#šŸ„½ā”ƒvirtual-reality

1 messages Ā· Page 14 of 1

buoyant jolt
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Almost! On that screen, where it says Interaction Profiles List is Empty hit the plus sign and add the controllers you want to support.

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It probably will be a very generic list

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In Muffin Fight, I don't use tags. The ingredients have a script that inherit from a base IngredientElement script. That way they share a lot of functionality and you can grab the component almost as easy as the tag on Collison.

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Not that there is anything wrong with tags, but it is restrictive

muted laurel
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cam you tell me what controllers?

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Do I only need one?

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like the khronos simple controller profile?

buoyant jolt
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Interaction Profiles are controller layouts that users can bind to their actions in Unity's Input System. For example, the Windows Mixed Reality feature set includes the Microsoft Motion Controller Profile to support Windows Mixed Reality controllers. At least one Interaction Profile must be selected in the OpenXR tab.

muted laurel
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But whick one?
Ehat is the red marked one doing?

muted laurel
muted laurel
hollow kiln
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guys what is the best version for XRIT ?

cobalt hollow
hollow kiln
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dude I'm with device simulator, how to climb up ?

orchid mural
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hello, in which channel can i get helpt to merge projects and handle with the editor versions. im stuck atm

muted laurel
hollow kiln
storm ether
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how do I fix this?

storm ether
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I need help with my vr gaem
So when I build it then I play it my game is in a older version of my game in like a differant scence.
And I tried deletin all my older ones and it didnt work
I also moved my player spawn to my new map
Please help.

north path
storm ether
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where

north path
storm ether
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show picture

storm ether
north path
storm ether
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k

north path
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Then the tab about resulution or rendering or something

storm ether
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left or right

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@north path

north path
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And what is selected under it?

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The checkboxes

storm ether
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yeah

north path
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?

storm ether
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turn portrait off?

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on them

north path
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Are they all selectedm

storm ether
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yes

north path
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Hmm weird, then try this:
Update unity to the latest LTS within your yearly release (if you are on lts, the latest bugfix version)
Update Oculus XR plugin and xr plugin management if possible
Update oculus integration, and afterwards generate a new store compatible manifest in the Oculus menu at the top
Then make a build

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It should work with auto rotation, at least it worked last time for me on app lab

storm ether
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k

deft lava
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I'm following the Vive OpenXR documentation to enable planar underlay passthrough, but even after following the steps even their sample app doesn't work. I just see a black background (yes, alpha is 0).

Unity 2020.3.44f1, with a Vive Focus 3 and all the latest packages installed.

Anyone had this issue before? Any ideas? A forum post said to disable HDR but it didn't fix my problem.

noble totem
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I am on Unity 2021.3.11f1, wich is an LTS version. Why can't I upgrade my OpenXR package to higher then 1.4.2?

gray marsh
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SO maybe you guys can help me, my project runs perfectly when its run in the unity editor on my oculus quest 2. However, when I build and deploy to the oculus, the camera is stuck in the ground. Ive been building the project throughout and havent had this issue until my last build. Not sure what changed. 5 error messages poping up originally with complaints about conflicting names in the DeciveLayouts script that comes in the oculus xr plugin package, so i resolved that issue by having chat gpt modify the code, replacing the doubled name with a unique one and those error messages are gone, but i still have the same stuck camera issue after rebuilding. Please help?

north path
north path
gray marsh
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I found the issue. I had imported a prefab that came with child camera object. For whatever reason, when I build, that camera became the main. Now that we got that out the way. The original problem i was coming here with is: when I pick up an object that has the grab interactable attached, it snaps right where I'd like it to, however, when grabbing and turning a lever, the lever trails behind my hand. What could be causing this issue? everything else seems to be tracking fine, just lever issue of some kind. Here is a video:

north path
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Maybe the lever hinge has some kind of drag?
And is the grabbable set to velocity? If so, increase it or change the mode

gray marsh
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yes i have it set to velocity. When i set it to kinematic or the other option, the lever detaches from the valve

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ill check the drag settings

gray marsh
north path
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You use velocity tracking, maybe try another method?

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And check the rigidbody on the hinge if there is any

gray marsh
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I believe I already tried kinematic and instantaneous and they both just broke the handle off the valve. Ill try them again though. couldve had different settings at the time

gray marsh
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I dont know. Ive changed every setting, the settings that dont break the lever all seem to have absolutely no effect

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ill have to just go dig through documentation i guess

indigo kite
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If I wanted to make a cart that I could put items into and drag along, how would I go about doing that?

tawdry sable
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whats happening

indigo kite
storm ether
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How do fx ths my eye key broke btw

storm ether
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help

light frost
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prefabs keep popping up while I try to upload my avatar to quest? can someone help?

north path
storm ether
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help

light frost
# north path Can you elaborate on the issue?

I’m trying to convert an avatar from pc to quest for the first time and I’m using the quest tools to help and I was finished and was going to upload her but then a bunch of prefabs kept popping up

ornate questBOT
north path
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I assume you mean a vrchat avatar. If so, check the link.
If not, what are you doing when converting, and what do you mean with prefabs popping up

light frost
storm ether
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How do I fix this cant build my game.

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nvm

lime grove
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guys i need help

urban cloak
lime grove
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when i drag he controllers to my head it goes invisible

urban cloak
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Click the link

lime grove
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BRO RECORD BUTTON IS IN THE OCULUS MENU EVEN angerjoy

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U CAN DO IT STILL angerjoy

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oh

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than its non posible

north path
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You can use the oculus spectator camera to record a 2nd camera onto your phone iirc @storm ether

distant nimbus
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does anyone know how to snap the players hand to an interactable instead of the interactable being snapped to the players hand?
thanks

north path
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What do you mean?
You can control the camera in game, but it would be recorded to the device using oculus' software instead of some kind of unity recorder.
And on PC you can just use OBS etc with the spectator cam

remote falcon
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also it a video that i neeed help on

lofty tangle
leaden acorn
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šŸ‘‹ Hello, does anyone know of a way to make the rig and the camera always aligned?

tiny niche
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gotta use a different solution to whatever you're making

leaden acorn
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🫤 thanks for the info, then does anyone know what the 'Before Render' 'Update Type' option on the 'Tracked Pose Driver' is? i would think it would be OnPreRender but im not 100% sure because when i try it out in a script it never triggers a single time.

shell kayak
rare veldt
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hey all. Having trouble with xR rig and socket interactors. the layers aren't working for me.. any ideas? unity version 2022.3.2f1 specifically the socket layer intreactors. when I enable them to a specific layer (and configured correctly) the object cannot be picked up (direct or ray).

calm karma
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Hello, I don't know if this is the place to ask help for this, but I'll been strugling for pretty long time now. When I wanna edit VRchat avatar, it is in blendhapes that I don't want, it makes the body thin. and without previewing it in animation, it stays thin. how do I turn these off ?

north path
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!vrchat @calm karma

ornate questBOT
random hamlet
vivid flume
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guys, I just use Quest Link to connect my Quest 2 to my Unity

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using virtual desktop I open my Unity
and add pose tracking to my camera

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but it runs super laggy

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is there step I've been missed

vivid flume
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currently it's only works at build & run

storm ether
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PLEASE HELP!!

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When i load iinto my game its just a gray screen\

north path
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@vivid flume

  1. Are you using link or virtual desktop?
  2. Check the profiler to see the performance on PC
    2.1 if this is bad make sure you use the same quality tier
  3. Check if a PCVR game runs smoothly to check if it's a unity issue or internet issue
  4. Is the game view window open? That's required
north path
storm ether
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i just buld it normally and when i load in its just a gray screen

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@north path

north path
storm ether
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k

storm ether
north path
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Put minimum android api to the recommended minumum

storm ether
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whats the recommand

north path
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I think 23 or 27?
Check the meta quest dev guide

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And does a windows build work?

storm ether
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but it works fiine in the old version

storm ether
north path
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But you can test if it works on windows. To see if its a build issue or android issue

storm ether
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k

north path
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That means you broke something with a change

storm ether
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ii did re import photon

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and playfab

north path
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Oh and check logcat errors

storm ether
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ok

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@north path should ii just go back to the old one

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ii didnt add that much

north path
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Stash what you have and going back a commit wont hurt no

storm ether
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how do I go back

north path
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Depends on the version control you use

storm ether
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it never works

north path
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??

storm ether
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it wont log me in

north path
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??

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You never said which one etc

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Did you use version controll?

storm ether
north path
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If not, good learning point to use it in case stuff goes wrong

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You never used it...

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So it did not make backups

storm ether
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ok

north path
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So enjoy debugging

storm ether
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how do i do that

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wait

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oh

north path
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Check logcat for errors and try a windows build as well

storm ether
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nvm

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@north path u dk hoq to fix

north path
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Debugging

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As with all issues

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Logcat to see errors and warnings (or make debug build with autoconnect profiler enabled to see errors in the console), and experimentation

storm ether
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me think me fixed

rare veldt
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hey all. Socket Interactors, XR Hands and layers. Anyone having trouble grabbing objects when using layers? I cannot seem to make it work with XR Hands oon 2022.3.2f1

lofty carbon
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i have 2 different cameras, and 2 different Canvases, the 2 canvases are set to ScreenSpace - Camera and the camera is set to the target camera, my cameras are set up like this so they render to different displays, but my game can only render 1 display, that is wichever i put as Display 1 camera, how do i make it so that the VR camera displays the canvas in VR and the normal canvas on the Main Display?

tranquil stirrup
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Hi all! I am using XR Interaction Toolkit, and everything was going well till I added in the Device Simulator (to test on my laptop without a headset). I hit play and my "hands" were stuck together and no longer following the "Main Camera". Nor are they able to be adjusted with the hotkeys (T and Y). They are just stuck in the door of my room and shooting a beam across the room. I've searched online for an hour or two and would be very grateful for any direction. It happened to a friend of mine too and he had to restart his build.

storm ether
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@north path it didnt ix

north path
lofty carbon
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how do i tell the engine wich layer to render on the headset?

north path
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It's a enum drop down on the camera somewhere

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Idk the exact name

hard hornet
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I am unable to find my custom main manifest when I export android project. Its an XR project using XR Plugin management 4.4.0 on Unity 2022.3.4f1. I could find a folder xrmanifest.androidlib with AndroidManifest file but it doesn't contain anything that I have added in my /Assets/Plugins/Android/AndroidManifest.xml folder.
I have also tried downgrading XR Plugin Management to 4.3.3 but then there's no AndroidManifest exported even after adding the package custom embedded with commenting out CleanupAndroidManifest(); inside XRGeneralBuildProcess.cs. By the way, this is a brand new project.

mint trail
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How do I manually drop via script something I’m holding using the XR Interaction system?

rare veldt
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All - trying to rig VR IK with xr hands but cannot get the hands to work (stuck in default position, but head moves freely with headset). Anyone have a solution? Is it a known issue? 2021.3.21f1

lofty carbon
north path
north path
lofty carbon
north path
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It does, you can select on the camera to render to both eyes for the VR camera and none for the monitor

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If there is just 1 camera (for VR) it will show the same camera on the monitor to save performance

lofty carbon
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ye, i just realized that, tysm!

rare veldt
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hand tracking components are on

pure smelt
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Using XR Interaction Toolkit. I have one interaction group per hand; direct, poke, ray interactors respectively. I'm making a world UI tablet, and if i force/regular grab the tablet, then swap hands, I notice that because the canvas moves away from my interactor rather than my interactor moving off the canvas, I have to move my hand away from the canvas and then back in in order to interact with the UI elements. I also noticed that the reticle floats in the air when I do this; it also happens when I interact with a world UI using say a close UI button. Because the canvas is hidden, I assume the on exit method isn't being called and it's preserving the active interactor. is this either a known issue or does anyone have a solution for it?

rare veldt
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XR Hands / XR and VR Keyboards -- everytime I try to type, the keyboard just disappears with no data being sent to the input field. Sometimes, the hand interacting with the KB freezes and becomes deactivated. Anyone hlep with this? Anything obviously wrong?

bright nymph
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Hi all,
So basically I'm using photon pun 2 plugin to implement multiplayer for XR app,
My question is , what how does the free version of photon pun 2 is different from paid one?

zenith pasture
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does anybody know if you can make Oculus Interaction native grabs respect physics and joints?

placid birch
true meteor
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Hello everyone,
Has anyone used this assets - Hurricane VR, I have a question, does it work with full hand tracking?

https://assetstore.unity.com/packages/tools/physics/hurricane-vr-physics-interaction-toolkit-177300

I have seen that it uses hand tracking only to record the pose.

Get the Hurricane VR - Physics Interaction Toolkit package from Cloudwalkin Games and speed up your game development process. Find this & other Physics options on the Unity Asset Store.

ruby heath
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how can i fix this

hallow maple
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Hi guys ! how are u ?
I'm using the XR Interaction Toolkit 2.3.0 and the XR Plugin Management 4.3.3, with the XR Device Simulator

Everything works fine in build on my Oculus Quest no problem with that
But in the editor, with the simulator i cant simulate the trigger input on controller
I can move myself, move the camera, move the controller, but the inputs don't work 😭

dusty glacier
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Heyo,

Currently what I want to do is have a Grab Manager (Grab Manager would keep track for each hand, which object is selected )
And then I want to make so that if an object is grabbed, I want to check if A button is pressed on my controller.

what would be the best way to tackle this? I haven't found anything yet that worked via code.
I would just need a few pointers in the right direction.

Edit: What im trying to do: When object (on certain layer) is selected, it then checks if button A was pressed. If so it opens a UI panel with info... And then if another object is grabbed, it takes that same UI panel and shows info for object 2 (so that im not duplicating UI game objects everytime )

frank bison
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Hi, I am testing with XR Interaction toolkit and I would like to know, if it is possible to implement OculusXR hand tracking?

pure smelt
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XR Interaction Toolkit question: In my project, haptics work for anything with an XRInteractable components like 3d UI, diagetic UI, just random throwable objects. I cannot for the life of me get haptics to trigger on UI interactions. slider select, button click, etc. anyone have any advice?

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i have ui interaction enabled, UI works fine, i have the haptic action selected appropriately

storm ether
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also im having some issues with letting unity read of a file from the quest, cuz its a book reading application, it works on pc and loads fine, but cant seem to find epub file from within the quest, even with 3 "fixes" for permissions applied

north path
storm ether
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wel as far as i know its passing it onto an unzip application with this: ZipUtil.Unzip ( file, epubFolderLocation);

shrewd sentinel
storm ether
ember gorge
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anyone know why grabbable objects jitter

dusty glacier
storm ether
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:3

storm ether
# north path How are you reading it? Share some code. This probably is because android works ...

07-29 11:52:12.872 13739 13760 E Unity : UnauthorizedAccessException: Access to the path "/sdcard/Documents/Books/(Six of Crow) Bardugo, Leigh - Crooked Kingdom.epub" is denied.
07-29 11:52:12.872 13739 13760 E Unity : at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x00000] in <00000000000000000000000000000000>:0
07-29 11:52:12.872 13739 13760 E Unity : at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean useAsync) [0x00000] in <00000000000000000000000000000000>:0
07-29 11:52:12.872 13739 13760 E Unity : at System.IO.Compression.ZipFile.Open (System.String archiveFileName, System.IO.Compression.ZipArchiveMode mode, System.Text.Encoding entryNameEncoding) [0x00000] in <00000000000000000000000000000000>:0
07-29 11:52:12.872 13739 13760 E Unity : at System.IO.Compression.ZipFile.ExtractToDirectory (System.String sourceArchiveFileName, System.String destinationDirectoryName, System.Text.Encoding entryNameEncoding, System

im going to have an aneurism at this rate, i've given it permission in 4 ways, on quest, via request, in the manifest and in the player settings.... AND IT STILL DOESNT HAVE ACCESS...... where is a folder where it will have access too? is there even a folder where unity can have access to on the sdcard

storm ether
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.... got it to work, moved the books to /sdcard/Android/data/<project package string>/Books

ember gorge
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why tf no one answer my questions in this discord i have been asking for year never get a chance lol

storm ether
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could you like send a vid of when they jitter? would make it far easier to identify the issue ;P

north path
ember gorge
storm ether
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do you need velocity tracking?

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as its somewhat based upon the physics engine, so many objects which have physics might cause jitter? or having a solid object be your controller might as it intersects with the object

ember gorge
north path
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It usually happens when an object is low mass and a lot of velocity is applied because of that. it overshoots the hand, tries to go back, overshoots again, etc.
Increasing drag and mass also might help if you want to use it @ember gorge

storm ether
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would still be nice to be sent a recording of it so its easier to determine the type of jitter, as some are that^ and some are collisions

ember gorge
fathom minnow
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Anyone here have experience with quest?

storm ether
lofty carbon
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what does this do in the OXR package?

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Inside the XR Origin Component

uneven stirrup
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Should i use the oculus or the open xr package for quest 2?

torpid ginkgo
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@storm ether !collab

ornate questBOT
storm ether
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Ok

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Idk how this works so ffs

spring radish
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I have created a multiplayer game using two separate Unity Editors, and have successfully connected to a Pun2 server. How can I connect both editors to the same room?

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and how to join a specific room with Pun2 ?

glacial epoch
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i am sure you can easily find many tuts on YT or online

leaden delta
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Hey guys looking for experienced people in virtual reality UX/UI !

blazing iron
storm ether
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Looking for experienced ppl pm me

blazing iron
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im trying to add server buttons to a game but it just shows error CS0111

turbid gull
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I'm hoping this is not terribly off topic. I am trying to use Unity3D with the VRChat SDK, which requires version 2019 of Unity. Unfortunately when I try to create a project in Linux using this version of Unity it crashes with an out of memory error. Has anyone had any experience with this?

hot warren
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I'm working in VR with the XR Interaction Toolkit. Hoping this is the right place with questions. If not I'll be glad to move the post...

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I'm doing some dev today and have an interesting issue if anyone happens to know the answer. I have a VERY simple scene with a Plane and the XR Interaction Manager in Unity. I've implemented the Left Continuous Motion Provider and the Right Snap Turn Provider. I've to the Locomotion System installed. The issue is that Gravity does not seem to work (obviously I'm missing something). Moving around on the plane does what you would expect. However, when I move off the plane, I expect to fall into oblivion! I don't... The XR Origin (me) just continues on in a straight line. I see similar behavior in some slightly more complicated scenes I have, where I expect to follow uneven (tilted) planes, and I just fly right over them. What basic concept am I missing here?

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My plane is a Mesh Collider, which is why I expect to be held up there....

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In the Locomotion System, I have Gravity turned on, which is why I expect to fall into the great abyss when walking beyond the plane (or to follow a tilted one to another ground level)

hot warren
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Just noticed that there is a prebuilt Sample DemoScene. It has the expected behavior.. So I'll take a look around there to see if I can figure out where my setup is different. Here we go.

hot warren
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Well, after 2 hours of troubleshooting, turning things on and off, moving components around, etc, I still don't know exactly how to fix the setup that I put together. The good news is that I almost immediately found a solution to fixing the problem. Simply copying the "Complete XR Origin Set Up" into my scene from the Demo, and turning mine off did the trick. As far as what was wrong... well, for one thing, I'm using Child Game Objects instead of Components for my Locomotion system. That should not make a difference though. Another difference is that I had not implemented a "Dynamic Move Provider (script)". It seemed to me to be just something to extend the piping to allow for the user switching between locomotion modes, so in my simple example, I did not set it up that way. Again, should make no difference. Lastly, as far as I can tell, I had not implemented a "Character Controller" or "Character Controller Driver" for my XR Origin's Move Provider. Doing this did not fix the problem, but reverse troubleshooting revealed that disabling it in the demo broke things in the same way my scene was broken. So, in short, I'll be using the Demo XR Origin and trashing mine. It has been an enlightening couple of hours.

storm ether
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Anyone experienced at developing vr games, pm me

frank bison
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I need help, does anyone know how to register the VIVE OpenXR Plugin Windows - Hand Tracking gestures for the Vive Pro headset, I can get the hand tracking, but the interactions do not work.

storm ether
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Just do

lofty tangle
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Mm, not without a reason

storm ether
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For a game

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I need help with a game mode

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Bc I can’t do it

lofty tangle
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Then why ask for dms from people who may not know how to solve your specific problem because you haven’t disclosed it.
Try instead explaining your problem and allow anyone to see if they know the answer to help.

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You’ll have more success that way

storm ether
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It’s making a game mode for a game I’m making

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Basically the game mode will be a game mode where when u enter a lobby there will be guns and once u shoot someone with the bullet they are out and when they are out their gun disappears until the round is over
Multiplayer game
First player
Respawn it’s just when u walk into the map it enters the lobby that could be for any game mode u have selected and when u get shot/hit u just stay where u are and get blood/ red splashed on you so u can’t carry on shooting ppl and once ur shot ur gun gets taken away from you

lofty tangle
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That doesn’t sound very VR specific. More multiplayer, fps, no respawn specific.

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Also you just described an entire game mode. No idea where you are at or what you specifically need help with.

storm ether
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I need someone to make the game mode for me as idk how to

lofty tangle
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Learn how to, maybe.

austere yoke
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HI guys I am Rupesh VR developer. I am working on project where we want to record video shot of user action on in app button click. I am able to catpure the screenshot but, not getting any Idea how to record video shot of screen of meta quest 2 with in app button click.
Anyone know how to do this? I will be thankfull for your help.

north path
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Ask in the unreal discord

uneven stirrup
strange scroll
mystic ridge
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Hey Guys, I want to rejuvenate an old Project that ran on GearVR and Oculus Go back in the day (Unity 5.6.3f1) to Unity 2022.X – has anyone experience how to bring back such old projects? Maybe start with updating to 2017 and go from there?

frank bison
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Hi guys, Help, App lab of meta quest accepts apps using OpenXR from unity, or is it obligatory to use Oculus XR to be able to publish?

Context: I am trying to create an application with hand tracking, I am using openxr which offers hand tracking with xr interaction tooltik and xr hands interaction.

autumn pewter
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Is there any way we can create the sense of weight in virtual reality while lifting/grabbing the object with controllers? otherthan hepatic feedback?

celest copper
lofty tangle
nocturne crystal
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SOMEONE I NEED HELP MY GAME WONT BUILD

north path
split oar
#

QUESTION. What is currently the best Unity version (URP) for Quest2 development? Over the last couple of years, I've heard there has been performance issues in newer versions. Is this still true?

split oar
# split oar QUESTION. What is currently the best Unity version (URP) for Quest2 development?...

This post recommends 2021 LTS. But what about 2023.1? How does that compare? https://forum.unity.com/threads/which-unity-version-for-quest-2-stability-performance.1316904/#post-9063949

split oar
# split oar This post recommends 2021 LTS. But what about 2023.1? How does that compare? htt...

So a fix is in review for 2023.3? And Meta no longer supports 2020, which was the fastest version? WTF? https://issuetracker.unity3d.com/issues/urp-xr-performance-degradation-when-comparing-android-quest-2-builds-across-2020-dot-3-and-2023-dot-x

austere yoke
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Hi friends, Is it possible to send meta quest 2 app's captured screenshot directly to cloud server without saving it on meta quest 2 storage?

frank bison
sharp sorrel
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I Need Help With Something when i install XR Plugin Management it Says its downloading but never finishes When I Close the tab it just does not show up anymore

fiery bramble
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im making a vr game im working on the maps and i need help with the trees and grass. can i get help?

sharp sorrel
fiery bramble
sharp sorrel
lofty tangle
sharp sorrel
lofty tangle
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Tried restarting unity?

sharp sorrel
#

Still

lofty tangle
#

šŸ¤·ā€ā™‚ļø

sharp sorrel
#

ima try a older ver of unity and see if it helps

sharp sorrel
bitter igloo
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the first question i have is why does Valve.VR not exist when importing the SteamVR package, and my second question is why in the holy unity do the "Valve.VR" not existing errors appear when building??!??

void hornet
#

Hello! i have somehow broken my unity project and when i have steamvr running and run the project it just doesnt show up in my headset

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well exactly one frame of it does which then blinks in and out of existance and then it just goes back to the waiting to load screen

hollow sail
tiny niche
#

just make sure the values fall in the commonly accepted standard range and you're fine

#

and an acceleration over time sum would be enough as a multiplier that you should be able to fool people into thinking its a real value you're displaying

vital falcon
#

hey im using 2.3.2 XR interaction toolkit

#

tryna do poke interaction with UI

#

literally does not work until i turn the poke interactor component off and on again

#

....why

#

this is the stupidest issue ive ever encountered

#

any fix ideas?

#

changing everything in the component and nothing seems to make it work other than reenabling

#

ok i found it

#

a fix i mean

#

by moving the XR UI Input Module onto the origin instead of having it in a scene that gets loaded, it just works now

#

great thanks XRI

pallid vapor
#

what do people using steam VR use to test framerates - I've got the headset GPU performance graph reading 0.2 of 11.1ms - can't be right??

#

okay restarted editor and I have something more realistic

hollow sail
carmine timber
#

Hi guys, I writer you because I have a problem.
I would likes to ask you for some advice on how to manage asset proportions within Unity.
For my personal project, I need the entire scene to be in 1:1 scale, but when I import the scene into the headest, everything appears smaller. How can I fix this? Thank you in advance for your reply.

tiny niche
carmine timber
tiny niche
storm ether
#

Someone sent me this

#

Has he done anything so far

#

If so what?

grand bear
#

he took a picture

ember gorge
#

anyone know how to make XRSocketInteractor work on network (netcode or mirror..)

uneven stirrup
#

Can i use APV for Quest 2?

uncut prawn
#

hi, i new to game development, and i followed a tutorial on vr hand physics and full body ik, they both work but i just cant get them to work together. Any possilble solutions would be greatly appreciated.

north path
#

Just try in a small project

uneven stirrup
#

Like it works but its wierd and complicated

north path
#

Yeah, especially in urp it might be a bit buggy

uneven stirrup
#

How does the Quest 2 have this reflections?

hard anchor
#

Hi all, I am a student researcher in HCI (Human Computer Interaction) field.
During my recent research on VR commercial games, I noticed that developers incorporated two distinct modes for controller vibrations in the game. For instance, when attacked by zombies, both controllers vibrate simultaneously, while when firing a gun, only one controller vibrates. I am curious to learn about the specific design principles that guided these decisions and also hear about your experiences in game development.
I would greatly appreciate it if you could share any insights into the design considerations that led to these different vibration modes. Additionally, I am interested in hearing about your experiences and expertise in the field of game development.
If you are willing to help, please kindly fill out the following form, or you can DM me to provide more detailed feedback.
https://forms.gle/xfGuv89o2maUR9Pq9

severe saffron
winter arrow
#

cann anyone give me a little help with adding interactive Aggressive Zombies to this VR game im making ?

winter arrow
#

I’ve done everything I learned in the tutorials as far as Nav meshes and Nav mesh agents n all that but the zombie always either stays in one spot or runs in place, then when I get close it still won’t attack me

jaunty trench
#

This is for VRChat. Can anyone help me get this package to be global when triggered? The bird flies when you get close to it. Can someone help me make this so that when a player triggers it, everyone can see it fly? Would really appreciate the help, can drop some PayPal for anyone who can assist.

wet sluice
#

Anyone here got a Rift S?

#

I'm experiencing some problems with the tracking being offset in Unity

#

Not experienced it with anything else

north path
#

!vrchat @jaunty trench

ornate questBOT
north path
winter arrow
north path
winter arrow
# north path Look up how to make AI in unity The easiest easy probably is using a state machi...

Ive studied those videos for hours.. I think the main issue here is that theyre all tutorials made with wayyy older versions of the editor so what theyre telling me to do dont match with the available options i have or in the midst of the upgrade the locations of certain things were moved.. I'll look into the state machine but for you or anyone else interested i have an ongoing paid project and im open to collaborations, payment & credits will be given for your help.

north path
winter arrow
#

check your DM shortly

mystic ridge
#

Hey Guys, has anyone tested building an App to the Apple Vision Pro Simulator?

blazing iron
#

vr game is broken can anyone help

dry minnow
#

Anyone know a free code library for comfortable flying locomotion? like echo vr style. just want to try it out quickly

vivid flume
#

anyone willing to give a shot for this ?

north path
frank bison
#

Hello everyone, I have this problem when implementing the hand tracking of open xr in unity 2021.3.25f1

When I open the Hands demo scene the player appears in the direction (1) in green, which is how it is configured.

When I compile in my quest and start the scene the player appears in the direction (2) red, any rotation; it will always be the opposite.

Do you know why it happens and how to solve it?

I am using:
OpenXR 1.7.0
XR Interction toolkit 2.3.2
XR Hands 1.2.1

lofty tangle
frank bison
final basin
#

Has anyone been able to successfully upload a build to oculus in the last ~4 hours? Ours builds are fine, but in step 4 of the APK upload process (validating package contents) it resets and goes back to step 1. It retries 5 times and then fails.

#

It was working 7 hours ago, and even uploading the same build that succeeded 7 hrs ago now fails. So i think its a server-side issue, but i haven't heard back from them yet.

final basin
#

Have heard from one other developer with the exact same issue, so it seems like a system outage

shrewd sentinel
#

I'm following a valem tutorial on inputs but it's like 3 years old so I just want to make sure: Is this still the way to call inputs using the XR interaction toolkit or is there a cleaner way?

lofty tangle
narrow relic
#

can someone help me build a map please

#

i will do the hard part

vivid flume
#

guys what just happened if I can't install Cardboard XR plugin
is this happen bcoz my pckage manager won't import from github ??

orchid jolt
#

Hey so Im making a vr game for applab and I need to past VRC.QuesT.Funcional.2 and VRC.Quest.Input.4 which is basically open up the pause menu when the user removes the headset, powers it off, or press the univerlse menu. The problem is that I have no idea how to do this. So I'm basically wondering if someone has done thsi before and if they can tell me what to do or just give me code that works. I hope that made sense if not please ping me. Thanks

pure smelt
#

XR interaction toolkit, is there any way to listen to UGUI events? i literally just need to listen for entering and exiting UGUI components, even just canvases

formal cape
#

Who do I have to talk to, to get the visionOS beta plug-in

storm ether
#

Anybody have some alternatives to Enviro 3? Love the tool, but between the issues with volumetric clouds, and VR support, i think i'm going to have to ditch it

buoyant jolt
buoyant jolt
buoyant jolt
buoyant jolt
buoyant jolt
# storm ether Anybody have some alternatives to Enviro 3? Love the tool, but between the issue...

Volumetric clouds are usually shader faked and most systems don't play nice with them, unfortunately. I've had good success with UniStorm but had to modify it a bit. For Volumetric clouds I'm using a convoluted particle system, probably not Ideal and probably smarter ways 😦 I hope you find something. I've had issues with all off the shelf systems and needed to fix them to work with them for VR

wet sluice
#

Are there any helpful tools for debugging VR shaders?
Obviously putting on the headset every time gets old quick

orchid jolt
regal ibex
#

This one is for basically anyone who has tested a VR game in unity.

If possible could you give me a step by step rundown on how you get to test your creations in your headset? I've spent the whole day with countless tabs looking on how to do this and I'm doing something right. If it has something to do with air link then mine wont connect. Also does it have to do with the fact my gpu doesnt meet the minimum requirements?

uncut tapir
#

I use link with a USB-C cable, which seems to be more stable. Mine also says my GPU doesn't meet the minimum requirements.

regal ibex
uncut tapir
#

Are you having troubles connecting using Air Link or your game won't show up after you connect to Air Link

regal ibex
#

trouble connecting to air link

uncut tapir
#

If you have your oculus opened on your PC and your headset and PC are on the same network (same router) it should work. But, I'm not really familiar with troubleshooting router and network stuff really.

#

There is a common router setting sometimes called "AP isolation" could prevent devices from discovering each others tho.

#

Might as well check router settings

#

Personally I just use the cable link, if I need to be untethered I'll build an Android build.

wet sluice
regal ibex
regal ibex
#

Even when I connect it with wired

uncut tapir
#

how did you install your oculus app on PC, maybe it was outdated?

#

nvm actually, it's probably harder to keep it outdated even. meta updates are pretty aggressive lol.atwhatcost

formal cape
uneven stirrup
#

Why does it look like that on Quest 2? And how do i fix it? (I mean the white lines)

buoyant jolt
wet sluice
#

Anyone know a way to retrieve the view direction in a full screen HLSL shader in vr?

uneven stirrup
#

Also anti-aliasing disables some of my particle systems, for some reason

regal ibex
#

In total its been a whole day since ive had this issue

buoyant jolt
hardy hatch
#

Somehow I screwed up in VR Development somewhere along the way and now my hands are way over my head
How do i fix it

severe locust
#

Good Day everyone, i apologize if this is not the right channel,,

I am getting this red error code when trying to Build and Test my world with VRChat,

I made one world and it wasn't going well so i made another and moved over files into this one

vivid flume
#

Watch this video in context on the official Unity learn pages -
http://www.unity3d.com/learn/tutorials/topics/graphics/introduction-and-session-goals

In this session we will learn how to create an in-game video player which the player can interact with using first person shooter controls. The goals of this session are to learn how to use the V...

ā–¶ Play video
#

been doing this over weeks, but non of it covering an android subject

buoyant jolt
terse dagger
#

hey all. my app is on the Quest 2 and just got hit by the v56 firmware update.... now my app isn't launching at all. got that fixed by upgrading from Unity v2022 to v2023 but now the microphone is a garbled mess (rushed and chopped). I'm using the Meta Oculus SDK v55 (no v56 available that I can see).....any ideas? been working on this for 24hrs straight and its got me stumped

#

to make it even more frustrating, i use Vivox for in-game voice chat and that's working fine but anything else that's using Microphone.Start is completely messed

#

Tried removing Vivox....no change

#

I've narrowed it down to where I think the issue is a clash between Unity v2023 and Oculus SDK v55.....but I can't imagine I'm the only one that's affected if that's the case

terse dagger
#

so i just tried a blank VR template project using OpenXR (no Oculus SDK) and I'm still getting garbled mic input.....

#

so now i'm thinking it might actualy be Unity

warm halo
#

For some reason when I am trying to play my game on a vr platform it’s says having problem parsing the package pls help

warm halo
pure smelt
#

anyone using XRI know of a reliable event for hover enter/exit of a UI component? hoverenter/hoverexit doesn't work without an XrBaseInteractable and a collider, though XrInteractorLineVisual seems to know what to do. Though the logic is actually insanely bloated and i don't want to replicate all of that. I wish there was one place that did it and invoked events

shell kayak
terse dagger
#

actually that may be wrong... currently doing a build let me confirm once it finishes

shell kayak
terse dagger
#

but i'm using the Microphone.GetDeviceCaps API basically

#

ok so maybe I use the min instead of the max?

#

i didn't think the frequency would affect chop and speed

#

(not an audio guy)

shell kayak
#

The min might be too slow

#

Chipmunk voice can be explained by playing back an audio file at a higher frequency than it's recorded at.

#

As speed goes up, so does pitch.

terse dagger
#

that...makes total sense....

#

oh pitch stays normal

#

its just crazy fast

#

kinda like when in a Google Meet meeting or Zoom you have poor internet and then it tries to catch you up by playing back your feed on fast forward

shell kayak
#

Hmm, that's abnormal. Are you getting these results without Vivox being involved? Such as just playing back the AudioClip from Microphone directly?

terse dagger
#

yep

#

even tried a base OpenXR template project

#

same issue

#

I can use the same test script on my Unity v2022 version of the app and on the v55 firmware and everything works fine

shell kayak
#

Do you have another headset you can test the app on?

terse dagger
#

but the combo of Unity v2023 and v56 firmware gives me the above problem

#

i do and I have. even on a Meta Pro

#

same issues

#

v55 firmware fine....v56 chipmunk

shell kayak
#

And it's fine in the editor through Link you said?

terse dagger
#

yep

#

and its only the Microphone API

#

Vivox uses their own native DLL and has none of these issues

#

I've even tried just unchecking the "Capture Audio" flag in the Meta LipSync component to use their own raw feed to verify.... confirmed same issues

#

but again only on v56 firmware

#

its a total brain pretzel

#

i know Meta made updates to the microphone setup as part of the firmware update but i can't imagine an issue like mine would be something that would slip past QA....so i'm tempted to believe its a project config of some sort or just something I'm not seeing

#

the only major change i can point to is v56 required me to update my target Android API from v10 to v12

#

otherwise my app crashes on launch

shell kayak
#

Hmm, I have a Quest 2 app running on v56 and using Microphone, and don't have this issue

#

But that's on Unity 2021.3

terse dagger
#

interesting

#

i could attempt a downgrade....though would prefer not... out of curiosity what's your minimum target Android API level?

shell kayak
#

But since it's easy to reproduce this in a sample app, I would encourage you to report it as a bug through Unity. It probably won't be seen by a human any time soon, but it can't hurt.

terse dagger
#

and there's the rub. my client wants to launch this thing before school starts (its an education app)

#

so the pressure is on me hard to figure out a fix before the end of next week

shell kayak
#

Our app has been on the store for a while, so it seems we are grandfathered in. We haven't upgraded from API 30 yet.

terse dagger
#

and see that just.... that has me all kinds of curios.... because my app was on API 30 when the first wave of firmware updates hit

#

and my app just started crashing at launch

#

only on v56 firmware

#

sigsev error in the VRDriver.apk

#

updating to API 31 fixed that but not i've got this mic problem

shell kayak
#

Was the app published on the store before the firmware rollout?

terse dagger
#

yes

#

AppLab

shell kayak
#

Maybe AppLab doesn't count in the grandfather rule. Ours is on the store.

terse dagger
#

do they actually check for that on app launch?

shell kayak
#

I would think it's during binary upload

terse dagger
#

would seem really cruel of Meta to break legacy support just because i'm not on their official store

#

but on v55 firmware i'm fine

#

with zero change to my app I can easily toggle between working fine on all fronts and crashing / mic problems all by just changing the firmware

shell kayak
#

If Vivox works fine through their native dll, then it sounds likely to be a Unity issue, brought on by the firmware update. So that bug report is probably important.

terse dagger
#

fixed it.....

shell kayak
#

Oh?

terse dagger
#

yep

#

kept the API level at 31, downgraded to Unity v2022....but also removed Vuplex from the project

#

no idea how that is fixing it since the blank project did not have vuplex

#

so i'm still at a loss on what actually fixed it

#

but its fixed

shell kayak
#

Hopefully stays that way.

terse dagger
#

agreed

#

thanks for the help

#

i'm going to clone my repo down to the last bit right now just to make sure i don't lose this state lol

tropic reef
#

VRChat SDK doesn't like them at times

severe locust
tropic reef
#

Yep, scripts are always the culprit squint

dull lake
#

How ā€œhardā€ is it to create different simulations in a VR game?

#

Ik I’d have to make the surroundings and tools and such in blender

#

Then code it here

shrewd sentinel
north path
muted laurel
#

What is the difference between OpenXR and OpenVR?

My last Unity project used OpenXR and I sadly noticed, that it only works on Windows x64 systems and that SteamVR doesen't support it...

But what I found out was, that SteamVR does support "OpenVR" so I want to know, what is the difference between OpenXR and OpenVR and where can I download OpenVR?

Cause I want to have SteamVR support and I also would like to support VR for Linux x64 systems...
(even if only the Valve Index is the only supported Linux VR Headset, besides of Windows)

#

Where can I download the OpenVR asset or plugin?

#

And does OpenVR have the same compatiblity to common VR Headsets like Vive, Oculus, Windows Mixed Reality and Index?

ionic thistle
muted laurel
ionic thistle
#

Regarding Linux I have no idea.

muted laurel
#

I get a build error with openxr on linux that says:
that it onlys supports windows x64 right now.

ionic thistle
muted laurel
#

Why?
And how?

ionic thistle
storm ether
#

im guessing we all know gorilla tag i want to make a game w gorilla tag physics but you have wings and you can fly and flap etc... could anyone help me that im not good at scripting

junior meadow
#

Hello everyone. I am thinking of making my first VR game for Quest 2 and wanted to ask wether or not I need a link cable.

storm ether
#

No you dont

dull lake
storm ether
#

dos anyone have a script for flying like a bird

urban cloak
orchid jolt
#

Hey so Im making a vr game and I was testing the game standalone on the quest 2 and its a dark scene so I got to pull out my flashlight and the game crashes. I think it because its too much for the oculus to handle so my question is what are some ways to boost performance?

buoyant jolt
orchid jolt
zealous ginkgo
#

i need help. I dont know how to make a A row of 6 buttons labeling names that when you click on (Example 1[Button]) it shows (Example 1 Details[Text]). then press (Example 2[Button]) and it shows Example 2 Details[Text])

I got the Mirror toggle down but i cant get a button UI/Interactive board. Can i please get some assistance i just started 😦

buoyant jolt
#

!learn

ornate questBOT
#

šŸ§‘ā€šŸ« Unity Learn can offer you over 750 hours of free live and on-demand learning content for all levels of experience! Make sure to check it out at https://learn.unity.com/

storm ether
#

i dont even know where to strt the script

urban cloak
ornate questBOT
#

šŸ§‘ā€šŸ« Unity Learn can offer you over 750 hours of free live and on-demand learning content for all levels of experience! Make sure to check it out at https://learn.unity.com/

storm ether
urban cloak
#

Not knowing is not an excuse.

urban cloak
storm ether
#

bro i searched fly and nothing was even close if you dont wanna help me you dont need too ill fiond someone else to

urban cloak
#

Then it'll have to be somewhere that isn't this discord. Good luck. šŸ‘

#

This server is for people who make an effort to learn.

storm ether
#

bro thx for the help tho

orchid jolt
#

Hey I’m back lol. So I imported my apk to my quest 2 to see how it runs and whenever I play it I get these weird like rainbow glitches/lines that will appear and disappear across the screen. (I tried to get a video but it sadly doesn’t show up on the video.) I think I just need to change a setting for unity but I don’t know which one. I’ve already followed oculus setting for meta quest 2 but it still does it. Does anyone know a fix for it? Thanks.

north path
vivid flume
vivid flume
#

I'm using 2021.1.15f1 atm

wet sluice
#

What is going on with the XR setup?

#

I have an XR origin offset from 0,0, as a parent of the camera offset

#

Yet for some reason, as I move the XR origin away from 0, 0, the camera moves by a much larger amount, as do the rest of the children.

#

Both Camera Offset and Main camera have default transforms

#

And there's no scaling happening

#

So what's the cause?

#

Putting it all inside another gameobject and moving that gives the same error

#

The children seem to be moving by about double.

#

I can't move anything without a horrible offset occurring

foggy badger
# wet sluice I can't move anything without a horrible offset occurring

Sometimes When I get issues like this I'll make a duplicate of that Origin rig, deactivate the original one, and then add a new 3rd one and drag and drop the necessary components and objects and stuff from the duplicate onto the rig to test if it fixes it. This way if it fixes it I won't have to rack my head around the why (even though I may lose sleep).

wet sluice
lofty tangle
#

I feel like this has happened to me before.

foggy badger
#

praise the unity gods.

lofty tangle
#

The moving twice as far for child

wet sluice
#

I just kept trying different parents etc

lofty tangle
#

Idr what I did to fix though

wet sluice
wet sluice
foggy badger
#

good call. I have a prefab as well. I just gotta do that double work after i test it scene side and then apply the changes to the prefab if they work to update it.

#

Currently my issues involve final IK and pun 2. anyone have any experience there?

buoyant jolt
#

Yes

#

Better to just ask though!

wet sluice
#

Does anyone know how to do accurate melee collisions with grab interactables (or some other way)

#

Velocity tracking has to be one of the most awful implementations I've ever seen in my life

#

The grabbed object barely follows the hand at all, it lags behind by so much, and is extremely jittery

wet sluice
# buoyant jolt Yes

You spend a lot of time answering questions in this channel, which is very nice of you. Can I ask what game your studio is working on? I'd love to check it out

buoyant jolt
buoyant jolt
wet sluice
buoyant jolt
#

If I remember correctly, we cheated the physics eventually but that might have been caused by the multiplayer...

wet sluice
#

Yeah from some post I saw on reddit, it seems like setting velocity manually can help a lot. It's a shame the Unity implementation is so bad, I feel like I have to jailbreak out of the XR system they provide to get a creative result a lot of the time.

buoyant jolt
#

Yeah, internally we made our own VR templates based on their XR Interaction toolkit. But we redid all the locomotion and interaction stuff - we also needed to hybrid hands free and controllers into one, for our stroke recovery stuff

#

It went through a lot more iterations than I anticipated

wet sluice
# buoyant jolt Yeah, internally we made our own VR templates based on their XR Interaction tool...

This seems like the route I'm going to have to go down, which is a shame. I'm honestly surprised the xr toolkit does so much for you, it's unusual for unity, you don't even get that sort of movement support for basic 3d. I think I'd prefer if it was smaller in scope, but easier to extend.

That being said, I've not dived into much of the code yet, so maybe it's easier to work with than I think.

slim atlas
#

Anyone having issues with quest 1 and the android api 32 update? The update is required for app lab distribution but, updates don't work on my quest 1 even after it downloads it. It uses the last update before the api upgrade.

buoyant jolt
buoyant jolt
slim atlas
#

šŸ™ ty I appreciate it, so far no one I've reached out to has a quest 1

buoyant jolt
#

We have a few, as it was still an App Lab requirement for quite a while- might still be?

slim atlas
#

yeah they updated the api requirements in june, previously it was 25 i think

#

i havent made a build in awhile so I'm running into this issue late

buoyant jolt
#

Yeah previously it was up-to 32...

slim atlas
#

oh maybe i need to set the minimum to 29 and the target to 32

wet sluice
buoyant jolt
wet sluice
slim atlas
#

ye this worked i think

#

waiting for the hampsters to catch up to speed on app lab before i can actually look at it

slim atlas
#

yeah confirmed fixed for me ty

buoyant jolt
#

Awesome

shy wing
#

quick question. is vr development with unity only with windows and not apple? or is the info on the learn page outdated

sharp sorrel
#

Someone help

pine bison
fresh field
#

Hi, everyone. Can anyone share the unity spatial sdk? I am making vr games, but the official unity does not respond to me after submitting an application to their website

uneven stirrup
sour raptor
#

Hey there,
I just updated our Experience to Unity 2022.3.6 and I have a lot of problems..
First the Ui System completly broke. We used to use Screen Space overlay Ii so a "ControllerPerson"
could change settings on the PC Screen while a client wears the Headset.
But in 2022 The Ui is not longer Visible in my Build.

Anyone knows how to build a "Controller" Ui that is only rendered on the Pc Monitor not in VR ?

kind sundial
#

Anyone knows where/if I could get a 3D model of a whole city? Specifically Cardiff city..

uneven stirrup
north path
#

That it doesn't work for you doesn't mean it's broken. Tell the issue and your setup

north path
north path
lofty tangle
#

i've had an issue with unity open xr for quest builds. the controller profiles had everything and they wouldn't track but when i removed the quest pro controller and just have the quest controller it worked

#

@uneven stirrup

uneven stirrup
silver gull
#

hello

#

i am very new to this, and am wanting to check it ouit

dull lake
#

I was interested in making a game where I could simulate certain medical procedures. One example being like, cutting something open with a scalpel

#

Is this something that I'd be able to do?

urban cloak
#

Nobody can say what you are able to do. šŸ¤”

#

Making a game like that, sure, it's possible. Anything is possible.

dull lake
#

I have no experience at all with unity or blender. This is for a school project that I have about 4-5 months to complete

#

My goal is to help students to get a more realistic understanding of simple medical procedures

#

But I'm now thinking that maybe trying to represent something as complicated as surgery is going to be too much

#

But maybe if I try to simulate something like, drawing blood, or doing sutures, could be easier?

#

I just want to know if this is something that is feasible in my time span

#

I mean, I'm not really familiar with everything that unity can do and discord is kind of my only source of, what's possible, what's not, what's feasible in my situation, and what's not

urban cloak
#

With no experience, likely not possible in that amount of time, no.

#

Unity is a blank slate, the only limitation really is your abilities to do the thing you want to do. With zero experience in doing anything, that sounds like it's going to be far too advanced.

dull lake
urban cloak
#

Yep

dull lake
#

Ok let me expand rq on the 4-5 months. Technically I have 8 months, but I'm applying to college this year so I expect 4-5 months to be a more realistic time span

#

I'll have to think of something else then

#

Brainstorm time, just a way to simulate certain medical procedures through VR

urban cloak
#

You can have it be more guided, with ghosted lines showing what to grab, where to move things etc., so it's not free form.

#

That would simply the flow a lot.

dull lake
#

Is that something that's easier to do in unity?

urban cloak
#

But making the art and being creative on how to set it all up (closing an opening for example), is a huge hurdle.

dull lake
#

Create these ghost lines

urban cloak
#

There is nothing done for you in Unity, you'd have to make all of that yourself.

dull lake
#

Ok gotcha

#

Another idea that came to mind, so when I create these ghost lines, and have users be able to move things to that spot, could a simple animation display that doesn't require any user input but just something that they watch?

#

Sorry this is less of how to do things questions and more of a brainstorming what I could do

urban cloak
#

Sure, anything is possible

#

The easiest thing would have the player do nothing but observe, and click "next" to progress the surgery/steps with some voice overs.

dull lake
#

I definitely still want some amount of user input in there

urban cloak
#

Removing the player interaction on the actual procedure would significantly cut down the effort

dull lake
#

It doesn't have to be anything big, but at the very least, the user is able to pick up certain tools and move them with their hands, etc

#

simple movements like that

urban cloak
#

Yep

#

All that is relateively easy with VR. Your biggest challenge is going to be the actual model.

dull lake
#

Is that where using blender comes in?

urban cloak
#

(An example of what we did for an internal project for testing multiplayer)

#

Yes, you can't model in Unity

dull lake
#

Ooh that looks cool

urban cloak
#

Anyway, it's midnight so I'm off. šŸŒ™

dull lake
#

kk, tysm for the help

#

It's really appreciated

#

I don't think I'll truly understand what I'm dealing with until I'm in unity myself

#

But now I know, creating animations with minimal user input will be a lot easier so long as I'm able to create decent looking models

uneven stirrup
wispy lark
#

can someone help fix this? im using probuilder and i have 6 of these errors and i cant build until they are fixed. someone help please

dull lake
#

How is creating something VR where there’s minimal user interaction easier then creating something with the user interacting more?

#

If it’s possible to explain this simply, what do you have to do to create something with more animations than user interactions so at least the user is still able to be immersed into the experience

broken anvil
#

As soon as I connect my VR to my PC to test the game my FPS drops from 100 to exactly 15 and stays there. What can be the culprit?

brisk bay
#

i have 3 questions:

1 - how do i make my collisions smooth?
2 - how do i stop items from making me fly when i pick them up?
3 - why do i sometimes slide excessively when i touch objects?

subtle sage
#

I don’t know where to post this, but when I load into the game, I’m floating, but when I put the spawn point lower I fall straight through the floor

#

Nvm I just chasnged it from a mesh collider to box

foggy badger
# brisk bay i have 3 questions: 1 - how do i make my collisions smooth? 2 - how do i stop i...
  1. I don't know what exactly you mean by Smooth Collisions but on your rigid body you can set things to continuous and continuous dynamic here's a vid. https://www.youtube.com/watch?v=XvrFQJ3n8Mo
  2. The item is colliding with your capsule collider on the body. There are a few ways to resolve this, one being changing the layer of pickup items to something specific as well as your body then going to the collision matrix in Edit> project settings >physics and scrolling to the bottom part to uncheck the intersection between the layer your body is on and item is on.
  3. I can't quite tell what the issue is with the sliding, but it could be that you messed around with damping settings on the rigidbody of your player and there's some weird velocity still going on when you collide. Hope this helps!

This video will help you understand why fast objects go through other objects and how to fix this in Unity3D. Make your object never pass through other objects again.
Also, check out this Asset https://shrinke.me/MyUnityAssets

ā–¶ Play video
lofty tangle
#

Or stick drift. A while back I couldn’t figure out what was wrong with my movement but it ended up being stick drift on my controller

foggy badger
# dull lake If it’s possible to explain this simply, what do you have to do to create someth...

simplest way I can explain it to you is that interactions that are trying to mimic reality are quite literally recreating reality... virtually. Each tiny thing is it's own step that you have to recreate. If you wanted to skip trying to code all of that there are ways of making it much easier without the actual physics being identical to reality. I would look up sockets and triggers. If you had a scalpel for instance you could simply put an XR Grab interactible component on it provided you are using Unity's XR interaction toolkit, and when the scalpel tip collides with a certain point on a model that has a collider set to trigger, the model would instantly deactivate, and a new version of the model with an incision would activate in the exact spot, giving the illusion that you made a cut. A socket would be an invisible area with a collider set to trigger that when you place a grabbable object into it, the object would snap into place. This could be for setting up rib spreaders/clamps or what have you. With Canvas UI elements floating in the scene you could also have those triggers scripted to change the text on the UI to the next step to do or even play videos that you import that you made elsewhere to guide the player to pick up the scalpel, then go to an area highlighted on the chest and simply press the scalpel into the right collider, or one collider to another and have it swap your models out instantaneously. A few of those types of quick grab and place actions and you could probably get through a simple surgical task with just triggers and sockets.

foggy badger
dull lake
#

one other question, would the bigger part of the project probably be designing all the 3D models in blender?

foggy badger
# dull lake That was a lot of help. Like seriously, it makes a lot more sense now. And I can...

With probuilder in unity you could also design some fairly good models as well. Also look into the unity asset store for free assets to download straight into the editor so you can grab things like hospital supplies and even human models. There are also places like sketchfab and turbosquid where they offer free models as well. You may be able to just use free stuff and modify things like color to tweak it to your liking or materials to put on your walls etc. Then all you'll really have to worry about is making the interactions all work, the demo flow, and the experience work from a to z.

foggy badger
dull lake
foggy badger
rich cedar
#

because of the perspective in vr you cant see the gun holsters, how could i solve this ?

foggy badger
north path
topaz creek
#

Hello! I am making a VR game in Unity, and when I try to launch it, it gives a splash screen, then crashes. It works fine in the Unity Editor, but when I sideload it to the quest, it does it. And note that It was working fine before (When we built other versions earlier back) then, I had not added any packages or anything. When I was on one of the previous builds, (Which was unaffected before) It just started doing it for no reason. I released a new version in an attempt to fix it, but it didn't work. This is a video of what I mean by "crashing", and This is the Oculus Logs File I received from MQDH. Thank you. If you need any more info, let me know.

dull lake
dull lake
old sparrow
#

I am using the Oculus Quest 2 and there is a high, noticable delay between moving and seeing the effect. I am using the extra expensive cable and I set graphics to the lowest setting to get the lowest render time and highest framerate which has made it very smooth but it still has a delay which makes testing it very painful.

Is there something I should do or check to reduce the delay? I am using URP, and outside of Unity I don't see the delay.

#

I believe this wasn't so much of an issue on another project from a while ago, so it might be due to using URP. (ping me if you respond to me)

#

Well I restarted the editor (again) and for some reason the issue is magically gone for now, which is really weird because I completely restarted my computer and that did not fix it.

#

I ran it again and now THE ISSUE HAS RETURNED. Restarting the editor stopped the issue once but it came back when I ran it a second time.

limber mortar
#

Hi there, I got a bit of a weird rendering issue I could use some advice on. I'm currently in the process of switching over a VR project of mine from the Universal Render Pipeline back to the built-in since URP runs pretty bad on standalone Quest 2 builds, and I hit a hiccup with a custom shader graph I have. Most materials I have were fine switching to the built-in Standard shader, but the ones using a custom paintable shader I have seem to now only render in one eye, whereas before with URP they render perfectly fine in both. I checked the shader graph and confirmed that I added Built-In as an active target, so I'm not quite sure what setting I'm missing here. Anyone got some tips?

north path
# limber mortar Hi there, I got a bit of a weird rendering issue I could use some advice on. I'm...

99% of performance issues people have in URP are related to not setting it up properly. Performance for all projects I've seen and tested is within 5% (both ways)
Disable stuff like SSAO and put soft shadows to low for example.

Shader graph support for built in is not great, so it can just be a bug, which they probably won't fix since BiRP is getting removed (makimg URP default) and they are working on a new shader graph (I've heard)

#

I suggest to fix the performance issue instead of redoing all your graphics setup

#

To properly fix the issue with BiRP, it's probably best to write a text based shader

north path
old sparrow
#

The delay is in the HMD rotation. When I turn my head, the world doesn't move until a moment later.
I did not follow a guide, but the camera is unparented and the rotation is entirely controlled by a TPD.

limber mortar
# north path 99% of performance issues people have in URP are related to not setting it up pr...

Well that is incredibly unfortunate, switching back to the built-in render pipeline was the best recommendation I got for fixing the frame rate being basically cut in half on Quest 2 builds with URP and I'm on a pretty tight deadline to fix the performance. I already spent a ton of time researching possible solutions for fixing the build performance discrepancy and from what I saw I was using all the correct settings, but it doesn't seem to be helping at all. For context, I'm using Unity 2021.3.21f1 and URP 12.1.10 and these are all my current URP settings. Is there anything I'm missing?

north path
#

Updating to 2021.3.29 also won't hurt, but probably won't improve anything

limber mortar
#

One of the first recommendations I got was to upgrade the project to 2021.3.2.1f1 and it didn't really have a substantial improvement, so I'm a bit hesitant to upgrade again without really knowing for sure if it would help. The Quest 2 build I made after switching back to the built-in works beautifully aside from the objects using that custom shader not rendering in both eyes, and with no real indication of what's causing URP to half that performance I think I might stick with built-in and try to figure out why the shader is just rendering in one eye. Not really sure how to approach that one though considering I'm not super good with shaders, but my best guess is that for whatever reason the custom one I got is not behaving properly with multiview rendering just on the built-in pipeline. No idea why or how to fix that though

limber mortar
#

Still not quite sure what's causing the problem seeing as how the settings in the shader graph are identical for both targets yet with built-in the materials using the shader only render on one eye. Is there a setting in shader graph that I haven't looked at yet that would cause this?

wet sluice
#

Can anyone give me some guidance on teleport areas, whatever I seem to do I can't seem to do the normal teleport

#

I can do some weird grab teleport thing

#

but not actual teleport on any mesh I include in it

#

Fixed: Teleport Area needed to have interaction Mask set to "Teleport" I'm not sure why.

#

(or why it isn't default)

marsh peak
#

We are trying to implement climbing to our VR horror game and everything we try doesn't work

#

we have followed lots of tutorials but it never works

#

this is out XR origin

wispy lark
#

I used a unity package to add in missing components from an old package. i got this warning... what does it mean?

#

Import Error Code:(4)
Message: Build asset version error: assets/resources/photonvr/scripts/photonvrmanagergui.cs in SourceAssetDB has modification time of '2023-08-09T09:39:09Z' while content on disk has modification time of '2023-08-19T08:47:52.0091315Z'

buoyant jolt
rich cedar
#

how can i make sure that my model always has the right scale so the arm extends all the way to the hand ? im currently using a 2 bone ik but i dont know how i can stretch the arm

north path
rich cedar
#

im not going for realism

#

but scaling the whole model wont work, the hands and the body should stay the same size

north path
buoyant jolt
#

You can use bones to do the stretching. But may need to add extra joints for it

rich cedar
#

I tried making a solution where the shoulder bone rotates towards the hand but then the ik stuff didnt align anymore

topaz creek
#

I have been trying to figure out a bug for the past few days and then I checked Oculus Dev Portal and realized there is a crash results page right in it! So, I found the error, but IDK what it means. Can someone tell me what it means?

buoyant jolt
#

It's just saying a compiled library crashed. You are better off grabbing the unity logs from a headset

buoyant jolt
# topaz creek I have. Here they are.

I'm on my phone, so I can't really do much with that. But you should be able to just use adb logcat to watch the log in real time and see what unity says before the crash. My best guess is this is a Unity bug (as it is a memory crash on a library file) - but there is a chance you can see more from the actual player log during runtime

topaz creek
#

IK to use MQDH

buoyant jolt
#

You can actually see the unity log console in real-time from inside unity. It's super helpful with mobile

#

But it looks like it may be possibly caused by the Vulcan support. But that's a blind guess from the forum thread

topaz creek
buoyant jolt
versed wind
#

How do I see my project in vr

north path
#

You have to be more specific for support

midnight saffron
#

Shout out to the Unity XRI team... just tried upgrading to 2.4.3 from 2.4.1 and it was pretty seamless, and I love seeing the beginning of hands simulation in the XR Device Simulator!

wet sluice
buoyant jolt
#

Unity has put some good talent that I trust on XRI šŸ™‚ It has been improving quite well

wet sluice
#

How do I deal with action conflicts in the XR toolkit?

#

Let's say I want to bind an action to the grip to pick up objects from afar, but the near pickup can also trigger causing an error in those conditions

#

Also, is there any way to manually offset the hand position? I find it doesn't track correctly on Rift S

subtle sage
muted laurel
#

Are therer any plans to the current time to support Linux x64 on OpenXR?

Or do I have to use OpenVR instead?

  • I hope atleast OpenVR is supporting Windows and Linux builds....
subtle sage
muted laurel
#

why android?

subtle sage
#

Oh no sorry I’m using that I mean the top one

#

Just in general

muted laurel
#

Windows, Mac Linux?
I both cases it is that

subtle sage
#

I think so

north path
north path
subtle sage
wet sluice
#

I'm curious, is there any need to have seperate animations, meshes, and animation controllers for both hands? I would've thought you could just mirror the mesh?

simple skiff
#

To people who've used the Pico Neo Headsets, how do I get eye tracking information with the PXR_MotionTracking API in SDK Version 2.3.0?

#

I've tried adding the WantEyeTrackingService , GetEyeTrackingSupported and StartEyeTracking in the Start() function of one of my scripts, and it returns values of 0, -1 and -1 respectively

sour raptor
#

Hey there i am still stuggeling to get a working Ui in my VR application.
I am Useing HDRP 2022.3.6. I need a Ui that can be controllen by an "operator" on the PC Screen. I Used to do that by Simply creating a Screen Space Ui. But in 2022 this is no longer possible :/
I tried by setting up a second Ui Camera and compose them with the compositor but i can't get it to work.

quaint sentinel
#

With the latest XR Interaction toolkit and XR hands packages, we get to see both the controller and hands when using 'just' hand tracking. Is there a way to remove the controllers from the visuals?
Using Focus 3 HMD.

wet sluice
#

You add it to the... interaction system I think?

#

Or seperately I don't think it matters

wet sluice
#

I'm reading about a fix for objects looking awful with velocity tracking grab interactions being decreasing the project's fixed timestep

#

But this seems like a poor solution, can the quest even handle doing physics updates 72 times a second?

quaint sentinel
opaque dune
#

Is it possible to use OpenXR + Vive Console to develop and not be required to use SteamVR?

#

Seems like SteamVR just gets in the way

#

Unity crashes if I use Initialize XR on load in the project settings, but disabling it just leaves SteamVR in control and the app gets no vr inputs

#

Plus SteamVR runs at maximum power all the time and overheats the PC hardware even when you're not using it.

#

Would be nice to just take it out of the picture and let the actual vive software do the work its supposed to do.

sharp hedge
#

how would i get index joystick inputs?

quaint sentinel
# wet sluice It's something like the xr modular controller?

Tried the XR Input Modality Manager to no avail. Still getting both the hands and controller.
Basically XR Interaction 2.4.0 will only display the hands when the Hand Vizualizer component is active. And there does appear to not be a way to turn off the mesh for the controllers.
Think I have just found a 'feature' ...

wet sluice
#

If you're sure its bugged its definitely worth filing a report

wet sluice
#

Hey, is there a recommended way to smooth out physics interactions with the XR interaction toolkit?
Picked up velocity tracked interactables experience significant stutter when moving the hand or the player, and other interactables have a similar issue. Increasing the fixed update frequency helps, but this has a significant performance impact. Rigidbody Interpolation can smooth out the "waving" interactions, but the stutter when moving still exists. Is there perhaps a way to decouple the physics interactions from the visuals somewhat?
Thanks

wet sluice
#

Reducing physics timestep to match refresh rate doesnt even remove the jitter, especially while moving

wet sluice
#

Seems like Unity's physics in general just can't give a nice visual representation to a lot of this

foggy badger
wet sluice
#

Thanks

foggy badger
#

Another question would be if the objects have mass. Perhaps grabbing them you could set the mass back to 1.

#

I haven't had jitter with xr grab intractable components so 🤷

wet sluice
foggy badger
#

What velocity tracking are you using?

wet sluice
#

Turning off smoothing and rigidbody interpolation doesn't help much, and even with them on I'm just not sure there's enough data points to give something realistic

wet sluice
foggy badger
#

Are you using a custom character controller or movement script?

wet sluice
#

And right now I'm using the XRI template

#

The one that looks like this

foggy badger
#

I'm using just action based continuous movement /turn providers and xr grab intractable components and I have zero jitter.

wet sluice
foggy badger
#

I apologize but I don't understand what you mean by velocity tracking.

wet sluice
#

You're probably using instantaneous then, which doesn't interact with other objects at all, and is synced to the render update rather than the physics engine

#

Which works perfectly if that's all you need

#

But if you want objects to interact with each other, or want something like a sword, it's just not good

foggy badger
#

Ahh. That makes sense now. Your movement is using normal transforms but your objects are using velocity tracking. I saw a post about this and I think someone solved it. https://forum.unity.com/threads/xrgrabinteractable-velocitytracking-massive-lag-stutter-when-moving-player.993144/

wet sluice
#

Issue is I don't think you can move rigidbodies using their parent

#

As long as it doesn't completely ruin physics it should be fine

#

But it's the reason I was avoiding it

#

Plus, to have attach transforms working properly it'll probably need a more custom interaction system

#

Oh, and the bigger reason, that only handles the locomotion jitter

foggy badger
#

I personally wouldn't use velocity tracking. Maybe you could write a script to change that when the object is grabbed.

wet sluice
#

Unless you can check collisions manually

#

Which I'm not aware of if you can

foggy badger
#

Why not check them manually?

wet sluice
#

on the render thread

foggy badger
#

Give me an example of of a collision that you don't think can be detected.

wet sluice
#

I don't know how I'd detect a collision between a stick and the scene's colliders

#

Which could be any type of colliders

#

And a huge space

foggy badger
#

If it has a collider on it and you have your collision matrix set properly you should be able to write a script for on collision enter and oncollision exit. Using layers and even tags could work.

using UnityEngine;

public class CollisionDetection : MonoBehaviour
{
private void OnCollisionEnter(Collision collision)
{
// Handle collision here
Debug.Log("Collision detected with " + collision.gameObject.name);
}
}

wet sluice
#

Also the colliders / physics are disabled for instantaneous tracked objects

#

My current best idea is to decouple my visuals from my physics

#

Which is problematic obviously if you don't want things to clip inside stuff

#

I think this might just be a unity limitation thing. Which to be honest I can't blame too much

foggy badger
#

Idk. I get your frustration with your issue but I was trying to help. In my project I don't have any issues with collisions or detecting collisions nor why it has anything to do with the render thread. If something with a collider touches another collider I can detect that collision.

wet sluice
#

Really, while they're held?

#

I haven't been able to get that to work

foggy badger
#

I told you how simple my setup was.

wet sluice
#

It seems those events aren't thrown for me when holding it with instantaneous

wet sluice
foggy badger
#

Thing about threads is its easy to get frustrated and not know how you're coming off especially with zero body language or audio queues, but when you do come off short you could quickly lose the help offered.

#

My advice is to deactivate your current rig and use a tutorial from valem for bone works physical interactions. Or another physics interaction tutorial from Justin barnett.

wet sluice
#

inevitably there has to be some desync between the threads, I'm going to just keep fiddling with it until I can get it down to something that feels good

foggy badger
#

There also could be a simple layer issue with your physics collision matrix. Does your object collide with your hand? And when you pick it up is the hand colliding with it still?

wet sluice
#

It's just strange to me as it feels like even when physics = fps the desync is more than one frame of time

#

(which is the theoretical max desync)

wet sluice
#

I am still curious that your instantaneous grab objects collides with the scene

#

As far as I was aware that shouldn't happen by design

foggy badger
#

And I don't understand how yours don't.

#

I've used the very basic of setups.

#

Like I said. I recommend checking out a hand physics tutorial and making a fresh rig to play with. Set some debugs up

#

Do you not have rigid bodies on your objects?

wet sluice
#

I mean while they're held.

#

I'm using the XRI example so I'd say my understanding is correct

wet sluice
wet sluice
foggy badger
#

Hm. In my project I have objects on a shelf. When I grab the object with instantaneous I can move them into eachother, have it collide with the shelf, have it hit the floor or walls. Idk

wet sluice
#

Huh

#

That's... Strange

#

Sounds like kinematic almost

#

Obviously the objects have correct physics when dropped but when held they shouldn't do anything

#

Let me triple check the example scene

#

Right okay

#

It can't collide with static colliders

foggy badger
#

I'm super curious what I have going on. I know that to make sure collisions worked I put them on separate layers and set the matrix up so they collide.

wet sluice
#

Nor receive impulses obviously

#

But it can with other physics objects

#

If my understanding is correct

#

your object should collide with other dynamic rigidbodies even when held

#

but it should clip through static meshes

#

And obviously not be moved / stop moving even by objects it can move

#

I'm now curious why my collision event isn't calling

#

Maybe it calls on the object hit, but not on the object held?

foggy badger
#

Maybe? I guess for me its because I don't have the colliders disabled on held objects.

wet sluice
#

Your held object clips through like the floor and other static meshes right?

#

Or the shelf itself

foggy badger
#

Nope

wet sluice
#

If you keep hold of it

#

It's 100% set to instantaneous?

foggy badger
#

Yarp

#

I'm signing into unity to check now lol I'm flabbergasted

wet sluice
#

Yeah me too

#

this is pretty interesting tho

foggy badger
#

Yeah

wet sluice
#

Nevermind that was a stupid idea

#

I was going to say push it through the floor

#

but your real life floor will get in the way lol

#

Push it through something else static haha

foggy badger
#

Well like I said I think its because my colliders aren't disabled on held objects.

wet sluice
#

Is that a setting?

foggy badger
#

That to me was a lazy way of handling not colliding with the body.

wet sluice
#

Or have you added that yourself

#

Wait are your hands physics objects?

#

Do they collide with the environment?

foggy badger
#

What the non disabling of colliders?

#

I made a simple change layer on grab script and the held object changes to a layer called inGrip that doesn't collide with anything on my body layer.

#

I found that much better of a system than just disabling colliders all together

wet sluice
#

Yeah definitely

#

It's the standard setup I think for stuff like that

foggy badger
#

Especially because I wanted to smack other things around with the held object.

wet sluice
#

From the docs

#

Your held object should clip through immovable object colliders

#

But should knock around other rigidbodies

foggy badger
#

Other colliders without a rigid body. Basically everything in my scene has a rigidbody

#

Yeah

#

Even my walls and floor

#

Because of that.

wet sluice
#

Your held object should still move through them

#

It'll just knock em around a bit on the way

#

The main idea is that the held object is completely immovable but tied to your hand position

foggy badger
#

Idk why but I cannot pass an object through a wall or the floor or anything

wet sluice
#

It has to be velocity tracked

foggy badger
#

I'm checking rn.

wet sluice
#

I'd ask for a video if I didn't know how much of a bitch it is to record vr

#

Thankyou

foggy badger
#

I don't know now what its set to but im pretty sure I changed EVERYTHING back to instantaneous because I was having jitter problems. But my scene still works as expected.

#

Yeah they're instantaneous. I'm gonna go in and try to force it through something now.

wet sluice
#

Don't think I've ever seen a scene with everything rigidbody

#

so could be that

#

And cool

foggy badger
#

Oh yeah I was testing with rigidbodies to make damn sure nothing fell out of the scene.

#

Unticked smooth rotation/position and a rigid body with continuous spec

wet sluice
#

Gotcha

#

So it clips through static stuff right?

#

And presumably through rigidbodies heavy enough

#

To not be flung away when it comes into contact

foggy badger
#

I haven't checked yet. Loading up link now.

wet sluice
#

Oh man I haven't tried wireless vr yet

#

I'm on a rift s

foggy badger
#

Yea they don't but now I gotta figure out why.

#

Object grabbing physics was the first thing I did on this project.

wet sluice
foggy badger
#

Nah. I'm thinking its because I did a physics hands setup but that might have been another project.

wet sluice
#

Yeah that'd be the only thing that makes sense to me

#

if it's tied to the hands and the hands can't go through

wet sluice
#

https://www.youtube.com/watch?v=6lK8QXL4bxc
This guy has a very cool concept for physical hands but also objects if anyone is interested

Hello! Today we're going to be creating some Physical VR Hands that can interact with Static and Dynamic objects in our game. This functionality prevents the player from putting their hands through walls or tables, while also being able to push around physics objects. And to do this, we'll be using Unity 2019.4 and Unity's XR Toolkit 0.10.

GitH...

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Essentially physics is only enabled for the hands when in range of a collision surface, meaning most movement is as smooth as can be, but the less smooth movement is only enabled when it's absolutely necessary

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Great idea

foggy badger
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I have a quick idea for you. on your rigid body of your object set maxAngularVelocity = 20 instead of 7.

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for your velocity tracked object

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see if that doesn't resolve your jitter

wet sluice
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It still has some issues with locomotion, but I reckon I can fix it with that fix from the forum earlier

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Thanks though

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Out of curiosity, why would increasing angular velocity limit solve jitter if the object isn't rotating, only moving position?

foggy badger
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it seemed to work in the case of someone elses issue on reddit and they provided the link I posted.

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and im gonna be honest it's probably the best way to bypass all the junk with the interactables.

wet sluice
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Yeah I read that article recently, it's a great little system

buoyant jolt
wet sluice
silver wadi
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hi, anyone can help me with snap? I would like to snap just one thing that I choose

storm ether
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how do i get started with development in unity for HTC valve index headset ?

wet sluice
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either way, there's loads of tutorials out there for getting started in unity xr, long story short

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XR Plugin Management, give that an install, make sure you have an openxr runtime (steamvr for you probably)

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and take a look at example scene

wet sluice
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I'd like to ask a question also: Does anyone know how to bind multiple things to an action like grip?

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I have a script that spawns an item in the hand when you grip

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But if you're close to an object, it picks up the object too, which bugs out the interaction

crude frost
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how is post processing in stand alone VR nowadays? Anyone using it?

silver wadi
wet sluice
crude frost
wet sluice
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It depends

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I think they can do compute shaders now if that's a concern

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Atleast the quest 2 can

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And post processing is okay for the smaller effects

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SSAO can be a bit much from what I hear

wet sluice
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How do I make a GrabInteractable release itself from any interactors?

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Say if they're holding a grenade and it explodes

opaque dune
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In apps where VR is optional, how are you handling the camera setup? Seems like the main camera is pushed to the HMD all the time if you init when the app runs, but this totally wrecks the FOV and input screen coordinates system when you aren't actually using VR but the API is working over the main (non vr) camera.

opaque dune
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Nevermind, I guess it seems like initializing/deinitializing on the fly as needed works properly.

molten falcon
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I want to the XRHand over the network (using Netcode for Gamobjects) for XR Hands package, can I have multiple XRHandSubsystemProvider (one from the Quest2 and one from network serialized data). and multiple hands that use these various providers.

vivid flume
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YOO kind folksss šŸ–ļø

does anyone ever tried using controller to make our player walks
instead of using Gaze look down ?

tiny niche
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that goes for pcvr as well though

crude frost
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I ended up doing tests with Unity's Built in Post Processing, and two other light weight post processing assets. Found a $10 asset that lets me have bloom in a single camera scene, and maintain 90FPS. If I want to use a second camera so my UI isn't imapcted by bloom, it knocks me to 72-80FPS. So, I think I've found my 'bloom' solution.

wet sluice
crude frost
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you would think. Every 'answer' online says use a second camera.

I imagine in a non-VR game, Canvas on Screen-Overlay may be ignored by post processing.

Otherwise, every 'answer' i've seen online says use second camera.

Which stinks.

topaz creek
next plinth
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ANYONE THATS GOOD AT VR DEVELOPMENT MESSAGE ME

tiny niche
next plinth
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doesnt matter i got help

topaz creek
tiny niche
outer tangle
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Anyone know whats happening here? Whenever I push down to teleport the ray snaps to the objects origin, upon releasing I'm teleported to the correct location..

wet sluice
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I find the stick teleport works way better

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.
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Does anyone know a good way to cope with multiple input actions bound to one input?

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I have a handler to spawn an object in the hand when a grip button is pressed, but this completely breaks the interaction system if another object is nearby that hte player can grab.

outer tangle
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how do you get stick teleport working?

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do you mean the method that allows you to change the direction you're facing?

outer tangle
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if i enable that it still happens :/

wet sluice
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Show?

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I can't imagine it does.

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I just disable grap teleport completely

outer tangle
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youre talking about this?

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"Match directional input"

wet sluice
wet sluice