#🥽┃virtual-reality

1 messages · Page 13 of 1

vivid condor
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can only think of the Serial number, but not sure how to get it in C#,
i tried AndroidID, deviceID and MacAddress - all of which didn't persist a factory reset.

vivid condor
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isn't that the name you give to your device?
pretty sure it's not unique.

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the default would probably be "Pico g2 4k s" on all of them.

north path
lofty tangle
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Could you not use the players account info? Meta ID etc?

vivid condor
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Not that i'm aware, i tried to contact support as thst specific model is an enterprice edition.

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They want a device to be connected to the server and run the app in kiosk mode.
Any type of id i tried was changed by factory reseting.
Device name/model isnt unique from what i understand.

north path
vivid condor
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Weird, pretty sure i wrote unique identifier, i mailed them earlier today, hopefully they have a solution.

north path
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I thought you meant unique per device as detect which headset is used

south remnant
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Hello. I just wanted to clarify a doubt. I want to animate / create UI based helper texts, which would help users identify / know what to do next, and understand what state of the lifecycle of the application they're currently in at the moment. I'm working on a VR based project, and am not sure what I should be doing, with regards to this.
Should I just be making use of animations ?

valid oxide
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Hi, is anyone developing using MRTK Unity?
Does anyone have a reference for using the A, B, Y, and X buttons?

I've tried several ways since yesterday but somehow nothing worked. what I want to know is the script to use the oculus buttons (A,B,Y, and X) in MRTK

tiny niche
vivid condor
north path
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Oh cool!

fiery night
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I have two questions. Context: I want to create something where you can build your own vehicles. For this I thought of using sockets that allows you to rotate an interactable in fixed rotations before snapping. By this I basically mean you can snap things together in (for example) 90 degree increments instead of a fixed rotation. This would allow you to, for example, add a wheel that is vertically aligned or if your design requires it horizontally.

  1. How can I accomplish this?
  2. I want "socketed" interactables to become joints on connect. Any guidance on how to do this would be appreciated.
  3. Not really a question, but if my approach seems stupid feel free to call me out as well. My questions are based on how I think it should work and it could very well be wrong.
scarlet lynx
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For standalone vr like quest2/3 do you guys pick the lowest rendering engine for performance?

raw scroll
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Can someone help me make a backpack system like Ghosts of Tabor or Into the Radius

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Image of kinda what im tryna do

tiny niche
# raw scroll

that's just a socket system, its in the escape room sample

raw scroll
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Also how do I get to the escape room sample?

tiny niche
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yea, they may have used it in a non-standard way. But at its core, its still just a socket system

raw scroll
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ok

tiny niche
raw scroll
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Thanks! now time to figure out how to use it for the backpack part and then work on my wood chopping system

south remnant
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My objective is to make an application similar to this one :
https://www.youtube.com/watch?v=9PEeU4eZTqg

My application would ideally be having these kinds of animations / helper texts to help the user with their tasks in the application. This is my use-case, and I'm not sure how I go about this..

This prototype is a VR simulator of the maintenance of a plumbing system. Single instructions are being displayed on the screen of the wristwatch. The instruction is updated, when a single step has been executed.

For a realistic user experience, we created custom poses for the physics hands, we added different GUI, and audio, visual, and hapt...

▶ Play video
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Can someone help me? :<

raw scroll
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Can someone Test a wood chopping script that ChatGPT made?

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My headset died

north path
scarlet lynx
north path
tiny niche
rough plaza
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How do I make a full player avatar instead of just hands?

tiny niche
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before going down that rabbit hole, i would try really hard to find a way to avoid doing it

lapis copper
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Hey, how do I build an application that can be played through Oculus Link? I don't want to have the application directly on the Oculus. Not sure what platform I need to select then. Tutorial?

raw scroll
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@lapis copper Just make your normal Unity VR Project and then download the Oculus app go to Devices > Add Headset > Whatever headset u got > Air Link then follow what it says

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Also can someone assist me on making a wood cutting / Node Mining system I have made something that was used for a flatscreen game and I converted it to be compatible with VR but it is super buggy and ultimately corrupted.

quasi sluice
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anyone know any good vr game unity tutorials

raw scroll
quasi sluice
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thanks

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now I just gotta figure out how to use unity

rapid pumice
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Hey everyone! I need help 😦

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I'm having issues with playing a tethered Unity build in VR, in the Quest 2. The build settings seem okay, and I played a small demo build with a plane and a sphere and it works fine I'll be grateful for any suggestions that I might've overlooked.Thank you so much!

knotty vortex
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check open XR in XR plugin management

rapid pumice
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of course, how stupid of me. Thanks a lot! :)))

worldly forum
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Guys, any tutorial how to put my Sketchup house into Unity and into VR, I also need character to add to be able to see around house

north path
fiery night
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I've been trying to change the rotation of an attachTransform for an interactor (socket) during hover. The rotation happens (the attachTransform rotates), but the blue mesh preview thing you see doesn't rotate along with it. I also don't see it in the editor, I only see it in the headset. This makes it hard to debug. Any tips, suggestions or hints?

spare sigil
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Hi!
I'm looking for custom extensions for XR Interaction Toolkit. Maybe you know some and could recommend me? I'm mostly interested in the extensions for poke and granb interactions but everything will be nice 🙂

worldly forum
lofty tangle
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Yo

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There are lost of things you can do to optimize it. Just remember quest is a mobile device so make it for one.

tiny niche
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by hand

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and you also need to make sure that you don't have a bunch of post processing or dynamic lighting enabled on top of the baked setup

worldly forum
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Is there anyone to help me out quick, ill pay you 10$, Ive imported my house in Unity from Sketchup and added basic Character, I just need to make that character able to be controlled so he can walk through house and make it all possible to be seen in VR. Please I have exam tomorrow and I can't find any good tutorial

limber steppe
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Does anybody know why baked lighting looks that bad and has weird artifacts?
Here are my settings:

*Developing a VR Project

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Here's how it looks with higher resolution

shrewd sentinel
modern solstice
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im having a little trouble getting a post process shader to work correctly in single pass instanced

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and im sampling grab textures and what not with UNITY_DECLARE_SCREENSPACE_TEXTURE / UNITY_SAMPLE_SCREENSPACE_TEXTURE

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im not exactly sure what else i need to do?

wintry fiber
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This happens after installing the google earth cesium app I’m making from unity to my quest 2… what could this jitter be caused by?

wise yacht
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Can someone here help walk me through how to make my XR Grab Interactable work???

torn bronze
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curious what it'd be like

lofty tangle
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What is it?

north path
torn bronze
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I think it'd be funny

worthy mortar
zenith jasper
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do anyone know how to get inputs of controller like right now im getting a refrence of a input action property and then reading a floatvalue and if float value is above something so do the code but its like contsant and i wanna excute this once i have to add bools and stuff is thier any way like we do getkeydown or something for this

lofty tangle
royal agate
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Is the VR starter project template in unity hub outdated?

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I had to fiddle with it to get the XR device simulator to work, I wonder if I should just be starting from something in the packages instead

fast frigate
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anyone know how to detect when the player pulls a controller towards them?

zenith jasper
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do anyone know what is the maximum number of polycount for pcvr in a scene

zenith jasper
fast frigate
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yeah i tried that but its really inconsistent

zenith jasper
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you can do when you want to pull u have to press the certain button like primary button or secondary one and check the length if it goes at a certain value then it registers as a pull

fast frigate
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yeah ill try that thanks

rare tiger
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i need some help

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@everyone

lofty tangle
fast frigate
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thanks, that helps

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thats gonna be way better than just pressing a button

fast frigate
lofty tangle
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yes

fast frigate
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thanks

fast frigate
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would this be the B button on a oculus controller?

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how do i get the b and y buttons on the oculus controller without using the input service

fast frigate
lofty tangle
fast frigate
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thanks

lofty tangle
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that the trigger though use the same for the primary and secondary buttons. also use a var to set the xrnode for each hand.

fast frigate
lofty tangle
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What about it didn’t work?

fast frigate
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no input went through, no errors or nothing

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but its fine i figured out how to do it with the input service

rare tiger
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I need help

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I need help fixing something in my game. The gameobjects are not showing in scene view, but the outline shows. Im not zoomed in or zoomed out to much, and nothing works from the support forms.

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@lofty tangle

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lol

pine bison
rare tiger
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oh, but the game im making is vr

pine bison
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And don't @ people randomly, especially not everyone

rare tiger
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everyone doesnt work

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@everyone

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see

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it would show a yellow highlight

pine bison
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Yes I know, there are over 100.000 people on this server

rare tiger
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yes

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ok thank you!

zenith jasper
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do anyone know how many humanoid characters can we use in a pcvr

tiny niche
fast frigate
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does anyone know how i can change my web swinging, currently to pull towards the web you pull down on the trigger but i want it so you have to pull on the web and then let go? anyone know how i can do that?

atomic coyote
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Going to be starting a new project in the next few weeks to do over university brake. For VR using URP I have been using 2021 lts up to now for some small things I've built. Does it make sense to go with 2022 lts yet?

surreal jolt
north path
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When setup properly both should be fine however

north path
lofty tangle
quiet nymph
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I have issue with my Quest Pro when start play on Unity editor and also with build.
I'm using Unity 2022.2.4f1, Oculus Integration v53, Oculus XR Plugin 3.2.3, Scripting Backend IL2CPP and XR Plugin Management Plugin provider Oculus.

When my Quest Pro is connected trough Rift to my Pc and start the play mode on editor Unity and Quest pro crashes, but the strange thing it's with my Quest 2 all works fine.
I need to use Oculus pro because I need Gaze feature.

I had this problem also with other Unity version.

quiet nymph
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I notice that when I disable Developer Runtime Features in Oculus app it works all right
But in this way I can't use Gaze

mild orchid
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I have an issue about google-cardboard-VR, How do I interact with UI elements such as buttons, Scrollbar, etc. The reticle seems to detect objects that are in specific layers ( For my example "Interactive" ) but if I put my canvas in that layer or the ui element, reticle cannot detect the UI element. Is there any specific way or am I doing anything wrong?

south remnant
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Hey people. I have an issue, maybe someone can help.

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I've created scripts for Destroying objects OnCollisionEnter() and also OnTriggerEnter(). I've attached them to a cylinder in my scene. Now, I'm checking to see if the object the cylinder collides with, has a tag of CubeToCut and if it does, I plan to destroy the cube, and instantiate another random object (a sphere) in it's same transform position. Now, I've used an XR Grab Interactable on the Cylinder, and also on the Cube [I want to be able to pick-up both the cube, and the cylinder in two different hands, and after cutting, I want to spawn the sphere in my hand (where the cube was)]. But, the script just doesn't seem to work. Now, I did something like, on the XR Grab Interactable component, I added the interactable event of calling the OnTriggerEnter(), upon activation, and it does work; but there's an issue. Since, this function is called everytime the trigger is pressed, doesn't matter if the object is colliding or not, they always end up getting destroyed even without colliding. How do I over-come this issue? What's the proper way to go about doing what I intend to do (cut cube, to instantiate sphere in it's place, only when colliding, and trigger pressed!) ?

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Sorry for the looong text, but someone please help me. I have been stuck on this same issue for a while now.

mortal imp
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I got asked to consult on a web XR project, the client wants to create a VR application that can be accessed through a web browser. I've never done any WebGL XR support, can anyone point me in the right direction of any tools or anything that might help me build webapps in Unity which support VR / XR?

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I saw a 3 year old Mozilla asste that was free but it might be deprecated

fast frigate
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would this be the right way to detect when the player pulls the controller in any direction?

hot anvil
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How do I increase the movement speed of a player in my vr game because currently it's moving uber slow

lofty tangle
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Use a multiplier, a float, you could even name it ‘speed’.

pine bison
north path
winter hedge
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Hello guys, any idea why i get this error?

tribal nest
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Hey! I was wondering if I could get some help with figuring out how to get multiplayer with Meta's hand tracking working in my game? I'm using Valem's PUN2 tutorial and it's been smooth sailing so far, but when I use XRNode for hand tracking, it only works with the controllers.

I see that there is documentation around XRHands https://docs.unity3d.com/Packages/com.unity.xr.hands@1.1/manual/index.html but I can't find it in the package manager or asset store and I'm not sure how to integrate it correctly if I did. Thank you!

autumn pewter
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Hi everyone. I am trying to grab an object with certain speed or force. If the speed or force is higher than the thresh hold, it will automatically released. I need suggestion for this please.

short nova
# winter hedge Hello guys, any idea why i get this error?

Hey @winter hedge, you will see this error show up when a specific Interactor is part of 2 Interaction Groups. If you click on the error in the console, it should take you to the object in the hierarchy that has the Interaction Group that is triggering the error. One of the interactors in the list has been added to another group. You can find all the groups in the scene be using the search field and typing t:XRInteractionGroup. This should help narrow down the search for the offending cross-over.

winter hedge
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hey dave

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fixed btw

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on the right hand group i was referencing left hand's ray interactor

worthy mortar
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anyone got a problem where you load into a vr game and its stuck on the loading screen with white dots? i can hear audio but i cant see anything or move

winter hedge
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@short nova thank you btw 🫶🏼

worthy mortar
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oculus quest 2, i think i found the bug

short nova
tribal nest
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@short nova Thank you for the tips! I'm using 2021.3.8f1 right now, but I don't think I see the XR Interaction Toolkit in my package manager either. I have the Oculus XR and OpenXR plugins, as well as the XR Plugin Manager!

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I've have hand tracking working with both hands, but from what I understand, I'm trying to get the Oculus hand tracking nodes' positions and mapping them to essentially "Player 2's hands" to see them overlaid over mine, which is where I'm having issues 😮

short nova
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Ahh... is there a reason not to update to the latest version of 2021.3? I think we are currently on .27f. XRI was available starting in .9f and XR Hands was available starting in .23f.

tribal nest
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This is the guide I'm following: https://youtu.be/KHWuTBmT1oI?t=1623 at ~27 minutes, they assign the XRNode positions of the hands and head to the avatar's, which works for controllers, but it's not working for the hands. Idk if I would e.g. just grab one joint at a time or something?

A step by step guide to make your first VR multiplayer application with Unity and Photon.

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

Download the Hand Presence Unity Package :
https://drive.google.com/file/d/1xFBs6vA_p9EHLHcwjYIxGHcnHqatxJjz

TIMESTAMPS:

0:00 VR Set...

▶ Play video
short nova
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Alternatively you can modify your manifest or manually install the package by typing in the package name in package manager. The package name for XRI is com.unity.xr.interaction.toolkit (version 2.4.0) and XR Hands is com.unity.xr.hands (version 1.2.1).

tribal nest
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Ahh I see-- I can try to update if you think it will solve things, I'm just a little scared of some of my methods becoming obsolete if I change versions 🥲

short nova
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during a patch update, no methods should be obsolete due to our push to obey semantic versioning. You would only have to worry about deprecated APIs when going to a new major version (2022, 2023, etc).

tribal nest
tribal nest
short nova
tribal nest
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Thank you! You're the man 🎉 Will report back shortly hopefully haha

short nova
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No problem! Happy to help.

zenith jasper
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do anyone know how to force grab the object like right know i have a bow and when i press grab button it starts pulling so what i want when i grab arrow and with some collision it attaches to the bow and noow i want to get that pull mechanic whitouth releasing the grab button

summer orchid
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Someone should make a VR version for cry of fear

hot fulcrum
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Is this the place to ask for a bit of help on an avatar for VRChat? I don't want to break any rules, and I tried to do the research, but I am stuck on something.

hardy root
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I kinda need some help so I'm making a VR game and thinks been going smoothly so far until my game just starts randomly freezing I don't know what to do to fix it I searched every where to find the awnser to this but then someone said to update unity and I did but that did not fix it any tips?

north path
north path
north path
worthy mortar
ornate questBOT
hot fulcrum
north path
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That's a good command to remember

deep cedar
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Hi everyone, I am developing a large scale interactive particle system for the Quest 2 in Unity using the Job System and I am getting great feedback for the current protoype so I thought I might share it here: https://www.youtube.com/watch?v=z7-R1Pw6eaA https://drive.google.com/file/d/18f6oQikGfIT-USqa1x0Ewi8F-1Nsi8uf/view?usp=drive_link

Always start the APK using hand tracking and not via controllers, otherwise Oculus will no activate hand tracking in the app.

controls:
index tip - index tip: toggle particles attached to your hands
thumb tip - thumb tip: distribute particles into space
Pinch aka OK-sign aka Mudra-Pose (index tip - thumb tip): attract particles to the correspon...

▶ Play video
severe saffron
deep cedar
south remnant
hardy root
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But I will check thank you

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For responding

north path
hardy root
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K

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I will do that when I get home tomorrow

deep cedar
pine bison
# south remnant Guys? Any help would be awesome. Any ideas on the issue?

There are several layers to your question, you should verify each step one by one. So the first question then is to check whether the collision triggers at all with the right objects, and secondly if the tag match works. What's happening right now? It doesn't even delete the collided object?

south remnant
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Thanks for the response.

Currently, the OnCollisionEnter()'s Destroy() function works..

But, the OnTriggerEnter() doesn't work the way intended. The objects just collide with each other.

south remnant
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Is this sufficient? If I uncomment Destroy(other.gameObject) is this bound to work?

pine bison
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I don't understand why you're using both trigger and collision, can you show the objects and their colliders?

south remnant
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Okay, just a min.

Updated the script to be very minimal now.

pine bison
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So you have your cube with a collider, and the wand with a collider set to trigger? And when the wand enters into the cube, you want to trigger a function?

south remnant
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Yep.

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The cube ideally should contain a sphere inside it. When the cylinder and the cube collide, the cube will be destroyed, and the sphere inside it should be instantiated / present there at the place of the sphere.

south remnant
pine bison
south remnant
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When I use OnCollisionEnter() during collision, the code is executed. But, for OnTriggerEnter() nothing happens, the cube and cylinder keep colliding with each other.

pine bison
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Do you have a rigidbody on your wand?

south remnant
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yes I do.

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I'm not sure where to enble the IsTrigger property.

pine bison
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its collider is not set to trigger

south remnant
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I tried enabling IsTrigger on Knife, but doesn't work. The knife has disappeared from the scene once the application loads.

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I'm not sure what exactly has happened here.

pine bison
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Right... Cause you want the sword to be a physics object with gravity, but you also want it to intersect with the yellow cube?

south remnant
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yes

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Is that not possible? 😢

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Can I only destroy / detect Trigger On Collision if the object is kinematic?

pine bison
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Alright, then OnCollisionEnter is what you want, rather than set up something more complicated

south remnant
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Oh. I actually also tried to call this OnTriggerEnter() function (as I had it be a public function) in the OnActivated() event listened by the XR Grab Interactable script, but that just calls the function and destroys the cube, even when I press the trigger while being far away from the Cube.

pine bison
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That's ok, can you get it up and running again with OnCollisionEnter?

south remnant
pine bison
south remnant
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But, thing is, If I could destroy only after trigger press, that would be much better.

south remnant
pine bison
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You want to create a new public function in your script called Activate or something like that

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And then on your XR Interactor, you invoke this function instead of oncollisionenter

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The logic in the script would be:

private Collision collidedObject;

public void OnCollisionEnter(Collision other)
{
  if(other.gamObject.CompareTag("cube")
    collidedObject = other;
}

public void OnCollisionExit(Collision other)
{
  if(other.gamObject.CompareTag("cube")
    collidedObject = null;
}

public void Activate() 
{
  if(collidedObject != null)
  {
    // destroy, and other logic here
  }
}
south remnant
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Oh, okay. should I add this Activate() function somewhere else? Sorry, I don't understand.

pine bison
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In the last image

south remnant
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Oh. Okay.

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And, that function will only be triggered when the Trigger is pressed. Got it.

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Will try this now, then.

south remnant
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Can you please explain it to me?

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Activate() is just a user defined function, and it's getting called when Activated. The OnCollisionEnter and OnCollisionExit functions will help us keep track of if we're actively colliding with the cube or not. Only when we do, and also press the trigger will the cube, destroy.

pine bison
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The collision now just changes a state, to say whether there's something do delete or not. The Activate function is called every time you press the trigger, but it doesn't do anything unless there's an object currently active

#

You got it

south remnant
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What was the issue with using OnTriggerEnter?

pine bison
#

It's similar, but that's only available if your collider is set to trigger, which conflicts with regular physics

astral knot
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Im trying to implement a height reset for a seated VR game when using the XR Interaction Toolkit. What I would like is for the player to sit comfortably, put on the headset, and click a button to reset the camera height to the avatars eye level.

Currently I have it set to Floor Level so that should zero out the camera height. When the player put on the Quest 2, I'm assuming the camera height is based off the players real life floor if they configured their boundary correctly. What I'm "trying" to do is get the current Y position of the camera on button press, then subtract that from the avatars eye level of 1.5 on the Y. Then use that difference to offset the camera in the XR Origin rig. Seems simple enough.

Unfortunately when I try to get the current camera height it's always at zero. The only way I can figure out the height is to unparent the Main Camera and place it above the Camera Offset, so parent it directly to XR Origin. Is there another way or better way to do this without having the break apart the XR Origin?

Thanks.

pine bison
astral knot
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I'm only able to see the came position if I unparent it from the Camera Offset

pine bison
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If your camera is moving around in the air then it's not at 0

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The calculation is simply float height = headsetTransform.position.y - playArea.position.y

astral knot
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I agree that its not 0. lol For whatever reason I cant seem to get the position. Im not sure if its because of the Camera Offset

pine bison
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It's local position might be 0, because it's the parent that moves

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But my code is still right since it takes world space

lofty tangle
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If you’re doing seated mode you should use device not floor for the offset. Then you just set the height, floor doesn’t use the offset height

astral knot
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ok, let me play around with that. Im actually using playmaker since I'm not a coder.

astral knot
lofty tangle
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You can’t set the cameras height directly as it is set by tracking data.

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You either have to use device not floor and set the offset height to what you want.
Or you have to move the playspace aka the xr rig/xr origin

astral knot
lofty tangle
#

Setting it to device uses the height value and sets the cameras origin position to that height. You can still move around in tracked space, but the height is set using that number instead of the distance from the headset to your irl floor level.

astral knot
lofty tangle
#

That way even if the player is sitting on the floor, they can be at standing height in-game

#

If the height is set to that

astral knot
lofty tangle
#

But. You also have to handle if the player then decides to stand up they would be a lot higher. So you would need to reset their height if they move too far from the origin height.

astral knot
lofty tangle
#

What I did for my seated mode was… actully I’ll have to check cause I don’t remember what I did, but I did it so if they move too far it snaps them back to the height.

lofty tangle
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This is what I did. in the video i describe whats going on but its quite.

zenith jasper
#

i wanna ask something if we use unity xrkit and grab some object and move our hand really fast it kinda jitters how to get smooth movement

astral knot
lofty tangle
#

thanks i was my first test with doing seated mode.

lofty tangle
# astral knot Thats pretty slick, nice job

but yeah in that im just setting the cameraOffset.cameraYOffset to the hight that i want for standing or crouching.
the way i do the resetting the y position is if the player moves past a certain threshold up or down i move the xr rig in the opposite direction the amount of difference of the cameras y and the height they should be, to bring the camera back to where it should be.
if you ever want to move the camera you move the xr rig.

lofty tangle
#

you could also not have a threshold and move the rig in the oposite direction of the head up and down. if you want to keep the height at a specific place. but then the player wouldnt be able to move up and down at all, which can be uncomfortable for the player.

iron dew
#

How would I assign a function to the opposite hand to the hand im holding an object with for example (Holding lightsaber in right hand pulls left trigger to pull objects towards them)

hardy root
#

@north path

north path
hardy root
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Can u vc

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There I sent a pic

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Why is it a file

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There

north path
# hardy root

Well, debug and try to fix that error.
If your player is disabled it might freeze if that what it's doing

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I usually only help in vc for paid jobs btw, so text it is

hardy root
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I put a script that i was gonna use but I did not use it after all

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Is it on

north path
#

Yes if it gives errors it's running

hardy root
#

So do I disable it or remove it

#

Also I think I already deleted it

#

Before

#

So where do I find the error

north path
#

Remove it from the prefab and check in other scenes etx

hardy root
#

K

#

Didn't I already remove it from the prefab

#

It's on my armature for some reason do I remove it

#

There is also these errors

#

Have any idea how to fix it

#

There is more 😦

#

@north path should I just delete the disable player script

north path
hardy root
#

What about the other errors u see in the picture

north path
#

Might be related, fix errors one at a time

#

And maybe use vulkan as it seems you enabled vulkan features in your xr plugin for android

hardy root
#

Where do I enable Vulkan

#

Also what does it do

north path
#

Oh and update unity and the xr plugins (and oculus integration if used) ofc

hardy root
#

Does my game become better

north path
#

Maybe

#

Stuff like late latching could be used to reduce latency etc

#

And systemic projection can increase performance

hardy root
#

I cant find a video on how to change it to vulkan

#

@north path

#

Please help

#

Wait nvm

charred rose
#

Anyone know if there are any assets/packages for coding and or modeling within the vr headset inside of unity via some sort of ui?

rapid pumice
#

I'm trying to build an apk for VR, and building it and running on a headset untethered has terrible performance. It's all choppy, certain shaders don't render, etc. Currently, I'm using a Quest 2 but it'll be built for different headsets later on. Can anyone point me to a good video for build and player settings for VR? Or if y'all have any suggestions of your own. Thank you! 😄

hardy root
#

How do I fix these errors? I went to build and this happend @north path if u can help since you helped last time

#

🙂

#

Also there is this

hardy root
#

If you guys can help please do

astral knot
north path
fast frigate
#

is this an accurate way to pull the player towards an object when they pull on the controller?

glacial epoch
#

Hey, I am using the simple Teleportation Area component (on a mat set on floor) in my XRI screen using the Unity Learn Create with VR pathway but when I teleport, my player is going to the position of the mat at the floor as shown in the ss. How do I fix this?

#

PS: the pos of the XR Origin and the mat is not the same.

north path
fast frigate
north path
north path
fast frigate
#

the webbed object changes though?

fast frigate
glacial epoch
#

I'm just using the XRI provides scripts.

north path
north path
north path
#

You never said what you did, so explain what you did if you need more help

fast frigate
#

@north path i have a problem with the players body, in game view the arms are clipping through eachother but in scene view there completely normal

north path
#

Could you make some screens of that?

#

And maybe show calculate zip direction

fast frigate
#

wait no i found out why

#

the players vr body is being spun 180 apart from the camera and the hands

#

this is the script im using for animating the vr character

#

nvm i fixed it

glacial epoch
glacial epoch
#

I tried providing a camera offset GO with Y = 1.117 but that doesn't work either.

#

This is my mat

rough plaza
#

On deferred rendering, the left eye renders incorrectly; it has a white overlay for some reason.

onyx blaze
#

Anyone here know the unity version best optimized for standalone performance? iv'e heard that some version actually decrease performance, so I'm trying to avoid that

north path
north path
#

2022.3 isnt too bad tho. but probably measurably worse.
2020.3 might have a slight edge over 2021, but doesnt have support soon so not recommended

north path
tiny niche
#

but for the most part you can get comparable performance if you match configurations instead of leaving things at their defaults

glacial epoch
#

Hey, I am using the simple Teleportation Area component (on a mat set on floor) in my XRI screen using the Unity Learn Create with VR pathway but when I teleport, my player is going to the position of the mat at the floor as shown in the ss. How do I fix this?

glacial epoch
glacial epoch
#

Is there a way I can manually set the value of Starting Selected Interactable in XR Socket ? I want to wear a hat when I press a certain key (say H) and then drop the hat if i press it again. I got this script from chatGPT (cuz just like ARF, can't find proper docs for scripting with XRI) that lets me wear the hat but not drop it. I also tired another script where i tried directly accessing the starting selected interactable property but that is not public so got errors.

sage gyro
#

Hi everyone, this is a bit more of an Oculus specific question but I'm unsure on the best place to ask it. I'm using Meta Quests Add-On's backend to have IAP's in my game. Right now we have this working however previously we sold bundles of content that users could buy, and quite a few users have brought them. However now we are looking to split the bundles up and sell the individual parts for cheaper. While still having the bundles as a way of getting the original grouped items for a discounted price overall.

My question is, given that a use has brought an item in a bundle, we would like to make the bundle then cheaper. Kind of like how Steam does it with buying collection of games, (like if you where to buy the elder scrolls collection for £50, but already owned Skyrim, having paid £30 for it, the collection would decrease to £20 or something simular). How feasable is this? I've noticed that the Meta backend is quite hard to change once its been set and that for obvious reasons we can't control the price locally within the game, however to me something like a discounted price seems kind of like an obvious featute I'm missing.

forest roost
#

Hey guys, I'm having some issues with my Scripts & Player.
(VIDEO: https://youtu.be/KwriajikV90) As you can see, the gravity kind of works fine, until a certain point where the player's movement is way slower and they randomly start bunny hopping. Also, The entire time, the only thing I'm holding is forwards on my controller. So I'm not jumping, nor am I moving to the side near the end of the video. This is all happening automatically.

https://gdl.space/rafanedago.cpp - Player movement Code (Straight from Valem's tutorial; https://www.youtube.com/watch?v=gk0EBIe6ZN8)

https://gdl.space/hararagini.cpp - Artificial Gravity, made by me. Sphere type is a Fibonacci Sphere (Image) so the poles can't be what's affecting it.

Any help would be very much appreciated 🙂

neon raven
#

hey guys im using the xr interactiontool kit with a UI & ui buttons

#

im having a lot of issues clicking said buttons unless you come in at a specific angle

#

its very annoying specifically usin the poke interactor that comes with the XRI toolkit

#

has anyone encountered this issue and has any ideas how i may alleviate this? it does not make for a very enjoyable user experience

#

ive played around with the settings on the Poke Interaction but have not found any that i found to be working particularity well so i am really at a loss

severe saffron
#

it sounds like a nightmare lmao

severe saffron
#

you're walking straight off the planet

#

also it looks like your gravity is weaker the further you are from the center point

#

also you're using moveposition instead of forces to move, which is its own issue

forest roost
forest roost
#

So no matter where you are on the surface, the gravity should be the same

forest roost
severe saffron
# forest roost No idea why Valem does that in his tutorial, but the code works flawlessly, othe...

I mean perhaps because you havent interacted with anything yet; but using moveposition instead of forces means your object will move with impossible force. As soon as you add some physics props to a scene you'll understand why thats a problem.

Anyway you can probably still use this code if you switch to local coordinates. Currently all of the operations are in worldspace, but if you were to use local vectors and rotate the XR origin's Up vector, you could probably get the movement working.

I would search youtube for a sphereical world tutorial. You can then simply port the XR input to it.

forest roost
#

And another thing is that the thing you described, with the movement being in world space/rotation instead of local, my Direction Source is set to my camera, so where that looks at is the direction my player is moving, correct? Maybe this is causing the issues? I don't know and I have no idea

forest roost
#

And I'm pretty sure that this whole fiasco is the equivelent of that one line of code

        Quaternion yaw = Quaternion.Euler(0, directionSource.eulerAngles.y, 0);
        Vector3 direction = yaw * new Vector3(inputMoveAxis.x, 0, inputMoveAxis.y);
        Vector3 targetMovePosition = rb.position + direction * Time.deltaTime * speed;
        Vector3 axis = Vector3.up;
        float angle = turnSpeed * Time.deltaTime * inputTurnAxis;
        Quaternion q = Quaternion.AngleAxis(angle, axis);
```so why is there so much code in mine but so little in his?
severe saffron
#

I think you're gonna have to hit up more tutorials on stuff like vector math. I can see you rotate the input based on an objects yaw (assuming camera or controller), but this only works in a flat game.

cerulean gale
#

Does anybody have a script that can get my controller placeholders (which are just cubes that follow the controller pos) to work similar to the hand from half-life Alyx?

cerulean gale
#

don't the ones from half life get stopped by walls and get stopped when trying to push one object inside of another instead of just pushing them through eachother?

severe saffron
#

ah yeah; in that case I would look up valem's tutorials. The magic is in the configjoint

cerulean gale
#

okay, tysm!

severe saffron
#

you can also get decent output from a fixedjoint but its not as flexible

tiny niche
severe saffron
#

^ quick tutorial: you've already got the controller position on your cubes. Add a kinematic rigidbody to the cubes, and then joint your handRB to this controllerRB. Config joint or fixed. Or spring if you're a psycho.
???
profit

tiny niche
#

a kinematic body does not react to the environment, it's to make the environment react to something that's not simulated itself

severe saffron
#

yeah the controllerRB is kinematic. The jointed hand object is not

tiny niche
#

joints don't need to attach to a body though

severe saffron
#

oh thats true; I just figured it would be easier considering they already have a dummy object

#

no need to write code to update anchors...

forest roost
tiny niche
#

well the problem is you end up with 2 collision meshes that respond entirely differently to outside interaction

severe saffron
#

well the controller RB is just an RB without collider

severe saffron
#

yeah you probably need to ditch sphere worlds if its a VR gamejam entry

tiny niche
#

physics hands is something you spend weeks perfecting

forest roost
#

It's pretty much the main feature of the entire game, and the rest is already made. I only just noticed he issue shrug

forest roost
tiny niche
#

oh i got you mixed up

forest roost
severe saffron
#

Sphere world is the most important feature?

tiny niche
#

but yea, don't even try a sphere world unless you're comfortable with linear algebra

forest roost
#

The problem is that I got this to work fine on flatscreen

severe saffron
#

typically when I gamejam I am writing the most basic stuff. I wouldnt use gamejams for learning a new complex thing unless I had weeks to do it

forest roost
#

And I understand the physics behind it, I just don't know how to translate that over to VR

tiny niche
forest roost
#

It's the VR Game Jam 😭

tiny niche
#

well you're in a jam, so you can't just spend time solving things and instead have to use your imagination to avoid issues

forest roost
#

since it's quite literally the main gimmick of the game

tiny niche
forest roost
#

I can't. There's no time.

#

I've already spent days working on the other parts

tiny niche
forest roost
#

I didn't know this was hard, and the solution also isn't hard, I just don't know how to apply it. Why can't y'all just help me instead of lecture me about things I already know?

#

Sorry if that came over rude but like I came for help and what I got is a lecture about why I should already know these things

severe saffron
#

nah I gave you pointers on what to research

#

not our fault you have no time

#

¯_(ツ)_/¯

tiny niche
forest roost
severe saffron
#

short of writing the code for you; Im not sure what better answer we could have given?

#

I told you your input vectors need to be rotated to match the gravity direction
beyond that I think I said you rotate the XR origin by changing its .up = your gravity direction again

tiny niche
#

cause i wouldn't count it as an attempt unless the implementation did what you designed it to do

forest roost
severe saffron
#

that only works when you actually rotate the transform though. I didnt see that in the video/code above

forest roost
severe saffron
#

is your moveposition still based entirely off X and Z input and nothing else?

forest roost
severe saffron
#

it doesnt rotate all axis.

forest roost
severe saffron
#

so yeah...the vectors are flat. Its written for a flat plane.

tiny niche
forest roost
#

Yep, I've fixed those inverted control issues, but they just led to the same issue, which I know is due to the code being written for a flat plane

tiny niche
forest roost
#

I've also tried this Quaternion yaw = Quaternion.Euler(0, transform.localRotation.eulerAngles.y, 0);, which I thought would get rid of the issue with the flat plane thing, but found the results to literally teleport me thousands away

forest roost
#

Another similar issue I face is that when the player does eventually get over the halfway point, they just start floating underneath it. Which also doesn't make any sense since there's no default -y gravity applied

tiny niche
# forest roost Which I lack the knowledge of how to do.

well that's where linear algebra enters the picture. Think of every transform as its own coordinate space and you should be able to transform between them until you end up with something where you can input the x/y/z coordinates directly into a vector and get it in the correct place in world space

tiny niche
forest roost
#

I meant just the general Unity physics engine's Gravity

#

You know, the one when you enable useGravity on a RigidBody

#

I think this is the issue?

tiny niche
#

well i assumed you turned it off, since it's not the correct solution for a sphere world

forest roost
#

That's why I'm confused

tiny niche
#

well if gravity is turned off, you can rule that out as the cause

forest roost
#

wait now it is like that

#

I have my Movement on a parent game object of the actual player, could this be the issue?

tiny niche
#

not if you rotated it

forest roost
#

No, because the movement is applied to the rigidBody, and not this

#

hmm

#

I'm so confused

tiny niche
#

you have to remember that the surface is bent though, so some shortcuts that we normally use in the tracking space is not going to work

forest roost
#
    private void Update()
    {
        inputMoveAxis = moveInputSource.action.ReadValue<Vector2>();
        inputTurnAxis = turnInputSource.action.ReadValue<Vector2>().x;
    }

    private void FixedUpdate()
    {
        Quaternion yaw = Quaternion.Euler(0, transform.localRotation.eulerAngles.y, 0);
        Vector3 direction = yaw * new Vector3(inputMoveAxis.x, 0, inputMoveAxis.y);
        Vector3 targetMovePosition = rb.position + direction * Time.deltaTime * speed;
        Vector3 axis = rb.gameObject.transform.up;
        float angle = turnSpeed * Time.deltaTime * inputTurnAxis;
        Quaternion q = Quaternion.AngleAxis(angle, axis);

        rb.MoveRotation(rb.rotation * q);

        Vector3 newPosition = q * (targetMovePosition - turnSource.position) + turnSource.position;

        rb.MovePosition(newPosition);
    }
```I genuinely can't tell which part of this would be "flat"
tiny niche
#

since the tracking space assumes the floor is flat

tiny niche
forest roost
#

Because that's what Valem did in his tutorial, I honestly didn't think too much about it...

tiny niche
#

that said, you need to calculate the rotation based on the head position and not the tracking space origin

forest roost
tiny niche
forest roost
#

Ah, I see

severe saffron
tiny niche
forest roost
#

could the issue be in this line?
Quaternion yaw = Quaternion.Euler(0, transform.localRotation.eulerAngles.y, 0);

#

transform in this case is the parent gameobject which is just flat lmao

#

I'm trying rn with the gameObject which has the RigidBody Attached to it

tiny niche
#

a better solution is to do the movement in long/lat/alt though, that way you can easily transform from flat to sphere space and the resulting position vector can be normalized to the y axis

forest roost
forest roost
tiny niche
#

longitude and latitude is essentially distance in an axis around a sphere

forest roost
#

I know the terms, but I don't know how you'd translate coordinates to a float (y position), heck, even how you'd get coordinates in the first place

tiny niche
#

and the position is just a unit circle equation done twice

#

multiplied by altitude that is

forest roost
#

Why do I have to do all this work to make it work in VR though? It all seems to work fine on flat screen. It's not like physics in VR are different from flatscreen physics

tiny niche
forest roost
#

But the player is still a Rigidbody

tiny niche
#

with an offset

#

put an arbitrary offset on the flat screen version to match and you'll get the same issue

forest roost
tiny niche
#

that's the missing link

forest roost
#

You mean because the player isn't literally in the middle of their room? and Always the same length? I thought I had solved that issue by changing their collider's height & location based on the location of the camera

tiny niche
forest roost
#

But look, it works fine. The height just isn't changing because I don't have my headset on, but that shouldnn't be an issue

tiny niche
#

the only reason it normally works is because the up vector is the same at the tracking space origin and the head position

forest roost
#

(Player.transform.rotation = Quaternion.FromToRotation(localUp, gravityUp) * Player.transform.rotation;)

tiny niche
forest roost
#

they look fine to me

tiny niche
#

try shrink the sphere to 3m

#

should be obvious if its off then

forest roost
#

still looks fine to me

tiny niche
#

and the camera is not aligned to the tracking center there?

forest roost
#

Pretty sure it is

#

1s my unity just randomly crashed

#

Good thing I saved it

tiny niche
#

cause if you don't have the camera off center, then its a self-validating test

forest roost
#

Don't I want it to be centered?

#

or what

#

I'm confsued now

tiny niche
#

the head should be off to the side somewhere

forest roost
#

At this size I'm actually able to go to the bottom

#

you know, If I ignore the controls being fucked

#

I have to kinda wiggle my way through spamming random directions in the process

#

and the bunny hopping of course

#

and ye, I put the capsule their to show the center, seems like the head isn't in the exact same location

tiny niche
#

i bet you didn't translate the controls to match the head in sphere space

forest roost
#

this is if I tuck, so the size does change

tiny niche
#

yea this is why you really need to understand the math when you take something like this on

forest roost
#

I think I understand the math, but I don't know how to translate it to Unity

tiny niche
#

well you can do the math in unity the same way you would on paper, so that shouldn't be an issue

#

but unity does have helper methods for doing common operations that can really speed things up

forest roost
#

Well ye, I didn't mean "I understand the math", I meant that I understand the theory if someone were to write it down for me Shrug

{

    private Vector2 inputMoveAxis;


    private void Update()
    {
        inputMoveAxis = moveInputSource.action.ReadValue<Vector2>();

```This is what is controlling my input at the core
tiny niche
forest roost
#

And that's the part I don't understand

tiny niche
#

that said, the physics engine works in discrete increments, so its going to have trouble with high velocities and small radiuses

tiny niche
forest roost
#

Ye that's math I don't know how to start with.

#

I simly lack the basic knowledge of archs

#

I know about parabolas that's it

#

which I guess are sorta half Arcs but that's not the point

tiny niche
#

that's where the unit circle equation comes into play, you can write that in a way where you calculate positions from distance along the circumference

#

In mathematics, a unit circle is a circle of unit radius—that is, a radius of 1. Frequently, especially in trigonometry, the unit circle is the circle of radius 1 centered at the origin (0, 0) in the Cartesian coordinate system in the Euclidean plane. In topology, it is often denoted as S1 because it is a one-dimensional unit n-sphere.If (x, y)...

#

the unit circle can then be used to translate a flat space into a spherical one. you just have to run it once for longitude and once for latitude

forest roost
#

I recognize it, but don't think I've ever actually applied it. Most I've done with trigonometry is calculating corners using SOH CAH TOA shrugs

tiny niche
forest roost
tiny niche
forest roost
#

Right so this whole discussion was pointless

#

oh well

tiny niche
forest roost
#

No no I totally understand you can't just provide me with the code, but it's just a huge setback

tiny niche
#

its just a gamejam, its there to give you a chance to try things. Now you've tried this and found out where your knowledge gaps are, so mission success

#

next gamejam you'll know which problems to avoid

forest roost
#

I'm sure I'll find an alternative

#

what a bummer

tiny niche
forest roost
#

I haven't had access to VR since ~2 weeks ago

tiny niche
#

don't think of a gamejam as a place where you make your dream project though, think of it as a learning opportunity where you get to find out just what you can do in a limited timespan

#

and you still have 2 days left where you can iterate, find and try to avoid new roadblocks

#

cause at the end of the day its all about avoiding issues, not solving them. If you where to solve them, there'd be no point in the time limitation

snow bolt
#

Hey has anyone here had issues getting microphone to work for pico or oculus?

#

I've added permissions, I've checked if the permissions are accepted, I'm et the frequency range, I've checked the mics are in the devices list.

acoustic knoll
quasi smelt
#

hello everyone! im having an issue with calibrating my vr avatar.

#

im using the xr origin along with UMA and VRIK and for some reason the head ik target that i made child of my origin camera will change position after i hit play.

#

ive been looking about what component might be causing the head IK to change position but with no luck. i tried disabling the xr origin, VRIK and UMAdynamic character avatar components, all seperately and even all together but the problem persists and i cant locate the source! i even tried setting it up from the start

#

has anyone had a similar issue?

#

thanks!

tiny niche
snow bolt
snow bolt
acoustic knoll
#

Our app wasn’t asking the user for permission when they launched so we had to request permission on initialisation

honest nacelle
#

How do i make my XR Origin tp between scenes/places in the same scene without bugging out and bringing the thing im grabbing?

forest roost
#

https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@2.0/manual/snap-turn-provider-action-based.html
I'm trying to make a roll like Echo's where you can go forwards and backwards along the X axis, I've tried the following:
https://gdl.space/kuwopujaya.cpp
However, it didn't work. Nothing happens at all.

Then I decided to take a look at the Continuous Turn Provider that already exists for VR, however looking at the script, there doesn't seem to be anything that actually handles the turning in here...
https://gdl.space/ezovoburoy.cs

Any ideas ?

north path
#

Yep, just change the packages manifest file

#

Any errors that pop up after the change?
Any typos?
Do you have the package as a folder in the packages folder (if so, this overrides the manifest)

orchid jolt
#

Hey so I need some help. So im using open xr to make a vr game and I need to acess the Continous Move Provider (Action Based) to change the speed of the player through script. The problem is I don't know how to acess it through script. Im pretty sure you need to have a using UntiyEngine.Something but I don't know what. So If someone could help me on how to acess openXR scripts through scripts that would be wonderfull. I hope that makes sense if not just let me know. ThankYou!

orchid jolt
#

Figured it out!

compact gazelle
#

https://youtu.be/C56pvnVILmY Hello everybody,i am ready to launch my game for VR but i have 1 last problem to solve,like you can see from the video when i move my head it is like the UI follows me and it shouldn't do like it,i have this error just in the PC build while with Android everything works fine. The game is also rendered just on right eye and not on the left. Can you help me?

#

These are the setting i am using,what should i give you to help me to solve the problem?

compact gazelle
#

Somebody?

pine bison
# compact gazelle Somebody?

Never seen this before. But your canvas proportions are really tiny. I usually have my world canvas scale at like 0.005 which means you can leave the dimensions at 1080/720 for example. I don’t know if that would cause this though

compact gazelle
pine bison
#

I’m referring to your canvas settings

#

I’d set up some tests in a different scene

#

Also what unity version and XR Management version are you on?

compact gazelle
#

I don’t know cause I am on my pc,unity was like the 2022 but I don’t know the exact version

#

But it worked some time ago,I am quite sure I touched something but I have no idea what

honest nacelle
#

i have this, using a script how do i check if the button is pressed?

gray turret
#

Hello everyone, I have a question regards Unity and VR Development. Is it possible to display two different images, one in the monitor and another one on my VR headset? Something like HL Alyx where in the monitor people can see an HUD while the player cannot inside the HMD. Or like VR Giants where a player controls a tiny human with a regular controller while another player controls the Giant in VR.

sick moat
#

hey i need help fast im trying to build my game to my oculus headset but i have an error that says unityeditor.buildplayerwindow + buildmethodexeption: 2 errors

#

hello

sick moat
#

is no one gonna help me

north path
#

Patience @sick moat
And send the full error, as the line you copied says nothing about the issue

north path
shrewd sentinel
#

Anyone know how I can get better frame rates in the unity editor when play testing? I get horrible stuttering on my valve index even in the most basic of empty scenes, unless I build and run it (I know build and run has better performance generally, but is there any way to make it a bit better in the editor since the performance gap is dramatic)

tiny niche
#

oh and make sure you're not running out of ram

shrewd sentinel
#

I have a 3070ti and 5800x with 32GB of ram, the reason I ask is because I feel like it might be a Vsync or framerate mismatch related bug but I don't know

#

I should be able to run multiple instances of this game just fine, does the unity editor really take up that much preformance?

tiny niche
#

you should not have any perf issues with that, you've got something going wrong on your machine then

#

unless its a laptop?

shrewd sentinel
#

nope it's a desktop

#

It's really weird

tiny niche
#

unless you have overheating issues or really old and slow ram, then i'd go for a complete windows reinstall

shrewd sentinel
#

It's a newer system and my cooling is sufficient. This only happens in the unity editor by the way, if I build and run the game it runs flawlessly and I run other games just fine too

tiny niche
#

yea but there's significantly more cpu traffic, with more cores being used when you run in the editor

shrewd sentinel
#

hmm...

tiny niche
#

and when you say empty scene i assume you mean the default scene in the vr template?

shrewd sentinel
#

just a plane on the ground and XR origin using URP

#

I get crazy stuttering

tiny niche
#

first step is to eliminate the possible mistakes you might've made, then you check your machine and if neither is the cause, then you missed something while doing the other 2

shrewd sentinel
tiny niche
shrewd sentinel
#

alright creating one now

tiny niche
#

and if the issue persists, you have to assume your machine is the issue. Hopefully its just something being broken on disk, but you could have something you've actively configured incorrectly or broken hardware

shrewd sentinel
shrewd sentinel
tiny niche
shrewd sentinel
#

🤷

tiny niche
shrewd sentinel
tiny niche
# shrewd sentinel 🤷

since you have that issue, you either used the wrong template or there's something broken with your unity install

tiny niche
#

hence why you eliminate unity first

#

you also have to remember that you're currently in the one in a million scenario with these issues

shrewd sentinel
#

the package manager error is odd. I'll try looking into that first

tiny niche
#

and the most common cause of that is you're describing something you did wrong, or you did something wrong ages ago that is causing issues now

shrewd sentinel
#

I installed unity like 2 weeks ago and haven't tweaked any settings. Maybe steam vr? The valve index does have frame rate options and mine is high so maybe unity isn't as optimized with high frame rates in VR or something

#

I'll try lowering it I guess or mess with vsync on my monitor idk. Not really getting anywhere here unless someone has encountered a similar issue

tiny niche
#

not to mention any index specific drivers

#

but its more likely something wrong on the unity end and the most likely cause is you picking the wrong template or picking a template version that doesn't match the unity version you're then using

#

and if that's not the case, then you might've bricked the unity install or template cache by doing something weird at some point

#

unfortunately there's no vr readiness check in unity that you can run to make sure everything is as it should be

topaz creek
#

Hello! I'm trying to install Windows Build Support (IL2CPP) in the Unity Hub and it pops up with an error saying: "Install failed: Validation Failed". I looked at the Unity Logs and this caught my eye:

"{"timestamp":"2023-07-02T12:57:37.658Z","level":"error","moduleName":"UnityInstallerWindows","message":"[ { code: 'User did not grant permission.', message: 'The Hub does not have proper permissions to install Unity.' }, undefined ]"}"

Is there any way to fix this?

pine bison
topaz creek
random hamlet
#

Guys I'm trying to force drop from my xr grabbables, can't find anything that works, any ideas please?

tiny niche
#

but if you edit the source, you can hack it in there

random hamlet
#

Any suggested work arounds?

tiny niche
#

modify the grabber/interaction manager

#

i'd just roll my own at that point though

random hamlet
#

Hmm ok I'll have to give it a go cheers

south remnant
#

Hey people, I had a question. If I add an animator to a gameobject, and then record the animations on one of its child components, does this mean that when the parent component moves, the child component (+ it's animation) moves along with it as well? Let's say I have a controller animated, to moving towards a cube up and down, when the cube was originally placed on a table. Now, the animation on controller moving up and down the cube is playing. But, when the cube is picked, will the animation also move along with it?

Hierarchy of Objects :

EmptyParent-CubeWithPickAnimation (Has XR Grab Interactable attached as it's component)
=> Controller Prefab (Is the object, that's animated, from the Empty Parent's animator)
=> Cube Object

tranquil stirrup
#

Hi all! I am new to C#/Unity and new to this channel. I am learning so that I can create psychological experiments in VR. Anyone in this channel doing anything similar or have some good resources for data collection?

tiny niche
#

but generally speaking, you want to keep your pii separated from the actual research data and everything should be stored with "strong encryption" applied

#

oh and make sure its all encrypted in transit as well

storm ether
compact gazelle
compact gazelle
storm ether
#

Cool! I hope it blows up.

compact gazelle
#

let's hope

storm ether
#

Thanks for the kind offer tho.

cinder acorn
#

Oculus Toolkit API question
When dealing with InputActions in code, what the point of the "ignore" variable after CallbackContext?


void Action (InputAction.CallbackContext ignore)```
tiny niche
cinder acorn
tiny niche
tranquil stirrup
tiny niche
sick moat
#

hey can anyone help me? im making a gorilla tag fan game and im wondering how to make a one handed mode like gorilla tag does anyone know how

north path
strong bobcat
#

Hi I am currently starting with the development of a vr game in Unity. Now i've followed multiple tutorials on how to make hands by using the controllers. (I am using the Quest 2) I can't get it to work, does anybody know why?
(My controllers do work in normal games and everything)

tiny niche
strong bobcat
#

I reallly don't know as well. I followed the steps from the Oculus package sample scene but it doesn't show any hands neither does it show any movement except for the headset itself

tiny niche
strong bobcat
tiny niche
#

and then you need controller profiles deeper in the settings

strong bobcat
#

Or are these the wrong controller profiles

#

Also this is the style i went for if that helps:

tiny niche
#

and you're looking at android settings now, not pcvr

strong bobcat
tiny niche
#

yea

strong bobcat
#

Is it good like this?

tiny niche
#

maybe, you're not showing the rest of the settings

strong bobcat
#

What do you want to see?

tiny niche
#

i also wouldn't use multi pass

strong bobcat
strong bobcat
tiny niche
strong bobcat
tiny niche
tiny niche
strong bobcat
#

Still dead, does this look ok?

strong bobcat
#

Does this have anything to do with it?

tiny niche
#

either way, you should be doing the vr check on the project

strong bobcat
#

So I should remove steamvr support?

strong bobcat
tiny niche
tiny niche
tiny niche
#

yea

#

second error is likely your issue

#

but it should be all green when you proceed

strong bobcat
#

I pressed fix all and apply all, but now when I start it up

#

This is what it's supposed to look like but it teleports me into the wall

strong bobcat
tiny niche
#

yea that one you can ignore

strong bobcat
#

OK so i found someting

#

If I run it and then click back to scene while running it and then click on one of the hands, I see that it does register the hands

#

You can see that it registered my hand movement

#

But then somehow still no hands show up or actually move in x/y/z direction, they only look around

#

This explains it better

shrewd sentinel
#

@strong bobcat Have you tried following the tutorial from valem? He explains it very simply and goes over all the settings and packages you need: https://www.youtube.com/watch?v=HhtTtvBF5bI

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

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

▶ Play video
#

part 2 of the tutorial teaches how to set up hands.

Additionally if you import the starter assets from the package you can import already made and functional controllers into your scene into your project (shown here https://www.youtube.com/watch?v=Xln6TvPtHI8)

prisma sinew
#

does anybody have an idea why i am being laucned off into a different position and cant work out why i am

tiny niche
astral knot
#

Hey everyone. I'm working on physics hands that collide with objects, both rigidbody and static like tables using the XR Interaction Toolkit. I don't want them to go through surfaces like walls and tables. Currently I'm using a Configurable Joint, but has anyone used the xr grab interactable velocity tracking script? I know you can pick up an object using the script with a ray and move it around, preventing them from going through static objects. Is it possible to parent a "hand" to the Right Controller, and have the xr grab interactable velocity tracking script attach to the hand always follow? I wasn't sure if there was a setting I need to configure. Or is there a better way to do it? Thanks.

tiny niche
#

if you're getting crashes, you can be pretty sure its a package and not the editor at fault

tiny niche
#

yea but blame the packages, not the editor

#

that said, things aren't going to be more stable because its LTS. It's just going to stick around longer

tiny niche
#

that's a common misconception, LTS is just recommended to new people because its more likely people know about the issues it had

#

and if you're making documentation or tutorials then its less work to only update them every 4 years instead of every 2

autumn pewter
#

Hi Everyone, Why it happening, when I want to grab some object, it goes away from the hands/controllers? Why I can not grab them properly?

tribal nest
#

Hey! I'm having some trouble with multiplayer. I'm using Legacy LibOVR+VRAPI so that hand tracking works with the link cable/ in general, but when I try to build, I get an error saying:
"OpenXR backend for Oculus Plugin is disabled, which is required to support Unity OpenXR Plugin", and it tells me to enable it. In the project settings, I'm building for Windows desktop right now, and only the Oculus box is ticked, not OpenXR. The same is true with the android settings, although I'm not building with it so it shouldn't matter. Any thoughts on how to make this work?

lean radish
#

do anchor overrides for reflection probes work for anyone in forward+?

prisma sinew
#

hiya does anybody know whats going wrong as you can see the character is bobbing alot in the server but the object they are holding is staying still in their hand any ideas

lean radish
final basin
#

Is anyone using the new dynamic resolution feature in the latest Oculus plugin? I've implemented an equivalent thing (because im not using OVRManager), but it's not working as intended with URP. I'm setting the renderScale in the URP asset to the max value and then using XRSettings.renderViewportScale to only render to part of the eye texture. Visually I can see that its working, but when i change the renderViewportScale i get a lot of lag, and after a minute of scaling up and down I run out of memory and the app crashes. It seems like it's reallocating the eye texture and not releasing old eye textures, but it should only reallocate if you change XRSettings.eyeTextureResolutionScale, not when you change renderViewportScale.
Config: Vulkan, Graphics Jobs enabled, OculusXR Plugin, Multiview, URP 12.1.9 (Oculus 2021.3 branch with Motion Vectors support), AppSW enabled

#

I've also tried other systems like enabling Dynamic Resolution on the camera and using the ScalableBufferManager, or getting all XRDisplaySubsystem instances and setting displaySubsystem.scaleOfAllViewports instead, but everything i try either doesn't work or lags even worse and crashes even sooner. I've been pouring over the the URP source code for days and haven't found a solution, so i'm worried it might be a bug inside the oculus XR plugin or an incompatibility with my specific project config

gray tangle
#

does anyone wanna make a vr game with me dm if your you want to i have 5 months of unity experice and i am 13

vivid condor
#

In the xr interaction toolkit - does it matter which behavior I use (Device based / action based) if i plan on using Oculus + hand tracking (with linked cable)?

north path
#

Device based is outdated

vivid condor
north path
#

No?
The difference is that action based uses the new input system

#

The supported devices is the same

vivid condor
#

when i last tested through cable, it didn't work on action based for some reason

north path
#

Then you probably ran the old input system or set something up wrong

vivid condor
#

it had the default settings from the samples

north path
#

Probably best to follow a startup guide or something. The samples don't change the settings afaik

vivid condor
#

i'll need to double check in that case, thanks.

autumn pewter
north path
north path
prisma sinew
old robin
#

Im making a mod for Blade and Sorcery - but I cant seem to get the camera that is used for this scope to capture anything that is actually in game. In the Unity Editor, the camera has no problem capturing the item that I put in front of it but in game the camera just shows the skybox. Any ideas?

leaden mist
#

What does the attach transform on the XR Grab Interactable actually do? I figured it would be where the player would pick the object up by when they grab it, but it seems that grabbing any object with an attach transform assigned causes it to float several meters away from the player, and upon dropping it the object stretches in a strange way.

#

Here is the attach transform of the shell object. There are no other scripts attached to the object other than a default grab interactable with attach transform assigned

leaden mist
#

Figured it out, didn't know it had struggles with being velocity tracked in some cases

pine bison
random hamlet
#

guys ive made a VR build using XR Toolkit framework, works fine in unity, but in the build on quest 2 cant i grab anything..... any ideas??

#

nvm sorry may have fixed my own issue, in player settings i was using Occulus instead of OpenXR on Android.... hopefully this fixes the issue

random hamlet
#

now i get a manifest error when trying to upload to developer hub :(:(

old robin
north path
#

And possibly need to use the oculus xr plugin (but input should be cross compatible with openxr)

random hamlet
#

Is there a generic manifest? I keep getting errors when trying to upload the build to applab

north path
random hamlet
random spruce
#

gesture

random hamlet
#

so when i build with OpenXR selected on the android tab, game loads in a window not in VR, so back to square one where i can grab and test in unity but cant grab (but poke works) in the build

tiny niche
#

the script then throws an exception, which unfortunately doesn't crash the app but instead silently stops executing the rest of the logic and keeps going

random hamlet
#

thanks will rebuild and see if any exceptions throw

#

im making the game for quest 2 only at the moment

random hamlet
#

No errors/warnings thrown in the build

solar dew
#

HI GUYS i need help in webXR ,i need to pick an object using handtracking in webvr how to do?

tiny niche
random hamlet
#

Still having trouble, so I made a UI debug in game and made a build to check any errors being thrown when playing stand alone, and no errors are being flagged, literally can't figure out why it's only the build I can't grab objects

random hamlet
tiny niche
random hamlet
#

could i use the developer hub?

tiny niche
random hamlet
#

really not sure how to do that will have to look into it

random hamlet
#

(feels silly) ive fixed it, seems at some point i manually selected the xr input manager, i removed the references and now it works fine... how frustrating lol

solar dew
north path
vivid condor
#

has anyone managed to get the quest meta 2 hand tracking mode to work while linked to the pc?

#

i'm using the following:
xr interaction toolkit
OpenXR (Hand Tracking Subsystem & meta hand Tracking aim)
Com.Unity.XR.Hands

lofty tangle
#

Would anyone be interested in a tutorial series for basic vr stuff not using the xr toolkit? Just trying to gauge interest as most tuts I see are xr interaction toolkit based.

tiny niche
#

but the architecture is the key part there. You can do a classic toybox example in the tutorial, but you'd also need to cover a bit about how it fits into the bigger picture

vivid condor
#

does anyone have a good idea on how to simulate walking while in hands mode only?
would rather the person not physically walk yet have control of movement.

tiny niche
high bison
#

Hello, im newbie on doing app for VR and i have a question. I hope my english will not betray me 😅 I want to build a app, which will run on windows (as normal built windows app) and simultaneously on VR (oculus 2). Something like when you test on Unity editor with connected VR... Dont you know how to create/built this? Mainly i want to create 2 inputs (computer user and VR user) who use same app and control it togethernotlikethis

severe saffron
#

sounds like you'll need some kind of socket communication / networking

#

not exactly the most newbie friendly choice of projects lmao

main delta
#

2022.3.4f1

compact gazelle
#

Hy guys,I would implement the body in my Vr game like eleven table tennis,is there a package that I have to implement or something like that to add this feature?

pine bison
north path
compact gazelle
#

Can somebody help me?

livid pier
#

Just started playing with XRHands, nice to have an abstraction to make building for different headsets easier. I'm sure that pose/gesture recognition is on the roadmap, but is that a calendar 2023 feature or "some day, who knows" feature?

lofty tangle
#

Does what tracks you’re headset?

rapid drift
#

Hello all, Does anyone have any idea about the pink shader issue only with the left eye in VR?

Unity version : 2022 LTS
VR device : HP reverb G2

tender pawn
#

does anyone know how to pour water in a glass and the glass is filled with water?

mild igloo
#

Hey, maybe I am overlooking but does anyone have any resources related to swapping out the hand models in Oculus Interaction SDK. Can't seem to find information

dusk linden
#

So I'm following the tutorial series by Valem Tutorials and I made an interaction ray just like he did in the tutorial but both moving around and manipulating a grabbed object uses the thumbsticks. I want to make it so movement is disabled when I'm holding an object using the ray but I don't know how and the tutorial doesn't show how.

livid pier
noble totem
#

Hi people. I am confused about some packages. We are developing for Quest 2/Pro specifically at the moment, but we used OpenXR because it allowed us to track the position of the headset. This is probably also possible with Oculus XR. Is there a good reason to use OpenXR, other then 'You can port to other devices easily' ?

north path
north path
north path
#

We don't know what 'this' means

noble totem
north path
#

You can get the boundaries in oculusxr I think, but not OpenXR from what I remember

#

But not fully sure on this one, never had the need to use it

noble totem
#

We are using XR rig for camera and movement, but would like to get the boundary data from oculus because it's more precise

#

I just tried to get it with OpenXR, and although I got a rect, it seemed off. This was updated in 1.5 I think, so I had to update Unity for that, Wich caused all kinds of other errors.

#

So one more question. Is it possible to run OculusXR and OpenXR simultaneously?

#

I seemed to get null reference errors on OVRManager.boundary

north path
tawdry sable
#

How do I implement Photon into my VR Game, because when I tried I got a bunch of errors.

tender pawn
#

how to fix this?

i have original egg that can play particle when touch the collider. but when i duplicate that egg and then put that duplicate egg to collider. partcile from duplicate egg didnt play, instead particle from original egg play

here the code in collider

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

public class triggergameobject : MonoBehaviour
{
    public ParticleSystem particles;
    //public ParticleSystem particles2;

    private void OnTriggerEnter(Collider other)
    {
        if (other.CompareTag("Food"))
        {
            Debug.Log("entered trigger");
        }
    }

    private void OnTriggerStay(Collider other)
    {
        if (other.CompareTag("Food"))
        {
            Debug.Log("stay trigger");
            Destroy(other.gameObject, 3);
            particles.Play();
        }
    }

    private void OnTriggerExit(Collider other)
    {
        if (other.CompareTag("Food"))
        {
            Debug.Log("exit trigger");
        }
    }
}


noble totem
#

In my unity project, i use TryGetBoundaryPoints() to receive a list of 4 Vector3's. These should represent a rectangle that is the safe play zone, configured trough the boundary. How would one render these in the correct world space position in game?

pine bison
noble totem
#

Yes, thank you. But what about how they are located. Wouldn't i need to do some voodoo math to put then in the correct position?

pine bison
#

That would depend on what space they're in

#

Presumably they're relative to your play area, so maybe just add your play area world position to the vectors

noble totem
#

What is the 'play area' ?

pine bison
#

That would be the XR Origin

noble totem
#

not the camera?

pine bison
#

No, the camera moves within the play area, and you don't want the bounds to move with the player

noble totem
#

agreed. So it would be based on the rotation of the XR Origin then?

pine bison
#

Position and rotation yes

noble totem
#

have you ever used this system?

pine bison
#

Nope

noble totem
#

ok

real vector
#

I tried my game (URP) for a native quest 2 build and performance is horrible. I made an empty scene with a cube and its giving me the same problem. Any one has any idea what could cause this? I tried both Oculus and OpenXR option

#

As you can see I lowered the quality pretty as low as you can get for testing purposes

compact gazelle
#

Hi guys,is there someone that could help me to integrate meta avatars sdk into my project?

rapid pumice
real vector
lofty tangle
#

that shouldn't be an issue, especially if there is just a couple cubes in your scene. though when i was working on my vr game jam entry the other week i have an issue like that with an empty scene being really jittery like it was getting really low frame rate. i fixed it but i dont remember if i did anything or if i just rebuilt it and it worked.

rapid pumice
#

I have a similar scene with a plane, sphere and an audio source on the sphere, the standard XR Origin for movement. And it just wouldn't load or just have negative FPS lol.

rapid pumice
rapid pumice
real vector
# rapid pumice I do have tomorrow which I have dedicated towards solving this issue. I will kee...

Thank you so much, I appreciate that. I also worked on it the whole day today and whatever graphics change I did, nothing seemed to have any effect. With ADB I notice that singlepass (multiview) completely breaks it. Tomorrow I will try to create a new project in URP, check again, then build-in pipeline, and compare
2023/07/13 14:49:57.042 26677 26788 Error Unity OPENGL NATIVE PLUG-IN ERROR: GL_INVALID_OPERATION: Operation illegal in current state

compact gazelle
rapid pumice
# real vector Thank you so much, I appreciate that. I also worked on it the whole day today an...

Yeah. Single pass for some reason, just "echoes" out the right eye output. It's like the visual's getting repeated and lagged out but it's fine in the left eye frame. Multi pass works fine and renders to both eye frames correctly. What is weird to me is that all these youtube videos recommend using Single view because it's "less performance heavy". And it also makes sense, but my project seems to be having none of it.

real vector
rapid pumice
#

Well, kind of.

#

You could say it does "break" it, since one of the eye frames won't render properly so it's unplayable. So, yeah.

#

Changing to multi pass does fix it, but I have no idea how that will affect performance.

real vector
#

I see, well for me it does render normally, just spits out erros left-and-right like a madman

real vector
#

The device will have to render more than its supposed to

rapid pumice
#

Well

#

That does make sense as I said, unfortunately single pass goes batshit crazy when I play the build on my PC so I have no idea how it would play on the Quest. Not that I haven't tried, but I wasn't able to actually understand because the performance was horrible anyway so I couldn't point out what might be wrong.

kindred venture
#

Hello, sorry if this is a silly question but its something I have been stuck on for a bit and cant seem to google the answer. Does anybody know how to call the OnActivated method for an XRSimpleInteractable without having the object be currently selected (grabbed). I need the player to be able to walk up to an object and press trigger to turn it off. I can only seem to get the OnActivated to fire when the object is being held onto. Essentially I need to turn a light off with a lightswitch by pressing trigger.

kindred venture
#

For anybody who might happen to search this. The solution was to enable Allow Hovered Activate on the XR Direct Interactor on the VR hand.

potent junco
#

hey so im trying to modify a computeshader I use for rendering to render for single pass VR, but the screen is only grey?
if I look in the frame debugger, the compute shader and everything seems to work fine and outputs a texture that looks correct, but between the compute shader rendering and the image being displayed, its all grey, why?
I use a OnRenderImage function to render, and then blit it to the destination rendertexture argument of OnRenderImage
in built-in 2021 btw

reef hatch
#

Anyone knows if HDRP will be supported for Apple Vision pro?

north path
#

@potent junco maybe change to multi pass rendering?
It depends on what exactly you are doing

potent junco
slate horizon
#

Hello everyone,
Introducing an exciting new initiative at PICO!
We're launching the official PICO Developer YouTube channel and Twitter page to connect with the XR development community.
The YouTube channel will feature step-by-step tutorials on the PICO SDK and its latest features, while the Twitter page will provide developer news, updates, guides, and insights for crafting amazing VR experiences. Follow us and spread the word!

PICO Developer YouTube: https://youtube.com/@PICOXR_Developer
PICO Developer Twitter: https://twitter.com/PICOXR_Dev

Our first 2 tutorials are now online:
https://www.youtube.com/watch?v=AgNtWoo6IAA&list=PLjd9H4ivTn-lJlQc0emuNS658yOCLimyb&index=1
https://www.youtube.com/watch?v=WY4oxjf9-cM&list=PLjd9H4ivTn-koysidvjgqu1JHTcTut9xM&index=1

A comprehensive guide on setting up Unity for developing VR applications specifically tailored for PICO headsets.

#unity #pico #virtualreality

👨‍💻 Sample Project
https://bytedance.us.feishu.cn/file/Ea8Pb4487oC7kGxLhhBu3NtasBe

🔗 Links

👋 PICO Developer
► Twitter Page: https://twitter.com/PICOXR_Dev
► Website: https://developer-global.pico-i...

▶ Play video

A comprehensive guide on setting up Unreal Engine (4.27 & 5.1) for developing VR applications specifically tailored for PICO headsets. Learn how to utilize Unreal Engine's VR Template and kickstart your journey into PICO headset application development.

#unrealengine #pico #virtualreality

📄 SDK & Game Engine Versions
► PICO Unreal Integratio...

▶ Play video
muted laurel
#

What would I need for VR physic interactions with NPCs, like Open Viva or boneworks?

So you can grab a NPC on his head or shoulders but he is still standing by him self, he is inly also get influenced by your touch/ vr controller.
(I also try to find a VR solution, that works on eny VR device, like OpenXR... but sadly, openXR is only co compatible with Windows x64, while I am also support windows arm64 and linux x64

north path
muted laurel
# north path Look into procedural animation and maybe FinalIK?

I need to know, hoe can I make a animated NPC, overwrite his animations, if I grab for example on his shoulders to shake them. Whuke he is still standing and the parts of the body that I did not grabed are still animated.
Its a bit like ragdoll, but its still animated. I am not sure if there is asset or a build-in mechanic for?

muted laurel
severe saffron
#

same author as finalIK, rootmotion

#

its an expensive combo but it gives to easy to knock down puppets out of the box

#

puppetmaster+finalIK integrate together and gives you even fancier behaviors like aimIK and stagger/balancing and falling / getting up n stuff

torpid socket
#

I'm sorry to bother someone but I'm stuck on this very simple qualm of resizing the teleportation anchor - I want to make the outline of the blue box smaller, so that when I teleport, I don't land on top of the blue box (which keeps happening)

I have a collider that is smaller in scale, so ideally I want to land within it. (ie set the blue box to be smaller than the collider)

winter hedge
#

Hi everyone, i'm trying to make a vr multiplayer game. I'm using netcode for game objects v. 1.5.1 on unity 2022.3.4 LTS and XR Interaction Toolkit v 2.4.0.
I've made a vr player prefab but when i try 2 instances of the game, one in host mode and one in client mode, disconnecting the client makes my host loose control on every input. Camera gets dropped down to the floor and i can't move my controllers. Any idea on how to solve this? OnNetworkDespawn on the vr player prefab surely make some calls to OnDisable or OnDestroy on some XR components but debugging seems impossible. Any help? Thanks

dull kite
#

Hey guys, I am trying to use the OVRPlayerController from the Oculus integration package however when I stand up the player floats in air in the VR headset. Is there a way to automatically make the headset stick to the ground?

pine bison
rapid pumice
#

I'm trying to build an apk for the Quest 2, but I get his gradle error: a failure occurred while executing com.android.build.gradle.internal.tasks.workers$actionfacade

#

I looked up on the internet and I've found a stack overflow solution that tells me to edit the gradle properties file, but I don't find it on my computer. Anyone had this issue before?

rapid pumice
#

oop never mind, I fixed it.

rapid pumice
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here are the build settings

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and an important thing if you get a "gradle" error that goes like: a failure occurred while executing com.android.build.gradle.internal.tasks.workers$actionfacade

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You go to Project settings > Player > Publishing settings > Keystore manager > click on keystore on the top left, create a new key > go back to the publishing settings, use a custom keystore and select the key you just made and use that, make sure to enter the password correctly.

rapid pumice
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@real vector I hope this works for you as well! I'll try this out on my bigger project, and keep you updated if it works.

astral ravine
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Hello Unity VR devs... I am having trouble with pausing my Oculus projects which have Unity XRI 2.3.2. I capture OnApplicationPause and when that happens I set Time.timescale=0 ... but that stops the Unity XRI headset tracking. The world basically sticks to your head. I get the same thing from just adding my script to the demo scenes (so, it's not my game architecture). What's the right way to do this with Unity XRI 2.3.2 ??

lofty tangle
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Don’t use timescale = 0 to pause your game. If you want other things using time to still function, like device tracking

lofty tangle
# astral ravine Hello Unity VR devs... I am having trouble with pausing my Oculus projects which...

Here’s a good example of how.
https://youtu.be/KPaEnLpu57s

Learn how to pause your game in Unity in less than 2 minutes without setting timescale using events.

This allows you to still use time-based logic in pause menus and background systems and can even be extended to work for cutscenes, loading screens and game over screens.

TIMESTAMPS
00:00 Intro
00:05 Game State Manager
00:51 Hook up Player Move...

▶ Play video
spring radish
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After exporting the vr game from Unity as an APK file and installing it on my phone, the game shows the Unity logo but then immediately crashes. How can I solve this issue?

tepid birch
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does anyone know if there is a way to have the xr direct interactor grab some items with trigger and some items with grip?

astral ravine
# lofty tangle Don’t use timescale = 0 to pause your game. If you want other things using time ...

Thanks @lofty tangle and thanks for the link - this might be the best approach if you take it from day zero and add support to everything in your project. Weird thing is that timescale=0 works fine with BNG's VRIF asset; guessing they coded specially for that. I can do the event-based approach but have to add it all over the place in my game now.
One thing I like about timescale=0 approach is that it also pauses all coroutines and (I think) InvokeRepeating loops. Maybe the solution for me is to use Unscaled Time for the head tracking - I'm surprised they (Unity) are not doing that already - I will look into that as well.

lofty tangle
tepid birch
lofty tangle
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That’s one of the main reasons I went the route of not using a toolkit and making my own interactor method

cobalt hollow
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does the quest SDK come with some premade handtracking inputs?

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like "key" poses

wet sluice
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Has anyone noticed the Controllers in the VR template seem to be offset inward slightly? I'm using the Rift S, so could be specific to that, but I've not noticed anything like this in other engines.

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It's a meaningful amount and I'm not quite sure the best way to fix it

winged minnow
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Hello. I use playfab for my games backend. I have tried giveing myself a test ban, and when I join the ban scene doesent show. Anyone know how to fix? (I use photon for multiplayer if this helps.)

vivid flume
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guys I tried to open some Unity XR scene, files was imported
but console reporting errors as usual,
error CS0246: The type or namespace name 'XRBaseController' could not be found (are you missing a using directive or an assembly reference?)

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does it require one of this ?

north path
north path
vivid flume
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but let me try this time

north path
north path
vivid flume
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Unity has made a new demo scene to showcase the Unity XR 2.3 and its amazing ! In this video we are going to take an overview at what's inside !

❤️ 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...

▶ Play video
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do I need an oculus to run on the editor ?

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coz it won't work by mouse and keyboard whatsoever

north path
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You can use or make a vr simulator to use keyboard controlls

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Never used one in XRIT tho (I use VR Interaction Framework)

vivid flume
north path
vivid flume
north path
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Quest has better performance on 2021.3
I don't recommend using 2 different unity versions at all

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Both both are fine, just pick 1. For the latest features and new hardware support use 2022.3

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@vivid flume

real vector
muted laurel
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Does SteamVR also do the same like OpenXR? Do I even need OpenXR, if I am also using SteamVR?

nimble bluff
real vector
nimble bluff
real vector
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What do you mean?

north path
north path
real vector
north path
north path
real vector
north path
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And can you send the quality settings in project settings?

real vector
north path
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And the matrix you cut off?

real vector
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I'm sorry. What is that?

north path
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The boxes at the top of quality settings

real vector
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Oh, of course

north path
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Android uses the balanced tier, and pc uses high fidelity. The green boxes are the default presets

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Use the arrow at the bottom to change the default, or just remove the unneeded presets

real vector
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I see. I will try that

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Jesus

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that fixed it

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So it was not taking my checkbox in mind?

muted laurel
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Even I am always switching the current VR plattforms, so it would be a nightmare to only support one.
I also would like to wish, to also support Linux, but sadly I always get a console error that tells me that OpenXR is windows x64 only...

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I am going to publish it on only steam, so I wonder if I even need OpenXR to support all common VR plattforms, like: "vive, oculus ans windows mixed reality"...

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Does not SteamVR also have its own OpenXR included? Do i even need the Unity OpenXR if I am also using the SteamVR asset?

vivid flume
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I mean why it using Q & E to adjust the vertical control ?
also it can't vertically rotated T_T

north path
north path
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But SteamVR is partially based on OpenXR. At least on windows OpenXR is fully supported for SteamVR

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If you use openVR loader/steamVR integration, you don't need OpenXR

muted laurel
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Why is steamvr "partially" based on openXR?
Whats the difference to OpenXR and SteamVR?

muted laurel
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What is the "Open VR Loader" and what can it do compared to the "Open XR"?

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I installied SteamVR now, and it seems it auto enabled this setting by default.
But what is the truelly difference of OpenVR Loader and OpenXR?

rapid pumice
# muted laurel I installied SteamVR now, and it seems it auto enabled this setting by default. ...
ED Forums

It drives me a bit nuts how people throw around the words and mixing stuff up adding more to the confusion. Let's try to clear this up: - VR runtimes and VR APIs - SteamVR can do OpenVR and OpenXR. Oculus can do LibOVR and OpenXR. Windows Mixed Reality can do WMR and OpenXR. (Microsoft couldn't f...

muted laurel
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So I have to find this DCS plugin instead of OpenXR and connect it with the steamvr asset, in case if I want to mix different controllers like valve index knuckles with HP reverb g2?

muted laurel
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@rapid pumice

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Where can I get this DCS plugin now?

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Or do I even need anything for VR, besides the SteamVR plugin itself?

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To have support for Vive, Oculus and windows mixed reality?

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On windows x64 and Linux x64?

buoyant jolt
# muted laurel On windows x64 and Linux x64?

I can't speak to Linux support however there are a half dozen ways to approach this. And it depends a lot on the version of Unity and what you aim to do.

We use our own VR framework built on top of Unity OpenXR. But you can just use the XR Interaction toolkit to get started.

Enable:

  • Unity XR management
  • Unity XR Interaction toolkit
  • Unity XR hands (optional)
  • Associated sample packages (optional)

Then install:

  • Oculus XR (so we can get Android / Quest support and hand tracking support)
  • Kronos OpenXR (or SteamVR controllers won't work for some Unity versions)
  • Pico for OpenXR

We then use a shared custom AndroidManifest.xml combing the Oculus and Pico requirements.

That will get you running on:

  • Oculus Rift / S
  • Oculus Quest 1/2/3
  • Pico 3/4
  • Vive, Index, etc
  • WMR
  • Hand tracking support
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You are best off creating your own template for it though. Get WMR tested and working. Layer in Oculus. Then do SteamVR last. And then just save that template for future use.

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As was mentioned above though it sounds like SteamVR plugin is the only way to add Linux support. And I've found that to destabilize OpenXR and be tricky to get working right (controllers specifically). So you may need to make a pot of coffee and work through it one plugin set at a time - testing builds on windows and Linux as you go.

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As for why the plugin Ecosystem is like this, it is mostly from company egos and slow XR unified development by unity.

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And there are other options (I.e. VRTK and Ultimate VR) worth looking at too - specifically the VRTK should work with SteamVR directly quite well and likely would be a good Linux alternative to OpenXR for PCVR. Not sure if WMR or Oculus even run on Linux. But they might be usable through SteamVR.

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As for DCS, it's a flight Sim- not a plugin. So I think its just a dev in that thread talking about the challenges in the process.

muted laurel
# buoyant jolt I can't speak to Linux support however there are a half dozen ways to approach t...

your own VR framework built?
Did you just made a collection of plugins and asset? Or did you scripted all thatg stuff by yourself?

Cause I try to find a ready-to-use solution.
For my case, the game will be to performance-heavy for standalone devices.

I am happy if I even get the most common PC-VR-Headsets to work with SteamVR, so that I have Linux-VR support for atleast the Valve Index while Windows is supporting of corse all the PC-VR plattforms "HTC Vive, Windows Mixed Reality, Oculus and the Index.

Atleast I know is, that SteamVR can mix your Controller with a different Headset, like HP Reverb G2 + Valve Index Controller.

I tried it once with the OpenXR Unity plugin and it did not worked, it just allowed me the original controllers. Now I am starting a entire new Game Project and I want to make the best dessision now instead of invesigating in a VR-System, that is not capable of mixing differen Controllers with VR Headset and having atleast Linux-VR support for the Valve Index.

muted laurel
buoyant jolt
tender pawn
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how to fix this? i dont know why my hand model become long like scale when it points up to y axis?

storm ether
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I need help. I have a gtag like game so when I build the game on sidequest or my headset i go into the void and my map is in a older version and the player model is in the current if you know how to fix this please help!!

muted laurel
buoyant jolt
buoyant jolt
muted laurel
buoyant jolt
storm ether
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Why?

storm ether
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should I make a new game then import my map and settings

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@buoyant jolt

buoyant jolt
# muted laurel

Perfect now just click on OpenXR and make sure that controllers are enabled there too. It's looking good to me. The only thing is I had a lot of issues with OpenVR and it didn't play well in all Unity versions

cobalt hollow
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so super specific scenario but. ex: im making a cooking game wit grabbable ingridients with vartious categories, do i make a tag for each category of ingridients or for each ingredient specificaly?