#š„½āvirtual-reality
1 messages Ā· Page 15 of 1
i wish they'd set it up how they describe it should be set up in the documentation though
how they structure in the docs vs samples is totally different
the example is super convoluted
i have a game published on steam i wrote 1 year after the advent of VR with a lot of sales... written with VRTK... i thought things would have become easier, not more complicated
with the advent of openxr etc
what ive done should be working, seen plenty of people setting it up exactly the same way and it not doing this
would take me hours to compare every single setting in the demo to what i have
i shouldnt have to use directional input to avoid what seems like a bug
I'm pretty sure what you're trying to do is use an old teleportation system that is either broken or does not do what you want it to do
i mean if its old and broken why is it there?
im just reading the docs for the latest xr toolkit and doing what it says
the sample scene doesnt really look entirely different to what i have
If the example scene works as you expect, then it's just your setup.
And not a bug
It's not the most intuitive of setups, but nothing in Unity is.
Unity's UX has always been poor.
well i dont know how someone can feasibly copy every setting in the samples
theres about a million nested objects
the samples use the same set of components i am
the only thing it does differently is directional facing teleport
When I force an interactable to be dropped, the next object that comes within range becomes forcibly stuck to the hand, and cannot be dropped.
_grabInteractable.interactionManager.CancelInteractableSelection(_grabInteractable);
Assert.IsFalse(_grabInteractable.isSelected);
is the recommended method, but causes the bug described above
I fixed that by making sure my manual interactions were ended, apparently forcing the interaction to end doesn't do that.
Now, is there a way to make a grabinteractable use a trigger collider instead of a physics one?
Sadly I can't use both
guys I just make my VR walks using wasd key, instead of look down gazing
only the problem is how to make it turn left, right or turn back ?
is there anyone who can teach me how to make guns like the ones in pavlov?
sorry, it is valve index VR kit
Thank you, I will check it out
I have a very problem with rendering on lower settings, as you probaply know the texture quality gets worse for objects far away and sometimes the cut between low quality and high quality texture is quite visible(the circle with the dot in it with two arrows is where is was looking and the sort off red lines show the curve of the bigger image). I noticed that its not mathing your view cone, the stuff near the edge of the lens are way sharper then what you actually look at, this is most notable with objects further away.
Hello I'm having some trouble with hand interactions, basically I have the objective follow my hand position and rotation but when the object hits a wall it gets separated from my hand (this is good) the issue is when I pull back my hand there is now a permanent displacement between the object and my hand
Can anyone link something or help me with this pls
Also if this is not the right place to ask questions tell me and I'm I'll delete it
It depends on how you are handling the follow
Using physics, you should continuously move the object towards the target position. I prefer setting the rigidbodies velocity directly
Or actually not the object you should have physics hands that do that and then just move the object that itās interacting with 1 to 1
That way your hands wonāt go through things
By moving it you mean changing the velocity right? Also this is a good idea I'll try it out
Can someone explain why FrameEvents.XRBeginFrame takes 10ms or higher in an empty scene?
It's literally just the headset, no controllers.
Disabling multithreading made this process go from rendering to other in the profiler
That seems like a lot, what's the refresh rate of your headset out of curiosity?
I haven't observed that myself. What render pipeline?
I'm using the Quest 2 with URP
These results were even after I reimported the project
Is this a vr scene you've setup yourself?
Have you tested one of the examples?
I'm assuming your pc specs aren't catastrophic enough for 10ms for beginframe to be normal
Well I built and pushed it onto the headset with basic profiler support
I did use create with VR as a base though
And just slowly weeded things I didn't need out
I'm not experienced enough with standalone to help properly, apologies.
without access to your setup, anyway
My only recommendation would be to get the really VR URP demo running on your headset
that thing is configured to be very lightweight
(for quest type headsets)
I'm using a high end laptop with a 4080, not sure about the CPU, but at least 16GB of ram.
Quest is basically brand new
How can I clean up my position and rotation tracking with the OpenXR stuff? The position and rotation tracking isn't off by much, but it's enough to make guns feel pretty awful
Hey I am unable to try Meta XR Simulator in my app. I have tried out my local community, web, chat gpt, unity muse, forums, yt, etc but couldn't find any help.
The problem is that when I hit play, the sim window is not displaying.
how can i make lens flares work with vr ? i found a blog that is chinese but i dont fully understand it
are you using XRIT sorry to interrupt
I think the only XR thing I changed from the template included with unity is maybe the settings
Hi. I'm developing a VR app in Unity. When running in standalone Quest 2 I get random pixel glitches mostly at the right display of the Quest2. Iknow some other people have experienced this before without a known fix.
The failure is random. Sometimes it is shown, other times it does not. It started appearing after updating the MQ2 software. The older version of the software (maybe over a year ago) did not show the glitch.
Optimizations in the scene seem to help but do not solve the problem.
Tested different scenes, different unity project version, with different shaders and not solved.
Tested in 3 different headsets (MQ2)
Thanks for any help!
Is it like a thin line/curve of mostly white pixels? That's what I've seen.
like pixels but also white lines sometimes
Hmm, I don't remember ever seeing that particular pattern. Does become more apparent while rotating your head?
yeah exactly
I don't have any explanation or fix for it, other than I also see it more during heavier load.
Yes. Even in some simple mid/high demanding scenes (gpu and cpu) is visible. Its a nightmare. I've tried everything. If anyone has some suggestions, I'll be grateful
You need to set the model parent
@severe grail@shell kayak Is it correlated with lower than 72 fps?
If so, you need to optimize performance.
Also updating Unity and packages might help
Hey I need help, I just published my game onto sidequest but for some reason there was an error saying āHaving trouble parsing the packageā any help? Btw my apk file works just find I donāt know why it says that
When does it say this? When installing or uploading?
When installing
It apperantly says the install is completed after the error but I donāt see anything
Tried to uninstall the app in the headset and then install it again via sidequest?
Hey guys im new to VR development, how do you change the speed of the XR Origin, so not the continous move provider but the xr origin movement itself
(please ping if can help)
The xr origin doesnāt initially have a movement function so it doesnāt have any speed.
Sir, which tutorial are you followed ?
my XR DS won't shows up ..
put the prefab already but still
Have you tried forcing objects to different layers based on their grabbed state?
What do you want to achieve? Do you want your player to be able to move faster?
my current XR Device Simulator won't show it's virtual handles on the editor
is that because I didn't use XR complete Origin ?
Sir do you ever tried XR device Simulator ?
I have the same issue. I created a new project, imported xr toolkit, copied in the origin and the xr device simulator and if I play my scene I see the controls come up for a sec and then disappear and then I get errors in the console that I donāt understand.
what Unity Version you use Sir ?
how about the demo
read dms
OK, thanks @vivid flume - I loaded the demo scene and added the device simulator to it and that worked. So I have a starting point. I just wish there was an up to date tutorial out there on how to set it up. When I tried to walk through the tutorials I found they were all outdated already (just months old). Anyway... good to go I guess, Just wish I knew how to debug this thing, but I'll get there.
I don't really get what you mean
I was planning on hot-swapping colliders based on grab state, but I need to re-do my object a little.
Hello everyone,
I made an application on unity with version 2020.3.27f1, the VR application is intended to be put on a headset oculus quest 2. It is an educational application for my graduation project so I do not fully master the software Unity.
However, I can't build it on the headset. I've changed the platform to Android, downloaded the right version of jdk and downloaded android studio for the sdk. I've set the right paths, but it tells me that there's a problem with the SDK when I try to build it. I've looked on the internet and tried many things but nothing works. I've tried restarting my project / recreating a new path for the sdk... I'm French so my English must not be perfect, sorry in advance. Does anyone have any idea how to solve this problem? here i try on a new scene
Can you build with the default paths installed with unity? Resetting all the check boxes in the second image
It is recommended to install the Android dependencies with Unity Hub and use those
no I can't, in fact I need to be able to download the modules directly but I don't have the gear in the hub to download them.
here i don t have "add modules"
i can dowload them but that's for the version 2020.3.20f1
mmh ok it shouldn't be like that, but I guess you could try to reinstall that version
i try on my second computer and i don t have the weel too
i will try here, my project will be kept ?
yes your project is separate from the install
ok let's try š
Here's something more to try https://forum.unity.com/threads/unity-editor-2020-3-13f1-doesnt-have-add-modules-option.1139518/#post-7318345
okay thx i will try it after ^^
ok so i try both and both don t work
š„²
il will try to dl android 4.4 on android studio
don t change anything
Are you installing through the hub or the website?
i donwload from the website and after i execute it
i re try
same problem
i want to cry
š„²
if you download from the website you can't add modules later
But you're installing with android build support now?
my android build don't work
and how can i install version 2020.3.27f1 without the website ?
oh jessus thank you ! i will try this
if it works i gave you 10dollars xD
it works
i think
the new scene works now let s try with my project i cross the fingers
Can I make a custom hardware tracker compatible to work with vive base stations ?
I just found a bug tracker post where Unity themselves explained that the 10ms of EarlyUpdate.XRUpdate.OculusRuntime.WaitToBeginFrame should take 10ms and that is isn't a bug.
That is the most ridiculous thing I've ever heard.
I needed to install Android Studio and fetch a specific version of NDK based on the Unity version. It was the only way I could compile using 2021.3.27f1
none of my grab interactables are working, im using physics hands
here is the none physics based hand
and then a hand model follows and rotates towards the vr hand
but i cant pick anything up
heres a simple cube i want to pick up
[SerializeField] InputActionProperty triggerAction;
private void Update()
{
bool triggerValue = triggerAction.action.ReadValue<bool>();
Debug.Log(triggerValue);
}
is this how you set it up for the trigger with a true/false? if i do it with a float then it prints 0 - 1 but with a bool it just prints false
float rawTriggerValue = triggerAction.action.ReadValue<float>();
bool triggerValue = rawTriggerValue > 0.5f;
Debug.Log("Boolean value: " + triggerValue);
well that works i guess prints false/true when pressed
Is there any easy way to mirror animation clips (poses) from the left hand to right hand as an asset?
Also, can I allow users to grab with both trigger and grip?
Yeah
Hello guys, I'm very new to VR/XR development and I'm trying to set up my development environment.
I have the following equipment:
- Pico 4
- SlimeVR full body tracker (will get soon)
and I want to do the following things: - make my game support full body tracking but also support basic headset + 2 controllers setup
- make my game run on every OpenXR HMDs (like Quest, VIVE, etc.)
- make my game previewable/runnable on my Pico 4 using either a USB connection or Wi-FI connection
are there any good guides?
I tried following this https://www.reddit.com/r/PicoXR/comments/zyuqrx/pico_4_development_unity_setup_guide_to_get/ but this was too outdated.
I want my game to be like VRChat: run on PC, display and control via VR headset
I dont think OpenXR in Unity works great with additional motion trackers. If you get this working then its great, otherwise you have to use the steamvr sdk for steam.
Pico 4 will work with the steamvr sdk. With OpenXR you need to now removed Pico OpenXR package to add proper pico 4 support to desktop OpenXR (or use Virtual Desktop, as this will make the headset run as a quest 2 on steam)
If the bone hierarchy is the same it should not need custom mirroring, right? (havent touched hand animation in a while tho)
Of course, you can make any interaction you want
ok thanks! but for my second question what should I do? Unity only runs my game using Android as a build target, which is I think building the game for HMD, not like VRChat. will SteamVR solve the issue?
Never seen much for android full body tracking. You probably need the platform specific SDKs and make an abstraction layer or work on OpenXR tracker implementation (I've seen some people working on this, but since it's quite new I cannot say much about how well it works)
i meant the question about "running like VRChat" sorry
I dont get what you mean with running like VRChat
so the app itself runs on your PC but it is being displayed on the HMD, controlled by the vr controllers
so you run the game on Steam by PC, connect headset, and then play the game
so that you can run the game with better hardware
That's any PCVR game, right?
If you use Oculus/Pico Link (or streaming assistant) or virtual desktop you just use the standalone device as if it was a PCVR headset
oh yeah i forgot the word sorry
Developing for both mobile VR and PCVR is not too diffucult (except for mobile performance being hard to optimize for)
thankfully I donāt intend on making mobile vr, but how can I make a pcvr game on unity?
all the tutorials i found was for mobile
Pretty much exactly the same, but export to windows and use the desktop settings for OpenXR/SteamVR
Development for both is almost identical
Oculus/Meta has a PCVR guide for Unity as well
Otherwise most VR setups for unity online work as well. You might appreciate the VR Pathway on Unity Learn
ok thx iāll check those out
I have come across a weird issue - I have displays in my game (quads with a texture) and when I view them from a distance (give or take 30cm and more), they become very "wavy" and it generally doesnt look good
Has anybody come across a similiar issue?
Can you share a screenshot
Will get my coworker to record a short example, video would be better
Hello everyone, sorry to bother you again š I managed to solve my problem that prevented me from building my application in VR thank you to everyone who helped me. However I do not know why but one of my scenes crashes my application once on the headset, my application has buttons to change scene and when I click on my button "scene 1" which allows me to go to the HUB my application crashes, I tried to build each scene independently and it turns out that all scenes load except this famous scene 1. I looked in the analysis window and it takes up as many resources as the others, but it's heavier in size. I don't know what's causing this problem, but does anyone have any ideas? I don't really understand why it doesn't load, given that last year it loaded correctly and I tried to load it by removing what I'd added and it still doesn't work.
Make a new empty scene, pull parts over from the breaking scene, try to identify what makes it break
we can't see a crash report with the quest 2 ?
i have so many items it will be soooooo long to check one by one
You can u se android logcat to debug on the quest while connected to the PC, it's a package in the package manager
thx
can anyone help me with a type of physics system for the hands?
something like gorn has, where hands arent completly physical but still interact with enemies and weapons
How? From my research I concluded it was basically impossible without doing some legwork rewriting the interaction system.
Not for the hands I'm using, I just did my best to make them look the same.
Yes you do need to rewrite some stuff probably. Or link both inputs to the same input action maybe?
Didn't say it's very easy, but it's possible
Tried the input action thing, seems to just break the pickup system
And honestly it sort of defeats the point of the toolkit
It's all a bit overcomplicated if you want to modify it, you have to unpack it from the package and you're locked out of future updates too
Yep, that's why I use VR Interaction Framework
A good free alternative is Ultimate XR, but won't use that until they support OpenXR properly
Yeah I don't really understand what they're doing over there
I might switch over frameworks
I've been disappointed by the unity one so far
which is a shame, it seems like it could be really good
Different priorities.
UltimateXR works well with bigger games that integrate all the SDKs features. OpenXR can be limiting in that case
And XR Interaction Toolkit is something I have to dive into again soon for integration of my asset, so that's going to be fun
it's come a long way, but it's a bit overengineered for the simple things maybe? it's not the most streamlined user experience
What do you reckon to autohand? https://assetstore.unity.com/packages/tools/physics/auto-hand-vr-interaction-165323
Seems a bit more modern compared to VRIF
I've heard that the code base is worse, but that it is being rewritten or it's already done, so not sure
For mow VRIF is my go-to
https://forum.unity.com/threads/need-help-deciding-which-vr-interaction-framework-to-use.1364901/
Check this out @wet sluice
The twitter thread is very in-depth
Will do, thanks
when it crashes i have this message in android logcat i don t understand anything i don t know what i need to do
someone knows messages like this ?
On meshes you want to interact with in build set read/write enabled to true. If you generate them at runtime make sure you keep the meshes readable
@lusty cargo
I need help, whenever I try to play my game on sidequest it just shows up with an error, "having trouble parsing the package" I can't look it up because this error is only common for android phones
Hi, interesting question here, what's a good way to find the extension of the arm without an IK rig?
My current best idea is to use some offsets from the headset position as shoulders, then measure distance from there?
Can't help but feel I'm oversimplifying though
The Quest is an android device, same rules apply as an android phone + any SDK security changes applied by meta. The error suggests to me that the APK is invalid
Thats how I've done the last two games I needed pseudo arm IK for. I don't really recommend it though, it's a finicky way of doing it
What are the issues you've found with that method?
I don't need to visualise any IK luckily, but an accurate measure of arm extension between different people would be fantastic
Without making people "set up" their inextended/extended arm length
From there you'll need to manage all the rotations and positions of the bones. The OpenXR hand stuff I love to use is not a lot of fun to work with. So you have to do some dirty magic sometimes to have a bone rig that feels good on a pseudo arm IK
I thought it would take me 20mins, but sunk a good 8 hours between the two projects. A big part of that was breaking down their hand thing though that might not be a problem in your case.
But yeah you roughly know where the shoulder is. You know where the hand is. So you can make some guesses on the arm. I found it just takes more tweaking than I originally anticipated is all.
Thanks, that's useful info to me
When you click on the FBX in the inspector (the imported model base) you can enable read/write mode
Its not in the mesh renderer but on the actual model importer
Also, seconding the VRIF. Although we use our own thing built around OpenXR now.
Oh thx a lot š
But whenever I was building my apk there were no errors found
Hey guys, what is the best XR asset to use?
ive got some physics hands in my game, and when i let go of a grab interactable it collides with by hand. how should i fix this?
i know i can just disable the collider for a second after letting go but then you could clip through objects for a frame
As in frameworks?
I personally like VRIF
Here's more info: https://forum.unity.com/threads/need-help-deciding-which-vr-interaction-framework-to-use.1364901/
Yeah which framework
Read the thread I sent and maybe check that twitter tread
Can anyone please help me, whenever I try to play my game on sidequest it says āthere is a problem parsing the packageā I donāt even know what that means please help. Yes I tried looking on youtube but it is more common for android phones. Yes I tried deleting the game but after the error the game wonāt download. Please, I have tried everything and no one has ever engaged in a conversation with me
Can someone please help. So I have my game all tested eveyrthing works for PC and so I make an APK file and install it on my quest but when I try to press the menu button nothing happens. I don't know why this isn't working but it's kinda ruining my game and I can't get it to work. I'm on unity version 2022.2.16f and openXR version 2.3.2 my binding for my menu button is <OculusTouchController>{LeftHand}/menu please help as its kinda a key part for my game and I can't get it to work and I don't know why. Thanks.
I ended up doing a lot of reading, and stumbled upon a doc I read ages ago when Lone Echo released.
The long and short of it is you can estimate chest position fairly well by averaging the directions of the headset, and the hands from the headset
This works quite well until the hands come close to / go behind the chest, where it sort of all goes to shit.
But luckily that can be worked around
They also have some fun stuff to do with hand deformations (which honestly I don't think is perfect, but it has cool ideas).
Maybe ask in the sidequest dev discord
how do i make it so that player can't walk through walls with continuous movement
stop em, fade em to black, on collision, and show an overlay directing them back
Eww donāt do fade to black.
Even without player collider you can just use a sphere cast from your heads position last frame to its current position.
If that cast hits a wall move the rig away from wall along its normal vector by the distance that you went in the wall.
By doing this each frame right after moving it will keep you outside the wall, by moving the xr rig (aka playspace) in the other direction
Almost like youāre on a treadmill when the player tryās to walk inside a wall it keeps them from moving forward
Just realized you asked about when using continuous movement. What I said was about stopping player from moving irl though ingame walls. For continuous moving with input itās just like any other game you use colliders.
Not sure where to ask this but I was wondering a question. Would it be possible to use the ID of a headset (Meta Quest 2 in my case) on a website and send information from the website to an application? Let's say I'm running a VR app and I'm in a lobby but the game doesn't start until you click on a button on a website to start it
Sure! We use ID's off various headsets for analytics and other management all the time. No reason you can't
Re: Movement blocking with colliders in VR, just keep in mind of you block their movement, what they do won't match what they see - which causes motion sickness in quite a few people. Not saying fade-to-black is the answer, it is more of a "do something here" that suits the game title - but I'd be very cautious about user-viewable forced motion solutions if user comfort is important.
Although, interestingly, we've found anyway that user-decided forced motion (where they've intentionally initiated a forced motion mechanic) has a much lower (~50%) chance of causing motion sickness in motion sensitive individuals. We ran some rather deep playtests in our city in some focus groups last year, and the results were very interesting.
Do you happen to have a resource on how I'd get started on something like that?
Online searching hasn't been kind for this topic
In our case, we are using photon, so connecting WebGL users to VR to AR users together is just standard multiplayer. But the initial ID connection happens from App => WebApp which responds with some state information (i.e. force-close the app, update the app, no problems, etc).
We use this mostly:
https://assetstore.unity.com/packages/tools/network/best-http-2-155981
But for some lighter apps we use something along this line:
https://docs.unity3d.com/Manual/UnityWebRequest-RetrievingTextBinaryData.html
https://docs.unity3d.com/Manual/UnityWebRequest-SendingForm.html
Just remember: A firewall / etc may interfere with the request, and send you back custom responses. So, my advice, is to look for very specific information inside the response, and to fail silently if it isn't there. Basically, just know not to trust the type of response data.
i.e. don't automatically assume you'll get a JSON response
thank you :)
ah thanks for the help 04
Can anyone please help me, whenever I try to play my game on sidequest it says āthere is a problem parsing the packageā I donāt even know what that means please help. Yes I tried looking on youtube but it is more common for android phones. Yes I tried deleting the game but after the error the game wonāt download. Please, I have tried everything and no one has ever engaged in a conversation with me
Yes, I did before, and said the error is what it says - sidequest says it can't parse the package
How to fix?
You can try the MQDH, ADB, etc or other ways to check if the APK is corrupt / signed and proper
Ok
Cause I know it didnāt corrupt, the apk turned out just fine
What if its corrupt though
How do you fix it
It doesn't necessarily mean corrupt, just that it isn't in the right format / corrupt / can't read the file etc. You won't know until you try with something like ADB that gives you more info on the error.
I'd be making a blind guess on what is wrong, you'll need something that gives you more info on the error
It also could be sidequest itself - maybe it is where the file is stored, permissions on the folder, sidequest is broken itself, etc. The first question is if the package is usable - and the best way to check that is to bypass sidequest completely and go straight to ADB
For example, if you save an APK inside a folder with non-ascii or non-english characters - sidequest could very well give you that error while trying to install. At the same time, if it is the wrong file completely, it would also give you that error. So the why is a long list
If it turned out just fine, are you able to install the APK without using sidequest?
What do you mean?
I'll give you a practical example. Right now I have an old project I inherited from a client this afternoon - the project outputs an APK, but it uses an old version of Unity - and of course they need a build today š
The APK comes out as non-ARM64, so it won't run on my quest. To fix that, I need to enable IL2CPP, and enable ARM64 support. Next, I get an APK, but when I try to install it, it generates an error because of v2 signing being a new requirement. So, I use zipalign and manually sign the APK. Now I push the app, it installs, but it runs funny - and I see some weirdness someones stuffed in the AndroidManifest. So I patch that, and find it also crashes. The reason? They used Odin Serializer / Inspector which requires a manual DLL compiling for Android.
The point is, the errors are all often generic. But if you use ADB or manually try to install the APK onto the device and watch the device logs - you can see what the real problem is. So when you said the APK is fine - I'm trying to figure out if you are having a problem with SideQuest, or if the problem is the APK itself.
If you like, I know its overwhelming, but send me the APK, I'll check it with apksigner and make sure the APK looks valid at least
Yup! Lemme add you, I keep my privacy on pretty high on discord, uno momento
Ok
I recognize you've been stuck on it for a few days, and it'll only take me a moment to see what's up
Help please...when I cast a ray using inbuilt XR Toolkit it arcs off to the origin point instead of shooting straight out. What causes this?
OK got it @warm halo you can delete the drive link if you like
Your file looks valid to me, it also installed just fine to my Quest 2. My best guess @warm halo is it is something wrong with your SideQuest OR the folder you have it in that you are trying to install it from
Weird
Is there any other way I can post it
Maybe like take the apk out of the folder?
@warm halo if you can, where exactly do you see the error message?
OK, but in the mobile app, the desktop app, the wbesite?
It says itās installed on mobile for some reason but I dināt see
Like it says the same thing though
OK, so when you try and install the game on your headset from sidequest, you see the error at that moment only on the headset?
No on the headset AND the mobile device
It might be better to get help on their actual discord:
I'm not exactly sure how you are using sidequest, and how the error is occuring. If you uploaded the APK to their website, and are using the sidequest app to install it (bad upload maybe). Or if you are using sidequest as a desktop application, and trying to use that to force the APK to install (bad folder it is in, etc.) I'm just not sure and not familiar enough with SideQuest to help there. But I can tell you that using ADB and MDQH I can install it just fine
Itās a read only discord
Sorry my friend - at any rate, its their product, I don't know why it isn't working. It isn't Unity or your file or the VR. It's a third-party app
I see what the problem is now, I can fix it now, thanks!
Lighting and shadows are usually the cause...Try turning off shadows first and see if it changes.
Hey so I have ran into a problem. Basicallly I made a game in untiy and when I play the game through untiy everything works fine. But when I port the game to an APK and install it on my quest none of the controller inputs are registering. Does anyone have an idea of why this is happening?
Nvm
Not sure if I should ask this in Audio, but I've been having a problem with getting audio from Unity to play in my Quest 2 (during Play Mode). I use the Link to test out my game, and when I enter Play Mode in Unity, there is no audio from the Quest 2 headset. I have all my audio routing set up, there are no code-related errors since the audio works using another PC. I had a firmware update a few weeks back for the Quest 2, and the audio is dead since then. What are some things I should be checking either in Unity, or the Quest 2 settings, or my PC Settings?
I don't use a quest myself for runtime testing, I use my vive, so this may not help. But the audio in unity, make sure the speaker icon is clicked on in the game view. And your speaker out settings should also be customizable in the Oculus Desktop application--- I'd start with those two first
Thanks for your reply, I did check the audio mute icon in the game view, and I have "hear computer audio in VR" ON in the Oculus app.
I can still use headphones either from my computer or from Quest via the audio jack, although the speakers from the Quest just give no audio at all. Sorry I forgot to mention this in my comment.
https://forum.unity.com/threads/2020-3-2023-3-urp-standalone-vr-performance.1487736/
Re-did my performance testing and so far so good. Pretty similar performance across Unity versions for me
hey so I'm going to release my game on applab and I get this warning
Your manifest includes the following permissions restricted by Oculus:
- android.permission.RECORD_AUDIO
Please remove these permissions if they are not needed by your application. If they are needed, you must include justification above. Failure to provide justification will result in rejection of your application.
I don't need recond audio and I don't know how to remove it I have already tried updating the .xml to:
<manifest xmlns:android="http://schemas.android.com/apk/res/android" android:installLocation="auto" xmlns:tools="http://schemas.android.com/tools" package="com.unity3d.player">
<uses-permission android:name="android.permission.RECORD_AUDIO" tools:node="remove" />
But it still won't work. Any ideas?
Which unity version, which xr plugin, which xr plugin version?
And if you use a custom manifest, share that as well
Unity version 2022.2.16f1 and Oculus XR Plugn V3.3.0, OpenXR Plugin 1.7.0, XR Plugin Management 4.4.0, XR Interaction Toolkit Version 2.3.2, Oculus Integration version 56.0. For the andriod manfist file I'm using the one that comes with Oculus integration. I did some research and apperently everytime I build oculus will rewrite the manifest file to make it so I asked for the RECORD_AUDIO feature. So basically I need a way to either edit the android integration file after build the APK file or to have oculus not overwrite the one I make if that makes sense.
Update them all, there have been fixes
Once unity and all plugins are updated try again
Also, check what other plugins you have. A few are known to also override the manifest and add things in there
š Ok I'll give that a go and let you know how it goes, thanks!
Got it working thanks!
Very general question: Should I be able to do this?
using UnityEngine.XR.Interaction.Toolkit;
public class DropAndDestroy : MonoBehaviour
{
private XRGrabInteractable grabInteractable;
private void Start()
{
grabInteractable = GetComponent<XRGrabInteractable>();
When I try it I get an error about assembly references missing, etc., in a project which already uses Unity XRI extensively without errors. All my versions are latest as of Sept 3rd (even Unity editor AFAIK, I'm on 2022.3.8f1)
Im Having The Same error
Check the error in the console for the details, per the message
Ok I need some help please. So I got my game ready for applab and sidequest everything worked fine it got submitted not problem. But I then go to fix some bugs and now my game wont display the game to my headset. I get like a flash of black as if its going to the game but then it just cuts back to the Rift home menu. Idk how to fix it and I really need it fixed so I can do bug testing any ideas? I'm on untiy version 2022.2.16f1, Oculus XR Plugin 3.3.0, MockHMD XR Plugin 1.3.1-preview1, OpenXR Plugin 1.7.0, XR Core Utillties 2.2.0, XR Legacy Input Helpers 2.1.10, XR Interaction Toolkit 2.3.2, XR Plugin Management 4.4.0, and Oculus Intergration 56.0. Please help as this is making it so I can't fix/test bugs. Thanks
I suggest updating Unity, as there have been multiple crash fixes. The latest 2022lts is pretty good.
You can then also update the oculus and openxr plugins
Especially with vulkan and graphics jobs it's a lot more stable and more performant now
Part List - AMD Ryzen 5 5600X, GeForce RTX 4060 Ti, Corsair 4000D Airflow ATX Mid Tower
Id this good
I need help, everytime I tried to build my game it just shows up with an error saying, ābuild completed with a result of failed in 12 secondsā can anyone help me?
If you click through each of the errors in the console, one will have details in the body on why it failed. Most likely its just forgetting signing keys or something easy
But there is no errors
One will have more info on the error
What do you mean
look at the build log, not the error list
I am not finding any information about this. I will be using the XR hands package and I would like to understand how I can retarget the hand and fingers to the hands and fingers of a full avatar. Consider I am using Final IK to set up full body tracking (it should not matter). Thanks to everyone that can point me in the correct direction.
There isnt any, its quite difficult actually. We are on our third project retargeting the bones.
To make it more complicated, sometimes the controller stack is enabled, sometimes the hand stack is enabled, and sometimes the hand renderer is enabled. And without changing a thing, it can somewhat randomly change between the stacks.
I.e. even using actual hands, it will sometimes off the hand input stacks following of the hand models, and sometimes they will follow. The only thing in the example that more or less works right long term is the hand renderer, so it kind of hides the other problems.
Also the hand can't take an active template by default, it needs to be an instantiated prefab (no scene references) and contains a lot of auto destruction code (making it hard to rework for in-scene bones). So we ended up making our own version to get it usable. Get a coffee and take your time with it - observe it in the editor, and just note it behaves differently on a quest vs in editor.
Actually I was trying leap motion with xr hands...like explained here https://docs.ultraleap.com/unity-api/The-Examples/XR/xri-and-xrhands.html#xri Do yuo think/have any experience that using just the Ultraleap Unity modules would be easier?
Anyone able to find me/help me find a good prebuilt for 1.6k max?
@buoyant jolt
Help me find a setup for 2k?
how can you seperate the eye cameras in the XR rig?
Helped in DM
Not in most modern unity versions. Maybe in 2020 or 2019 versions?
You know how you can have a keycode variable in the inspector and select what button you want that variable to be set to, is there something like that for xr controls
The input system basically has selectable buttons/inputs if you set it up with the input action asset
Would you mind elaborating
I think I know what your talking about, thats not that convenient to use, youve gotta see button each thing is set to, keycode has a drop down that you can just select the button
We based ours off the code here
https://docs.unity3d.com/Manual/xr_input.html
You can make the entries into enums, and throw unity events on the trigger points. It's only a pain to write the first time
yea i was afraid i was gonna have to do that
Hey so I submitted my game on applab and It got denied saying "the user's forward orientation is not reset when the Oculus Home button is long-pressed." How can I do this?
I suspect your Oculus integration is out of date.
At least, IIRC, that's how someone who had that issue fixed it on the slack channel
What could be the reason XR ray is not interacting with the UI, I have added XR Input module in event system, and it should work but it is not working. Raycast mask is set to everything. Please help
Hi. I recently noticed my scene has very faint horizontal lines appearing when in play mode. This even shows up on my monitor so it's not my lenses or anything. Anyone knows what's up
(I don't have any post processing effects in my scene at all)
Is anyone developing for the XR Elite? What Unity version are you using?
Did you add the graphics tracked raycaster on the canvas? Does the UI in the sample scene work?
Light, shadows or light baking is my guess? The render pipeline can have an effect too. Doest look like the shadow caster itself.
I'd check that there isn't a Z fighting type thing happening from an inner wall there, check that the mesh has generate lightmap uvs enabled, that fresh lighting is baked. And failing that adjust the shadow settings on the light source.
But if you are using URP or something there could be other causes.
I'm using URP. Also I should probably clarify it's not on the mesh itself, the lines are stuck to the screen. I can even look at the default skybox and it's still there
Oh nevermind! Just had another look and I guess I was just imagining the skybox lines. The lines get more visibile as I get closer to the mesh
I'll try doing the things you suggested
Yes I was missing graphic raycaster on the canvas, thanks
Ok so my game got accepted on applab and I want to change some of the images because they don't look the best and could be better but I can't find the setting to change it. So how can I change my applab pictures after the game gets accepted on applab?
Been using 2021 LTS just fine
my project (2020.3.29f1) has interaction toolkit 2.2.0 but i want poke interactor which isnt in this version, but i am unable to update the plugin in package manager. help?
edited manifest.json to change the version, seems to work fine
all good š
for (var i = (int)XRHandJointID.BeginMarker; i < (int)XRHandJointID.EndMarker; i++)
{
var reference = new JointToTransformReference
{
jointTransform = null,
xrHandJointID = (XRHandJointID)i
};
jointReferences.Add(reference);
}
foreach (var jointReference in jointReferences)
{
if (jointReference.xrHandJointID == XRHandJointID.Palm)
{
Debug.Log("YESSSSS");
}
}
I am working with the xr hand package. I am trying to build a list of JointToTransformReference to be shown in the inspector. I tried with this code but palm does not appear in the inspector but it exist in the list (yes is printed in the console).
Palm should be in the second position. The enum have two equal values BeginMarker and Wrist, not sure if this can be the issue. Any help? Thank you all.
how do i check if a player is throwing something at a velocity above a certain amount
I have a variable right, its a InputHelper.button variable, its set to a control for vr, for example the grip button, however depending on what you want the control to be the control the variable is set to could change, I'd like to be able to change said control via the inspector, how could I detect if said control is pressed on one of the vr controllers
Im using the actionbasedcontroller btw
I'm simply trying to build to a Quest 2 from Unity 2022.3.2 on PC. I get the error in this screenshot. I've set build target to Android, and set graphics to OpenGSL3. How can I build to Quest? Thank you!
It says to check the console what does it say
hi, dm me if you're interested, i've recently finished my Google Earth app for Quest Standalone made in Unity, i've recently also posted it to app lab, the app is 5 dollars on app lab, and 4.50 on sidequest, however, my friend told me that the Feature that let's you type the location you want to teleport to, didn't work as expected, but it absolutely works for me, the app only receives Google 3d Tiles, and Sends Text to Google's Geocoding API, in order to teleport the user to the received coordinates, so i can't tell the difference between his headset and my headset, why doesn't his app work like mine does? i need a third person to test this for me, and i'll give the app for free. dm me!
https://youtu.be/Y33kFWec8i8
Quest 2 Game made in Unity with the Cesium Package using the Google Earth Photogrammetry 3d Tiles, after testing it for a few days the game is very playable. i did NOT implement the search for place feature because it was not possible with Cesium as far as i know and it doesn't help with learning geography.
UPDATE v9: Basically the Most Exciti...
Hello guys, I am trying to create a Quest 2 app based on a buzz ring game. So basically you have to move a cicle through a pipe without touching it. What I wanted to do is when the circle is colliding with the pipe, I want to get a vibration in the controller holding it but I simple try to get a reference of the controller in my script on the object and just added the "vibrateController" script but as soon as I touch, I get a "null reference exception" that I cannot understand. Could somebody guide me in resolving that?
Share the error and code
Thanks for your feedback Dev Dunk, I am trying something first and will let you know.
It didnāt work. So. i guess what i am trying to do is applying a script on my handle that will get a reference of the controller holding it and if I touch the wire, it should send an haptic feedback
If you are getting a null reference error then you missed an assignment along that process
Fixed it thanks!
idk where to post this but its a vr game so here:
Yeah I guess. But really I defined a public variable in my touch script and drag the vr controller to it from the inspector. But when I want to call the VibrateController component from my script, itās where I got this null ref exception
Is it possible to have AR and VR in one unity project?
like for one scene, ur in a 3D VR room, but in the next scene you still see ur surroundings with rendered objects? (AR)
and if yes, is this possible with MRTK
Do you mean inside of a quest?
If so, definitely. You probably do need to use their own oculus integration or get creative with AR Foundation or OpenXR.
This mostly depends on the hardware you want to run it on, but it's possible.
Never used MRTK, so no idea
Again, share the full error and code if you need more in depth support
Maybe update proton?
Check the file it mentions and include it ina build maybe?
Make sure your project is not in a onedrive or another folder with weird permissions
If you cant solve it: Start with a blank project which does build and then add stuff one by one
Ah okay so OpenXR could potentially work, ill try that
Guyz need help
I am trying to play my scene in Quest 2 Directly followed all the steps I can get through youtube
But its not playing inside quest rather just on my pc
Quest link was enable
OpenXR was set to Oculus runtime
All settings are just same as everywhere
Can somebody please help me with that in VC?
...
And what do you mean by 'not playing'. Does it load at all? Black screen with white dots? Scene loads but controllers won't work? Etc
Could be that you need a player that is streaming to the headset, Oculus software or SteamVR. There is an option in each of them telling that what is the default openXR software
can your pc play other vr games through steam on the quest?
I'm trying to test with my quest 2 link and openxr runtime and it either doesn't track any input other than headset pos/rot or doesn't work at all
Did you add the oculus touch controller profiles (maybe remove the pro controller profile)?
Do you use tracked pose drivers for the controllers?
How are you reading button inputs?
Does it work with the oculus plugin?
Touch profile is present and I did try removing pro controller profile. I have to check how the controllers are being tracked as I'm using a prefab from an asset store asset (HurricaneVR). When I try using oculus as the plug in provider unity crashes if I hit play. Hands don't move at all as for the controllers not tracking. I did see a forum post just now and I'm going to look into some of the solutions there
It appears the controllers are tracked using "Tracked Pose Driver"
It appears having Meta XR Feature Group enabled was part of the issue, the controllers are now tracked
Only problems now are the UI showing up only in 1 eye and super weirdly warped and no controller input other than pos/rot
Most of my stuff is fixed now I'm just bringing my input issues to somewhere that makes more sense
Ahh yeh. I guess you're on an older unity/openxr/oculus integration version
There was a bug with that
hi everybody, I would like to enable this view to look left, right, both eyes without oculus quest link. Someone knows how to enable it?
hi everyone. I have developed an application (digital lock) using hand-tracking instead of controllers and recorded data in csv file. I'm getting the movement of hand and csv data is correct but problem with the data shape. Can anyone help me how i can get the correct visual data? I have attached my lock keyboard and hand position xyz.
Do you think if I update my project to the newest 2021 LTS that should allow me to use it with Meta Feature thing enabled?
Cus I'm thinking of needing to be able to use this in the future
Is it possible to support VR and Ray-Tracing at the same time?
I want to ask something, I'm developing a VR-based game using a VR builder, but for some reason the UI Canvas (world space) moves and floats when it should stay in place, how do I make the UI stay in place?
Yes, also update the openxr plugin and oculus integration plugin
what makes you think your visualization is wrong?
Im trying to upload a build to Meta Developer portal, and its telling me that since june 30th, api must now be minimum of 32, but I dont know how to get this on the editor? in the settings i can try select it but it doesnt have a name like the others, just "API Level 32".... ??? I have never had this problem when working with it before.
Am i missing an update to the Android SDK? I searched the editor modules and it only says that theyre installed. so is there anyway to force an update?
It doesn't have a name for me either but it builds just fine
Hi, I had my app working without a problem for some time, but recently after rebuilding with the same settings on my Quest 2, I started getting UnauthorizedAccessException: Access to the path error when trying to read /storage/emulated/0/AppData/ModelCollection.json. Were there any security changes in recent software updates that could have broken this? I'm simply trying to read a file from the device root folder.
I guess VR headset or controllers use a different coordinate system and in application I'm using different. But I don't know how to fix it.
someone knows about this error and how to fix it? ... I am using quest 2
Hey so I'm trying to upload a new build to my game on AppLab and whenever I try to I get a build error right when I start and it says this: Build Upload Error - an error has occurred for app id: 10090434604363. Idk whats wrong. I did upload a build like 24 hours prior so is there like a time limit from uploading builds or something? Please help.
Does it say anything else on the error?
Are you trying to do something via dev mode?
When do you get this?
Did you already update unity/xr management/oculus xr
yes in dev mode
everytime I play app, but by now all is fine probably was ARM64 option into my player settings
XD i got a new problem with my right controller from oculus quest 2. I just changed my controller battery with a new one and now appears a message that say to press any button to activate right joystick
With the XR interacation layer there is a limit as it is a 32b bitmask. This is limiting because I may need about 80 different items that be socketed in to unique grab items. Is there anyway around this 32 limit?
greetings. Anyone using VRIK from rootmotion? I have it working great, but I'm surprised that when I squat in real life, I don't squat in game. Anyone know how to squat with VRIK?
Can you show what it does instead?
Hey Guys, I am back with my issues or maybe more a question regarding VRController and how can I make it vibrate when it touched the collider of another object in the scene.
What are the best alternative engines for VR when deploying for quest?
the knees just won't bend. but, yeah, i'll get a video real quick
Maybe check the demo scene?
Godot and unreal
Does godot build for quest? I've struggled to find new-ish docs.
Godot seems more lightweight than unreal
All of the unreal games I see on quest look garbage
It does. It does show in the 4.1 docs.
4.2 will get a openxr loader revamp with better support for quest and pico as well (but current 4.2 needs to be compiled)
I personally might do some more godot VR research. Just bummed they don't have proper ARCore support
It definitely seems the most lightweight, it's a shame because I was really getting on with Unity's URP
It had it's flaws but it was working well
But it's time to switch, the writing has been on the wall for a while
Godot also has its flaws, but being open source helps.
It's fairly lightweight and also has variable rate shading for new hardware (prolly quest 3 and PCVR)
Vulkan rendering also looks solid.
If you end up trying godot let me know what you think, would love to know
Here's a video of my issue. But I just solved it. On the VRIK component, in Solver>Head>Use Animated Head Weight ... it's at 1 by default. I crank it down to 0, and I get full range of motion.
I will do, thanks. I think I'm going to try experiment more with foveated rendering without eye tracking (I'm going to guess not much). I'm mostly worried godot's lightmapper isn't as good as unity's, it's a struggle to find impressive examples of it
The Bakery developer said he's considering porting it to Godot so maybe that would unlock some new possiblities š
Wait fr?
I be playing my vr game (testing it), maybe change the setting for snap/continious rotation... and I get this error
https://cdn.discordapp.com/attachments/260454472122236928/1152106505693302885/image.png
has anyone experieneced this? I did google but nothing useful came up... i can give more info but let me know what
When i want to build Unity Oculus project, oculus isnt showing at "Devices" anyone kno whow to fix it?
I have Dev mode on, USB enabled in the headset, and i have the oculus app
update: solution is to update the xr interaction toolkit package from 2.4.0
Just in case anyone else ends up here and sees my question - the problem was asmdefs and Test Framework, I've never really been able to make a maintainable Unit Test framework in any project which needs frequent updates and additions - some packages outright break and others need to be rearranged just to satisfy the requirement for Assembly Definition files when running Play & Edit mode tests. My advice to my future self is not to rearrange stuff for unit tests. š
"A failure occurred while executing com.android.build.gradle.tasks.PackageAndroidArtifact$IncrementalSplitterRunnable See the Console for details."
and what does the console say?
Hmm yeah can't see much there of any help - does the project build in Rider or other editor? In Rider it is ctrl-shift-B to build
Ahhhh, very clear xD
Did you instsall the android module and both submodules in unity hub?
And is installed with unity selected i npreferences - extenral tools
anyone thinking about switching to unreal?
Because i found this
what?
Great share š
hey are there any cheap resources that allow me to control a avatar with vr with 3 HTC vive trackers? trying to set it up myself and the offsets and calibration to connect the trackers and head to an existing armeture is painful
HELP
Check your keystore passwords in Edit > Project Settings > Player > Publishing Settings
If you type the second one incorrectly you will get this error
If you don't have one create a keystore password, if you have one, check it Edit > Project Settings > Player > Publishing Settings
idk wat to do. i searched but no luck. now... im just asking the discord unity sever
Are you sure it's all correct
then switch to unreal lol
unreal... yes..... wat that
unreal engine
Hey all! I know "performance" related questions vary heavily on the specific project but I'd like a very general idea of a "soft limit" for the following:
My 3D URP VR game relies on very low poly pixel art textures (no more than 20k tris per scene), everything is unlit, I make good use of texture atlases, and everything else is relatively simple.
Now I'm just curious about how big of total texture size should I limit myself to. I'm comfortable and capable of shoving everything in a scene into a single atlas with my workflow, but I'm not familiar with what's generally used in VR games or if there's any technical limitation with using a really big texture atlas for a scene (Like a 4,096 or possibly 8,192 texture size).
If someone more familiar could give a general guestimate I'd appreciate it ^^
this is regarding quest 2 by the way*
u can create texture2DArray with multiple 4k textures if u need for your shader
to gain more performance u can also downscale the rendering anywhere from 0.9 or even 0.7 of the original since u r using pixel art
set FFR to High
if u keen on trying i would also recommend app space warp ( i can link u a template project repository that has it enabled )
vertex count limit for the Quest 2 is 1 million
it has a 6GB ram ( shared between the cpu and gpu ) so i wouldn't worry too much about limiting yourself for how many textures you need to use
a 4K RGB texture takes around 50 MB in vram
Gotcha, this is very helpful, thank you! And yes I'd be interested in looking into space warp to see what's that about
Also I'm curious by what you mean in using a texture2DArray. Would this be better than putting everything into a single atlas?
I thought texture arrays on mobile hardware were pretty slow, but I never tried (so could be wrong). Have you used it in a mobile project before?
From my experience you can definitely throw an 4k (or multiple) or even 8k textures at the quest. Since its a tiled GPU it could perform better to use 1 big texture than multiple smaller once since you can use the same material for multiple objects (easier batching)
Application spacewarp is great if there are no fast moving objects indeed. Used it for architecture visualisation with 4k realtime shadows last year
Wowsa, that's pretty cool. I only scanned over it real quick as of right now, but is its implementation only for quest 2 or would it work on all devices?
Only quest 2 (and pico 4 since a few SDKs ago)
It's a snapdragon feature
Desktop usually does not need it if the project runs on standalone. Desktop does have async spacewarp, but that is on the driver side afaik, so not for you to implement
Got it, thanks for the info
Hey, are there any frameworks for hand tracking (quest)? Something like VR Interaction Framework, Auto Hand, etc.. but for hand tracking
I believe I've seen the default one (XRIT) support it. I don't know about any others that do though
yeah, I've checked most of them by now and tbh Oculus Integration itself is the best one
lots of examples
I just downloaded unity, and I was wondering if anyone had a good resource for this
I just want to get a general feel of how long it would take me to work on my project
And rn, I just want to be able to go into VR and interact with an object
Like a cube
But honestly no clue how to even get started
!learn
š§āš« 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/
Hm cool, ty
Can someone help? My games toolbar has disappered and I cant get it back
That's not really a #š„½āvirtual-reality thing, but you should be able to open that view from the Window > game view
I fixed it
Or window > layout > reset.
it is a virtual reality game though
Yeah but you'll likely wait hours/days for a reply in here vs minutes in #š»āunity-talk
yeah I did do it in there and I got it fixed
I assumed he wanted to pack everything into a single texture , not 100% sure at what resolution point tex2DArray start to negatively impact the performance but i heard something like that before
Did anyone succeed in having Editor preview working using OpenXR PCVR for both Quest and Pico in the same project?
The Pico 4 head tracking is not applied to the camera. Using Unity 2023.1.13, OpenXR 1.8.3, StreamingAssistent, Play Mode OpenXR Runtime: StreamVR, and no Pico SDK.
Were you also on the forums?
I got the pico openxr plugin on my phone, so I can send it on here haha
Hey everyone, does someone of you have experience with PCVR and Eye Tracking?
Yes, but I usually do my dev testing on my vive. Then splash test the builds on my quest and Pico. That let's you test PCVR and then basically checking controls and shaders on mobile.
There isn't much reason to test in editor on the Quest and on the Pico, as it isn't the real application for Android. It's just a repeat PCVR test.
Yes, plenty. But like most folks in here I'm busy as heck (we use it a lot in medical) although we usually prefer the Pico for it š probably better to just ask the channel the question
Thank you for the swift answer. We are trying to (re) implement it using our vive pro eye (old I know)
Thank you for the hint, I'll see what I can get out of it š
Take care
Hello, I have a group discussion on 'Would you use Unreal or Unity for a VR/AR game?' today for a college club. Would anyone be willing to to give some insights?
This is hard. Genuinely, Unity every time. Unity is soo much better for VR. In literally every aspect. It's much better for beginners too. Also Meta and Apple also focus on Unity for their VR resources, BUT because of the recent situation with unity, I would consider using Unreal for future games.
Unreal has a different goal. They seem to work a lot with realism and open worlds. Some of their features are amazing, but in reality I never have needed those features myself.
Unity is a bit easier to get into and is in my experience more flexible.
For VR I would probably see godot as a big one as well, sadly not for AR yet
Thank you
Hello, I need help, I have created a Unity project in VR, I have created a new scene and when I put a light it does not work, I appreciate any help
i have problems with steam vr that never happened with oculus, but air link stopped working with my vr headset randomly so i switched to virtual desktop and steam vr but i have these random lag spikes now that make my game unplayable with steam vr for some reason. does anyone know what the reason for this could be ?
note: i have an rtx 2060 without using a vr headset i have 190fps in the scene
-
What does this have to do with VR? Seems to be a #archived-lighting issue
-
What kind of light? Which render pipeline? Is pixel light count/additional lights enabled in your quality settings (and at a higher number if you have more lights)
-
What is 'does not work'? This can be anything from the light flickers to your PC catching on fire
Check if your CPU or GPU is maxed out. Otherwise check the GPU profiler and frame debugger maybe?
GPU profiling tools outside of unity also might help (renderdoc is used for android, I think there is a similar tool from nvidia for PC)
someone knows why my objects inside snap zone is reducing each time I pick up
Y
( I accidentally posted in the wrong channel. Reposting here )
Can anybody recommend me a cheap VR headset for game dev with unity? In the next semester, we have a class called computer games with VR š
air link works again, so that fixed it
I have this cool scope effect but it uses the View Direction Tangent but for some reason in vr the tangent is the same for each eye wich breaks the whole 3d effect, how can i canculate the tangent for each eye and not from the center of both eyes ?
Quest 2?
Pico 3 link was very cheap on amazon some time ago.
Pico 4 is also great
Maybe a used quest 1 if you just want to make PCVR games?
Pretty much any used headset will work tbh
Is it a surface shader in the built-in render pipeline?
It's a bug in how the surface shader calculates the view direction. You'll have to calculate it yourself to get the correct direction per eye.
how do i do that ?
can i do that with a custom function node ?
yes
it already is
how does that help ?
I only recognize this issue as a problem with surface shaders, which are hand written lit shaders in the built-in render pipeline. Unlit shaders are usually not surface shaders. I don't know what kind of shader Shader Graph generates. I assumed it was generating surface shaders for lit shaders and regular unlit shaders for unlit.
that could be a cause because i acidentally created a lit shader and changed it to unlit later
I think it's a separate issue from what I'm talking about, but still the same thing. They (Unity) forgot to add some extra code to get the correct camera position per eye when using single pass rendering.
I'm seeing if I can fix it with a Custom Function.
I already had the same issue with lens glare, still couldnt solve it, all i found on that was a Chinese Blog Post on how to fix it
That would be awsome
Just to note, this is not an issue if you write shaders by hand. This is just an issue in Shader Graph, because they have neglected to test it properly for stereo rendering.
But i cant write shaders from Hand, ehe most complex shader i wrote was a compute shader in open gl to simulate planets and it has a semi bloom effect but thats all i can do with shaders in code
Couldn't figure it out
Yeah just echoing others. Quest 2 is the best affordable choice ATM. Although there is a rumor of a Quest 2 Lite or Quest 3 Lite coming that would be cheaper.
One Polish company gave me a test task to make a game in Unity for VR Oculus Quest 2, but I donāt have VR devices and Oculus Quest 2 š What can I do in this case?
Some tools have VR emulators to test most of the mechanics. Performance optimization is impossible to do without the hardware, but a lot can be tested on flat screen as well
Is it possible for me to just wireless send my Unity Build to my Meta Quest Pro?
I'm happy to google round to find out how to do it, but so far I've got a bit confused and not sure if its actually possible or not. I just want to hit cmd-b and it to go to the headset wireless, as I feel like the build quality on the USB-C port is a bit poor and I'd rather not constatly be plugging and unplugging the cable.
I had some developers work for me a couple of years ago, on a VR project, after a week or so of really strange bugs it turned out they didn't have a VR headset. I was so furious.
So make sure you at least tell your client you don't have a headset.
And a 2nd hand Quest 2 costs about £150 here in the UK. So they might just buy one for you.
Ah sorry, I just reread your question, I hadn't realised this is for a test task.
Maybe you could just take the Unity Quest 2 demo scene, as you know that will work, and add some more stuff to it?
Otherwise it is going to be hard to know if what you made will work on the Quest 2 or not.
I think ADB can be used over wifi, but it can be a bit of a hassle
if id write the shader from hand, how would i calculate the view direction tangent for each eye correctly and display the right tangent for each eye ?
If you follow the instructions here for writing a Single Pass Instanced compliant shader, then it will sort of automatically work.
https://docs.unity3d.com/Manual/SinglePassInstancing.html
_WorldSpaceCameraPos will be slightly different for each eye, so when you calculate the view direction from it, it will be slightly different for each eye.
I'd recommend just finding an example shader (a vertex/fragment shader, not a surface shader) that calculates a view direction and copy that, and then make it support single pass instanced based on the documentation.
VR is so expensive š
It's a lot cheaper than it was :D. But yeah, each new hire I think we spend about 4-5K in hardware for them
Is this just on quest, or also in Unity?
Do they show if you use oculus link on PCVR?
Do you use the same quality tier for both quest and PCVR?
Do you use VFX Graph? If so, did you enable Vulkan instead of OpenGLES?
Did you already try the latest 2021LTS for the latest fixes and versions?
For this check for errors in logcat
Depends how the vfx is made.
If you cannot answer questions I cannot help much
Logcat will throw errors if they come, look it up (it even has a unity plugin)
Might be shader incompatibility. Check logcat, update unity, check settings, check materials, etc
Question:
I have a project build with Oculus Integration (I just joined the team), and I need to add UI to the game. I got it working and the pointer shows up on the collider of the UI, but buttons are not interactive. Does anyone know what this could be?
EDIT: got it working, there was another component catching the events somehow, removed it
Can someone please help me
I put the my unity vr file in sidequest and installed it on my oculus, but when I open it, it pops up the loading screen then when itās done loading it just closes
Can someone please help me I'm trying to make a gorilla tag fan game and when I try to install xr plugin management then it says installing then downloading and then it just doesn't install and when i close out of project settings then the xr plugin management tab is gone in the poroject settings
I put the my unity vr file in sidequest and installed it on my oculus, but when I open it, it pops up the loading screen then when itās done loading it just closes
Can someone help
I built my project and it saved as a blue stacks folder
Then I put it on my oculus and itās an app now on mine but it pops up the loading screen then closes right after
Calm down, have patience with (community) support
- Check logcat for errors
- What do you mean bluestacks folder? Are you testing on an emulator?
- Update Unity, Oculus plugin, and Oculus Integration Asset (if you use OpenXR also update that)
\Which Unity version? This sounds like a bug which has been fixed already.
Also make sure your project is not in a special (sub) folder, like desktop, onedrive, documents, etc
I have no errors and I think I have all my things updated
I built my game and when it was done building it didnāt save as an apk
I has a blue stacks logo next to it
The logo is not the filetype, just the app it opens in.
Enable file extensions (google how)
And did you check logcat or just Unity? @storm ether
Hello everyone!
I am using XR Interaction Toolkit for my VR game. I have followed the directions of Valem in his latest tutorials on creating a VR game. My problem is when I hold an object using Direct Interactor, the Teleportation can't be enabled.
Note that I use the grip button to grab objects and forward joystick to deploy teleportation. There's no Ray interactor. Also, I have added a XR interaction group and an action based controller manager.
Thank you in advance
Im using 2022.3.10f1
theres also an error in the console it says
Internal build system error. read the full binlog without getting a BuildFinishedMessage, while the backend process is still running
Is that the full error?
And are there more
yeah thats the ful one and theres no more
Google it
To get logs from android devices.
In the packages folder in your project folder open the packages manifest file. There remove all XR stuff.
After that's done re-open your project and install XR management via the package manager
Maybe that works
i just tried to open unity again and it said this
why are the lazers stuck in my head instead of my controllers
Probably messed up the json file
Hey guys, is a gpu load of 65% in an empty unity scene with just a camera and VR hand normal?
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Are there models already inside unity that I could use rather than designing my one in smth like blender?
Also Iām new to unity but am looking to start getting into VR, any tips, tutorials, etc to get started?
Thereās a 30 hour course in unity learn that Iām doing rn
Iām looking to make a study tool in VR, and the study tool would be for a human body. But making one would be rlly hard so how would I be able to do smth where I could have users study organs or bones in the human body
You could buy a high quality asset and rework it for your experience. It's what most of us would do I think.
If it is really unique you could hire someone. But if it's easier and quicker off the shelf, and a boring project item, I'd just buy it
How much does a high quality asset cost?
Depends on the artist or website
For what type of character
Also Iām like rlly new to this
Can u dm
Just look in the Unity Asset Store or CG Trader. The price will range from free to about 350 at most
But usually you'll be in the 10 to 100 range for medical bodies
133 3D models, available for download in MAX, OBJ, FBX, MB and other file formats, ready for VR / AR, animation, games and other 3D projects.
I donāt think Iām smart enough for this š
I just wanna make an anatomy study tool for students in VR
And all these 3D models are making thing so confusing
Yeah, it gets complex. If you get lucky and the model is well structured and properly named, it can help
We have a hospital up here talking to us about creating some virtual cadavers to replace what they do in training, and have them test their knowledge and all that. It'll be interesting. There may also be something already in the quest store
The time consuming part is correcting the models and documenting all the parts
I just donāt even know what model to choose
Or if I need to create it
Maybe bones of the body would be easier
It's also risky, if you pick wrong its a pricey mistake
Thatās what Iām sayinn
I actually think bones of the body would be much easier than organs
This is exactly what Iām looking to do
Except with bones or organs of the body rather than muscles
I just gotta find a decent thing to buy for all the bones of the body
Or organs
Ok so I found this
Is this something I'd be able to break apart into different bones that could be selected?
Maybe check the asset store as well
https://assetstore.unity.com/?q=human body
You can always cut up a mesh in blender
Hi, I'm following the "unity learn" vr basics, and test it on meta quest 2. But the controlers are verry jittery. I tried to up the fixed rate physics updates but it's still the same. Has anyone had the same problem?
By the way I'm testing it on the quest 2 renderer, not in pcvr
I noticed the same problem when moving the head too, where everything stutter, especially visible when moving the head sideways
Again, this is a very simple project as I followed the "vr basics" course on unity learn. I had the stuttering from the start
Ok, so I disabled antialiasing and I get no more jitter, but the scene get really ugly aliasing...
What can I do to not get jitter AND get not as bas aliasing?
Previously I set antialiasing to 4x
tracking jitter and aa should have nothing to do with each other, so something strange is going on
Yep, what's strange is that I'm using starter files provided by the tutorial on unity learn, and I did very little to modify the file itself
the only thing I took the liberty to do that was not said on the tutorial is activate 4x aa because it looked so ugly around the edges :p
maybe you did it in the wrong place and caused some issues that way
I did it on the universal render pipeline asset
then under quality
there it said disabled and I set it to 4x
I tried setting it to 2x to see what happened and I get a little bit of jitter but less than with 4x enabled
that should be the way to do it
Indeed... Maybe their starter files are bugged on the tutorial.
I'll try setting up the project myself, and if it still fails I'll switch to another engine like Unreal maybe
But that's strange, I thought Unity was the go-to engine for VR
I can't be the only one to get that specific bug
Unity is the go-to engine for VR, you are just having an issue. Check if there are any known issues with the tutorial in the comments or on the forum
Hi all, is it ok to ask total noob questions re setting up unity for Oculus VR in here?
I installed an app to display fps, and when enabling 4x msaa, I get 50 fps instead of 70+ when I disable it.
Is this a normal behaviour? Do 4x msaa take that much perf,
?
I looked at the comments on the tutorial but there's nothing about my problem
Seems nobody tried to activate aa since it's a beginner tutorial
No, 4x MSAA is the recommended setting since this is hardware accellerated on the snapdragon CPU
Go ahead, just check online before you ask here
I see, thanks. Maybe I'll try setting up the project myself then, or trying a different tutorial than the official one.
can anyone tel me why oculus is greyed out on this screen, i am using the VR Template project: https://gyazo.com/95b9e454d81a5d9e329f59c3af73cfb0 (yesterday on the VR setup I was able to use oculus just fine)
It's not possible to choose both OpenXR and Oculus, you have to choose just one of them
thanks so much
About my problem with performance drop when setting 4x msaa, I've seen people online that say that msaa is bugged with urp. Do you usually use core or urp when developping for the meta quest 2?
Ok, so after messing around the different parameters in the renderer file, I finally found what was causing the problem
HDR was activated by default in their starting files, which was messing with msaa
Now it runs smoothly AND with 4x msaa š
After switching to using openxr for my quest 2 game using the right oculus button no longer centers the screen, what is the fix for this?
probably just a quest-specific openxr config to enable re-centering
And how do i do that?
should be in unity's openxr settings
same place you decide which devices you support and stuff
Well i cant see any such setting
does anyone know how to make a VR HUD?
World space canvas?
Set the position in front of the camera (cam transform.position + (cam transform.forward * distance))
And then use LookAt
Or use the screen space camera option and set the distance to what you want
but won't it not render?
Do you mean press and hold or reset just by clicking?
ah ok, thx
Why not?
don't you need to use worldspace for vr
Press and hold
Doesn't seem to be any support for that in openxr but someone had to run into this before and found a solution so I don't have to reinvent the wheel
Screen space overlay does not work, screen space camera works as long as you assign the camera
Can someone here script for me? Im trying to work on a big game and im too busy working on the modeling and stuff to learn how to script
I suspect everyone would rather work on their own projects than yours. But !collab
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Worldspace is definitely common for most UIs in VR. You usually avoid anything slapped to the headset, but I've found small HUD items can work in a pinch (usually I like to stick them to a virtual space helmet or something). But yeah, the more common method is usually world space imho
But yeah, you'd either world space parent, or screen space camera. In some cases it helps to modify your UI shader to always write over top (zwrite), so it can't be obscured by meshes.
I did this recently, but maybe not the best solution, just what worked quickly for me.
I made an empty GameObject under the Camera, called dashboardNode
Then when the user pressed the button to show the Dashboard, I just did something like
Transform currentParent = dashboardCanvas.transform.parent;
dashboardCanvas.transform.SetParent( dashboardNode );
dashboardCanvas.transform.localPosition = Vector3.zero;
dashboardCanvas.transform.localEulerAngles = Vector3.zero;
dashboardCanvas.transform.localScale = Vector3.one;
dashboardCanvas.transform.SetParent(currentParent);
Then I can just change the position, rotation and scale of the dashboardNode in the hierarchy to control where I want the VR Dashboard to appear in relation to the user's head.
i keep getting this error when i try to make the build for my vr game, anyone able to help
and i keep getting this error and no matter how many times i click apply or apply all the error shows back up and i cant find a way to fix it
i really need help
I can show you the list of packages and versions I'm using here. It is all working as expected for me, so I think maybe changing one of your packages could be the solution you need.
Unity 2022.3.9f1
Meta OpenXR Feature ( 0.1.2 Experimental ) - I'm not sure I even need this though
Oculus XR Plugin 4.0.0
OpenXR Plugin 1.8.2
XR Core Utilities 2.2.3
XR Interaction Toolkit 2.5.0
XR Plugin Management 4.4.0
oh
i use Oculus XR Plugin 4.0.0
and OpenXR Plugin 1.8.2
but i dont knpow how to delete them
Do you have the Oculus Integration Assetas well? you get that from the Asset Store :
https://assetstore.unity.com/packages/tools/integration/oculus-integration-82022
yeah
why?
I was wondering if you were missing that, and maybe that was causing a problem.
From googling your gradle problem, it seems the problem might be with your android manifest files. Can you quickly type 'manifest' into your project search and see how many you have there
Aha ok, those Android.manifest files, I think one of those will be the problem.
Are you able to
- Back them up to another folder ( outside of your Unity project )
- Try removing them one by one, and identify which one is causing your gradle build error
( This is the process I went through a few weeks ago, and it worked for me back then )
But general disclaimer, maybe back up your whole project folder, I can't guarantee what I'm suggesting won't break something else for you.
which one caused the error for you?
@bold pasture
does anyone know how to use OpenVR or OpenXR in 2019.4.33f1? I don't wanna use the OpenVR Desktop plugin because it's deprecated, is there another way?
not just Oculus devices
I'm not sure, I just removed them one by one until it would build again
okay
and are character controllers needed for VR? i'm kinda a newbie to VR dev
no, character controllers are just there in case you want to do some collision interaction with the environment
no, but they can make it easier
oh
but since you're new to vr, i'd recommend you try to avoid needing physics interaction as much as possible
you can get a lot done without involving the physics engine beyond detecting overlapping shapes
that's normal.
there's nothing special about the programming we do. We just happen to have experience breaking down problems into things that can be solved with code
in your case it sounds like you need to learn more about the domain. So read up on how those assets work, as well as how the urp renderer works and how that differs from the legacy pipeline
Have you tried DinoFracture? You can pre-shatter things and then just hide/show when needed.
it's not free, but I'm primarily a quest dev and use it. I can record a demo of it for ya if you want.
probably ebkac, but I don't know for sure.
error between keyboad and chair.
lemme see if I own the others and test.
ebkac means it's probably something you're doing wrong.
I own destroyit.. I'll test it after I pckup my kids frm school in a bit
roger that
which version of Unity you using?
@weak thistle It works just fine in 2021 and Quest.
oh you.. gamedev isn't magic. You need to code the interactions.
whichever you want. You want bullets to break boxes? that's not automatic.
yes
no, it handles SHOWING the thing breaking, but you have to trigger that via code
probably.. definitely in the docs.
get the Destructible component and call .ApplyDamage() on it, with a value of how much damage to apply.
this is all I needed for this:
{
var breakable = other.gameObject.GetComponent<Destructible>();
if (breakable != null) breakable.ApplyDamage(100);
}```
can anyone help me when i press play this error occurs every frame:
DllNotFoundException: openvr_api assembly:<unknown assembly> type:<unknown type> member:(null)
Valve.VR.OpenVR.GetInitToken () (at <dc713ec67d6f4a4391f6b9cb637d0dd1>:0)
Valve.VR.OpenVR+COpenVRContext.CheckClear () (at <dc713ec67d6f4a4391f6b9cb637d0dd1>:0)
Valve.VR.OpenVR+COpenVRContext.VROverlay () (at <dc713ec67d6f4a4391f6b9cb637d0dd1>:0)
Valve.VR.OpenVR.get_Overlay () (at <dc713ec67d6f4a4391f6b9cb637d0dd1>:0)
GorillaTagger.LateUpdate () (at Assets/Scripts/Assembly-CSharp/GorillaTagger.cs:269)
sounds like something from steam VR isn't installed right
I could help u model one based off your own design
Is there a way to render parts of the scene in just one eye with URP?
From the documentation, I can only choose to render to both eyes or none
With the Built in RP, I can choose which eye to render to
I've read somewhere that it's because URP only supports Multiview rendering and not Multipass
Is there a way to override this, or could I write something with SRP to overcome this?
So far the tutorials I've seen on SRP build on top of URP, and that doesn't work for my use case
Hi, does anyone have any idea why my shadows look like this when I make a build for the quest?
it should normally look like this
I'd guess some setting in the quality tiers, but also have you considered baking the lighting?
the problem was the urp pipline settings!
The shader came with a post process that has to be enabled
The asset store, as well as sites like sketchfab and kenney.nl, have lots of free 3d models you can use.
As for fire, smoke, and explosions.. those would all be done with particles, and those work fine on quest as well.
probably, some assets require extracting special URP files, but you should read the docs to whatever assets you use.
im trying to add haptics to my controller when it tuches something with a collider but cant add my controller to the public XRController
and i get no errors
Hey could someone help me? Iām making a game and I closed it this is the third time I have saved and closed it and I still have my assets but my entire game disappeared
Why canāt you add your controller?
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Hi guys,i am having a little problem with the XrGrabbable component,when i try to grab the blue controller not always you can grab it with and you have to use the laser to grab it,what can be the cause?
Do you have a ray interactor but no direct interactor?
I have a direct interactor
Now i will send you the screens
these are the 2 hands
This is the configuration of the blue controller
I can't see anything wrong with that, you say it works some times but not others?
Yes exacly
There is this error when during a multiplayer match i am the master-client,i can grab the controller but sometimes it is like i can not grab it and i have to use the laser
for some reason when steamvr players not using quest run my game on steam, they cant see their hands or use any input
i am using meta xr platform tools for the oculus achievements but it needs to run for steamvr headsets as well
any ideas on how this can be fixed?
Develop PCVR using OpenXR (or SteamVR package, which is more work)
hey im making a vr game where i walk on my hands and im using the configurable joint and a sphere collider to get a sprinngy feel but i would like to have the rotation on the springs stiffer so i dont slide on the ground or slip off walls. anyone know how to fiks this?
Hi all ! I last found out that when running a game on a quest headset, you could not activate msaa and hdr at the same time (or at least at the cost of a huge perf drop)
But I saw some people still used hrd on quest (cf this blog post) https://johnaustin.io/articles/2022/fast-post-processing-on-the-oculus-quest
One of the earliest effects I implemented for The Last Clockwinder was HDR Tonemapping and Color Grading. We had decided from an early stage that the game was going to be lit entirely with static lightmapping The entire environment is lit with a single, massive bounced area light! , and post process
What does it entails to have both hdr and msaa enabled? I'm still a beginner, so I'd like to know if some of you did someting similar
Do you mean HDR as in the setting or HDR color grading for post processing
If the first, quest has no HDR output, so just disable it. HDR color grading could help with stuff like bloom, but i usually stay away from it
I need help how to delete the room so i start creating a game
You mean gtag
I mean hdr color grading. In the exemple on the blog post, it seems to looks nice though? Or is it because of other factors?
So enabling hdr color grading is not the same as checking the option above antialiasing? I need to do it myself through the scriptable rendering?
Hey can someone help me about this, I'am making a cardboard vr game and when I export it, it look like this. (Sorry if you have see the same thing in the general chat)
The buttons mean different things. Used neither so cannot commend much. If you're on the latest unity and enabling something gives an unexplainably high performance regression, you could post it on the forums or make a bug report
HDR grading will allow more costumization, but you can usually get similar results for cheaper with sdr
if it only happens when you make a build, then you should hook up the debugger and check for exceptions
in the current XRI demo, anyone know where the setup for secondaryButton to enable the callout toolips is in the project? I'm trying to figure out how it works.
oh, its gaze based
I'm building an app in mixed reality using Unity and OVR Integration for Meta Quest Pro.
At the beginning I want to see the real world so I set the passtrough with OVR Passtrough Layer set to Underlay. At certain time when a user fire a specific event (already setted up) I want to a transition from the real world to a full virtual reality. I thought to the opacity field in OVR Passtrough Layer to do it so when I set it to 0 I can see my skybox. The problem is if I set the Background Type of CenterEyeCamera to Skybox the opacity parameter doesn't work as I expected.
This work only if I use a Solid Color for background. Anyone can give me some tips?
skybox doesn't do opacity, so you're gonna have to modify the shader
but even if you do that, you're still going to want to transition back to an opaque skybox at the end of it to save on overdraw
thank you for your answer, I thought was a thing that is a common use in mixed reality but how can I see is not so easy to accomplish
So with a shader I could do that?
yea if you make your own skybox shader, there's nothing stopping you from enabling alpha blending
does anyone have a working example of how to use XRNodeState? https://docs.unity3d.com/ScriptReference/XR.XRNodeState.html
I'm trying to use TryGetAngularAcceleration, but it always returns 0,0,0
private List<XRNodeState> nodeStates = new List<XRNodeState>();
....
InputTracking.GetNodeStates(nodeStates);
...
XRNodeState rightHandState = nodeStates.FirstOrDefault(node => node.nodeType == XRNode.RightHand);
bool a = rightHandState.TryGetAngularAcceleration(out Vector3 angularAcceleration);
Debug.Log(angularAcceleration.x + " " + angularAcceleration.y + " " + angularAcceleration.z);
i'm calling GetNodeStates in update
Do you have some resource to do it or maybe an asset already did? I can't find anything online and I'm struggling do it by myself
Ok, thanks for your answer !
no, you'll have to read up on shaders and then there are some articles describing how the skybox shader works. put the 2 together and you'll have your solution
hands need colliders, characters need rag dolls
puppetmaster and finalik plugins have examples of responding to a hit
do the bullets work?
what layers are they all on, do you have physics configured so they can hit each other?
do you have a kinematic rigidbody on both?
without a rigidbody the triggers won't happen
hands and the thing your hitting
Hi guys,i am using the XR toolit,if i when i grab an object with the left hand i want that the right hand can not grab the object how can i do?
Have u tried the XR demo objects?
take it and look this prefab like example
but there is something weird to me hahaha "can swap item" option is not working I dont know why
Are you talking about my problem?
yeah well, each time i got a problem I just pick up an object from XR demo to fix my project
So this component is what I need?
this picture is about a code to leave the object inside a container object but to grab something u just need grabbable code, rigidbody (uncheck gravity and kinematic option), box collider or any collider to grab the object
Yea I mean I have a very precious problem
I can grab the objects,I just wanted to add the feature I wrote about
how can add via script an action to the XrRayInteractor component when it select something?
Cause as you can see the method is deprecated
mmm what kind of interaction do you want? because there is a component pointer events that allow u select or click it
yes i can not use that long story
maybe play with hands
there are two of these to make a raycast with line renderer
by default RightHandPointer is working but if u want to change between hands u can play with setActive(true/false)
Does it work without the oculus spatializer?
Does it show any errors in logcat?
is there anything that will display in the inspector as a drop down, like keycode, but for xr controls
Iām trying to setup my hands for vr and they are lying horizontal on top of where my controller sits and not in a normal resting hand position
Iām also using oculus
Nvm fixed it
hey! we're using oculus VR. For a reason I slightly want to increase the movement translation from real world to game world (translation gain). Is there a way to do that in the VR settings? Or do I need to come up with my own idea?
You'd be doing that on your own. The XR rig will work very hard to track the exact player.
It might be dificult to do if you are movnig the Head or the XRRig.
Is it possible you can move the stuff in the world instead, then code wise it would only be a few lines of code.
But moving too much will cause performance issues, and problems with Physics.
For that Iād calc the delta head position each frame, multiply it with -0.05 for a 5% gain and translate the world according to this vector
That might actually be a great option.
Hey Iām working on a vr project but Iām getting a bunch of these warnings āThe result of this expression is always ātrueā since a value of type āOVRInput.Buttonā is never equal to ānullā of type āOVRInput.Button?āā Anyone know why this is happening and how to fix?
You probaply have an if Statement in your code where you check if the bool OVRInput.Button is equals to Null wich cant happen since a bool can only be true or false
Iāll check if thatās true when I can
can i use vive trackers without requiring valve index headset in unity ?
Yes but it'll need the base stations and services etc.
Hello, is there a way to get a mesh of a InputDevice that is being used? I want to make an effect where if the virtual hand gets stuck somewhere because of physics I want to show a "ghost" controller. Up till now I have just used a placeholder model but now I want a true representation of the controller that is being used to play the game. I do not use the xr interaction toolkit (want to make everything myself).
no you're gonna have to build up a library of meshes and then pick one that matches the device in question
Do you by any chance know a way to get official models from headset makers like oculus and valve?
I know steam has them in a folder somewhere in SteamVR
sometimes you can find assets in their documentation
other times they may be distributed along with an sdk
Hey everyone,
I am working on a VR environment, I used Google Cardboard XR Plugin for Unity, it is going really well but I am having one issue where the cardboard Reticle pointer is not staying in the middle, it is dynamically moving left/right/up/down when I tilt my head, this is causing misalignment with the logic itself and recognizes objects incorrectly. I am using the sample Camera settings provided in HelloCardboard scene. Attaching photos for more context.
If anyone has any experience on how to solve this would really appreciate it...
Hey I think I know your problem it is a google carboard headset
Can someone help me with this? Also when I connect my vr headset and stand up my character proceeds to get lifted into the air. Been trying to fix this for a couple of hours now.
What you could do is make a gravity script that makes it if play button clicked then stay on ground object
the video does not show a character getting lifted into the air
but you probably have self collision or the wrong origin on the collider
I didnāt record that I forgot I didnāt know what to do with my characters head glitching
Just wanted to show this off a lil.
Hello everyone, I need help, I would like to show instructions or messages on a canvas in quest 2. I have the canvas in world render mode that follows the user, but it is sometimes hidden in the 3D objects of the scene. I am using VRIF. Any ideas? Thank you.
You need to use shaders on the canvas that render on top of geometry
Is there a premade script that will change the item in your hand to a different one when your holding down the trigger (specific items only)?
Hello
I'm using ovr platform tools to upload my build for quest 2. Recently if I update to the newer version I can't run my game until I uninstall and reinstall the whole app.
Could someone please help me?
Logs!
Anyone know how to find the combined (both eyes) aspect ratio for any given headset using OVR?
And/or the offset of each eye due to ipd and whatnot
@obsidian marsh Do not use OVR Platform tools, it's old and deprecated. use The Meta Quest Developer Hub.
Can't use that because every time when the upload fails I can't finish the upload. But platform tools has a feature that continues the upload process after failing, so basically I can only use that
what's the issue you're having with MQDH? got any logs?
@obsidian marsh the most common note about uploading builds is that you need to auto-increment your version number, or do it manually. you cannot upload a build with the same or lower version than one already on the store. Easiest way to do this is by going to the unity toolbar and selecting Oculus > Tools > Auto Increment Version Code.
anyone can help? the unity editor app that displays play mode never loads in oculus link. even if play mode stops, the app is "still running"
is anyone having performance issues building for quest 3 with passthrough enabled? using ovrmetrics, gpu usage isn't going above 3 but performance is chugging
Hi ! I'm developing my app for the Oculus but i have some perfomances issues, is there somes little advices you could give me to improve that ? Thanks !
Run the profiler (profile in builds, not editor), check renderdoc, use OVRMetrics, experiment, if possible learn more about the render pipeline and optimizations
I specialize in performance optimization for standalone VR, so if you have any specific questions (or if you want to hire someone for it), feel free to ping me
What does the profiler say?
I have heard multiple people complain about the quest 3 with performance in Unity. If you are up to date with Unity and all the XR plugins and see performance issues on quest 3, please make a bug report
Do you use OpenXR?
If so, is Oculus Runtime the default OpenXR loader? (you can set it in the oculus PC app settings)
yep to both
Already restarted the PC and the quest?
Do other PC games work?
Updated Unity and/or OpenXR plugin?
yep to all except update on openxr plugin idk where to update that
If there is a new version (check changelogs) you can change the manifest in the packages folder of your project and it will install that version
it says open xr is at 1.8.2
also playmode just works ONCE every time i open the project
since the unity app still "plays" in the oculus library even though play mode ended
Thank's man ! I'll check everything and come back if needed !
Thats good yeah
Then I am unsure where the issue is. I've had it before and it randomly started working again, so unsure where the issue is.
You could try to run it via SteamVR otherwise?
how do i do that?
Install steamvr and set it as openxr runtime
Since you use openxr it should work 'automatically'
ok thanks for responding :^)
using 2021 LTS/URP and all packages up to date. cpu usage is maxed out on MQDH profiler, normally i'm GPU bound on quest 2 so no idea why that is. i'm attempting to make a fresh project now to do some more profiling
I heard online that 2022.3.11 has some performance fixed for quest 3.
If that's the case that will probably be backported later on
i tried 2022.3 and i couldn't get vulkan to work
That's why there are bugfix versions.
Maybe it has been fixed by now
2021.3 also had 31 or so updates already (in case you're on an older version, try updating)
it was 2022.3.11f1 that i tried, is there something newer than that?
i'm currently on 2021.3.29f1, i'll try .31
No that released yesterday.
Which vulkan error did you get in logcat?
If it's not something clear making a bug report might get it fixed later on!
i didn't actually get any error at all - the activity just wouldn't launch. if i built it with openGLES then it would launch fine (albeit with bad performance)
it would just open to a black screen
no unity splash
Logcat should throw an error with a launch crash or freeze
maybe i didn't leave it hanging for long enough? it would just try and launch the activity then nothing until i killed the process
i'll try it again tomorrow, will try an update to .31 first
The logcat package in Unity can filter better sd well
But otherwise make a bug report as these seem to be important issues
yeah fair enough, just wanted to sense check if i was doing something wrong, i've read that passthrough is a bit more expensive on q3 than q2 but surely it should be gpu bound right?
The buffer might go through the CPU, but it shouldn't kill performance
But attaching the Unity profiler shows all the CPU stats per thread if you have a CPU performance issue
I'm looking to get into VR Development for either Unity or Unreal Engine, but I don't know where to start. I currently want to start a project that uses similar physics to Boneworks/Bonelabs that can work on low-end devices, but also have it run good graphics w/ good performance. I want this project to have it's own story as well as a lot of playtime and user interaction, which I know is a very broad scope.
I have a perfect idea for the project itself and how it will work, though I simply don't know what game engine I should use. I know this is a unity chat but I don't want any biased answers.
This also includes multiplayer implementation with my own servers.
Also I will say, I'm enirely familiar with C#, though I feel like with Unity's recent trust breach I need to make a decision now before I begin this project.
this is with an empty scene on 2021 lts
mqdh showing close to 100% cpu usage
passthrough is off
Is deep profiling enabled?
It seems like profiling scope takes a good chunk of performance
thank you that actually worked š
I keep on getting this error for OpenXR no matter the version I am on when trying to make an oculus app, does anyone know how to fix this. Also everytime I press fix on it, it does not fix even after I leave it running for 1 hr+.
Also fyi I require openxr since it has 2 scripts I need for the player.
well it looks like unreal is gonna go down a similar path, although probably with less nonsensical terms to the revshare. As for being a good fit, it all depends on how you want to architect the project and what kind of tech you'll be using for the side contracts that'll fund it
how can i unlock the fps for an oculus PCVR game cuz it is locked at 80
you can't, or at least shouldn't
let it run at whatever it wants to run at, then change the refresh rate settings of your headset
Is there just no way to go above the fps of the vr display?
All good! get your app up there and toss a link when it's on the store/applab!
What platform are you trying to make the game on? that error only comes up if you're trying to build to a platform that unity doesn't know about. somehow.
hi! steamvr acts the same way. it only works the first time then when playmode is stopped the unity project is still "playing" in steamvr
there's no way to go above the refresh rate of any display, but it also makes no sense to go above the refresh rate of a vr display
It happens when I add Oculus Intergration to make a store compatible android manifest
More of a #archived-code-general question
ok ok, sorry
Hello, anyone started having problems with OpenXR and Quest 2 after the latest Quest update?
After the update yesterday it no longer launches correctly from the editor, it gets stuck on Loading or Quitting after I try to close it.
Oculus plugin still works fine. Using 2022.3 LTS
Everything is fine for us here, but we use 2021. We haven't cleared a 2022 from our QA team yet.
Hello, maybe someone can help me out, i want to make a blockout level to walk around so i can make some assets, i scaled down the XR origin (i need to be a small person in large room), but my movement stoped working, it kinda makes the tunel vision thingy and it stays there forever š
Version 2022.3 9f1 using VR Core template
Could be a good idea downgrading the editor to narrow down the issue. Wonder if it's possible to downgrade oculus OS too as it seems to be the root cause
Not possible, which is a problem in itself
i am a bit confused about why this situation happens... if the cpu is bottlenecking performance causing the frame rate to go down, why is it not boosting the clock speed
probably because its overheating
but you might also have drawcall issues, so the time is mostly spent on the gpu and cpu syncing with each other
You can, but it isn't easy š we had to figure out manual firmware reset and upgrading after the meta switch bricked our Q1s.
That said though, I wouldn't recommend it, as they will start updating as soon as you hit wifi anyway
There is some discussion around backscreen launch bugs with the latest Oculus SDK, especially with URP, that they seem to be working on. The few times we tested URP it degraded our performance, so we haven't allowed it yet. But if you are in the official slack group it might be a good idea to keep an eye on the oculus channel there too
Yeah you don't ever want to change the scale of the XR Origin or anything it's parented to - it'll cause issues with everything downstream.
You have to scale up or down everything else.
So a small person in a large room is actually a normal person in a very large room
profiler is showing about 50-150 draw calls. this also seems to only be an issue with quest 3, my quest 2 performance was fine
how do we access this discussion?
@vernal aurora There's no advertizing outside of specific channels, don't spam all over the server.
ok thank you for the advice
is no one else having bugs with unity on quest 2 link? like not being able to go to play mode more than once unless they restart unity
does XRController.isTracked exclude whenever you move too fast and the controller kinda freaks out??? the only way i can explain it is the oculus debug tool that dhows tracking
Debug log it and find out
I think that the tracking issue is something else and that is tracked is true
there was a bug in oculus sdk that matches this description
damn do u know how to change/clear the Rift App ID?
from the tool bar at the top: Oculus -> Platform -> Edit settings
unless something changed in newer versions
thats weird, my unity doesnt seem to have an oculus menu on the toolbar
do i need to have the oculus integration imported?
if you are not using it, maybe you have a different problem š¤·āāļø
hmm i still can't make sense of this behaviour... it only boosts to gpu level 5 and cpu level 4 when i hit the oculus button and the menu overlay comes up on my application. while i'm in my application, the frame rate is below target and gpu level is 3/cpu level is 3
specifically for the quest 3
Ok, thanks for your time and reply !! ā¤ļø
It boosts the levels so that it has enough performance to run both the game and the overlay menu. The same thing happens when you're close enough to your boundaries for the guardian to start rendering. They're likely still finding the optimal clock speeds on Quest 3, starting with a conservative limit to avoid any thermal issues.
An app having performance issues at GPU and CPU level 3 is probably not considered problematic enough to warrant boosting the clocks, because then they won't have as much legroom when more performance intensive things happen, like the overlay menu opening or the guardian rendering (or both šØ )
Greetings. Without using OVRrigs. Using just Unity XR rigs, can I enable passthrough on an Oculus Quest? Videos I'm watching show I have to use OpenXR, and enable Meta features. Which I'll go that route if i have to. I was jsut curious if I could still do it, with keeping the Oculus box checked, instead of switching to OpenXR.
i've tried installing the AR foundation samples here: https://github.com/Unity-Technologies/arfoundation-samples/tree/4.2 Did the 'SimpleAR' scene. Did a build. But, all I have is a black scene.
You're still talking about passthrough right? I scrolled up and saw messages from last week. Quest3 with passthrough is restricted to GPU level 3 for everyone. They restrict the clock speeds because there's a lot of extra processing and thermal cost when running the passthrough cameras and image processing, projection, etc.
ahh i see, i thought that may be the case, i was just confused because the menus appear to be unrestricted but i guess that is by design
thanks
you can indeed enable passthrough. you don't need an OVR Rig, you just need to add OVRManager in a separate prefab or attached to yourXR Rig.
Unity has a project example available on github as well: https://github.com/Unity-Technologies/mr-example-meta-openxr
šļø Documentation
Packages
XR Management System
VR Template
MR Template
XR Plugins
MockHMD (VR testing without device)
OculusXR + Integration
OpenXR
OpenVR
SteamVR
