#🥽┃virtual-reality
1 messages · Page 13 of 1
https://docs.unity3d.com/ScriptReference/SystemInfo-deviceName.html
Doesnt this stay the same?
isn't that the name you give to your device?
pretty sure it's not unique.
the default would probably be "Pico g2 4k s" on all of them.
Not sure, and never seen the option to change the name on my pico 4 and quest 2.
Maybe device model instead?
https://docs.unity3d.com/ScriptReference/SystemInfo-deviceModel.html
Could you not use the players account info? Meta ID etc?
Not that i'm aware, i tried to contact support as thst specific model is an enterprice edition.
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.
I think deviceModel is the same after a factory reset, but not unique per device. That's a requirement you did not mention before (;
I think pico has enterprise solutions to do this properly. Contact them
Weird, pretty sure i wrote unique identifier, i mailed them earlier today, hopefully they have a solution.
I thought you meant unique per device as detect which headset is used
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 ?
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
you're going to want to combine the timeline with some type of state management for that
the support gave me an option through the enterprise edition sdk - UPVr_GetDeviceSN.
Method of calling: Pvr_UnitySDKAPI.System.UPvr_GetDeviceSN()
Oh cool!
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.
- How can I accomplish this?
- I want "socketed" interactables to become joints on connect. Any guidance on how to do this would be appreciated.
- 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.
For standalone vr like quest2/3 do you guys pick the lowest rendering engine for performance?
Can someone help me make a backpack system like Ghosts of Tabor or Into the Radius
Image of kinda what im tryna do
that's just a socket system, its in the escape room sample
Thats it?
Also how do I get to the escape room sample?
yea, they may have used it in a non-standard way. But at its core, its still just a socket system
ok
asset store or unity learn
Thanks! now time to figure out how to use it for the backpack part and then work on my wood chopping system
Ok, can you suggest me some resources you're maybe familiar with, to get started working on it? I'm pretty new to this.
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...
Can someone help me? :<
What do you mean lowest rendering engine?
Lowest quality tier? I use low or medium as a base and change it for better VR support/performance per project
yes, lowest quality tier. Also, that doesn't affect the physics system right?
No, it's just visuals.
But the lowest tier isn't the best for VR (since MSAA is recommended and there are some tweaks to make performance better)
i'd look at the live demos on youtube where they demonstrate the timeline and how to use it
How do I make a full player avatar instead of just hands?
that's kinda like asking how you make a game. It's not something you just turn on and it works, but inverse kinematics plays a huge part
before going down that rabbit hole, i would try really hard to find a way to avoid doing it
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?
@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
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.
anyone know any good vr game unity tutorials
https://www.youtube.com/@ValemTutorials has good videos and his main has a few aswell https://www.youtube.com/@ValemVR
Hey everyone! I need help 😦
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!
check open XR in XR plugin management
of course, how stupid of me. Thanks a lot! :)))
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
Export SketchUp model to fbx (make sure it's not too high poly and that it has few materials)
Put it in Unity
Follow a VR character controller guide or use an example online
Enjoy
I've been doing this a lot for designers👌
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?
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 🙂
Thanks, will try out tonight
Yo
There are lost of things you can do to optimize it. Just remember quest is a mobile device so make it for one.
by hand
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
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
Does anybody know why baked lighting looks that bad and has weird artifacts?
Here are my settings:
*Developing a VR Project
Here's how it looks with higher resolution
Follow valem's tutorial playlist on XR toolkit unity (its short and you dont have to watch it all to get basic functionality). Even a complete begginer could do it in an hour (or less)
im having a little trouble getting a post process shader to work correctly in single pass instanced
ive added all the necessary macros specified in:
https://docs.unity3d.com/2019.4/Documentation/Manual/SinglePassInstancing.html
and im sampling grab textures and what not with UNITY_DECLARE_SCREENSPACE_TEXTURE / UNITY_SAMPLE_SCREENSPACE_TEXTURE
im not exactly sure what else i need to do?
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?
Looks like low frame rate
Can someone here help walk me through how to make my XR Grab Interactable work???
What is it?
No one is randomly going to make something for you
3rd person VR but really badly implemented
I think it'd be funny
just put a camera at the back of the xr rig
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
Just make a reference for the value of the input last frame, bool inputPreviousValue;
Then check if the input is true but was false last frame: if(input && !inputPreviousValue) //do thing.
Then, at the end, update inputPreviousValue to equal input
That is the equivalent of getkeydown
Is the VR starter project template in unity hub outdated?
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
anyone know how to detect when the player pulls a controller towards them?
do anyone know what is the maximum number of polycount for pcvr in a scene
maybe try checking the distance between the player and the controller
yeah i tried that but its really inconsistent
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
yeah ill try that thanks
Track the controllers velocity and acceleration. If the velocity is moving towards the player, you can also use the velocity magnitude and the acceleration for when you want to do whatever it is you want to do
know how to detect when a player presses the trigger and not when they hold it?
yes
thanks
would this be the B button on a oculus controller?
how do i get the b and y buttons on the oculus controller without using the input service
how can i get those buttons like this float isPressed = controller.activateAction.action.ReadValue<float>();?
InputDevice device = InputDevices.GetDeviceAtXRNode(XRNode.LeftHand);
device.TryGetFeatureValue(CommonUsages.triggerButton, out indexTrigger);```
thanks
that the trigger though use the same for the primary and secondary buttons. also use a var to set the xrnode for each hand.
it didnt work for me, what about using the input service is there an easier way?
What about it didn’t work?
no input went through, no errors or nothing
but its fine i figured out how to do it with the input service
I need help
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.
@lofty tangle
lol
This isn't related to VR, ask in #💻┃unity-talk
oh, but the game im making is vr
And don't @ people randomly, especially not everyone
Yes I know, there are over 100.000 people on this server
do anyone know how many humanoid characters can we use in a pcvr
somewhere between 0 and a few million, it just depends on the features you need, what you want them to look like and how you're planning on rendering it
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?
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?
Can you use a world space canvas with mouse input if the XR Interaction is enabled?
According to the docs you can't. But, maybe someone found a way around?
https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@2.3/manual/index.html
There might be a performance difference (2021lts is better), but 2022 has more features.
I will be doing in depth performance testing in july
When setup properly both should be fine however
Seeing the issue is still open, it probably doesn't work.
But to fully make sure is to try it out
You can convert the mouse point to world space and cast a ray from the camera to that point and use it to click worldspace ui elements somehow.
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.
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
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?
Hey people. I have an issue, maybe someone can help.
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!) ?
Sorry for the looong text, but someone please help me. I have been stuck on this same issue for a while now.
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?
I saw a 3 year old Mozilla asste that was free but it might be deprecated
would this be the right way to detect when the player pulls the controller in any direction?
How do I increase the movement speed of a player in my vr game because currently it's moving uber slow
Use a multiplier, a float, you could even name it ‘speed’.
Very little WebXR goes through here, I don't think there's much to learn in this space...
https://github.com/De-Panther/unity-webxr-export
This is the best WebXR exporter right now, but it's not official
Hello guys, any idea why i get this error?
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!
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.
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.
hey dave
fixed btw
on the right hand group i was referencing left hand's ray interactor
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
what device are you testing on?
@short nova thank you btw 🫶🏼
oculus quest 2, i think i found the bug
Hey @tribal nest, what version of the Unity Editor are you on? The XR Hands package is only available on Unity 2020.3 and newer. If you on a newer Editor and still do not see it, try upgrading to a newer patch version. I also highly recommend pulling in the XR Interaction Toolkit, as there is a nifty Hands Interaction Demo sample package to show how it all comes together.
@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!
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 😮
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.
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...
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).
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 🥲
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).
This is what I saw online, and I was just about to dig into learning how to edit the manifest 😂
Oo I see! That's good to know 🙂 I'll make a new branch and update just in case but I think that would be a better solution to attempt first
Here is some install instructions for both package manager as well as a quick-n-dirty way to update the manifest file directly: https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@2.4/manual/installation.html#manual-installation
Thank you! You're the man 🎉 Will report back shortly hopefully haha
No problem! Happy to help.
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
Someone should make a VR version for cry of fear
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.
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?
Everything is possible
You can ask, but vrchat forums etc are a lot better
Check the logs when it freezes
still havent found a fix for this issue
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
Awesome! Thanks!
That's a good command to remember
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...
ooo is this passtrhough enabled?
no atm but I can try how well it works, give me a couple minutes 🙂
Guys? Any help would be awesome. Any ideas on the issue?
It freezes when I'm in the game on apk
But I will check thank you
For responding
Then check via logcat
Access Google Drive with a Google account (for personal use) or Google Workspace account (for business use).
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?
rad!!
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.
What I'm aiming to do, is to be able to destroy the object I collide with, once I press the trigger.
Is this sufficient? If I uncomment Destroy(other.gameObject) is this bound to work?
I don't understand why you're using both trigger and collision, can you show the objects and their colliders?
Okay, just a min.
Updated the script to be very minimal now.
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?
Yep.
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.
I tried to do that, but destroying an object, I'm not entirely sure about the concept. If I add the sphere as a child object to the cube, then destroying the cube is also bound to destory it's child objects. So, I scaled it down, and then scaled it back up, during collision in the earlier script.
Well first off, does this code run?
no.
When I use OnCollisionEnter() during collision, the code is executed. But, for OnTriggerEnter() nothing happens, the cube and cylinder keep colliding with each other.
Do you have a rigidbody on your wand?
its collider is not set to trigger
I tried enabling IsTrigger on Knife, but doesn't work. The knife has disappeared from the scene once the application loads.
I'm not sure what exactly has happened here.
Right... Cause you want the sword to be a physics object with gravity, but you also want it to intersect with the yellow cube?
yes
Is that not possible? 😢
Can I only destroy / detect Trigger On Collision if the object is kinematic?
Alright, then OnCollisionEnter is what you want, rather than set up something more complicated
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.
That's ok, can you get it up and running again with OnCollisionEnter?
Yeah, that works.
you don't want to do this
But, thing is, If I could destroy only after trigger press, that would be much better.
Got it.
You want to create a new public function in your script called Activate or something like that
And then on your XR Interactor, you invoke this function instead of oncollisionenter
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
}
}
Oh, okay. should I add this Activate() function somewhere else? Sorry, I don't understand.
Oh. Okay.
And, that function will only be triggered when the Trigger is pressed. Got it.
Will try this now, then.
Woww... 😀 Thank you. This works.
Can you please explain it to me?
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.
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
What was the issue with using OnTriggerEnter?
Oh, wow.. okay. Got it.
It's similar, but that's only available if your collider is set to trigger, which conflicts with regular physics
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.
Unfortunately when I try to get the current camera height it's always at zero.
How are you getting this?
Well when I Play the scene and select my camera and move the Quest2 around, the XYZ are 0 in the inspector.
I'm only able to see the came position if I unparent it from the Camera Offset
If your camera is moving around in the air then it's not at 0
The calculation is simply float height = headsetTransform.position.y - playArea.position.y
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
It's local position might be 0, because it's the parent that moves
But my code is still right since it takes world space
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
ok, let me play around with that. Im actually using playmaker since I'm not a coder.
So does floor use the real life floor if the boundary is set up correctly?
Yes if it’s set to floor it uses the camera tracked height from the set floor level of the guardian.
You can’t set the cameras height directly as it is set by tracking data.
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
So what does setting it to device do then? I just need the camera to be at 1.5 along the Y
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.
I'll play around with that then since it seems to be the best solution. I thought I tried that by maybe not
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
Thats exactly what I need. Thanks for the tip
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.
Exactly. Thats why I wanted to use a height reset button in case they change positions in real life
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.
Thats a good idea
This is what I did. in the video i describe whats going on but its quite.
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
Thats pretty slick, nice job
thanks i was my first test with doing seated mode.
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.
Nice idea
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.
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)
I did it but I cant find a way to fix it
@north path
What does it say
Well, debug and try to fix that error.
If your player is disabled it might freeze if that what it's doing
I usually only help in vc for paid jobs btw, so text it is
Yes if it gives errors it's running
So do I disable it or remove it
Also I think I already deleted it
Before
So where do I find the error
Remove it from the prefab and check in other scenes etx
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
Yes, remove it if iy doesn't do anything
What about the other errors u see in the picture
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
Change the graphics api (google how to)
It's another graphics api and you try to use depth submission and symmetric projection, which is vulkan only
Oh and update unity and the xr plugins (and oculus integration if used) ofc
Does my game become better
Maybe
Stuff like late latching could be used to reduce latency etc
And systemic projection can increase performance
I cant find a video on how to change it to vulkan
@north path
Please help
Wait nvm
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?
Making a game without leaving my vr headset. From the code, the environment, the music..
❤️ Support on Patreon : https://www.patreon.com/ValemVR
🔔 Subscribe : https://www.youtube.com/@ValemVR?sub_confirmation=1
🌍 Discord : https://discord.gg/5uhRegs
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👍...
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! 😄
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
If you guys can help please do
Where can I find the example scene with climbing shown in the LTS 2022 release? https://www.youtube.com/live/oUQapNQgpRI?feature=share&t=6278 Thanks.
UNITY 2022 LTS comes stacked with new features and workflow enhancements to help you take your real-time 3D projects to the next level. https://unity.com/rel...
Start in a blank project and go from there. You got too many different factors to easily fix
is this an accurate way to pull the player towards an object when they pull on the controller?
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.
Maybe just use . velocity?
This does look fine
the controllers have no rigidbody, so im calculating it
Make sure you teleport the right gameobject. Could you share the code you use?
I meant using .velocity instead of . Addforce (and maybe cache the component instead of getting it again and again)
the webbed object changes though?
oh right i tried that but i didnt get the feeling i was looking for
I'm just using the XRI provides scripts.
Fair, then it's fine for now. You could change it only when you switch webbed object for better performance
Then you have to be more specific in your needs. That moves the player into the direction of the object (if your direction calculation is right)
Maybe change the tracking mode to floor if it's not already?
You never said what you did, so explain what you did if you need more help
@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
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
yeah i was thinking of that. Let me see.
This is my XR Origin
I tried providing a camera offset GO with Y = 1.117 but that doesn't work either.
This is my mat
On deferred rendering, the left eye renders incorrectly; it has a white overlay for some reason.
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
Which unity version?
Which render pipeline?
Does it also happen in a blank project?
The latest 2021LTS is the best right now. 2022.2 had some performance issues, I will be benchmarking 2022.3 in depth next month
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
gotcha. thanks mate
2022.2.14
Built in
Yes
Try 2022.3LTS and try URP
If both dont work make a bug report
does it matter? you're gonna have to move beyond the older versions eventually as things get deprecated anyways
but for the most part you can get comparable performance if you match configurations instead of leaving things at their defaults
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?
follow on
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.
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.
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 🙂
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
Id imagine you'd have to make alternative versions of each IAP combination on the meta backend in that case
it sounds like a nightmare lmao
pretty sure the hopping is just you walking off the face of this planet object. The bouncing is just physics and you falling off. I looked at the movement code, and the axis is completely flat, X Z movement. I don't see any code that tells the player to walk in a curved fashion, so thats whats happening
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
I have no idea how to do this, I attempted it a few times over the past few hours but absolutely failed.
That is correct, but the center point is in the literal center of the planet
So no matter where you are on the surface, the gravity should be the same
No idea why Valem does that in his tutorial, but the code works flawlessly, other than the movement being based around the world axis instead of my local rotation
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.
Okay, thanks!
Hey, so Something I've noticed with spherical world games & videos is that they use this line of code, however I'm having issues translating this over to vr.
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
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?
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.
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?
whats the difference?
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?
ah yeah; in that case I would look up valem's tutorials. The magic is in the configjoint
okay, tysm!
you can also get decent output from a fixedjoint but its not as flexible
that means you need physics simulation on the hands, which is a whole lot more involved that just adding a script
^ 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
a kinematic body does not react to the environment, it's to make the environment react to something that's not simulated itself
yeah the controllerRB is kinematic. The jointed hand object is not
joints don't need to attach to a body though
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...
I would, but the problem is that I am in the middle of a game jam and I simply don't have the time 
well the problem is you end up with 2 collision meshes that respond entirely differently to outside interaction
well the controller RB is just an RB without collider
then skip the feature
yeah you probably need to ditch sphere worlds if its a VR gamejam entry
physics hands is something you spend weeks perfecting
It's pretty much the main feature of the entire game, and the rest is already made. I only just noticed he issue 
This has nothing to do with the hands
oh i got you mixed up
well, nnot just now, yesterday
Sphere world is the most important feature?
but yea, don't even try a sphere world unless you're comfortable with linear algebra
Well ye
The problem is that I got this to work fine on flatscreen
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
And I understand the physics behind it, I just don't know how to translate that over to VR
then ditch vr on the jam?
It's the VR Game Jam 😭
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
This issue is unavoidable though
since it's quite literally the main gimmick of the game
so pick a different gimmick
well now you learned the most important lesson, eliminate unknowns by testing early and doing the things that seems hard first
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
nah I gave you pointers on what to research
not our fault you have no time
¯_(ツ)_/¯
we did help, its just not the help you wanted
It's not that I dont have time, it's simply that I've tried tons of things and nothing works. THAT'S why I came here looking for help
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
by trying tons of things, you mean you've designed solutions validated them "on paper" and implemented them correctly but found the results unsatisfying?
cause i wouldn't count it as an attempt unless the implementation did what you designed it to do
Right, and one of the things I tried was replace the general use of Vector3.up to the XR Origin's Transform.up, which resulted in the exact same issue
that only works when you actually rotate the transform though. I didnt see that in the video/code above
All the solutions led to either one of 2 things:
- The exact same result, because this is how I've already made it and thus my mind is going to make things similar to that
- A similar result with some other weird issue like inverted controls
is your moveposition still based entirely off X and Z input and nothing else?
I tried adding an Invisible capsule as the object that would be the reference, which, as a child, did rotate with the gravity. However, the issue remained
if its that code from earlier only yaw reference is supported
it doesnt rotate all axis.
My code remains the exact same other than the change of Vector3.up to Capsule.transform.up
so yeah...the vectors are flat. Its written for a flat plane.
inverted controls is not a weird issue, it just means you're not thinking about coordinate spaces correctly. probably just means the inverted parts are in a flipped space
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
so translate the math to a curved plane
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
Which I lack the knowledge of how to do.
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
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
why not? the gravity vector on a sphere world should always point towards the center
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?
well i assumed you turned it off, since it's not the correct solution for a sphere world
I did
That's why I'm confused
well if gravity is turned off, you can rule that out as the cause
wait now it is like that
I have my Movement on a parent game object of the actual player, could this be the issue?
not if you rotated it
No, because the movement is applied to the rigidBody, and not this
hmm
I'm so confused
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
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"
since the tracking space assumes the floor is flat
wait, why are you doing euler math there? that's very easy to get wrong and break
Because that's what Valem did in his tutorial, I honestly didn't think too much about it...
that said, you need to calculate the rotation based on the head position and not the tracking space origin
In my basic movement script that I had before adapting Valem's, the same issue was present though. And that didn't use Euler math att all
yea he got to do the simple version because he had an up vector aligned with the y-axis
Ah, I see
the yaw is flat. Affects Y rotation only, and doesnt affect pitch or roll.
the input vector is flat. X and Z movement only.
The flat input is rotated by a flat rotation and then you ask the RB to move to this new position with no Y change
well that's what you'd expect, but it should be applied in sphere space and not world space
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
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
Nope. Now I have messed up controls and still the same issues 🙂
I'm not even going to lie and say I know what this means
its the same as gps coordinates, longitude, latitude and altitude
longitude and latitude is essentially distance in an axis around a sphere
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
thing is you don't "get" them, you set them
and the position is just a unit circle equation done twice
multiplied by altitude that is
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
no but the way you interact with the physics engine is
But the player is still a Rigidbody
with an offset
put an arbitrary offset on the flat screen version to match and you'll get the same issue
What?
you're forgetting to account for the tracking space origin
that's the missing link
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
that doesn't work unless you account for the curvature of the sphere while doing it
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
the only reason it normally works is because the up vector is the same at the tracking space origin and the head position
- The gravity script makes sure the player's camera is translated based on their rotation from the center
(Player.transform.rotation = Quaternion.FromToRotation(localUp, gravityUp) * Player.transform.rotation;)
the sphere is so big that its hard to tell, but the up vector looks off there
they look fine to me
still looks fine to me
and the camera is not aligned to the tracking center there?
cause if you don't have the camera off center, then its a self-validating test
wdym "not off center"?
Don't I want it to be centered?
or what
I'm confsued now
if the head position is aligned with the tracking origin, then you're not properly testing for issues you'll have in vr
the head should be off to the side somewhere
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
i bet you didn't translate the controls to match the head in sphere space
this is if I tuck, so the size does change
I guess I didn't...?
yea this is why you really need to understand the math when you take something like this on
I think I understand the math, but I don't know how to translate it to Unity
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
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 
{
private Vector2 inputMoveAxis;
private void Update()
{
inputMoveAxis = moveInputSource.action.ReadValue<Vector2>();
```This is what is controlling my input at the core
https://gdl.space/pexilajanu.cpp - Movement
https://gdl.space/imowesixed.cpp - Physics Rig, changes player size & allat
https://gdl.space/zixonumula.cpp - Gravity
inputMoveAxis is in rotational sphere space there, you need to account for the curved surface or the velocities you send to the physics engine is going to end up wrong
And that's the part I don't understand
that said, the physics engine works in discrete increments, so its going to have trouble with high velocities and small radiuses
well the physics engine wants to move in a straight line, but its a sphere world and thus it has to move in an arc instead
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
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
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 
yea the unit circle is the more complete description behind those shorthands you learn early on
So what do I do? I don't really have the time to practice a whole new branch of maths in 2 days...
you do it anyways or find something productive to do during those 2 days
you learned how to solve your problem, now you just have to do it. We're not going to give you the implementation, only tell you how to find it
No no I totally understand you can't just provide me with the code, but it's just a huge setback
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
True, but I've been waiting for this jam for over a year, I had stuff prepared but just on flatscreen. Guess I'll just have to do something else then
I'm sure I'll find an alternative
what a bummer
why wait? you could've just made the game and figured things out
I haven't had access to VR since ~2 weeks ago
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
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.
I think I had to force permissions on app initialisation, but it was a long time ago. That was for the Quest 2
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!
should work fine as long as its in the manifest. no need for a runtime check
What do you mean by "force" I've added it to the manifest and I've also checked if permissions are accepted and it is
Also when I log the microphones it shows they are there
Our app wasn’t asking the user for permission when they launched so we had to request permission on initialisation
How do i make my XR Origin tp between scenes/places in the same scene without bugging out and bringing the thing im grabbing?
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 ?
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)
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!
Figured it out!
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?
this is also the thread in the unity forum https://forum.unity.com/threads/ui-follows-the-headset-and-the-game-render-just-in-1-eye.1455466/
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
I don’t think,it is strange cause it is just the UI,the rest works perfect
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?
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
i have this, using a script how do i check if the button is pressed?
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.
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
is no one gonna help me
Patience @sick moat
And send the full error, as the line you copied says nothing about the issue
Yes, definitely!
On the PC camera make sure it's set to output to monitor 1
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)
close as many parts of the unity editor as possible and/or switch to a better cpu
oh and make sure you're not running out of ram
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?
you should not have any perf issues with that, you've got something going wrong on your machine then
unless its a laptop?
unless you have overheating issues or really old and slow ram, then i'd go for a complete windows reinstall
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
yea but there's significantly more cpu traffic, with more cores being used when you run in the editor
hmm...
and when you say empty scene i assume you mean the default scene in the vr template?
yea but did you start with the vr template? otherwise we have no standardized working point of origin to go by
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
the option in unity hub? No. I'm using XR toolkit and started with a 3D URP scene. I also play tested in the XR toolkit starter assets scene and still stuttered a lot so I don't think I could've made any mistakes that would cause this
that means you configured the vr settings by hand. use the vr template so you can eliminate that cause
alright creating one now
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
Can't be my hardware, I run VR games just fine even on the same disk. It has to do with unity, I just don't know what
vr template should not have that issue, since it doesn't even use urp
🤷
that's like saying there's nothing wrong with your hybrid car because it handles city traffic just fine, but as soon as you go on a highway it breaks down
Can you give me specifics on what could be wrong with my hardware that would cause any issue to only happen in the unity editor? It's obviously unity, and if the issue is that unity has insane necessities when in the editor on a VR scene then I'll take that for an answer. Though I feel like this would be a more known topic if that were the case
since you have that issue, you either used the wrong template or there's something broken with your unity install
if it really only happens in unity then unity is the issue, but if you eliminate unity as the issue then it has to be something else and that would mean you think it only happens in unity, but in reality you just missed the other places it happens when you tested
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
the package manager error is odd. I'll try looking into that first
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
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
yea everything has to be up to spec, unity, steam, gpu settings, windows settings
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
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?
Try running the hub as administrator
already did that.
Guys I'm trying to force drop from my xr grabbables, can't find anything that works, any ideas please?
the framework is not set up to allow that
but if you edit the source, you can hack it in there
Any suggested work arounds?
Hmm ok I'll have to give it a go cheers
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
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?
how you want to store the data depends on what type of data you want to collect. But you should also check your local laws to make sure your human experiments are done in a way that's legal. It's quite common to have a list of things you can/can't do along with needing to go before a review board to get it sanctioned, which may or may not need a uni affiliation
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
.
Air Hockey in VR sounds like allot of fun, good luck!
solved it will be soon available,i am submitting all the buildings to steam,pico and meta
If you have an oculus standalone i can give you access to the beta of the game
Cool! I hope it blows up.
let's hope
I don’t have one altough I am planning to buy one.
Thanks for the kind offer tho.
Oculus Toolkit API question
When dealing with InputActions in code, what the point of the "ignore" variable after CallbackContext?
void Action (InputAction.CallbackContext ignore)```
its a parameter and probably a janky version of telling you not to use it
but exactly, if its not meant to be used then why even add it in API? 🗿 must be a reason
well its probably used internally and they just didn't bother figuring out a way to properly encapsulate it
Of course. We’re doing it at a university so all the IRB boxes will be checked!
yea the most important part then is secure storage and logging access
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
Look for a guide and only use the physics on 1 hand
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)
well we don't know why it wasn't working for you, only that you made multiple attempts
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
well start by checking the project settings to make sure everything is configured for quest2
It's supposed to look like this right?
never seen foveation before, but i would expect quest support to be ticked
and then you need controller profiles deeper in the settings
Like this?
Or are these the wrong controller profiles
Also this is the style i went for if that helps:
In that case this one?
yea
Is it good like this?
maybe, you're not showing the rest of the settings
What do you want to see?
i also wouldn't use multi pass
Single pass instanced instead?
the settings behind the button i pasted an image of
yea, you always use that
then it should be fine
Still dead, does this look ok?
OH WAIT WAIT
Does this have anything to do with it?
maybe, but you shouldn't be using steamvr if your machine is set up correctly
either way, you should be doing the vr check on the project
So I should remove steamvr support?
How do i do that? Sorry I'm new to this but it's for an exam
not the runtime, but definitely the sdk
it should be in the settings, a button that does a checklist on your project and report errors
This?
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
This is the only error I'm left with
yea that one you can ignore
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
@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...
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)
does anybody have an idea why i am being laucned off into a different position and cant work out why i am
self-penetration, you've got 2 rigid bodies trying to be part of the same rig, while detecting collisions with each other
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.
if you're getting crashes, you can be pretty sure its a package and not the editor at fault
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
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
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?
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?
do anchor overrides for reflection probes work for anyone in forward+?
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
looks like its colliding with your hand causing it to push back
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
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
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)?
Pretty much always use action based with the new input system
Device based is outdated
does it mean i need the steamvr basestation?
No?
The difference is that action based uses the new input system
The supported devices is the same
when i last tested through cable, it didn't work on action based for some reason
Then you probably ran the old input system or set something up wrong
it had the default settings from the samples
Probably best to follow a startup guide or something. The samples don't change the settings afaik
i'll need to double check in that case, thanks.
how can I resolve it?
Use physics layers and ignore the collision between hands and objects?
Maybe an issue with server side physics and the sync of them?
thats what im thinking tbh
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?
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
Figured it out, didn't know it had struggles with being velocity tracked in some cases
I would guess this is due to the game using layers, and the mask on th ecamera needs to match those
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
now i get a manifest error when trying to upload to developer hub :(:(
the camera is set to everything so i think that this isnt the problem
Gotta share the error
You do need a custom manifest on applab
And possibly need to use the oculus xr plugin (but input should be cross compatible with openxr)
Is there a generic manifest? I keep getting errors when trying to upload the build to applab
If you import oculus integration from the asset store in a seperate project you can generate the manifest there and copy it over :p
Sweet Ty for the tip will give it a go
gesture
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
check for exceptions in the build. when you have issues that are not rendering or tracking related, you most likely have something throwing exceptions due to an assumption you made that is only valid for pcvr
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
thanks will rebuild and see if any exceptions throw
im making the game for quest 2 only at the moment
No errors/warnings thrown in the build
HI GUYS i need help in webXR ,i need to pick an object using handtracking in webvr how to do?
how do you want the picking to work from a ux standpoint?
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
use the adb and step through it
not sure how i would do that in build? cuz in unity editor everything works fine, im just confused that movement and turning works using XR rig, but grabbing dont
that's what adb is for, lets you hook up the vs debugger over tcp to an android app
could i use the developer hub?
for what? you need the adb to be running in order to have something to connect the remote debugger to
really not sure how to do that will have to look into it
(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
Bro 1st i need to get hand tracking then using that hand i need to pick an object from table whb i pinch thats it and i need this in webxr how to do share me any tutorials or samples that will be help
On GitHub there is an up to date webxr exporter, which has hand tracking for quest I think.
Look at that and the documentation.
There won't be a lot of guides for it
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
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.
i think a lot of people would, since the toolkit has significant drawbacks and learning how to architect an alternate solution that scales well with complexity is not easy
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
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.
you want to pinch on the object? the oculus sdk has pinch detection and finger positions, so all you then need is a containment check against the object
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 together
sounds like you'll need some kind of socket communication / networking
not exactly the most newbie friendly choice of projects lmao
My Tracked Pose Driver seems to lose Action references if I touch the prefab at all... https://cdn.discordapp.com/attachments/735653722742325291/1128144539396349962/Action_Inputs_missing.mp4
2022.3.4f1
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?
If you search for VR avatars in unity, you will get several results. You have different options
ok thanks
Are Unity, XRIT, Input System, XR Management and your xr plugins updated?
Can somebody help me?
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?
Does what tracks you’re headset?
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
does anyone know how to pour water in a glass and the glass is filled with water?
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
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.
Does the object show at all in the right eye? I saw this on Quest (pink left, nothing right) and it was just a missing/invalid shader.
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' ?
At this moment not really. It's mostly about the ease of developing for different platforms.
If you exclusively use quest, you can use both (oculus xr even gives some extra features like phase sync, late latching, FFR, etc)
By using particles (or changing mesh) for the pouring, and a rising flat circle with vertex and fragment shaders to fake the ripples/gravity/etc
The shader used probably does not support single pass instanced. Try to use a default material or shader graph material, add the support into the shader yourself, or if that's not possible use multi pass instead of single pass instanced (this does decrease performance)
We don't know what 'this' means
Thank you! Do you know what the current status of getting boundaries in both OculusXR and OpenXR are?
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
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
Nope, if you want to use the oculus integration you have to use oculusxr
How do I implement Photon into my VR Game, because when I tried I got a bunch of errors.
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");
}
}
}
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?
That's totally up to you, you could make a quad mesh, you could use the points in a line renderer, whatever you like
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?
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
What is the 'play area' ?
That would be the XR Origin
not the camera?
No, the camera moves within the play area, and you don't want the bounds to move with the player
agreed. So it would be based on the rotation of the XR Origin then?
Position and rotation yes
have you ever used this system?
Nope
ok
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
Hi guys,is there someone that could help me to integrate meta avatars sdk into my project?
I'm facing the same problem. I've been running through some YouTube videos that are like "best Unity optimizations for building in VR", but it's taking a shitload of time.
Dang, that's not very hopeful. I thought the performance would be a little more forgiving
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.
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.
right. I'm sure it's just a small setting or the other that we've overlooked. Not really sure what though.
I do have tomorrow which I have dedicated towards solving this issue. I will keep this thread and you updated.
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
I will also pay if somebody helps me
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.
wait so you are getting the same errors on single-pass? I thought its related to a shader that im using or somerthing
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.
I see, well for me it does render normally, just spits out erros left-and-right like a madman
You cant use multipass for the Quest
The device will have to render more than its supposed to
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.
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.
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.
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
Anyone knows if HDRP will be supported for Apple Vision pro?
No info has been released on it, but I'm quite certain it won't be supported (as ios etc also aren't supported)
And it wouldn't be worth it since performance would be terrible
@potent junco maybe change to multi pass rendering?
It depends on what exactly you are doing
i did that but then the gbuffer is all funky
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
Subscribe for the latest PICO developer news, comprehensive guides, step-by-step tutorials, and valuable insights into crafting immersive experiences for PICO XR Headsets.
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...
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...
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
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?
Probably a smart IK setup
It should works close like the one, what boneworks have, to interact with NPCs.
boneworks uses puppetmaster
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
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)
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
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?
You should only ever have one XR origin in your scene. When you spawn another user, you just want to sync their transforms
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?
oop never mind, I fixed it.
I've fixed it, I ran a scene with a plane, a sphere, XR Origin and locomotion, and the controllers as cubes.
here are the build settings
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
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.
All of this if you don't have your keystore password, that is.
@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.
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 ??
Don’t use timescale = 0 to pause your game. If you want other things using time to still function, like device tracking
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...
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?
does anyone know if there is a way to have the xr direct interactor grab some items with trigger and some items with grip?
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.
idk if it can. looks as though each controller has one input option for selecting and one for activating.
yea i searched for it for a while but it seems like the only options is to add listener and such rather then actually having the option to grab it differently for each item, thanks tho.
That’s one of the main reasons I went the route of not using a toolkit and making my own interactor method
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.
It's a meaningful amount and I'm not quite sure the best way to fix it
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.)
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?)
does it require one of this ?
You gotta give more info than this. We have no idea how the code is setup
Which XR scene?
If it's a Unity demo you need to install XR Interaction Toolkit
(But adding OpenXR seems good)
hi Dev
I tried to install the Open XR, but it tried to switch to the New Unity Input System, that actually scares me,
so I cancelled it atm, at the very last occasion my whole keyboard system is disabled when I switch to new input system
but let me try this time
You can set input to both and use the old and the new one (at the cost of cpu usage).
Most VR systems require the new input system, so if you're starting a VR project, use it
now my hands shaking T_T
Just set it to both for now
I think I'm going to move on, and make new project from Unity official
https://www.youtube.com/watch?v=dCVAYB2jkEY @north path
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...
do I need an oculus to run on the editor ?
coz it won't work by mouse and keyboard whatsoever
You can use or make a vr simulator to use keyboard controlls
Never used one in XRIT tho (I use VR Interaction Framework)
why you never try XRIT ?
and what Unity version is best for VRIF
2021.3 is the best for quest and pcvr atm, because of performance
2022.3 is the best if you want to work for psvr2 and vision pro.
I tried XRIT but preferred VRIF since I could make more quick prototypes with it. This was while XRIT was in preview, so not sure how it compares now
I'm at 2 platform, PC for indoor playing
and Oculus for outdoor
i'll assume 2021.3 for my PC / windows
and 2022.3 for Oculus
Quest has better performance on 2021.3
I don't recommend using 2 different unity versions at all
Both both are fine, just pick 1. For the latest features and new hardware support use 2022.3
@vivid flume
Hm, I checked and this error is not present in Android Logcat
Does SteamVR also do the same like OpenXR? Do I even need OpenXR, if I am also using SteamVR?
is it OpenXR reffering to Oculus Quest ?
Except when its bugged like I have right now. 36FPS with an empty sceen and one gameobject
you sounds like playing it on smartphone
What do you mean?
36 means vsync.
Make sure you tune the settings.
If you use URP disable SSAO for starters
Quest devices and many standalone VR use android, thus can use logcat
Indeed
The first thing that I checked are the URP settings, everything is disabled. Including shadows
OpenXR support oculus runtime and windows MR as well, but if you integrate all the platforms you want to support you don't need OpenXR.
OpenXR is usually just quicker to get it running
Can you send screenshots of the urp asset which is used for android?
And can you send the quality settings in project settings?
And the matrix you cut off?
I'm sorry. What is that?
The boxes at the top of quality settings
Android uses the balanced tier, and pc uses high fidelity. The green boxes are the default presets
Use the arrow at the bottom to change the default, or just remove the unneeded presets
I see. I will try that
Jesus
that fixed it
So it was not taking my checkbox in mind?
Nope? Atleast not to its standalone mode.
But for Windows mixed reality, HTC Vive and PC Oculus.
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...
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"...
Does not SteamVR also have its own OpenXR included? Do i even need the Unity OpenXR if I am also using the SteamVR asset?
I mean why it using Q & E to adjust the vertical control ?
also it can't vertically rotated T_T
The checkbox is what to include in the build next to the default
Quest and pico also have standalone openxr runtimes.
Linux is wanted for sure yes.
SteamVR is the only way to natively run Linux for now
But SteamVR is partially based on OpenXR. At least on windows OpenXR is fully supported for SteamVR
If you use openVR loader/steamVR integration, you don't need OpenXR
Why is steamvr "partially" based on openXR?
Whats the difference to OpenXR and SteamVR?
What is the "Open VR Loader" and what can it do compared to the "Open XR"?
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?
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...
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?
@rapid pumice
Where can I get this DCS plugin now?
Or do I even need anything for VR, besides the SteamVR plugin itself?
To have support for Vive, Oculus and windows mixed reality?
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
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.
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.
As for why the plugin Ecosystem is like this, it is mostly from company egos and slow XR unified development by unity.
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.
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.
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.
"Kronos OpenXR"
Do you mean this? cause it have "Kronos" in the description, but not in his name...
And where do I get this "pico for OpenXR"?
That's the one 🙂 Pico is only if you want to support the Pico stand-alone headsets:
https://developer-global.pico-interactive.com/sdk
But yeah, we have our internal SDK. But we have a dozen or so folks and handle about 10-15 projects a month - so we need it to be reliable and predictable for a large volume of headsets
how to fix this? i dont know why my hand model become long like scale when it points up to y axis?
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!!
I can't find any Pico plugin, also, the windows mixed reality plugin is causing some weird yellow waring in the OpenXR setting:
Yeah, you just need to click on the XR Plugin Management and make sure the profiles are selected. Then click on the Oculus, OpenVR, etc and check which controllers you want to support.
Pico is installed manually
I'm not sure what you mean. Did you setup the right map in the build setting?
dm me
No that's not going to happen
Why?
I set it up right
should I make a new game then import my map and settings
@buoyant jolt
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
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?