#🥽┃virtual-reality

1 messages · Page 12 of 1

tiny niche
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mb is maya's format

red roost
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What format should it be

tiny niche
red roost
tiny niche
red roost
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How so?

tiny niche
# red roost 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

red roost
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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?

severe saffron
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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)

young scaffold
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hey

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when i installed XR plug in management, it didn't give me the "OpenXR" or android options

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does anyone know why?

lofty tangle
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You have to install the android module for unity when installing unity

lofty tangle
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You can do it in unity hub

fleet rampart
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well i cant play my game in vr now, it only crashes when i try to play in vr

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so annoying

alpine ledge
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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?

north path
lofty tangle
storm ether
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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

dusty burrow
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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.

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And they just stay there.

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They update their position when tracking is available again.

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How to hide them when tracking isn't available?

red roost
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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

red roost
red roost
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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

dense tinsel
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is there a built-in way in XR Interaction Toolkit to grab object with trigger, not with grip?

lofty tangle
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Yes. Switch the grab action to the index trigger input.

tawny lantern
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hello, just wondering how I can make a movement system kinda like echo vr for oculus?

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version I use is 2021.3.20f1

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Working on a basketball in Zero gravity type thing

lofty tangle
lusty cargo
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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 🙂

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I tried with color over lifetime but it changes anything

north path
lusty cargo
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Oh I just went to color lep, I had never heard of this, it's amazing I'm going to try this method. thx ^^

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I will keep you informed

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However, I have an animation on the stone so I would like the LERP colour to be activated only after several seconds.

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is this possible?

lusty cargo
north path
north path
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Not a VR question btw, for next time

lusty cargo
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ok thx ^^ i can delete if you want

north path
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It's fine, just double check the if the channel is relevant for the specific issue next time

tall fox
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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?

near crest
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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.

tall fox
lofty tangle
# tall fox actually, this answer is basically the same as what I need but minus the continu...

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;

tall fox
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ah oki, hadn't considered checking for climbing tutorials... for my climbing based game facepalm

alpine ledge
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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?)

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I cannot find a solution to this

lofty tangle
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line 24 not line 4 😉

red roost
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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

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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

tender pawn
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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?

tiny niche
tender pawn
tiny niche
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the cubes on the other hand are

tender pawn
lofty tangle
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Then you messed up somewhere when following the tutorial.

north path
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Yep, probably not ignoring collision between the body and hands

turbid orbit
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hey gpt write a unity button that switches between two objects when the button is pressed

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clearly I didn't do that right

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Never mind, wrong server 😛

crisp rock
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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?

red roost
south remnant
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Hello. I'm a newbie here. Just had a few questions regarding an use-case I'm trying to incorporate in my project.

near crest
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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

tiny niche
red roost
tiny niche
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which is named something weird, like select or activate

tiny niche
red roost
near crest
tiny niche
tiny niche
red roost
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Yes but I didnt change anything that would take it way off center

tiny niche
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then you can start looking for the cause by checking everything, prioritizing likely causes and working your way down the list

red roost
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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

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it did not work, its so strange though because I can see the shadows on the floor

tiny niche
tender pawn
lofty tangle
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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

quiet nymph
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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?

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Some tips

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It looks there aren't solutions

north path
compact gazelle
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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?

tiny niche
tender pawn
tiny niche
tender pawn
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Learn how to setup a physical vr rig that allows you to interact realistically in your game.

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

▶ Play video
tender pawn
# tender pawn https://www.youtube.com/watch?v=gk0EBIe6ZN8&t=335s

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?

lofty tangle
# tender pawn how to fix it??

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.

tiny niche
tender pawn
tiny niche
tender pawn
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sorry if my english is bad, because english not my first language

tiny niche
# tender pawn what do you mean?

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

tender pawn
tender pawn
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why that capsule collider in center hand model?

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when i try, my collider in ground/floor

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i follow the same method

tender pawn
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how to move that pivot to center of hand model?

tiny niche
lofty tangle
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Or in unity you put it in an empty game object and offset it as a child.

tender pawn
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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

tiny niche
lofty tangle
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It does though, indirectly. You just have to move/rotate or whatever the parent instead of the child(original object)

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But yeah it’s more messy than having the actual objects pivot set properly cause you’ll have everything inside empty gameobjects

tender pawn
tender pawn
red roost
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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

onyx blaze
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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!

north path
tiny niche
onyx blaze
onyx blaze
north path
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@onyx blaze
Vsync is always on on quest 2, it locks the framerate for smooth fps.
I recommend the latest 2021LTS for standalone VR

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But even in 2021 you still might need to optimize more, quest 2 is still a difficult platform for performance

tiny niche
red roost
lofty tangle
red roost
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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

tiny niche
red roost
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whats it related to? I'm making a vr app

tiny niche
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its not about the app you're making, but about where the problem is

red roost
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Ahh ok thanks

red roost
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I have my quest 2 connected to my laptop but i dont get any of my debug lines back

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is there something i have to do to enable it?

north path
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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

red roost
north path
red roost
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That’s worked thanks

red roost
north path
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If not, it's not connected properly

red roost
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It’s shows a lot of other things just not the debug.log

honest nacelle
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I found this on reddit

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But i cant understand how do i set this up

red roost
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Go to project settings, under physics

honest nacelle
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No no, i mean like

honest nacelle
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but idk what to do now

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based on the reddit solution

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do i uncheck where Player - Player

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and Interactable - Interactable?

lofty tangle
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You uncheck collision between the player and the interactables layers.

honest nacelle
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but that is already unchecked right?

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Player - Interactable is unchecked

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so... now it shouldnt happen?

latent cloak
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i need people for a app that i am building, anyone can help me?

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the app is on virtual relity

lofty tangle
north path
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@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

onyx blaze
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Has anyone found a way to use Application space warp in unity 2021.3?

severe saffron
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yeah use nukadelics fork

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I just slapped this on my quest 2 and ran it native and it works out of the box

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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

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there are instructions online but the docs are seriously hard to find and not intuitive

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template is probably the best way to get started

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its got shadergraph and everything cookin

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with a nice demo scene

small heart
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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"

onyx blaze
north path
severe saffron
severe saffron
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now how do i get that into a clean project

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🙃

severe saffron
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I see a manifest is likely enough?

north path
severe saffron
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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

rocky frigate
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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

pine bison
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!collab

ornate questBOT
limpid canopy
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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?

random lake
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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.

random lake
tiny niche
storm ether
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I wish Unity had a WebXR export feature 😭

dusty burrow
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In Oculus Integration and it's hand tracking how can I make the hands invisible when they are not being tracked correctly?

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Right now they just float in space if they lose tracking

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I'm using OculusInteractionSampleRig

lofty tangle
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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

neon raven
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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?

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i have a script that works when you use a direct interactor but the poking just simply wont work 😅 unfortunately

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ok im just gonna make it get the tag of the poke interactor and then send it to the respective base interactor

north path
north path
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Or use the tracked events

storm ether
north path
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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

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@storm ether

storm ether
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Will do!

fiery horizon
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I just got unity no clue what this means

rough plaza
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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

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How do I fix this?

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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.

north path
rough plaza
north path
lofty tangle
rough plaza
obtuse imp
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help

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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

north path
obtuse imp
tender pawn
tiny niche
north path
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Via logcat or debug build

obtuse imp
north path
obtuse imp
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What happing is certain stuff works on my pc and when I build it it does not work on my quest

tiny niche
obtuse imp
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Oh

tender pawn
tiny niche
severe saffron
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question! I can see ASW is finally working.... because of all the ASW artifacts when I rotate the camera

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this is normal/suspected behavior right?

mighty ice
north path
severe saffron
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I just imported an ASW template

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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

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I just dont think those gifs show how bad it is in VR

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its nauseating D:

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here's the best capture I could get of the jankyness

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I mean the docs say it doesnt handle fast motion.....

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I guess my game is a worst case scenario

errant whale
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Hi folks

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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?

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I use OpenXR

north path
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@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

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Oh wait Ive never seen this repo

severe saffron
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haha thats the one Im using

north path
errant whale
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Well im.on latest vestion and checked the pro controllers too

north path
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Maybe try without and let the headset handle everything?
Maybe share the openxr settings?

north path
severe saffron
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even in the APK uploaded to nukadelics repo, you can see it. Its just that there is no artificial movement in the template

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as soon as the camera starts moving around these motion vectors lose their freakin minds. Almost better to disable ASW when walking

tiny niche
severe saffron
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might exclude the hands from it because they're the most noticable

north path
severe saffron
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I also hear you can disable and enable ASW at will/ on a per frame basis

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so yeah.... seems like I might go hybrid

north path
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Yes, it's pretty handy

severe saffron
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boy right at the top of the known issues; I will keep investigating

severe saffron
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btw just to confirm....

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excluding the rays is probably the ticket, I wasn't really thinking about "static vs not"

honest nacelle
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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

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any idea? im using XR

errant whale
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Not sure but turns out to be a bug

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Ill share a ss with the settings tomorrow, not near the pc right now

north path
north path
north path
errant whale
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Yup thats what im going to do next, ill pull the reverse card lol and build without the pro profile

honest nacelle
north path
hardy hatch
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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)

mighty ice
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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?

main quarry
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i'm reading about the unity audio SDK by oculus

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but can't find it, what is the plugin?

errant whale
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actually i dont have the pro controllers in the list

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because there is no such option?

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🤔

north path
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What's your openxr version @errant whale

errant whale
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openxr plugin is at 1.6.0 (last)

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and oculus xr plugin at 3.2.3

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(last)

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xr interaction toolkit is at pre release (2.3.0-pre.1)

north path
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Try OpenXR 1.7

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Change it in the packages manifest file

errant whale
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hmm

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oh i see

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why doesnt it show as pre release tho

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i thought this is the last

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because im in 2021.3?

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yup

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now it shows

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but now what should i do

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not add it because of that bug?

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and expect it to work

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?

north path
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Only way to know it to try it tbh

errant whale
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mh

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well

main quarry
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i have 2021.3.12 and doesn't see it as pre...

errant whale
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someone with a quest pro can help me test please?

errant whale
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this looks fixed

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in case you were in 2021.3 because of this

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it might be safe to update now

north path
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But if they're out of pre release they're usually stable

errant whale
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it doesnt show most likely because 2021.3

main quarry
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don't worry, i haven't this problems now. i'm trying to add spatialized audio

north path
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Just gotta take some updates for it to be added

errant whale
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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

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sending raycasts between them at all times

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its not same sick result but u remain with the performance

main quarry
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i read an article about the new (tons of months ago) audio sdk

errant whale
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im curious how it goes

main quarry
errant whale
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let me know if its performant

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but its probably not

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last time i checked both steam audio and oculus audio eat up the cpu

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especially when you add occlusion

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which is mostly the point when using them

compact gazelle
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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

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At the start i add a listener to a button and so when i click the button the function "rigiochiamo" is called

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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

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Can somebody help me,this is a really strange problem

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I know for sure that when i click the button on my VR controller this function is called cause i debugged

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Like you can see i am not calling this function when i click

errant whale
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@north path thanks mate, turns out it worked just fine in 1.7.0 version

north path
errant whale
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With the pro controller profile added

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The bug might be in earlier versions

hardy hatch
north path
hardy hatch
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Yeah

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OpenXR

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I’ve also sort of got it working with Mock HMD

north path
# hardy hatch Yeah

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?

hardy hatch
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I’ve got the XR Rig and it shows when I hit play, but it just isn’t showing it in my headset

north path
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And do other PCVR games work?

hardy hatch
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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

limpid canopy
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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 😅

tiny niche
limpid canopy
errant whale
north path
atomic badge
#

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

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how to even track wether all resources are loaded or not

mild igloo
#

Does anyone have any assets they would suggest for VR tunneling. I can't get tunneling pro to work at all.

autumn pewter
#

Does anyone has the assets for ftiness/ exercises?

tiny niche
autumn pewter
tiny niche
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@autumn pewter but on a more serious note, check the asset store

atomic badge
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Ok another wierd issue

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Why is my physics behaving differently when testing in the scene view vs in VR

north path
tiny niche
mild igloo
north path
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Maybe try to figure out why tunneling pro doesn't work

mild igloo
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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.

light raft
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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?

tiny niche
light raft
#

How can I fix this? The canvases aren't in different sorting layers or whatever

light raft
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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

light raft
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It's not the most clear, but you can see one reticle is on top, and the other is behind the UI

errant whale
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Guys

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Please vote this

rough plaza
#

How do I correctly make a VR 3D platformer?

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Specifically the player controller.

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I tried a tutorial with the "Character Controller" but that doesn't support jumping so I can't use it.

tiny niche
rough plaza
#

So I just code an entire physics engine based on the character controller?

tiny niche
rough plaza
#

You can't set the Y velocity of the character controller.

tiny niche
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the character controller is basically a way to tell a capsule to go from A to B without breaking everything physics-based around it

rough plaza
tiny niche
rough plaza
#

So yeah, I'd need to code an entire physics engine based on it.

tiny niche
#

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

rough plaza
#

So I can't use the Character Controller.

tiny niche
rough plaza
#

But it's not physics based?

tiny niche
#

and neither is mario

rough plaza
#

what am i supposed to do then

north path
#

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

rough plaza
#

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

tiny niche
rough plaza
#

I don't even know how to code in C# I just use VS, I can't code an entire physics engine

tiny niche
rough plaza
#

Fine, I guess I'll just go with the crappy physics I already have.

lofty tangle
rough plaza
#

VS is fine in Unity, it may be slightly limited but it definitely works.

honest nacelle
#

how to disable XR Device Simulator?

ornate questBOT
tiny niche
compact gazelle
#

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

#

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?

tiny niche
compact gazelle
#

The button is clicked if i press the primary button and i am not with the ray in the "button zone"

tiny niche
compact gazelle
tiny niche
compact gazelle
#

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)

compact gazelle
#

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

compact gazelle
#

Is now clear?

#

Trigger button

#

Primary button

tiny niche
compact gazelle
tiny niche
#

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

compact gazelle
tiny niche
#

failing, aka. entering a failure state

compact gazelle
#

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

compact gazelle
#

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

compact gazelle
#

Problem solved

pine bison
compact gazelle
#

It was the event system

#

You have to unclick the joistick input

pine bison
#

Interesting, ok

mossy flower
#

👀

proven siren
#

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

blissful lake
#

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?

glacial mesa
#

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?

glacial mesa
#

nvm, looking back in the chat, it seems URP does not support individual eyes, but built-in RP does.

severe saffron
#

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

icy quarry
#

hey has anyone here worked with quest integration sdk from meta

icy quarry
#

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

pine bison
north path
pine bison
#

So there's hope still

#

I'd love to upgrade to 2022

elder fern
#

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

blissful lake
lofty tangle
proven siren
#

Huh weird I'll check it out

lofty tangle
nocturne pawn
quasi osprey
#

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

north path
#

@quasi osprey

  1. What kind of voice integration? Speech to text? Voice chat multiplayer?
  2. You can try the oculus sdk, could definitely work.
  3. Maybe use unity gaming services if it's voice chat. I think vivox is the voice chat
elder fern
#

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)
quasi osprey
north path
#

So it's voice recognition then, look for tools for voice to text or something

quasi osprey
#

So voice to text can be used to add features like I described (destroying a game object)?

north path
#

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

tiny niche
#

@quasi osprey windows + android pretty much means you'll have to go for a cloud service for that

quasi osprey
tiny niche
quasi osprey
#

Gotcha I’ll try to look for something and see if my university can fund it

quasi osprey
north path
#

Check the description. Unless you buy it for me I don't know compatibility for all assets on the store

quasi osprey
#

Forgot to turn off ping sorry!

tiny niche
hardy root
#

so im making a game and this happend

#

how do i fix this

storm ether
north path
tiny niche
storm ether
#

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

lapis copper
#

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.
tiny niche
#

try run a steam game first, then you'll know everything is set up correctly

lapis copper
tiny niche
atomic badge
#

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.

tiny niche
atomic badge
#

unfortunately streaming is not an option, as I am on a LAN network with no access to the internet

hot anvil
#

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

lofty tangle
hot anvil
#

ok will do thanks

quasi osprey
hard coral
#

i need help when i try to probuilderize a tunnel it does this

north path
hot anvil
#

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

north path
lapis copper
#

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.

elder fern
#

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)
pine bison
light musk
#

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

pine bison
elder fern
#

I have OpenXR enabled for both PCVR and standalone quest but I get the same issue on both builds

pine bison
#

Have you clicked this button in the Oculus program?

elder fern
#

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

pine bison
#

Oh wait both on quest and pc? thinkvector

elder fern
#

yep

pine bison
#

Do you have the Oculus OpenXR plugin active in your project?

elder fern
#

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

pine bison
# elder fern

So under the android tab here, do you have the oculus feature group enabled?

elder fern
pine bison
#

Hmmm ok I don't really know then, it's not an error message I've seen before

elder fern
#

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

tiny niche
plain matrix
#

can I make a vr game for oculus from macOS?

tiny niche
#

oculus rift is a no-go

plain matrix
#

ok ty 🙂

tiny niche
#

but you will suffer, cause you can't use quest link/air link

lofty tangle
# plain matrix can I make a vr game for oculus from macOS?

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.

tiny niche
plain matrix
lofty tangle
#

well yeah you can, but that extra stuff you have to do.

tiny niche
#

well you should be doing that either way. otherwise you wont be able to debug quest-specific issues

plain matrix
#

ok

lofty tangle
lofty tangle
lofty tangle
#

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.

plain matrix
#

Ty

sharp haven
#

Is there a way to make my VR project using unity XR toolit to be playable on web browser using WebXR?

north path
#

There is an unofficial webxr exporter on GitHub, that's you best shot, but it might not be fully stable @sharp haven

storm ether
#

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?

north path
storm ether
#

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

tiny niche
storm ether
#

Good idea, ill try that later

storm ether
#

weird

#

What could cause that?

tiny niche
# storm ether 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

storm ether
#

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?

rapid basin
#

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

proud palm
#

it's stretched out and I can only see it in my left eye (vr)

onyx blaze
# proud palm 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.

proud palm
#

im doing it on windows

sterile rune
#

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?

sterile rune
rapid basin
#

Reddit seems to say that this was unavoidable when using the XRI toolkit, but they didn't seem certain

buoyant jolt
# rapid basin Anyone know if it is possible to get the Unity XR Interaction Toolkit to work wi...

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.

buoyant jolt
buoyant jolt
rapid basin
#

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

sterile rune
buoyant jolt
buoyant jolt
sterile rune
cinder acorn
#

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

storm ether
storm ether
#

It works fine in editor, but it puts a lens flare on each eye in the headset, for some reason

buoyant jolt
storm ether
#

That's fine! Thanks for helping out

bold crest
#

can any1 help with this error

honest pond
honest pond
#

the forth error tells you

#

wait it is unfixable

#

maybe another version of de plugin

#

delete a duplicate plugin

#

that is all I know

crude frost
#

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;
}
north path
#

For oculus OVRManager.hasInputFocus could work

lofty tangle
# crude frost Greetings. I'm trying to detect HMD removal, but It doesn't seem to be working. ...

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;
            }
        }
}```
crude frost
lofty tangle
#

haha cool

crude frost
#

I wonder what the deal is with the userPresence input action though, and why it isn't working

lofty tangle
#

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

sharp hedge
#

how do i move the vr camera/desktop camera

#

i want to move both

#

to the same location

#

without moving the player

north path
#

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

storm ether
#

its to the right on the right eye, and the left on the left eye

abstract sigil
#

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

sharp hedge
north path
terse locust
#

Anyone knows the best way to do a damage HUD? To show in the camera some red png when an enemy hits you.

north path
#

You could do a world space canvas which you smoothly (or not smoothly) move with the camera

steel hedge
#

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?

north path
steel hedge
steel hedge
vast pier
#

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.

north path
#

Did you enable the XR plugin for android?
Which graphics API do you use?

vast pier
north path
# vast pier yes

Maybe try Oculus XR plugin?
And switch opengl/vulkan if you disable automatic graphics api?

#

And update unity if not already

vast pier
#

ok i will test thanks

#

that s working thanks a lot❤️

north path
#

I'm not sure, depends on the exact issue. I've never encountered it

supple heron
#

Any help would be appreciated!

shell kayak
#

Also not listed on that page is #pragma multi_compile_instancing, which you'll also need.

misty schooner
#

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)

supple heron
# shell kayak First of all, if you haven't already done this, there are some macros you need t...

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/

shell kayak
supple heron
#

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

shell kayak
#

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.

shell kayak
supple heron
#

I see, so the problem with the portal not aligning is not because there's something wrong with ComputeScreenPos?

storm ether
storm ether
#

Interesting

storm ether
proven siren
#

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!

modern solstice
#

i apologize if this is a frequently asked question but how would one fix this issue while trying to render with the mock hmd?

north path
north path
north path
modern solstice
north path
#

Maybe update unity, that version is very old

#

Its most likely a unity bug

modern solstice
#

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

misty schooner
storm ether
#

Ah, what language are you looking for?

misty schooner
storm ether
#

Ahhh got it, that makes this problematic

#

His accent probably doesn't help either...

white zodiac
#

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 ?

storm ether
#

does anyone know ho9w to make a working atm in ur gtag fsn game

north path
modern solstice
#

oh the shader i was using for a bloom effect didnt properly support single pass instanced so it was displaying incorrectly

north path
#

Ahhhh

lofty tangle
#

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?

lofty tangle
#

or are able to replicate it?

north path
storm ether
#

How do I add a capsule body to the XR Origin?

lofty tangle
proven siren
#

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!

north path
north path
lofty tangle
# north path Do you just use a tracked pose driver or something else? Can you test on other h...

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.

zenith jasper
#

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?

north path
zenith jasper
#

will 2060 give decent frames?

quasi osprey
#

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

burnt raptor
#

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

burnt raptor
#

:|

glacial epoch
glacial epoch
pine bison
lofty tangle
burnt raptor
plain matrix
#

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

lofty tangle
#

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

plain matrix
#

Ok I’ll try

lofty tangle
#

Yeah took me a while to figure out. No idea why it doesn’t work with both

zenith pasture
#

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

severe saffron
#

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

zenith pasture
#

That isn't going to run on quest 2 anyways, not enough performance

severe saffron
#

ok so

#

time to learn machine learning?

zenith pasture
#

No way you can run such model on such limited HW

#

Also, no way I can even make such thing

severe saffron
#

Well its good to know your limits I suppose

zenith pasture
#

And the use case - I need to know the degrees of rotation in both shoulders in 2 axis at all times

severe saffron
#

cool.... You can guess it kinematically as you said before, which is inaccurate

#

or you can.....?

#

...do what?

zenith pasture
#

Yeah, I guess the IK is the only and best option

severe saffron
#

Sadly yes, its been researched quite a bit already

#

there's only so much information you can infer from 3 orientations

zenith pasture
#

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

severe saffron
#

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

zenith pasture
#

My biggest issue is spine movement

#

Basically the IKs spine moves way more than the real person's

severe saffron
#

certainly sounds like something to tweak

zenith pasture
#

Also, when you lose tracking of one hand, that controller moves to the default position, which breaks measurements too

severe saffron
#

are you using FinalIK or some other solution ?

zenith pasture
#

But I think that could be tweaked so that when you lose tracking, the IK for that hand stops until you regain it

zenith pasture
severe saffron
#

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

zenith pasture
#

Probably, yeah

#

I was mostly looking for alternative solutions here afterall

#

Thanks for your advice

severe saffron
#

🫡

rough plaza
#

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 /:

flat helm
#

who wants to test a vr game in a few weeks?

unborn sphinx
#

hey, for the basic xr controllers

#

whats the easiest way to get basic inputs

#

for now I literally just need the trigger

scenic plover
gray estuary
#

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 ?

north path
gray estuary
north path
# gray estuary

Here would be the WebXR exporter option, not openxr.
You gotta check how they do input

gray estuary
terse locust
#

Anyone got this error while trying to build?

north path
terse locust
#

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

rough plaza
glacial epoch
fiery night
#

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.

hushed ledge
#

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.

main quarry
#

which options you set to get 72 fps on oculus?

#

I'm still around 40 - 50

#

using urp 12.1.11

fiery night
north path
main quarry
fiery night
#

When developing "your machine" is your PC

north path
#

@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

fiery night
#

Right, but it's not just a "go at 72 fps" checkbox is what I meant.

north path
#

No, 72 is the minimum for quest 2. If it doesn't reach that it's a performance issue

fiery night
#

Exactly

north path
fiery night
#

🇳🇱

main quarry
fiery night
# main quarry

There's no magic setting. You'll just have to check/test/try/profile to see where your frame time is going.

main quarry
fiery night
main quarry
#

render pipeline, rendering path, shader stripping, depth texture, compression types, prepass and so on

fiery night
#

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.

main quarry
#

it's quite empty

fiery night
#

I don't believe you :p

main quarry
fiery night
#

That doesn't look empty.

main quarry
#

here i was testing the vignette

fiery night
#

Stuff like post processing for example, takes quite the hit. Complicated (or many) materials, large (or many) textures, many individual objects

#

Just profile

main quarry
#

2k texture is too large?

#

the room model has 1 texture and 10k verts

fiery night
#

Well start with the videos linked above for potential quick wins.

#

After that profile

main quarry
#

i'm watching it

fiery night
#

Do you know how to profile?

main quarry
#

a bit, not really

fiery night
#

It has instructions for android builds

main quarry
#

I tried with meta quest develop hub and his integrated profile, it say my gpu usage stays at 99% all times

fiery night
#

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

main quarry
#

thanks you both, RWOverdijk and Dev Dunk

hushed ledge
north path
fiery night
#

Makes it safe to mess around

hushed ledge
#

@fiery night thank you, good point

crude juniper
#

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.

north path
crude juniper
#

Haha sorry if I'm being dumb, but what do I have to do 😄

tiny niche
crude juniper
#

Yeah ok, but there is basically nothing in my scene yet. So why would it be overloaded 🤔

tiny niche
minor wasp
#

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

minor wasp
#

I think I might have found the problem, I guess it's thé standard shader that was not ok

minor wasp
#

And I was wrong, the animation are still not working

north path
minor wasp
#

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

pine bison
#

Try building the same character in an empty scene

quiet nymph
#

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?

hushed ledge
# north path Why use such an old version? :O In newer versions with xr manager it usually is ...

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.

north path
#

And yep, that's me

minor wasp
#

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

pine bison
minor wasp
#

I supposed it's better if I export it as a standalone and stream it from the pc ? 😅

tiny niche
storm ether
#

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

surreal jolt
#

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?

north path
north path
#

Aka actions uses the new input system and is easier to extend and might have better performance. Always use this

tiny niche
#

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

fiery night
#

SelectEnter(XRBaseInteractor, XRBaseInteractable) has been deprecated. Use SelectEnter(IXRSelectInteractor, IXRSelectInteractable) instead.
I'm doing a confusion. Where do I get a IXRSelectInteractor from? I am using XRGrabInteractable and I'm trying to set a value for XRSocketInteractor (because of the AI). I've never seen IXRSelectInteractor before.

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

storm ether
#

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

storm ether
#

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

twilit dust
#

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.

lament kraken
terse locust
#

when I export the game into the Oculus quest 2 its just a black window that eventually crashes. Everyone knows this error?

rough plaza
#

On PCVR, the player spawns where they're supposed to, however, on Oculus Quest, they spawn with an offset?

fiery night
rough plaza
#

Stationary boundary, playspace centered, I start the game, and I'm stuck in the middle of an object.

lofty tangle
queen minnow
knotty vortex
#

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

queen minnow
knotty vortex
#

no i mean like the bottom trigger

#

not the thumbstick

queen minnow
#

button trigger?

knotty vortex
#

im hella new bruh explain like im a 5 yr old

queen minnow
#

ah right

#

so theres many controllers, saying button button is like saying "that button there"

knotty vortex
#

i wanna click my trigger thats usually used for grabbing stuff, instead of the mouse

#

as shown in the png

#

meta quest 2

#

controller

queen minnow
#

ah ok

knotty vortex
#

so what would i put instead of "GetMouseButtonDown"?

queen minnow
#

i think that would be PrimaryHandTrigger

knotty vortex
#

so it should look like

#

if (PrimaryHandTriggerDown(0))

#

or no?

queen minnow
#

Input.PrimaryHandTriggerthis seems correct

#

ive never really messed with metas controllers so thats my best guess

knotty vortex
#

but its for computer mouses

#

ah

queen minnow
#

wait not mouse

knotty vortex
#

?

queen minnow
#

there

#

edited

knotty vortex
#

wdym

queen minnow
#

just try your way, lets hope it works

knotty vortex
#

fr

#

ive already stayed up and lost sleep on this too many times 💀

queen minnow
knotty vortex
#

tytytytyty i need that site so much

#

holy shit tyty

queen minnow
#

also in the XR insteractions debugger, it shows which buttons are being pressed

lofty tangle
# knotty vortex tytytytyty i need that site so much

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.

knotty vortex
#

yo can we hop in a call rq?

lofty tangle
#

So using the input alone would run Startagrapple() each frame that it’s down.

#

Cant I’m doordashing right now

knotty vortex
#

ah mmk.

lofty tangle
#

So I’m not near my computer/code

knotty vortex
#

kk

lofty tangle
# knotty vortex kk

InputDevice device = InputDevices.GetDeviceAtXRNode(XRNode.RightHand);

device.TryGetFeatureValue(CommonUsages.gripButton, out gripButton);

You can get the device and the input using this.

knotty vortex
#

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#

knotty vortex
lofty tangle
#

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

knotty vortex
#

uh

#

um

#

i dont understand anything u just said

#

im so new dawg im sorry lemme re read it 😭

lofty tangle
#

Well, there might be some words wrong. I’m using voice to text cause I’m driving.

knotty vortex
#

ah

lofty tangle
#

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

lofty tangle
#

Or you could set up your xr input actions in the “new” input system. But bleh.

queen minnow
lapis copper
#

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.

zenith jasper
#

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

north path
zenith jasper
#

Shader Graph Lit

#

changed the shader now its working fine

north path
#

Then there you go. If you open and save the graph it might upgrade as well if it's made in an older version

thick condor
#

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?

north path
#

@thick condor

  1. 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

  1. 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/

  2. Of course you can toggle between 2 game objects

thick condor
#

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

north path
#

Ahh PCVR support is really bad yeah

Oculus only allows it in dev mode iirc

#

For Passthrough that is

thick condor
#

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

lament kraken
#

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:

lament kraken
#

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

north path
#

SSAO is killing performance.
Disable it
If absolutely necessary use after opaque for it

tiny niche
vivid condor
#

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].

north path
#

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

vivid condor
#

the sdk was in a zip format, which was weird,
i placed it in a folder inside my assets

pine bison
#

Yeah that's not correct

vivid condor
#

thanks

#

do you think it will work on 2022.3.0 now?

pine bison
#

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

vivid condor
#

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

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tested clean builds on 2 versions:
2021.3.13
2022.3.0

north path
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Is everything unzipped properly?
I had no issues in 2021, never tried in 2022

vivid condor
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yes, kept it in a standalone folder.
it should probably refer to the runtime folder, and i do see them inside that folder.

storm ether
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I'm trying to get some photorealistic drawable puddles, how should I go about it?

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I haven't found any really amazing assets so far

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Nothing very eye-catching

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It would be cool to get a reaction if the player steps in it as well

north path
storm ether
north path
lament kraken
meager canopy
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does anybody on a vr ready pc? if so, please help with playtesting my game. it would mean a lot so thank you 🙂

knotty vortex
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can someone tell me why this line is flagged red?

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(i highlighted it in blue)

lofty tangle
knotty vortex
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@lofty tangle

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any idea on how to fix?

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i think i may have typed it wrong or forgot something

lofty tangle
knotty vortex
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of course i did 😭

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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

vivid condor
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is there a Unique identifier I can use in the Pico/Oculus that won't ever change (factory resets included)?