or respond to the world around them
the cubes on the other hand are
Do you have some example or tutorial about physics hand? I already try valem tutorial but that make my character jump and fly 🤔
Then you messed up somewhere when following the tutorial.
Yep, probably not ignoring collision between the body and hands
hey gpt write a unity button that switches between two objects when the button is pressed
clearly I didn't do that right
Never mind, wrong server 😛
Weighing possible best solutions for custom physics hands, at the moment im just using a script to drive velocity to the motion controller, does anyone have an input on joint usage for this? Configurable Joint is looking like a good solution?
Anyone able to help pls? #🥽┃virtual-reality message
Hello. I'm a newbie here. Just had a few questions regarding an use-case I'm trying to incorporate in my project.
using xr interaction toolkit, how can I change which input to grab stuff with? I want to use the trigger to grab objects instead of the grips
you rebind the grip input action
Do you think you know what my issue could be? #🥽┃virtual-reality message
which is named something weird, like select or activate
likely wrong origin or object
how so?
ah alright, though that there might have been a nicer way to do it, thanks.
depends on what you're trying to do. when replacing the grip controls, this is the way to go
the hand you tried was way off center
Yes but I didnt change anything that would take it way off center
ofc. you did, since its off center. first step to problem solving is to not blame issues on magic
then you can start looking for the cause by checking everything, prioritizing likely causes and working your way down the list
I have looked at all of the positions and then looked at all of the added components with no success, only thing i can think of is the cube may be too close to the players starting position and might be hiding it, so ive just moved the cube and we'll see if it fixes the issue
it did not work, its so strange though because I can see the shadows on the floor
you should start using git, so you can check the files for differences. Only checking known possibilities is unlikely to get you to the source of the problem
i make physics vr, why my body jump evertime i play the project? how to fix that? thanks
The collider looks like it’s moving and extending as it goes from its default size/position to the code you use for getting it to match the players height and position. But it pushes against the floor making you jump
Hello guys, I have a very simple scene and trying to add particle system on it my Quest Pro have performance issue.
There are is some way to optimize URP Vfx for standalone VR?
Some tips
It looks there aren't solutions
The biggest tip is learn how to profile and how to research where the issue is.
With new projects maybe you didnt remove SSAO
Maybe one of these tips also might help:
https://www.youtube.com/playlist?list=PLjnZTAR0BuTDNeDPy44G4bUpYRHGzy_xh
Hi guys i am creating a VR game for oculus and i would install it inside an headset of a friend,how can i share my game to him?
how to fix it??
replace the bad code with good code
i don't have any idea where the bad code? do you know where the bad one?
no and even if i did, figuring out what to replace it with is your problem, not ours
Learn how to setup a physical vr rig that allows you to interact realistically in your game.
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in 5:21 when valem use box collider but that collider in center of hand model, i try add box collider but why my box collider in the ground/floor? when he make empy game object in physics rig, the position in center of his hand model, when i make, the position in ground/floor. maybe that the problem?
You’ll figure it out, or you won’t. Not really any other options is there. First find out why it’s doing what it’s doing and then figure out what to do to fix it. Only you can, it’s your code.
maybe, have you tried fixing that part?
if i move that collider to hand, that make my body jump higher
and what does that tell you?
what do you mean?
sorry if my english is bad, because english not my first language
you have new behavior after moving the position, which if you understand how the physics engine behaves should give you a hint about what the real problem is
maybe because sphere collider for head in floor when i play, and then move to my head?
why that capsule collider in center hand model?
when i try, my collider in ground/floor
i follow the same method
how to move that pivot to center of hand model?
you use a 3d modeling package for that, like blender or maya
Or in unity you put it in an empty game object and offset it as a child.
i figure out, what i need is just hand physics, not body physics, so i just change my hand model with custom oculus hand physics with collider and it works perfectly
that doesn't change the pivot though and may not be good enough for some scenarios
It does though, indirectly. You just have to move/rotate or whatever the parent instead of the child(original object)
But yeah it’s more messy than having the actual objects pivot set properly cause you’ll have everything inside empty gameobjects
i try this before but still not works, because i still have to make collider inside xr origin and the box collider using pivot on the ground.
i think why that pivot in there because in new version xr origin include laser, in new version when we add xr origin, there a straigh laser in ground because new xr origin have xr ray interactor,
Hey guys, So i have a script https://pastebin.com/v54uYh26 which controls my game, its basically you have to put 4 balls on 4 platforms with the same colours, once they're all in place it should trigger the you win message, i have a canvas and text, i have treid debugging but with no success, if anyone could help it'd be greatly appreciated
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I've been experiencing a bug that cuts my fps in half when building for android.
Background info: When running the game in the editor, it runs at 72 fps, but experiences frequent frame drops at random intervals. When building and playing on android, it runs at 36 fps with little to no fps changes.
I'm using URP, the oculus integration, my unity version is 2022.1.16f1, I've optimized my game with baked lighting, static batching, and set all graphics to the lowest levels, even turned off anti aliasing, and I am using Photon Pun 2 for multiplayer networking.
Any help would be greatly appreciated!
- Update unity. 2022 had performance issues, especially older versions!
- Check what takes up performance with the profiler and ovr metrics
3 it's not a bug, it's vsync and android being slower than a pc
you can't compare performance between the editor and android builds, they're running on completely different systems
I’ve heard something about vsync on some forums. Is there anything specific I need to do with Vsync?
Also, what unity editor version would you recommend? Thanks!
@onyx blaze
Vsync is always on on quest 2, it locks the framerate for smooth fps.
I recommend the latest 2021LTS for standalone VR
But even in 2021 you still might need to optimize more, quest 2 is still a difficult platform for performance
i would go 2022.2 or higher
Anyone able to help? #🥽┃virtual-reality message
That doesn’t seem to anything to do with vr, but what’s the issue?
So my code is looking for when the correct colours are on the correct tables, as in the coloiurs should match, when thats done nothing happens, its suppose to activate the "you win" message
yea that's not related to vr at all
whats it related to? I'm making a vr app
"correct colours are on the correct tables" whatever you're using to make that happen
its not about the app you're making, but about where the problem is
Ahh ok thanks
I have my quest 2 connected to my laptop but i dont get any of my debug lines back
is there something i have to do to enable it?
I assume the build is on the quest natively?
If so enable debug build and click autoconnect profiler to it connects to unity when you start up the game.
Otherwise use the logcat package
Where do I enable debug build? On the quest
In the build settings in Unity
That’s worked thanks
But it’s still not showing my debug.Log
Does it show other logs?
If so, it's simply not called
If not, it's not connected properly
It’s shows a lot of other things just not the debug.log
Go to project settings, under physics
No no, i mean like
I got here
but idk what to do now
based on the reddit solution
do i uncheck where Player - Player
and Interactable - Interactable?
You uncheck collision between the player and the interactables layers.
but that is already unchecked right?
Player - Interactable is unchecked
so... now it shouldnt happen?
i need people for a app that i am building, anyone can help me?
the app is on virtual relity
and make sure your player and the interactables layers are set to their respected layer
Thank you
@honest nacelle
If the issue is with the hands, make a new layer for the hands, assign them, and ignore collision between hands and body
Has anyone found a way to use Application space warp in unity 2021.3?
yeah use nukadelics fork
I just slapped this on my quest 2 and ran it native and it works out of the box
I also tried 2022 and ASW ran confirmed on ovrmetrics; but I dont think I had the motionvecs working on that URP version and I am way too dumb to patch it myself
there are instructions online but the docs are seriously hard to find and not intuitive
template is probably the best way to get started
its got shadergraph and everything cookin
with a nice demo scene
how do I fix this issue i get when trying to download the apk? CommandInvokationFailure: Gradle build failed.
C:\Program Files\Unity\Hub\Editor\2022.2.17f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK\bin\java.exe -classpath "C:\Program Files\Unity\Hub\Editor\2022.2.17f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-7.2.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "assembleRelease"
Thanks mate!
The Oculus AppSW repo has a new 2022.2 branch!
exciting
I see a manifest is likely enough?
Follow the steps on the meta unity appSW page. Add it to manifest, enable in oculus plugin, enable in script
I had already enabled it in a 2022 test project but I dont have the shaders from the custom URP yet. Will add the entries to the manifest; and hopefully everything should work form there thanks
Hi , I am trying to connect an Oculus Quest 2 to Unity, following the official guide by meta and could use some help.
(https://developer.oculus.com/documentation/unity/unity-gs-overview/#core-documentation)
I installed the meta quest app, granted it permissions to find and interact with other devices via bluetooth, locate the detailed location of my android device and created a meta account.
Yet, I am unable to connect to my android device.
I usually type in the connection code of my quest and the app tries to connect but nothing happens.
I get no errors or something like this.
This is the first time I am working with the Quest, so any advice is appreciated
Overview topic that summarizes the process to get started with Meta Quest app development in Unity
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I'm using Meta Avatar SDK, I have no idea how to set the Joints in my avatar, there's no field for "Bones/Joints/Skeleton" in the OvrAvatarEntity class, does anyone here know how to solve it?
currently trying to make a toggle for a pair of shoes that are meshed together, what part of the armature would I attach the shoes too? since they are a pair. i considered separating them in blender but im unsure if i could set the toggle so both shoes appear at the same time since they would be seperated.
i personally dont know much about coding but majority of what youre asking about can be done in blender, creating your own armature and basically "connecting" the armature and model together, from there you should be able to export said armature and model so that when you are back in unity you should be able to mess around with it
avatar sdk is for meta avatars, so you should've loaded a skeleton already, if you set it up correctly
I wish Unity had a WebXR export feature 😭
In Oculus Integration and it's hand tracking how can I make the hands invisible when they are not being tracked correctly?
Right now they just float in space if they lose tracking
I'm using OculusInteractionSampleRig
Haven’t used it but try checking the docs for a variable that says if they hands are being tracked or not then set the visibility equal to that
hey guys does anyone know how to send a haptic impulse via a script when selecting an object through a poke interactor using the XR interaction toolkit?
i have a script that works when you use a direct interactor but the poking just simply wont work 😅 unfortunately
ok im just gonna make it get the tag of the poke interactor and then send it to the respective base interactor
Make a request on the roadmap
I think you can get the tracked accuracy or something. Then disable the mesh renderer when it drops below a value.
Or use the tracked events
I did, twice 😭
Then all you can do is wait and get others to explain their usecases as well.
Maybe ask in on the graphics blitz day next week
@storm ether
Will do!
I just got unity no clue what this means
I have a common problem, the camera rotates at the XR rig, but if the player steps to the side the camera rotates around the XRRig
How do I fix this?
I still want the player's IRL movement to translate into the game, but I can't have an offset between the camera and XRRig.
Rotate around the maincam when you rotate the player
That worked for a bit, but now it's not, plus the XRRig has a capsule collider and collisions wouldn't work properly with an offset.
Then make it so the camera has a collider
Yes it would. Just set the capsules center to the x and z of the camera. And the y as half the height.
That doesn't do anything because it's following the headset
help
ok im having an issue where if i play in the editor it works but when i buit to my quest 2 i does not do the same thing the editor did
Maybe follow some guides
Amd what does it do?...
ok so it turnss off the player script anmd make the rigdbody Kinematic it works on the editor but not quest 2
why my xr origin disappear when i play?
you must have some custom code doing that
Debug log it to see if the same code runs with the same values
Via logcat or debug build
Well it’s just a script it’s other scripts
Then find out which ones and debug them. We can't really help much unless you know where it goes wrong
What happing is certain stuff works on my pc and when I build it it does not work on my quest
that's normal, the quest is an android device
Oh
found it, in my array script. that
DontDestroyOnLoad(gameObject);
yea you don't want to do stuff like that
question! I can see ASW is finally working.... because of all the ASW artifacts when I rotate the camera
this is normal/suspected behavior right?
Remove capsule collider and add "character controller" and "Character controller driver" to the XR origin component, then drag XR origin object into the character controller's locomotion Provider.
No, it should not be very noticable.
Which packages did you change?
I just imported an ASW template
ASW isnt noticeable if I stand still, but artificial locomotion + spinning the camera shows so many artifacts Im not sure my game is a fit for the use-case
I mean they show some small artifacts when waggling the controller on the sample page here: https://github.com/oculus-samples/Unity-AppSpaceWarp
I just dont think those gifs show how bad it is in VR
its nauseating D:
here's the best capture I could get of the jankyness
I mean the docs say it doesnt handle fast motion.....
I guess my game is a worst case scenario
Hi folks
I have an issue, ive been reported by several users that the Quest Pro controllers dont track, is there some special setting one has to do in order to make quesr pro controllers track?
I use OpenXR
@severe saffron It shouldn't be this bad, ive used it a decent bit and did not notice it this much.
Try downloading the project as a whole and run that without modifications
Oh wait Ive never seen this repo
https://github.com/nukadelic/unity-application-spacewarp
Try this instead @severe saffron
haha thats the one Im using
Update OpenXR and add the pro controller profile
Well im.on latest vestion and checked the pro controllers too
Maybe try without and let the headset handle everything?
Maybe share the openxr settings?
Did you try with just the project and not any changes?
And can you confirm custom packages in the package manager?
yes the custom packages are there and loaded, and even in the original test scene, I see the same result from waggling the rays
even in the APK uploaded to nukadelics repo, you can see it. Its just that there is no artificial movement in the template
as soon as the camera starts moving around these motion vectors lose their freakin minds. Almost better to disable ASW when walking
you may be able to feed it more correct motion vectors by modifying the renderer
might exclude the hands from it because they're the most noticable
Definitely a solution. Meta themselves recommends to only enable in heavy scenes where FFR is not enough.
For the line, maybe it does not give motion vectors well, try changing the material, or check the known issues fix: https://developer.oculus.com/downloads/package/unity-integration/
I also hear you can disable and enable ASW at will/ on a per frame basis
so yeah.... seems like I might go hybrid
Yes, it's pretty handy
boy right at the top of the known issues; I will keep investigating
btw just to confirm....
excluding the rays is probably the ticket, I wasn't really thinking about "static vs not"
I did literally nothing and everything is streched when i use the vr but on scene mode its everything fine, the trees on my terrain keep flying for the past 10 minutes
any idea? im using XR
Not sure but turns out to be a bug
Ill share a ss with the settings tomorrow, not near the pc right now
Ah fair enough, that's logical yeah. Thanks!
Unity version (already updated?)? Render pipeline? Which xr device? In editor or in build? Already deleted the library folder?
If possible make a beta build for users without the pro profile and see if that works (that's how it worked previously).
If that fixes it please make a bug report
Yup thats what im going to do next, ill pull the reverse card lol and build without the pro profile
how can i check that? and also, should be that since it was working not long time ago
Check what?... I asked multiple questions.
And feel free to check for both the broken and working version?
So I’m using a quest 2 for testing and I can’t seem to get Unity to output to the headset. I’ve got all of the stuff set up (developer mode, openXR, etc)
Hello, I'm using XR Rig with openXR on my quest 2. When i add ray interactors for left and right hand to my Camera offset they only appear in my left lens of the headset but not in the right. Is there any solution for this?
Via link or an android build?
i'm reading about the unity audio SDK by oculus
but can't find it, what is the plugin?
hold up
actually i dont have the pro controllers in the list
because there is no such option?
🤔
What's your openxr version @errant whale
openxr plugin is at 1.6.0 (last)
and oculus xr plugin at 3.2.3
(last)
xr interaction toolkit is at pre release (2.3.0-pre.1)
hmm
oh i see
why doesnt it show as pre release tho
i thought this is the last
because im in 2021.3?
yup
now it shows
but now what should i do
not add it because of that bug?
and expect it to work
?
Only way to know it to try it tbh
i have 2021.3.12 and doesn't see it as pre...
someone with a quest pro can help me test please?
modify it in manifest
Reproduction steps: 1. Open the attached project “BugRepro” 2. Open “Build Settings > Player Settings > Other Settings” and ch...
this looks fixed
in case you were in 2021.3 because of this
it might be safe to update now
It's not verified yet for LTS, but it's noy prerelease anymore. Many packages have this
But if they're out of pre release they're usually stable
it doesnt show most likely because 2021.3
don't worry, i haven't this problems now. i'm trying to add spatialized audio
Just gotta take some updates for it to be added
dont bother lol, it eats up the cpu too much
make yourself some simple sound occlusion system where u modify the pitch of the audio if some wall is between the listener and the audio source
sending raycasts between them at all times
its not same sick result but u remain with the performance
i read an article about the new (tons of months ago) audio sdk
im curious how it goes
let me know if its performant
but its probably not
last time i checked both steam audio and oculus audio eat up the cpu
especially when you add occlusion
which is mostly the point when using them
Hi guys,i have a very strange problem,i don't know why when i press a button on my VR controller it calls a function
At the start i add a listener to a button and so when i click the button the function "rigiochiamo" is called
The function is just called by that line of code,the problem is that when i click the primary button on my VR controller that function is called too
Can somebody help me,this is a really strange problem
I know for sure that when i click the button on my VR controller this function is called cause i debugged
Like you can see i am not calling this function when i click
@north path thanks mate, turns out it worked just fine in 1.7.0 version
Awesome!
With or without adding the pro controller profile
Either
SOmebody?
Did you check enable xr on startup and select a plugin to run?
Then something is missing in the setup. What guide did you follow?
And do you only have a VR player without any other cameras in the scene?
I’ve got the XR Rig and it shows when I hit play, but it just isn’t showing it in my headset
What does it show instead?
And do other PCVR games work?
I can’t do Link because my puter is a Mac, it lets me do USB Debugging but it won’t show the game on the headset
What could it be? The object only renders in the left eye, it was working fine, but I think I messed up at some point 😅
install windows on it and it might let you do link
Fixed it by setting "multipass" for android and pc
yeah well, the bug is there, i just misunderstood it lol. The guy said if pro controllers are in the list then the touch controllers wont work, which is true unfortunately
Hmmm that's weird. If it's reproducable file a bug report
When testing with the Quest 2 over the link cable.
Upon first play, many of the custom shaders/textures appear Bright blue or Bright Pink. After a few seconds it all loads in and everything appears properly, but this is quite a jarring thing to witness.
Is there any way to ensure that all of my textures, objects, materials, shaders are loaded before the game actually begins? I guess I am asking how to implement a loading screen
how to even track wether all resources are loaded or not
Does anyone have any assets they would suggest for VR tunneling. I can't get tunneling pro to work at all.
tunneling?
Does anyone has the assets for ftiness/ exercises?
💪 sure do
how can I get it?
@autumn pewter but on a more serious note, check the asset store
Ok another wierd issue
Why is my physics behaving differently when testing in the scene view vs in VR
Because scene view does not show gameplay.
If you mean game view, do you test VR in builds, or also in editor?
it doesn't. but running on windows vs. android might
Vignette effect
Maybe try to figure out why tunneling pro doesn't work
I did. The version in the asset store is outdated but there is a fork in Git that has been updated. The base version still doesn't work but using the mobile componenet works fine.
I am working on a VR game, and I have a reticle set for when you're hovering over UI. However, sometimes the reticle disappears behind the UI, and I have no idea why. All UI is set to Z = 0, buttons and toggles are interactable, and Raycast Target is enabled. Does anyone know what the issue could be?
unrelated to vr, but probably wrong depth sorting, since ui elements normally don't write to the depth buffer
How can I fix this? The canvases aren't in different sorting layers or whatever
do that then
I have a canvas for the menu, and a canvas for the tutorial. When you're watching a 360 video, and the video has finished, you're asked what you thought of the situation. This is a different canvas. This is for a VR-training about inappropriate behaviour. The other canvas gameobjects are disabled when one is used. It seems to be a bit random as well, where the reticle disappears behind the UI
It's not the most clear, but you can see one reticle is on top, and the other is behind the UI
Guys
Reproduction steps: 1. Open the attached project “ReproProj" with the Android Platform 2. Build And Run on the Quest 2 device 3. Try...
Please vote this
How do I correctly make a VR 3D platformer?
Specifically the player controller.
I tried a tutorial with the "Character Controller" but that doesn't support jumping so I can't use it.
you use a character controller most of the time and adapt your control over it to support your mechanics
So I just code an entire physics engine based on the character controller?
no, the character controller is your interface towards the physics engine, but you code the behavior for it yourself
You can't set the Y velocity of the character controller.
the character controller is basically a way to tell a capsule to go from A to B without breaking everything physics-based around it
character controller doesn't do momentum, that's up to you
So yeah, I'd need to code an entire physics engine based on it.
a physics engine is a whole lot more than just simulating a single body in isolation
but yes, you will have to code the way the character controller is supposed to behave. That's the whole point of it
So I can't use the Character Controller.
if you want to replicate mario mechanics, a character controller is what you need
But it's not physics based?
and neither is mario
what am i supposed to do then
Google tutorials etc
This is not that complex and the character controller (using the character controller, rigidbody, or manual code) has a ton of ways to set up
I already have a way to control the character controller
the only thing i dont have is a way to jump
Seriously I don't want to use the Character Controller component I just want to make a physics based 3D platformer
sometimes you just have to build the thing you need, as opposed to cobbling together what the engine provides out of the box
I don't even know how to code in C# I just use VS, I can't code an entire physics engine
well that can be fixed. learn c# or hire a programmer
Fine, I guess I'll just go with the crappy physics I already have.
Honestly. If you aren’t down with learning to program in c# unity might not be right for you. You could try unreal engine as it has good built in visual scripting called blueprints.
VS is fine in Unity, it may be slightly limited but it definitely works.
how to disable XR Device Simulator?
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its supposed to do that on its own, but i've had to remove it manually in many scenarios
Hello,i am having a problem with the interaction with buttons on my VR game
I am using the ToggleRay script from the XRToolkit and the problem is this one: Let's say i have to click a button,i press the primary button on my controller and it activate the ray,then i press the trigger button to click the button
the problem is that after having pressed the trigger button when i press again the primary button of my controller the button is clicked again and it must not happen
This one is the script i am using
And this is what i call when i press the primary button
https://youtu.be/x-fJFfVv670 this is a video of the error
It is like it stores the button also if i have not the ray that aim to the button and i am not pressing the trigger button but the primary button
Can somebody help me?
sounds like the click is working as intended
No it should not work like that,did you see the video?
The button is clicked if i press the primary button and i am not with the ray in the "button zone"
no and what i'm saying is it sounds like it works the way click events are supposed to work, what you want to happen is unclear though
No it is not normal a similar beaviour,the button should just work if i am with the ray on the button and press the trigger button
the ray is virtual, your event is bound to the physical button
instead it is also clicked if i am not with the ray on the button and i press the primary button (not the trigger button)
Wait did you see the video of the error?,my problem is that after that i click correctly the button after that if i have not the raycast on the button and i click the primary button (and not the trigger button) the button is activated and it MUST NOT doing that
It is like when i press the trigger button and the ray is on the button the clicking action is stored and when i press the primary button the action is activated
The sequence is this one:
-I press the primary button on my VR controller and it activates the ray
-I point the ray on the UI button and than i press the trigger button -> the UI button is clicked and works like it has to do
-When i remove the ray from the UI button and i press the primary button it activates the UI button and it MUST NOT happen (this is my problem)
Is now clear?
Trigger button
Primary button
if you're saying it only fails after aiming the ray at the target, then you've got something wrong in your setup. But from your description it sounds like you've hooked the target up directly to the controller and not the ray interaction system
No it is not "failing",the UI button is pressed when it should not
and given the description its triggering on the button press, not the button click. a click is when you release the button you've just pressed
yes it is not important,my problem is that it should not do that
its failing if its not the intended behavior
failing, aka. entering a failure state
Ok,do you have some ideas to solve the problem?
if for example i remove the ray away from the UI button and i click the trigger button this error goes away
but restarts if i press again the UI button with the trigger button
I think it is a deeper error cause i tryed to remove all the Button Press scripts and the error persist,i removed all the components to the controllers and the error persist,i think it is something with the input manager sistem
Problem solved
What was the solution? It sounds to me like pressing A while having a UI button focused clicks it
Interesting, ok
👀
So I have a model with a simple box collider, a rigidbody, and an XR Grab Interactable component. For some reason when I pick up the model in game, no matter which direction I am trying to go I always go backwards, and at a way higher speed than I set. Does anyone know what could be causing this? Here is a video of me picking up the object and then spinning my joystick to move around: https://streamable.com/qlh2rl
I have a question in regards to the XR plug-in management, in the end, what is the difference between the Oculus implementation of OpenXR provider and the actual Oculus provider
Because I tested both and the first implementation failed to get the controllers position and rotation, am I losing something if I don't use it?
I wanted to move the left and right eyes independently, or at least move one eye while keeping the other stationary. In legacy VR, I believe you could set one camera to the left eye and one to the right eye, but that option's gone afaik. Is there still a way to do this?
nvm, looking back in the chat, it seems URP does not support individual eyes, but built-in RP does.
sounds about right
Ive been able to offset things based on which eye is active via shader, but that doesnt do anything with camera frustum
hey has anyone here worked with quest integration sdk from meta
the issue i am facing is with quest 2, in Ovr Manager I've disabled Position tracking but, If i walk around in Physical space the offset is still added on my tracked hands/controllers. Does anyone know if there is a workaround or anything i can do about this.
by walk around i dont necessarily mean walk but even just move a bit or for example adjust my chair back and forth.
i tried overriding and even changing the Right and left hand anchors to vec3.zero in ovrmanager but nothing seems to work
I see XR is mentioned here but has the performance degradations on Quest in 2022 been addressed? Do you know @north path?
https://blog.unity.com/engine-platform/unity-2022-lts-is-coming-in-june
All open big issues are in progress atm, no fixes yet and did not get answer in the blitz day
I'm having an issue where my VR game using the OpenXR runtime freezes during the splash screen on both PCVR and standalone quest. This is the player log I was able to retrieve but I can't seem to find a reason as to why the game freezes during the splash screen
My advice is to never use the facebook implementation. The documentation does not follow the code, materials about it are outdated... Well, It's not a fun time
Yeah☝️ that sounds like your issue. Reason you’re getting push back is cause whatever you picked up is colliding with your body forcing you backwards at a high speed.
Huh weird I'll check it out
Just make sure what ever you are holding and your body are on different physics layers that don’t interact with each other.
you've got the point. i agree with u/
Hello! I’m a masters student who’s currently developing a serious game in VR for my thesis. I am using an oculus quest 2 and currently using the XR library to develop for it.
Currently I’m running into an issue with respect to voice integration
With a regular 3D game I used the windows library but since im on the quest 2 I can’t because it’s android based
Can someone guide me as to how I can add voice integration?
If I use the oculus SDK will it work with the XR library that I am using for my teleportation and interaction?
If there are paid assets I’m willing to look into them as well
@quasi osprey
- What kind of voice integration? Speech to text? Voice chat multiplayer?
- You can try the oculus sdk, could definitely work.
- Maybe use unity gaming services if it's voice chat. I think vivox is the voice chat
I keep getting this in my crash log for my VR game running the openXR platform for windows builds. This crash causes the game to freeze at the splash screen and prevents the game from loading
[XR] SetOutput Failed.[XR] [15772] [10:53:19.910][Error ] xrGetSystem: XR_ERROR_FORM_FACTOR_UNAVAILABLE
[XR] [15772] [10:53:19.910][Info ] ==== Report Reason: Uncaught Exception ====
[XR] [15772] [10:53:19.910][Info ] ==== OpenXR Init Info ====
[XR] [15772] [10:53:19.910][Info ]
[XR] [15772] [10:53:19.910][Info ] Stage 1 Missing Entry Points: (1)
[XR] [15772] [10:53:19.910][Info ] xrInitializeLoaderKHR
[XR] [15772] [10:53:19.911][Info ]
[XR] [15772] [10:53:19.911][Info ] Error: XrResult failure [XR_ERROR_FORM_FACTOR_UNAVAILABLE]
[XR] [15772] [10:53:19.911][Info ] Origin: result
[XR] [15772] [10:53:19.911][Info ] Source: C:\build\output\unity\xr.sdk.openxr\NativePlugin\Source\unity_session.cpp:260
[XR] [15772] [10:53:19.911][Info ]
[XR] [15772] [10:53:19.911][Info ] ==== Std Exception Thrown ====
[XR] [15772] [10:53:19.911][Info ]
[XR] [15772] [10:53:19.911][Info ] Function: PreInit_Display_Setup::<lambda_4fbc124a0a834a46f47ad9f63094300a>::operator ()
[XR] [15772] [10:53:19.911][Info ] Message: XrResult failure [XR_ERROR_FORM_FACTOR_UNAVAILABLE]
[XR] [15772] [10:53:19.911][Info ] Origin: result
[XR] [15772] [10:53:19.911][Info ] Source: C:\build\output\unity\xr.sdk.openxr\NativePlugin\Source\unity_session.cpp:260
[XR] [15772] [10:53:19.911][Info ]
[XR] [15772] [10:53:19.911][Info ] ==== Last 20 non-XR_SUCCESS returns ====
[XR] [15772] [10:53:19.911][Info ] [FAILURE] xrGetSystem: XR_ERROR_FORM_FACTOR_UNAVAILABLE (1x)
Hi! So far I just want to be able to say one word and have a gameobject disappear (destroyed) in game
That's just a multiplayer game. Netcode for gameobjects is good for that
So it's voice recognition then, look for tools for voice to text or something
I saw one that looked good but not sure if it’ll be compatible with a VR headset?
So voice to text can be used to add features like I described (destroying a game object)?
Yeah, match a word and if a certain word is said do something.
And almost all vr headsets got mics, so make sure it runs on windows and android and then it should work
Gotcha, thank you!
@quasi osprey windows + android pretty much means you'll have to go for a cloud service for that
Aww so there’s no unity asset I can use.
there might be on the asset store, but i would expect them to be windows-only or use a cloud service
Gotcha I’ll try to look for something and see if my university can fund it
@tiny niche @north path https://assetstore.unity.com/packages/tools/integration/android-speech-tts-45168
Will this work?
Check the description. Unless you buy it for me I don't know compatibility for all assets on the store
I think it will because this is what it says
"An Android Plugin for Unity that will help you access Text Recognizer and Text To Speech features on Android devices with in Unity.
New! Automatic Speech Recognition that works on Android and Oculus Quest, Can work Offline, English, Spanish and Portuguese only"
Forgot to turn off ping sorry!
i'd try to look up how its implemented. if it uses google's tech then it might not be available on quest
Is it even worth it to try to write a interaction framework for VR? Or just use something like this: https://assetstore.unity.com/packages/templates/systems/vr-interaction-framework-161066
I have used mutliple and VRIF is the one I'm sticking with.
UltimateXR is a free open source one
there's bound to be good enough generic interaction frameworks, but if you need something specific for your game then its not a huge piece of software to create
Cool, I just wanted some natural B&S-esque physics and interactions in the game, and I can already tell from the failures in my framework it'd be difficult lol
Hey, I want to use Unity Editor Playmode on an Oculus Quest 1 to test my project. It doesn't work and I don't know what I'm doing wrong. Do you have any idea what the reason is or what I could have forgotten?
I have all that:
- Oculus Desktop App
- Oculus is connected via cable to laptop (connection is shown in Oculus App).
- Runtime features for developers are enabled in Oculus Desktop App
- Quest link on the Qculus can be launched
- In Unity Editor Oculus is checked under XR Plug-in Management
But when I launch Playmode in Unity Editor, it does not transfer to the Oculus.
did you enable unknown sources in the desktop app?
try run a steam game first, then you'll know everything is set up correctly
I did not know about "Play Mode OpenXR Runtime" setting that had to be set on Oculus. That was my mistake. After that it worked
if your machine is configured correctly, you don't need it
When Playtesting, the audio starts playing in the HMD (as expected).
Is there any way to make the audio playback BOTH on the computer (speakers) AND the HMD?
I need to be presenting my game to a panel, and it would be nice if they could also hear the audio
outside of the headset, from my speakers.
quest streaming does that by default
unfortunately streaming is not an option, as I am on a LAN network with no access to the internet
Ive run into a problem in my scene where im trying to grab an object off of a very crude table I made and everytime my body collidies with the table (further away than the table object is)it then it teleports me back when I get to close or doesnt let me move further forwards
Check the size of your body collider and of the table make sure then align with the visuals
ok will do thanks
I have a programming question but for my VR app should I ask it here or in #archived-code-general
i need help when i try to probuilderize a tunnel it does this
If it's just about coding #archived-code-general
This is more for issues with VR specifically
so ive come across an issue that im sure is an easy fix, im using ray interaction that comes with the basic xr interaction toolkit, and ive got it grabbing items from a far, but when it grabs them they spazm out when touching my actual hand models and I can move them up and down the rays with the joysticks on my vr controller
but I dont want it to spazm and idk if its the collision or physics type or what
Make sure the grabbables and hands are on different layers and disable physics between them in player settings
How can I get the information with which controller of the Oculus an object was grabbed? (Unity, Multiplayer PUN2)
When I grab an object, I would need the info which player grabbed the object. The information is needed in multiplayer mode (PUN2), because different actions are triggered with the object depending on the player.
My idea was to use the Active Event under XR Grab Interactable, but I don't know how to get the controller info.
I keep getting this in my crash log for my VR game running the openXR platform for windows builds. This crash causes the game to freeze at the splash screen and prevents the game from loading
[XR] SetOutput Failed.[XR] [15772] [10:53:19.910][Error ] xrGetSystem: XR_ERROR_FORM_FACTOR_UNAVAILABLE
[XR] [15772] [10:53:19.910][Info ] ==== Report Reason: Uncaught Exception ====
[XR] [15772] [10:53:19.910][Info ] ==== OpenXR Init Info ====
[XR] [15772] [10:53:19.910][Info ]
[XR] [15772] [10:53:19.910][Info ] Stage 1 Missing Entry Points: (1)
[XR] [15772] [10:53:19.910][Info ] xrInitializeLoaderKHR
[XR] [15772] [10:53:19.911][Info ]
[XR] [15772] [10:53:19.911][Info ] Error: XrResult failure [XR_ERROR_FORM_FACTOR_UNAVAILABLE]
[XR] [15772] [10:53:19.911][Info ] Origin: result
[XR] [15772] [10:53:19.911][Info ] Source: C:\build\output\unity\xr.sdk.openxr\NativePlugin\Source\unity_session.cpp:260
[XR] [15772] [10:53:19.911][Info ]
[XR] [15772] [10:53:19.911][Info ] ==== Std Exception Thrown ====
[XR] [15772] [10:53:19.911][Info ]
[XR] [15772] [10:53:19.911][Info ] Function: PreInit_Display_Setup::<lambda_4fbc124a0a834a46f47ad9f63094300a>::operator ()
[XR] [15772] [10:53:19.911][Info ] Message: XrResult failure [XR_ERROR_FORM_FACTOR_UNAVAILABLE]
[XR] [15772] [10:53:19.911][Info ] Origin: result
[XR] [15772] [10:53:19.911][Info ] Source: C:\build\output\unity\xr.sdk.openxr\NativePlugin\Source\unity_session.cpp:260
[XR] [15772] [10:53:19.911][Info ]
[XR] [15772] [10:53:19.911][Info ] ==== Last 20 non-XR_SUCCESS returns ====
[XR] [15772] [10:53:19.911][Info ] [FAILURE] xrGetSystem: XR_ERROR_FORM_FACTOR_UNAVAILABLE (1x)
Can you show your XR settings? And are you sure you have your OpenXR Backend set?
Hi, I am having issues with shaders and XR, on the left eye everything is rendered properly but the shader of the potions on the right eye does no render properly if anyone could help me identifying the issue. Thanks in advance
This looks like an issue with your shader not supporting single pass instanced rendering
Here's the docs on fixing it https://docs.unity3d.com/2022.1/Documentation/Manual/SinglePassInstancing.html
Thank you
I have OpenXR enabled for both PCVR and standalone quest but I get the same issue on both builds
Have you clicked this button in the Oculus program?
Yeah that was one of the first things I did when I setup my device for the first time. I'd like to mention that I've built VR projects with unity before it's only recently that this has started happening
Oh wait both on quest and pc? 
yep
Do you have the Oculus OpenXR plugin active in your project?
Do you mean this?
Sorry, didn't see that you specified the Oculus one. I have both plugins, the normal OpenXR and the Oculus OpenXR
So under the android tab here, do you have the oculus feature group enabled?
Hmmm ok I don't really know then, it's not an error message I've seen before
Yeah I was really confused when I got the error as well. I might just try deleting my project settings and my XR settings folder and starting fresh
I've tried doing this already but I'll give it another go. See if anything has changed
do that, its either a broken project or package installation somewhere
can I make a vr game for oculus from macOS?
only if its a quest
oculus rift is a no-go
ok ty 🙂
but you will suffer, cause you can't use quest link/air link
ok ty
i am building vr on my mac book. yes its possible, but as @tiny niche said its much harder as you cant connect your headset and test in editor. any time you want to test something you have to build it to your headset and test that way, but you're also lacking the console. so it can be harder to de bug.
you should be able to hook up the adb console
ok ty but can you advice some tutorial youtube channel?
well yeah you can, but that extra stuff you have to do.
well you should be doing that either way. otherwise you wont be able to debug quest-specific issues
ok
um. there are a few good ones. valem, justin does vr, fist full of shrimp. but they are all using the unity xr toolkit. i dont use toolkits for my stuff.
yeah probably. im just building and uploading via side quest and testing that way. writing to a canavs text if i really need to see whats happening
ok but is xr toolkit valid?
yeah its great. its unities vr solution. it lets you do a lot, all the basics and get it set up quick. and the tuts they have tell you how to use and customize them for your own use.
i just prefer making all my stuff from scratch as the thing im doing is very specific.
Ty
Is there a way to make my VR project using unity XR toolit to be playable on web browser using WebXR?
There is an unofficial webxr exporter on GitHub, that's you best shot, but it might not be fully stable @sharp haven
So I have Lens Flares on my directional light, and it looks great, but in VR its fucked, it places 2 lens flare for each eye, when it should just be centered, how do y'all fix this?
I think it's a known issue without a fix atm. But haven't touched it in 3 months
I can always get rid of it, not a big deal
I think I mentioned this a while ago as well, but im having issues where the VR headset is way underexposed on playing, in editor its nice and bright, but i have to boost it to get it to look the same in VR
No idea why this happens
diff with a clean project that doesn't have those issues
Good idea, ill try that later
It doesn't...
weird
What could cause that?
probable color space, hdr or post processing. but the point is you eliminate the issue and then reintroduce stuff until it comes back. Then you undo the breaking change and get on with your day
and use git while commiting often, that way you have a smaller diff to search through
Also, currently I have 2 volumes, one that is my Sky and Fog Global Volume, and a Post Process. Does it matter which effects go in which one? Do the effects get applied in the order shown in the override?
Anyone know if it is possible to get the Unity XR Interaction Toolkit to work with Valve Index? Or is it not do-able at all?
Some older tutorials and videos make it seem like it should just work by default... but as some of you probably already know, it doesn't, the toolkit doesn't allow you to use most of the features in the valve index controllers.
I've looked on reddit and the general consensus seems to be "don't waste time using the XR Interaction Toolkit", but i thought i'd check here if anyone has some secret fix to this
it's stretched out and I can only see it in my left eye (vr)
I've come across the problem a couple of times. If you're building to android, switch platform to windows, then go to project settings and check if your URP module is installed in the graphics section of the settings. Then, switch the platform back to android, then double check that the URP module is installed.
im doing it on windows
I have an issue where my lightmap is not getting applied to the right eye but is applied to the left eye on Oculus Quest 2. On Pico this issue isn't happening. Any thoughts or google terms?
Just a guess but have you set it to use OpenXR and gave it a whirl?
Yes, no matter what i do, the grip sensitivity is not tracked, it is simply a true/false "is grip being held" rather than tracking for a certain % of grip strength
Reddit seems to say that this was unavoidable when using the XRI toolkit, but they didn't seem certain
Speaking for us. We support vive & index with OpenXR through OpenVR for XR Interaction toolkit, although we dont actually use the toolkit ourselves (we wrote our own thing on raw OpenXR). However, as we build cross platform, we don't look or test index gripper sensitivity. Anything that supports sensitivity as an X/Y axis is accessible directly through OpenXR however, and I'd be pretty surprised if it wasn't in there. Just keep in mind whatever you do there to access it would only really work for certain headsets.
All our clients are on Pico/ Quest now though. So we only have one tester with an index, and we only spot check it.
Yeah the value can be read directly. Depending on the version of the interaction toolkit, it has the input mapping set to on/off by sensitivity. So it should all be editable.
https://forum.unity.com/threads/gripforce-valve-index-input-issues.1224102/
The only way I think that can happen is if there is a shader compatibility issue (not using standard shader) or a render pipeline being used is buggy.
I haven't seen that happen with an LTS of Unity and BiRP with Standard or supported shaders before.
There is a chance switching to deferred rendering will fix it, but that's not much if a solution as it'll impact the performance.
I use lens flares all the time, no issues, quest / Pico/ pcvr, psvr, web and mobile - unity 5.x, 2017/18/19/20 & 2021. The URP version is iffy though and barely released... if you went down that route.
Thanks, I guess this is the place to ask questions rather than reddit clearly. Much appreciated, will look into this in the morning
I just googled you guys too and will be convincing my friends to get Muffin Fight VR, that looks like a really fun idea, i can't wait to try it with them
thanks. I'm going through the logs to try and spot whatever changed
Thanks!! If you are still stuck tomorrow, ping me, and I can share the code we use to track pressure as a raw value. It might help!
I'd also make sure if you are using URP, just that everything in package manager is updated
turning off post processing did it
Hey, im want to check if player is pressing joysticks to move (continuous movement)
in order to play footsteps sound effect
How can i run such check via code? Should i simply check for InputAction CallBackContext?
Or these some kind of built in method? Thx
I'm using HDRP, and experiencing it on 2021 and 2022 LTS, weird how your's works
It works fine in editor, but it puts a lens flare on each eye in the headset, for some reason
Ah that makes sense, we don't use HDRP for VR. I'm not sure how well or frequently that's supported 😦 hopefully someone else has had it working before and can help you
That's fine! Thanks for helping out
can any1 help with this error
There is a error in your C# file, you can delete the unused file or fix the error
How do I know what file it is?
the forth error tells you
wait it is unfixable
maybe another version of de plugin
delete a duplicate plugin
that is all I know
Greetings. I'm trying to detect HMD removal, but It doesn't seem to be working. I'm using the new input system, and referenced this forum post https://forum.unity.com/threads/openxr-new-input-system-detect-hmd-removed.1096345/
I'm subscribed to these events. But, I don't ever see the debug logs when I take off the HMD, or put it back on (when connected in editor using steam).
I also tried on a build for both Pico and Quest. Connected to logcat, and never saw a debug log when entering my methods.
public InputActionReference userPresenceAction;
private void Awake()
{
userPresenceAction.action.Enable();
userPresenceAction.action.canceled += UserPresenceEventCanceled;
userPresenceAction.action.started += UserPresenceEventStarted;
Application.quitting += ApplicationReset;
//Application.wantsToQuit += Application_wantsToQuit;
}
I think you can use on application focus as well. Or OnApplicationPause
https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnApplicationFocus.html
For oculus OVRManager.hasInputFocus could work
you could try something like this?
private List<XRDisplaySubsystem> displaySubsystems = new List<XRDisplaySubsystem>();
private XRDisplaySubsystem GetXRDisplaySubsystem()
{
XRDisplaySubsystem displaySubsystem = null;
SubsystemManager.GetInstances(displaySubsystems);
if (displaySubsystems.Count > 0)
{
displaySubsystem = displaySubsystems[0];
}
return displaySubsystem;
}
private void Update()
{
var displaySubsystem = GetXRDisplaySubsystem();
if (displaySubsystem != null)
{
if (isHeadsetOn && !displaySubsystem.running)
{
// Headset is removed
OnHeadsetRemoved();
isHeadsetOn = false;
}
else if (!isHeadsetOn && displaySubsystem.running)
{
// Headset is put back on
OnHeadsetPutOn();
isHeadsetOn = true;
}
}
}```
LOL. Thats EXACTLY what i ended up doing.
haha cool
I wonder what the deal is with the userPresence input action though, and why it isn't working
maybe cause this? ```'XRDevice.isPresent' is obsolete: 'This is obsolete, and should no longer be used. Instead, find the active XRDisplaySubsystem and check that the running property is true (for details, see XRDevice.isPresent documentation).'
idk if it uses the same thing or if its just idk no idea
how do i move the vr camera/desktop camera
i want to move both
to the same location
without moving the player
What do you want to do exactly?
You say you want to move the player's vr camera, but not move the player?
Like an out of body experience?
Or do you mean just the flat screen output? If so, make a second camera and set the output to display 1
Strangely enough, it's not centered on each eye
its to the right on the right eye, and the left on the left eye
I'm reading through the docs on the XR plugins and I'm really confused on what I should be using in Unity 2022 given that it just released as LTS. I'd like to target quest standalone at the minimum but have the ability to port to PC VR as well. Should I install com.unity.xr.openxr? What about com.unity.xr.oculus? I'm not quite sure what I should be checking for the Desktop and Android platforms under XR plug-in management. Without either of those packages installed it looks like I only have Oculus available under Android, and OpenXR available under Desktop
try going through the vr pathway
i want to put the camera onto a moving object but i dont want to move the player
How does this work? The player sees using the camera. So it will look like the player is moving?
But you can disable the tracked pose driver and then move the camera? Or move the parent?
It's not that hard to make this
Anyone knows the best way to do a damage HUD? To show in the camera some red png when an enemy hits you.
You could do a world space canvas which you smoothly (or not smoothly) move with the camera
when i try to start the game in editor it gets stuck on Application.EnterPlayMode. this only happens when STEAMVR is open. anyone know how to fix this?
Are unity and all the XR plugins updated?
This sounds like a bug which is fixed already
i'm updating unity rn 😄 hopefully it gets fixed
at least to me everything seems updated but i still have the issue
Hi I want to create a game on the Quest 2 headset, but when the build and run finishes, I get a small black screen on my headset with the file name. If anyone has an idea of how to fix it cares thanks.
Did you enable the XR plugin for android?
Which graphics API do you use?
yes
Maybe try Oculus XR plugin?
And switch opengl/vulkan if you disable automatic graphics api?
And update unity if not already
are there any fixes?
I'm not sure, depends on the exact issue. I've never encountered it
Hi everybody, I'm trying to create portals in VR, but I'm running into some problems with the shader. I'm having the exact same problem as this post: https://forum.unity.com/threads/how-to-specify-left-right-eye-when-using-computescreenpos-in-a-shader.946006/
Any help would be appreciated!
First of all, if you haven't already done this, there are some macros you need to put in your shader to make it work with single pass (instanced). Those are documented here:
https://docs.unity3d.com/Manual/SinglePassInstancing.html
Also not listed on that page is #pragma multi_compile_instancing, which you'll also need.
After all that is in place, ComputeScreenPos should return the correct position for the current eye. As you can see from the source code:
https://github.com/chsxf/unity-built-in-shaders/blob/dfa826f0963c668dde83358ec4200f3d7bed56cf/Shaders/CGIncludes/UnityCG.cginc#L830
So, I'm getting myself really confused because apparently how I did VR basics before I can't find how to do again so I presume that doesn't work anymore... I'm just trying to get it so I can grab an object and hold it and be able to throw it, can anyone point me in the right direction please?
I found this: https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@2.3/manual/xr-grab-interactable.html but I can't work out what this is meant to be for exactly/how it works (unity version 2023.1.0b19)
Thank you so much for the reply. After following the SinglePassInstancing documentation, the debugging shader is working just fine. (i'm seeing green for my left eye and red for my right eye) However, seems like the shader is still not entering the if defined(UNITY_SINGLE_PASS_STEREO) statement. I tried following instructions from the link below, but it's still not entering the if statement.
https://developer.oculus.com/documentation/unity/unity-single-pass/
An overview about using Single Pass Stereo and Single Pass Instanced rendering.
How are you testing the if statement?
Inside the debug shader, I return a black color if single pass stereo is not enabled
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
#if !defined(UNITY_SINGLE_PASS_STEREO)
return float4(0,0,0,0);
#endif
return lerp(_LeftEyeColor, _RightEyeColor, unity_StereoEyeIndex);
}```
After playing the game, I'm seeing black in my VR headset
So that's probably because UNITY_SINGLE_PASS_STEREO refers to the old single pass method, whereas the new single pass (instanced) uses the UNITY_STEREO_INSTANCING_ENABLED keyword.
With instancing, a texture array is used instead of a doublewide texture, so no changes need to be done to the UV in ComputeScreenPos
I see, so the problem with the portal not aligning is not because there's something wrong with ComputeScreenPos?
Any help please?
I think i'm gonna go with UltimateXR, any downsides to it that would make you choose something else?
There's a guy on youtube called Valem Tutorials, he has lots of VR videos you can reference, it's how I set up my scene
So in order to fix my issue with the object in my vr scene breaking movement when I pick it up I put them on separate physics layers and disabled interaction between them, but now I can no longer pick up the object. How can I make it so that I can pick it up but it doesn't interact with the player physics layer? Thanks!
i apologize if this is a frequently asked question but how would one fix this issue while trying to render with the mock hmd?
Nice!
Biggest downside is no OpenXR support (yet).
Other than that I haven't tried it enough to give more info
Have a layer for the player body, hands, and object maybe?
Or code the grabbing that just uses physics in code with raycasts etc
Which unity version?
Does it also show like this in an hmd?
2019.3.1f1
i do not have an hmd to test right now unfortunately
updating is not an option for me right now, but i created a new project in the same verison and it renders fine
nevermind i figured out what was causing it..
and of course it was something dumb
rip, no tutorial channel ever has proper subtitles. Thanks for the recommendation, hopefully the captions are accurate enough lol
Ah, what language are you looking for?
English! I'm just hard of hearing 😅
hello im using unity 2021 and photon PUN for make a vr multiplayer game and now I have a problem here, I use a xr origin for default and then when i connected to room the network player is spawning but i want to add movement to this system how can i do this ?
does anyone know ho9w to make a working atm in ur gtag fsn game
What was it?
oh the shader i was using for a bloom effect didnt properly support single pass instanced so it was displaying incorrectly
Ahhhh
i was having an issue with the quest touch controllers not being positioned correctly.
i just opened a new project using the latest 2022 lts version and after setting up the basic xr support using openXR for quest 2 and using an XR rig the controllers rotated 90 so that forward is point up.
in editor the controllers forward is forward, as it should be. i put a controller model as a child of the hands and when pressing play the controllers point up instead of forward.
has anyone come across this
anyone know how to fix it?
or are able to replicate it?
How big is the offset?
OpenXR might have some small offsets, but nothing major
How do I add a capsule body to the XR Origin?
It’s like -67.5 degrees the controllers point strait up instead of forward
so I fixed the weird collision issue I was having, but I am now having an issue where I am able to push a rigidbody under the map, as shown in the video. Does anyone know how to prevent this? Thanks!
Do you just use a tracked pose driver or something else?
Can you test on other headsets?
Did you update unity and openxr already?
If it's just flat don't use a mesh collider and use a box collider instead (and move it down so the floor is the same level)
Yeah I’m using the latest. Only have one headset. And I have tried the xr toolkit controller, and tracked pose driver and get the same results. I’ve also made a custom script that I use to get the device at node and set the position and rotation to the devices values. Same result with that scrip but at least with the custom one I can add my own offset to the rotation to make it how it should be. I just have no idea why it does this.
cause it used to just match properly.
I have a question so currently my laptop spec is Ryzen 7 5600 with 1650, so currently when i play the scene it give the constant framerate of 200+ but when i try to put the headset on it goes stuck at 35 frames, in vr headset i see a lot of jitter as im moving the sword left and right but in editor it looks fine is it because of my pc specs or is it due to something else?
Yes, a 1650 is not that fast, so you gotta optimize it a lot to run it, or reduce resolution.
A quest 2 is basically running half a 4k screen twice
will 2060 give decent frames?
Hey guys I messaged here a few days ago asking about voice integration for unity while developing for VR. I found an sdk that can help it’s the official meta voice sdk but I’m stuck at another bit
Basically I want to have the user push a button to record their voice so their voice gets recognised but I’m not sure how to add that control. I fidgeted with the XRI default player inputs but now my player basically spawns without hands and the remotes don’t do anything in the project
Ayyyyy, I got a bit fo a problem with my game
The basic jist of the issue is that whenever I go to build and export my game (aimed for Meta Quest 2 if that matters), the camera will auto-lock to the bottom of the skybox and you can't do anything. Even when I removed the skybox to a basic default color, it still does this Howwwwwwwwwwweevr, when I move the XR origin and do a lil 'crtl + z', it reverts it just fine and the view is set back to how it should in the game window.
So far, I've tried to disable my skybox, change the skybox, and change render settings. Nothing has worked so far and it stays on that screen. A fast response would be nice so I can continue to development on schedule.
Thanks you so much!
Once I get this done and over with, I can actually do stuff lmfao
way too many words for me bruv
:|
Really? So we dont use XRITK. So, is there an alternative or something?
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
But what's the issue? Does it not work when played on the Quest?
Sure. There are other toolkits, or like me you could use no toolkit. You just have to build everything yourself
The issue is explained above, and this game is built for Quest 2 so like, I can't exactly make it flatscreen and I don't own a PC good enough for PCVR so I can't test that, either
I have another problem, I added the hands and I followed the Valem’s tutorial, when I play, I see the hands on the ground and they don’t follow the controllers
I used the valem’s template and there is the same problem
Check the xr plug in manager. Are you using openXR? For quest2 I had that issue until I removed the touch pro controllers from the interaction profiles. Have just the oculus touch controller there worked for me
Ok I’ll try
It worked ty
Yeah took me a while to figure out. No idea why it doesn’t work with both
Hi, this is a very strange issue, butaybr someone might know
I need to somehow find the location of the player's chest (or spine, for that matter) as accurately as possible with no sensors to help me
So far I have tried rigging an avatar with IK to the player's hands, but it just isn't accurate enough
If anybody has an idea how to do this, please let me know
Nothing is likely to be more accurate than IK, without sensors. Ive seen some machine learning based stuff to guessinate positions, but thats complete overkill
truth is you either need those extra sensors or a PHD in ML
That isn't going to run on quest 2 anyways, not enough performance
No way you can run such model on such limited HW
Also, no way I can even make such thing
Well its good to know your limits I suppose
And the use case - I need to know the degrees of rotation in both shoulders in 2 axis at all times
cool.... You can guess it kinematically as you said before, which is inaccurate
or you can.....?
...do what?
Yeah, I guess the IK is the only and best option
Sadly yes, its been researched quite a bit already
there's only so much information you can infer from 3 orientations
It works well enough until you reach angles beyond 45 degrees
Maybe I can play around with the IK to make it reflect reality better
you can certainly adjust everything under the sun. Tweaking your IK rig can be quite time consuming.
I found bend goals, forearm twist relaxers and all kinds of different things to get better IK than the defaults
My biggest issue is spine movement
Basically the IKs spine moves way more than the real person's
certainly sounds like something to tweak
Also, when you lose tracking of one hand, that controller moves to the default position, which breaks measurements too
are you using FinalIK or some other solution ?
But I think that could be tweaked so that when you lose tracking, the IK for that hand stops until you regain it
Yeah, finalIK
I am pretty sure it has arm length options so if the controllers appear far away it should do something else..... but yeah finalIK has a LOT of options
like....a ton.
you're probably better off asking about spine IK in their discord
Probably, yeah
I was mostly looking for alternative solutions here afterall
Thanks for your advice
🫡
I set up a system to move the camera offset up and down using the right stick, and it works, except for the fact that whenever my character tries to walk up a slope they get launched into the sky /:
who wants to test a vr game in a few weeks?
hey, for the basic xr controllers
whats the easiest way to get basic inputs
for now I literally just need the trigger
Hello there !
I'm looking everywhere but I don't see any informations about building an XR application in WebGL. I would like to use OpenXR with XR Toolkit if possible but it doesn't seems compatible.
Is there only WebXR to do it ?
There is an unofficial webxr exporter on github
https://github.com/De-Panther/unity-webxr-export
This is not official, so we might not be able to help with it
That's a new tool to do WebXR builds, thank you !
But that means there is no way to build an application using the basic XR Plugin Management with openXR in a browser, right ?
Here would be the WebXR exporter option, not openxr.
You gotta check how they do input
Will check that, I may have misunderstand
Anyone got this error while trying to build?
Make a clean build maybe. Seems like you decreased the sdk requirement
It was about the Android Version I put
I was using the 6.0 that was 23
So i needed next
Bruh, I was getting a ton of errors before realizing
Next time I wont trust anything about a video from months ago, everything is "old" even being just a few months
get axis
Nah, dont be like tat or it'd be very hard for you to move froward. Better would be that you just check if the things used in the tut have updated and then use the updated parts of the outdated parts shown in the tut. That way, you'd not only copy paste the tut but also learn and create on your own.
Whenever I select OpenXR as plug-in provider, play mode doesn't actually play on my headset (quest 2, airlink). When I set the provider to oculus it does work. Any ideas what I might be doing wrong?
I have an interaction profile for oculus touch controllers. I also removed the oculus provider. I also tried a good old fashioned restart.
Edit: I think it might be 2023.1, I'll try a different version.
Edit 2: Same problem with 2021.3. I'll try link cable instead of airlink
Edit 3: Same problem. I see my editor. When running play the vr view goes black for a sec and then I see my desktop again (unity editor in play mode). I'll try adding the android module.
Edit 4: Still the same problem. I'll try switching platform to android.
Edit 5: Same... Last try, I'll disable the Mock Runtime OpenXR Feature group.
Edit 6: Success! Also, weird. Where can I leave feedback on courses? I had it enabled because the unity pathway told me to. I can see this exact same thing being mentioned in the comments on the course. I didn't even know there were comments until I started looking for a way to provide feedback. I found out I can do that at the end of the lesson, so no question remains. Leaving this here in case it's useful.
Hello! I am a graduate student using Unity for an experiment with the Oculus Quest 2. We are using Unity version 2018.4.29f1.
The problem is, after the last Oculus updates, new apps open in a window:
Instead, old apps that I sideloaded previously still open normally as a full screen, interactive and immersive game.
which options you set to get 72 fps on oculus?
I'm still around 40 - 50
using urp 12.1.11
I get it by default, as long as your machine can push those frames anyway.
When I change the fps in the oculus app to 120, my machine starts pushing 120. 40/50 sounds like a performance thing to me
Why use such an old version? :O
In newer versions with xr manager it usually is fixed by enabling oculus (or openxr) under xr management - anders and checking enable xr om startup.
Not sure how legacy works
what you mean with "your machine"? i'm talking about build for oculus quest 2
Then "your machine" is the quest 2.
When developing "your machine" is your PC
@main quarry
Change depth texture mode to force prepass
Set intermediate texture to auto
Disable terrain holes if not used
Use fast sRGB/linear
Check the profiler (and renderdoc for GPU) with a build to see exactly where performance goes
These tips might help a little, but most performance issues is probably somewhere else
Right, but it's not just a "go at 72 fps" checkbox is what I meant.
No, 72 is the minimum for quest 2. If it doesn't reach that it's a performance issue
Exactly
https://youtube.com/playlist?list=PLjnZTAR0BuTDNeDPy44G4bUpYRHGzy_xh
Some settings to change that might help a bit as well
🇳🇱
There's no magic setting. You'll just have to check/test/try/profile to see where your frame time is going.
yes, but the combination of all those settings is huge, so i'm asking for help on whcih settings should i surely not change
Maybe start there
render pipeline, rendering path, shader stripping, depth texture, compression types, prepass and so on
But again, it's not just settings. Unless your scene is entirely empty.
If your scene is empty and you're getting 40/50 fps, that's not good.
it's quite empty
I don't believe you :p
That doesn't look empty.
here i was testing the vignette
Stuff like post processing for example, takes quite the hit. Complicated (or many) materials, large (or many) textures, many individual objects
Just profile
Well start with the videos linked above for potential quick wins.
After that profile
i'm watching it
Do you know how to profile?
a bit, not really
https://docs.unity3d.com/Manual/profiler-profiling-applications.html this should help
It has instructions for android builds
I tried with meta quest develop hub and his integrated profile, it say my gpu usage stays at 99% all times
That's fine. It's about profiling your frames
That way you can see what a frame is spending time on
So you can identify the heaviest parts, and optimize if needed/possible
thanks you both, RWOverdijk and Dev Dunk
Thank you for your answer. The project was set up by someone else in the old version, and I was afraid that updating would break it. But we will give it a try. Cna I ask you, what do you mean by "under xr management - anders"? What is "anders"?
I meant to type android
Autocorrect was on dutch lmao
You can always put it in version control, make a commit, try a new version and revert if you can't salvage it
Makes it safe to mess around
thanks
@fiery night thank you, good point
Hey guys,
I'm currently working on a VR-game for my studies and today I made a build for my game and this happened. Everything was lagging and in my other scene, well... I don't even know how to describe it 😄
Inside the Engine everything works fine.
Does anybody know what the problem here is?
I'm using the XR Interaction toolkit, building on my Quest 2 and I'm also using Enviro 3 for my Sky. I also deleted Enviro from my scene, but that didn't help.
Check the profiler for the performance issue maybe?
And what shader is used with the graphics issue?
Haha sorry if I'm being dumb, but what do I have to do 😄
if by engine you mean editor and by build you mean a quest build, then you went from running on a pc to essentially a phone with slightly better cooling
Yeah ok, but there is basically nothing in my scene yet. So why would it be overloaded 🤔
wrong rendering settings can screw it up all on its own, or you just have an asset that simply can't be handled
Hello ! I might have a dumb question but my texture are rendering in a weird way 🙃 It's all pixelised, I'm using the build in render pipeline, and the shader for my materials are set to standard but idk if it's this causing the problem 😶 here what it look like after exporting it in apk
It's all OK for the background and the water and the tree (tree are on speed tree shader and have lod on it) but not other element
Edit : im exporting on occulus quest 2
I think I might have found the problem, I guess it's thé standard shader that was not ok
And I was wrong, the animation are still not working
Is it Q2 natively?
Does it also happens via oculus link?
Do you use different quality tiers for android and PC?
Do you use MSAA?
Is it just the shadows/shadowed objects or also others? (the ground looks less pixelated)
Yes, no it's only when im building the apk, idk, there's anti aliasing in build in ?
Only the animated character :/ I fixed other object by changing the shader but it's not working for the npc
Try building the same character in an empty scene
I try to throw object with OVR Integration Hand Tracking in my application for Meta Quest Pro using Unity, somebody know why sometimes object flies away in random direction and random velocity?
I have decided to try updating Unity. I have read on the Unity forum that Unity 2020 LTS may be better than the latest version of Unity (by the way, is that you on the Unity forum?)
https://forum.unity.com/threads/which-unity-version-for-quest-2-stability-performance.1316904/
I wanted to ask you if the fix you suggested is available in Unity 2020 LTS.
2020lts still works and has most features, but won't get any updates. So if you want to be able to use new features, I suggest 2021LTS.
Both got XR management however
And yep, that's me
It's working 🫠
Well, I'm Lost on what could be the problem, I dont have any script except the xr plugin and interaction toolkit :/
I fix the shader for certains and the pixels disspeared but not on the npc
You seem to have a pretty complex scene with lighting and water, it might be a result of overworking the GPU
I supposed it's better if I export it as a standalone and stream it from the pc ? 😅
you mean make a pc build and run that on quest link? yes
someone please help, i switched the xr render mode to multi-pass and now for the last hour and a half its been in the same loop of showing some text and then resolving the package
because im trying to make monk tag game and i switched the render mode to multi-pass and now its in the loop. this has never happend before
Can anyone give me an ELI5 breakdown of the differences between the XR Controller (Device Based) and XR Controller (Action Based)?
Based on my understanding, I think the Device Based controller uses the headset to track the users position and the Action Based controller uses inputs from the controller?
Are these components interchangeable?
Maybe delete the library folder to clear the cache?
Now sure what an ELI5 breakdown is supposed to be, but you're far off.
If you google 'unity xr action based vs device based', you will get an explanation, right in the official unity docs. Top of the page
https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@2.0/manual/general-setup.html
Aka actions uses the new input system and is easier to extend and might have better performance. Always use this
they both do the same thing, the action based system is just the new way of doing it and you get some signal processing capabilities as a result
and while you can swap between them, the action-based system has more capabilities and they don't play nice together in the same project
your takeaway from this should be: you pick the action-based rig, or you get the device-based rig forced upon you through external factors
SelectEnter(XRBaseInteractor, XRBaseInteractable) has been deprecated. Use SelectEnter(IXRSelectInteractor, IXRSelectInteractable) instead.
I'm doing a confusion. Where do I get aIXRSelectInteractorfrom? I am usingXRGrabInteractableand I'm trying to set a value forXRSocketInteractor(because of the AI). I've never seenIXRSelectInteractorbefore.
The same question applies to IXRSelectInteractable, which I've also not seen before.
The source code seems to just cast it. I'm confused, why?
Edit: I actually also want to know how to set an item in a socket interactor through code. I can't seem to get it to work
i need help
im making a gtag fangame
and i added cosmetics and stuff
but now theres loads of errors
so i cant build the game
those are the errors
idk how to fix them
i found out how to fix it
i closed unity
went into the game's files
and deleted the library folder
then i went back onto the game
and reimported the scenes
then built the apk
and it works now
Hey all, anyone know how to build a Unity app that utilizes the Quest pro passthrough? Specifically, over oculus link. I can do it in the developer, but not with a built application.
if you use Occulus integration toolkit you should have the possibility to enable passthrough via the inspector
when I export the game into the Oculus quest 2 its just a black window that eventually crashes. Everyone knows this error?
On PCVR, the player spawns where they're supposed to, however, on Oculus Quest, they spawn with an offset?
Sounds like a playspace difference. I test this by using stationary guardian. Could that be it?
Stationary boundary, playspace centered, I start the game, and I'm stuck in the middle of an object.
Yeah it’s super annoying. I mean you can move the xr rig so that the player is where you want. But even if I run that in start the player remains offset it only work if I do it later on. Got to figure when to get it to work right
anyone know why the IK is messing up the arms?
i copied dis code from gitub. how do i change it so instead of the mouse being clicked it has you click your vr controller grip
Button.PrimaryThumbstick is probably what you would want as that should work for all controllers as each controller has a diffrent type of grip button
im hella new bruh explain like im a 5 yr old
ah right
so theres many controllers, saying button button is like saying "that button there"
i wanna click my trigger thats usually used for grabbing stuff, instead of the mouse
as shown in the png
meta quest 2
controller
ah ok
so what would i put instead of "GetMouseButtonDown"?
i think that would be PrimaryHandTrigger
Input.PrimaryHandTriggerthis seems correct
ive never really messed with metas controllers so thats my best guess
wait not mouse
?
wdym
just try your way, lets hope it works
https://docs.unity3d.com/560/Documentation/ScriptReference/Input.GetJoystickNames.html could try this if all else
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also in the XR insteractions debugger, it shows which buttons are being pressed
Also the device common usage hand trigger, or grip or whatever it’s called i forget, it returns a bool so it’ll be true when down and false when up. Which is a bit different from get button down as that only is true that one frame when it’s pressed down.
yo can we hop in a call rq?
So using the input alone would run Startagrapple() each frame that it’s down.
Cant I’m doordashing right now
ah mmk.
So I’m not near my computer/code
kk
InputDevice device = InputDevices.GetDeviceAtXRNode(XRNode.RightHand);
device.TryGetFeatureValue(CommonUsages.gripButton, out gripButton);
You can get the device and the input using this.
where do i put that
can u rewrite the whole section so i can just paste it
im new asf to vr unity
and c#
like rewrite dis but with what u said
Instead of using input, the get button down or to get a VR input, you need to first access the device in this case, using the XR mode of the right hand to get the right advice, and then getting the common usage. Input of the grip button is getting the value of returning the value of true or false, you would then need to create another Boolean to determine what the input value was last frame so that when you want to run the grapple start function, you can check if the input was false last friend that is true this friend then that’s when you want to do it so that it’s not running everyframe it’s true
uh
um
i dont understand anything u just said
im so new dawg im sorry lemme re read it 😭
Well, there might be some words wrong. I’m using voice to text cause I’m driving.
ah
But basically, it’s just how you get input from your VR device and you also want to store whatever the value of the input was last frame so that you can check if the input was down the frame specifically and hasn’t just been being held down
If you do all that you should be able to run your functions as expected when you were using, get in put down
Also make sure you have the xr using at the top if using this.
Or you could set up your xr input actions in the “new” input system. But bleh.
does anyone know why this is happening?
Context: This is IK
Does anyone know how to turn it off that an object can be grabbed for a short time via script?
I have a multiplayer game with Photon and when one player grabs an object from another's hand, it looks to both of them like they are currently holding the object. When player1 lets go of it, the object passes to the other player. So my idea was that the player who has the object in his hand first is not allowed to touch it for a short time. So that the second player can take the object away from the first.
after running the scene i can see a particular road mesh in left side of occulus but cant in right side anyone know why its happenening
What shader does it use? Is it single pass instanced compatible?
Then there you go. If you open and save the graph it might upgrade as well if it's made in an older version
I was just screwing up my project with PassThrough setting for Quest link and my XRRig controllers don't leave the origin
Is there btw "some" way to setup passthrough somehow through openXR so I don't have to deal with oculuse's tools?
Or is it the only way to have an xrrig and oculus rig and somehow toggle between them on the runtime?
@thick condor
- If someone walks, the xr origin indeed doesn't move. It's like a center point for your player.
You can change the position of it to move the player through the game world.
1.1 edit: I see you only mean the controllers. Not sure about that
-
You can use OpenXR, but still need to use some OVR components from the oculus integration. All HMDs have their own Passthrough handling.
https://forum.unity.com/threads/possible-to-make-the-oculus-passthrough-api-work-with-the-openxr-plugin.1412400/ -
Of course you can toggle between 2 game objects
Ah thanks @north path I will look into that. I was just reading that indeed the openxr pcvr and passthrough isn't really standartized so I reckon I will have to implement that for each headset separately
Ahh PCVR support is really bad yeah
Oculus only allows it in dev mode iirc
For Passthrough that is
Yeah, it took me a while but I got it working, now even with hands and am able to grab things.
I mean the virtual hands = no controller
It's gonna be a mess soon if this is not standartized I worry. Apple, all the quests, steam VR. All with it's own AR, hands and passhtrough APIs
Hi everyone, I have a issue with a really low FPS situation. I'm stuck to 36 fps and I just tried a couple of thing and even when the only object in my scene is a cube (ground) and there is nothing to render, the profiler is pretty much saying that the graphics pipeline is waiting for something else to finish (if I read that well on the unity forum) but I can't find the reason or the source of it. any idea whats the reason behind it? here some information about my setting and profiler:
in the scene where I have only a box acting like the ground, I found that if I look only in the sky, I go up to 72 FPS, but at the moment I need to render something (for example a simple cube who act like the floor on the last picture), the fps drops drastically
SSAO is killing performance.
Disable it
If absolutely necessary use after opaque for it
that's not a simple cube. a simple cube would have the default material assigned to it
does anyone know how to use the sdk for PICO?
when i try to enable it in the XR plug-in management in project settings
i get the error: Failure reason: Error Message: Unable to add package [com.unity.xr.picoxr].
Did you get the latest version?
Is it in the packages folder?
Any other errors or more info when you click on the error?
Which unity version do you use?
@vivid condor
the sdk was in a zip format, which was weird,
i placed it in a folder inside my assets
Yeah that's not correct
This page goes through how to set up the plugin in Unity https://developer-global.pico-interactive.com/document/unity/import-the-sdk/
Yes
But I haven't tried myself, only 2021
Do be aware that there have been performance regressions in standalone VR in 2022, which affects pico as well. It's been reported by Dev Dunk
do i still need something from the project itself?
getting the following errors:
D:\Projects_Tests\Pico\SpatialAuido\Editor\PXR_Audio_Spatializer_ContextEditor.cs(5,22): error CS0246: The type or namespace name 'PXR_Audio_Spatializer_Context' could not be found
D:\Projects_Tests\Pico\SpatialAuido\Editor\PXR_Audio_Spatializer_SceneGeometryEditor.cs(4,22): error CS0246: The type or namespace name 'PXR_Audio_Spatializer_SceneGeometry' could not be found
tested clean builds on 2 versions:
2021.3.13
2022.3.0
Is everything unzipped properly?
I had no issues in 2021, never tried in 2022
yes, kept it in a standalone folder.
it should probably refer to the runtime folder, and i do see them inside that folder.
I'm trying to get some photorealistic drawable puddles, how should I go about it?
I haven't found any really amazing assets so far
Nothing very eye-catching
It would be cool to get a reaction if the player steps in it as well
What do you mean with drawable puddles?
I mean something like a terrain material, or a way to connect splines to make custom shapes.
I think you are looking at multiple systems.
- paint on 3d objects or spline to mesh (for both there are assets etc)
- Puddle shader/system (depends on your needs, I do know that there is a 2.5D water sim on the asset store)
the issue is fixed, but if you look at the last screenshot, yes this is a simple cube with the default meterial on it. the only thing that is different is the scale (100 by 1 by 100) to make it look like a ground
does anybody on a vr ready pc? if so, please help with playtesting my game. it would mean a lot so thank you 🙂
Well what does it say when hovered on it?
@lofty tangle
any idea on how to fix?
i think i may have typed it wrong or forgot something
Yeah your probably spelled reference wrong
of course i did 😭
the guy that was showing me how to do it had an accent and pronounced the word Referance so my brain spelt it that way lmao
is there a Unique identifier I can use in the Pico/Oculus that won't ever change (factory resets included)?
