#šŸ„½ā”ƒvirtual-reality

1 messages Ā· Page 15 of 1

outer tangle
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ok

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i wish they'd set it up how they describe it should be set up in the documentation though

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how they structure in the docs vs samples is totally different

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the example is super convoluted

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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

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with the advent of openxr etc

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what ive done should be working, seen plenty of people setting it up exactly the same way and it not doing this

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would take me hours to compare every single setting in the demo to what i have

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i shouldnt have to use directional input to avoid what seems like a bug

wet sluice
outer tangle
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i mean if its old and broken why is it there?

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im just reading the docs for the latest xr toolkit and doing what it says

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the sample scene doesnt really look entirely different to what i have

wet sluice
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If the example scene works as you expect, then it's just your setup.

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And not a bug

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It's not the most intuitive of setups, but nothing in Unity is.

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Unity's UX has always been poor.

outer tangle
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well i dont know how someone can feasibly copy every setting in the samples

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theres about a million nested objects

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the samples use the same set of components i am

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the only thing it does differently is directional facing teleport

wet sluice
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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.

wet sluice
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        _grabInteractable.interactionManager.CancelInteractableSelection(_grabInteractable);
        Assert.IsFalse(_grabInteractable.isSelected);
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is the recommended method, but causes the bug described above

wet sluice
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I fixed that by making sure my manual interactions were ended, apparently forcing the interaction to end doesn't do that.

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Now, is there a way to make a grabinteractable use a trigger collider instead of a physics one?

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Sadly I can't use both

vivid flume
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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 ?

storm ether
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is there anyone who can teach me how to make guns like the ones in pavlov?

storm ether
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sorry, it is valve index VR kit
Thank you, I will check it out

rich cedar
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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.

crystal fox
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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

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Can anyone link something or help me with this pls

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Also if this is not the right place to ask questions tell me and I'm I'll delete it

lofty tangle
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Using physics, you should continuously move the object towards the target position. I prefer setting the rigidbodies velocity directly

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Or actually not the object you should have physics hands that do that and then just move the object that it’s interacting with 1 to 1

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That way your hands won’t go through things

crystal fox
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By moving it you mean changing the velocity right? Also this is a good idea I'll try it out

plucky kestrel
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Can someone explain why FrameEvents.XRBeginFrame takes 10ms or higher in an empty scene?

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It's literally just the headset, no controllers.

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Disabling multithreading made this process go from rendering to other in the profiler

wet sluice
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I haven't observed that myself. What render pipeline?

plucky kestrel
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These results were even after I reimported the project

wet sluice
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Have you tested one of the examples?

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I'm assuming your pc specs aren't catastrophic enough for 10ms for beginframe to be normal

plucky kestrel
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Well I built and pushed it onto the headset with basic profiler support

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I did use create with VR as a base though

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And just slowly weeded things I didn't need out

wet sluice
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without access to your setup, anyway

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My only recommendation would be to get the really VR URP demo running on your headset

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that thing is configured to be very lightweight

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(for quest type headsets)

plucky kestrel
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I'm using a high end laptop with a 4080, not sure about the CPU, but at least 16GB of ram.

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Quest is basically brand new

wet sluice
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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

glacial epoch
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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.

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The problem is that when I hit play, the sim window is not displaying.

rich cedar
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how can i make lens flares work with vr ? i found a blog that is chinese but i dont fully understand it

rich cedar
vivid flume
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are you using XRIT sorry to interrupt

old sparrow
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Wow did not expect a response

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Is that the interaction toolkit?

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No.

old sparrow
severe grail
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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!

shell kayak
severe grail
shell kayak
shell kayak
severe grail
tired dirge
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You need to set the model parent

north path
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@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

warm halo
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Hey I need help, I just published my game onto sidequest but for some reason there was an error saying ā€œHaving trouble parsing the packageā€ any help? Btw my apk file works just find I don’t know why it says that

north path
warm halo
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When installing

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It apperantly says the install is completed after the error but I don’t see anything

north path
warm halo
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I can’t because the apk file won’t show

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It wasn’t installed

storm ether
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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)

lofty tangle
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The xr origin doesn’t initially have a movement function so it doesn’t have any speed.

vivid flume
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Sir, which tutorial are you followed ?

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my XR DS won't shows up ..

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put the prefab already but still

remote kayak
remote kayak
vivid flume
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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 ?

vivid flume
low nacelle
vivid flume
low nacelle
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2022.3.6f1

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I should mention that I’m using a Mac

vivid flume
vivid flume
low nacelle
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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.

wet sluice
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I was planning on hot-swapping colliders based on grab state, but I need to re-do my object a little.

lusty cargo
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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

pine bison
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It is recommended to install the Android dependencies with Unity Hub and use those

lusty cargo
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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.

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here i don t have "add modules"

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i can dowload them but that's for the version 2020.3.20f1

pine bison
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mmh ok it shouldn't be like that, but I guess you could try to reinstall that version

lusty cargo
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i try on my second computer and i don t have the weel too

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i will try here, my project will be kept ?

pine bison
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yes your project is separate from the install

lusty cargo
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ok let's try šŸ™‚

lusty cargo
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okay thx i will try it after ^^

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ok so i try both and both don t work

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🄲

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il will try to dl android 4.4 on android studio

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don t change anything

pine bison
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Are you installing through the hub or the website?

lusty cargo
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i donwload from the website and after i execute it

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i re try

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same problem

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i want to cry

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🄲

pine bison
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if you download from the website you can't add modules later

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But you're installing with android build support now?

lusty cargo
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my android build don't work

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and how can i install version 2020.3.27f1 without the website ?

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oh jessus thank you ! i will try this

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if it works i gave you 10dollars xD

lusty cargo
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it works

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i think

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the new scene works now let s try with my project i cross the fingers

storm ether
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Can I make a custom hardware tracker compatible to work with vive base stations ?

plucky kestrel
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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.

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That is the most ridiculous thing I've ever heard.

plucky kestrel
native charm
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none of my grab interactables are working, im using physics hands

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here is the none physics based hand

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and then a hand model follows and rotates towards the vr hand

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but i cant pick anything up

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heres a simple cube i want to pick up

native charm
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and everything is just overall janky

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if i push down on a cube it goes flying

storm ether
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    [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

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        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

wet sluice
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Is there any easy way to mirror animation clips (poses) from the left hand to right hand as an asset?

wet sluice
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Also, can I allow users to grab with both trigger and grip?

thick pulsar
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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?
thick pulsar
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I want my game to be like VRChat: run on PC, display and control via VR headset

north path
north path
north path
thick pulsar
north path
thick pulsar
north path
thick pulsar
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so you run the game on Steam by PC, connect headset, and then play the game

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so that you can run the game with better hardware

north path
thick pulsar
north path
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Developing for both mobile VR and PCVR is not too diffucult (except for mobile performance being hard to optimize for)

thick pulsar
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thankfully I don’t intend on making mobile vr, but how can I make a pcvr game on unity?

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all the tutorials i found was for mobile

north path
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Pretty much exactly the same, but export to windows and use the desktop settings for OpenXR/SteamVR

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Development for both is almost identical

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Oculus/Meta has a PCVR guide for Unity as well

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Otherwise most VR setups for unity online work as well. You might appreciate the VR Pathway on Unity Learn

thick pulsar
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ok thx i’ll check those out

zenith pasture
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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?

zenith pasture
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Will get my coworker to record a short example, video would be better

lusty cargo
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Hello everyone, sorry to bother you again šŸ™‚ 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.

pine bison
lusty cargo
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we can't see a crash report with the quest 2 ?

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i have so many items it will be soooooo long to check one by one

pine bison
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You can u se android logcat to debug on the quest while connected to the PC, it's a package in the package manager

lusty cargo
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thx

native charm
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can anyone help me with a type of physics system for the hands?

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something like gorn has, where hands arent completly physical but still interact with enemies and weapons

wet sluice
wet sluice
north path
wet sluice
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And honestly it sort of defeats the point of the toolkit

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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

north path
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Yep, that's why I use VR Interaction Framework

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A good free alternative is Ultimate XR, but won't use that until they support OpenXR properly

wet sluice
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I might switch over frameworks

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I've been disappointed by the unity one so far

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which is a shame, it seems like it could be really good

north path
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Different priorities.
UltimateXR works well with bigger games that integrate all the SDKs features. OpenXR can be limiting in that case

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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

wet sluice
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Seems a bit more modern compared to VRIF

north path
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I've heard that the code base is worse, but that it is being rewritten or it's already done, so not sure

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For mow VRIF is my go-to

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The twitter thread is very in-depth

wet sluice
lusty cargo
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someone knows messages like this ?

north path
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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

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@lusty cargo

lusty cargo
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where can i find the box " read/write enabled"

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?

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i don t have in my inspector

warm halo
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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

wet sluice
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Hi, interesting question here, what's a good way to find the extension of the arm without an IK rig?

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My current best idea is to use some offsets from the headset position as shoulders, then measure distance from there?

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Can't help but feel I'm oversimplifying though

buoyant jolt
buoyant jolt
wet sluice
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I don't need to visualise any IK luckily, but an accurate measure of arm extension between different people would be fantastic

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Without making people "set up" their inextended/extended arm length

buoyant jolt
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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.

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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.

wet sluice
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Thanks, that's useful info to me

buoyant jolt
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Its not in the mesh renderer but on the actual model importer

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Also, seconding the VRIF. Although we use our own thing built around OpenXR now.

lusty cargo
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Oh thx a lot 😁

warm halo
sleek iris
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Hey guys, what is the best XR asset to use?

native charm
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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

north path
north path
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Read the thread I sent and maybe check that twitter tread

sleek iris
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Thanks I will!

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Yeah it def seems like VRIF has a lot of systems included!

warm halo
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Can anyone please help me, whenever I try to play my game on sidequest it says ā€œthere is a problem parsing the packageā€ I don’t 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 won’t download. Please, I have tried everything and no one has ever engaged in a conversation with me

orchid jolt
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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.

wet sluice
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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

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This works quite well until the hands come close to / go behind the chest, where it sort of all goes to shit.

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But luckily that can be worked around

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They also have some fun stuff to do with hand deformations (which honestly I don't think is perfect, but it has cool ideas).

north path
warm halo
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Ok

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I can’t it’s a read only server

shy wing
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how do i make it so that player can't walk through walls with continuous movement

buoyant jolt
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stop em, fade em to black, on collision, and show an overlay directing them back

storm ether
lofty tangle
# shy wing how do i make it so that player can't walk through walls with continuous movemen...

Eww don’t 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

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Almost like you’re on a treadmill when the player try’s to walk inside a wall it keeps them from moving forward

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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 it’s just like any other game you use colliders.

heavy cargo
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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

buoyant jolt
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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.

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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.

heavy cargo
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Online searching hasn't been kind for this topic

buoyant jolt
# heavy cargo Do you happen to have a resource on how I'd get started on something like that?

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

Get the Best HTTP/2 package from Tivadar Gyƶrgy Nagy and speed up your game development process. Find this & other Network options on the Unity Asset Store.

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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.

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i.e. don't automatically assume you'll get a JSON response

heavy cargo
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thank you :)

shy wing
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ah thanks for the help 04

warm halo
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Can anyone please help me, whenever I try to play my game on sidequest it says ā€œthere is a problem parsing the packageā€ I don’t 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 won’t download. Please, I have tried everything and no one has ever engaged in a conversation with me

buoyant jolt
buoyant jolt
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You can try the MQDH, ADB, etc or other ways to check if the APK is corrupt / signed and proper

warm halo
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Cause I know it didn’t corrupt, the apk turned out just fine

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What if its corrupt though

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How do you fix it

buoyant jolt
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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.

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I'd be making a blind guess on what is wrong, you'll need something that gives you more info on the error

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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

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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

buoyant jolt
warm halo
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What do you mean?

buoyant jolt
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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 šŸ™‚

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.

buoyant jolt
# warm halo What do you mean?

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

warm halo
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Ok

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Can I just DM you

buoyant jolt
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Yup! Lemme add you, I keep my privacy on pretty high on discord, uno momento

warm halo
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Ok

buoyant jolt
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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

tired dirge
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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?

buoyant jolt
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OK got it @warm halo you can delete the drive link if you like

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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

warm halo
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Weird

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Is there any other way I can post it

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Maybe like take the apk out of the folder?

buoyant jolt
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@warm halo if you can, where exactly do you see the error message?

warm halo
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In sidequest

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When it says installing

buoyant jolt
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OK, but in the mobile app, the desktop app, the wbesite?

warm halo
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It says it’s installed on mobile for some reason but I din’t see

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Like it says the same thing though

buoyant jolt
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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?

warm halo
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No on the headset AND the mobile device

buoyant jolt
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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

warm halo
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It’s a read only discord

buoyant jolt
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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

warm halo
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I see what the problem is now, I can fix it now, thanks!

tired dirge
orchid jolt
#

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?

orchid jolt
#

Nvm

livid forge
#

anyone need some music for their vr game?

#

just dm me and i'll send some examples ThumbsUp0

rapid pumice
#

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?

buoyant jolt
rapid pumice
#

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.

north path
orchid jolt
#

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?
north path
orchid jolt
# north path Which unity version, which xr plugin, which xr plugin version? And if you use a ...

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.

north path
#

Once unity and all plugins are updated try again

buoyant jolt
#

Also, check what other plugins you have. A few are known to also override the manifest and add things in there

orchid jolt
#

šŸ‘ Ok I'll give that a go and let you know how it goes, thanks!

#

Got it working thanks!

astral ravine
#

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)

spark zenith
buoyant jolt
orchid jolt
#

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

north path
#

Especially with vulkan and graphics jobs it's a lot more stable and more performant now

storm ether
#

Id this good

warm halo
#

I need help, everytime I tried to build my game it just shows up with an error saying, ā€œbuild completed with a result of failed in 12 secondsā€ can anyone help me?

buoyant jolt
warm halo
#

But there is no errors

buoyant jolt
#

One will have more info on the error

warm halo
tiny niche
edgy relic
#

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.

buoyant jolt
#

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.

edgy relic
storm ether
#

Anyone able to find me/help me find a good prebuilt for 1.6k max?

#

@buoyant jolt

#

Help me find a setup for 2k?

ionic spade
#

how can you seperate the eye cameras in the XR rig?

north path
fossil oak
#

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

north path
fossil oak
#

Would you mind elaborating

fossil oak
buoyant jolt
fossil oak
#

yea i was afraid i was gonna have to do that

orchid jolt
#

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?

buoyant jolt
#

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

undone osprey
#

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

shrewd sentinel
#

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)

marsh basalt
#

Is anyone developing for the XR Elite? What Unity version are you using?

buoyant jolt
buoyant jolt
# shrewd sentinel (I don't have any post processing effects in my scene at all)

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.

shrewd sentinel
#

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

undone osprey
orchid jolt
#

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?

pine bison
vital falcon
#

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 šŸ‘

edgy relic
#
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.

maiden forum
#

how do i check if a player is throwing something at a velocity above a certain amount

fossil oak
#

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

coarse beacon
#

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!

vital falcon
#

It says to check the console what does it say

wintry fiber
#

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...

ā–¶ Play video
solar lagoon
#

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?

solar lagoon
#

Thanks for your feedback Dev Dunk, I am trying something first and will let you know.

solar lagoon
#

It didn’t 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

buoyant jolt
#

If you are getting a null reference error then you missed an assignment along that process

coarse beacon
storm ether
#

idk where to post this but its a vr game so here:

solar lagoon
full vapor
#

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

north path
north path
north path
# storm ether idk where to post this but its a vr game so here:

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

full vapor
urban light
#

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?

buoyant jolt
#

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

solar lagoon
tiny niche
fathom minnow
#

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

north path
fathom minnow
# north path Did you add the oculus touch controller profiles (maybe remove the pro controlle...

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

fathom minnow
#

Most of my stuff is fixed now I'm just bringing my input issues to somewhere that makes more sense

north path
#

There was a bug with that

silver wadi
#

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?

jagged raft
#

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.

fathom minnow
#

Cus I'm thinking of needing to be able to use this in the future

muted laurel
#

Is it possible to support VR and Ray-Tracing at the same time?

unkempt peak
#

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?

north path
tiny niche
clear orbit
#

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?

pine bison
#

It doesn't have a name for me either but it builds just fine

edgy schooner
#

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.

jagged raft
silver wadi
#

someone knows about this error and how to fix it? ... I am using quest 2

orchid jolt
#

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.

north path
north path
silver wadi
#

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

jaunty nexus
#

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?

crude frost
#

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?

north path
solar lagoon
#

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.

storm ether
#

my player should show up there

wet sluice
#

What are the best alternative engines for VR when deploying for quest?

crude frost
north path
wet sluice
#

Godot seems more lightweight than unreal

#

All of the unreal games I see on quest look garbage

north path
#

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

wet sluice
#

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

north path
#

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

crude frost
#

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.

wet sluice
pine bison
#

The Bakery developer said he's considering porting it to Godot so maybe that would unlock some new possiblities šŸ˜„

dusty glacier
full vapor
#

When i want to build Unity Oculus project, oculus isnt showing at "Devices" anyone kno whow to fix it?

full vapor
#

I have Dev mode on, USB enabled in the headset, and i have the oculus app

dusty glacier
astral ravine
# astral ravine Very general question: Should I be able to do this? ```cs using UnityEngine.XR.I...

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. šŸ™„

storm ether
#

"A failure occurred while executing com.android.build.gradle.tasks.PackageAndroidArtifact$IncrementalSplitterRunnable See the Console for details."

astral ravine
storm ether
astral ravine
#

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

north path
#

Ahhhh, very clear xD

north path
# storm ether

Did you instsall the android module and both submodules in unity hub?
And is installed with unity selected i npreferences - extenral tools

uneven stirrup
#

anyone thinking about switching to unreal?

#

Because i found this

keen gate
uneven stirrup
buoyant jolt
potent junco
#

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

spark zenith
keen gate
# spark zenith HELP

Check your keystore passwords in Edit > Project Settings > Player > Publishing Settings

#

If you type the second one incorrectly you will get this error

uneven stirrup
# spark zenith HELP

If you don't have one create a keystore password, if you have one, check it Edit > Project Settings > Player > Publishing Settings

spark zenith
#

I DID ADD A KEYSTORE

#

NO WORK

spark zenith
uneven stirrup
spark zenith
#

yes

#

i ckecked 3423423 times

uneven stirrup
#

then switch to unreal lol

spark zenith
#

unreal... yes..... wat that

uneven stirrup
#

unreal engine

spark zenith
#

ohhh

#

no. it dosent support gtag fan games

shrewd sentinel
#

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*

lone knoll
#

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

shrewd sentinel
#

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?

north path
north path
#

Application spacewarp is great if there are no fast moving objects indeed. Used it for architecture visualisation with 4k realtime shadows last year

shrewd sentinel
north path
#

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

shrewd sentinel
#

Got it, thanks for the info

edgy schooner
#

Hey, are there any frameworks for hand tracking (quest)? Something like VR Interaction Framework, Auto Hand, etc.. but for hand tracking

shrewd sentinel
edgy schooner
#

lots of examples

dull lake
#

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

buoyant jolt
#

!learn

ornate questBOT
#

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

dull lake
#

Hm cool, ty

young storm
#

Can someone help? My games toolbar has disappered and I cant get it back

buoyant jolt
buoyant jolt
#

Or window > layout > reset.

young storm
#

it is a virtual reality game though

buoyant jolt
young storm
lone knoll
split oar
#

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.

north path
gilded elbow
#

Hey everyone, does someone of you have experience with PCVR and Eye Tracking?

buoyant jolt
buoyant jolt
gilded elbow
#

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 šŸ™‚
Take care

earnest root
#

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?

uneven stirrup
north path
earnest root
#

Thank you

crystal merlin
#

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

rich cedar
#

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

north path
north path
silver wadi
#

someone knows why my objects inside snap zone is reducing each time I pick up

dusk rose
#

Y

hardy fern
#

( 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 šŸ™‚

rich cedar
#

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 ?

north path
shell kayak
shell kayak
# rich cedar yes

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.

rich cedar
#

how do i do that ?

rich cedar
shell kayak
#

Try making it an unlit shader instead

#

Are you making it in Shader Graph?

rich cedar
rich cedar
rich cedar
shell kayak
# rich cedar 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.

rich cedar
shell kayak
#

I'm seeing if I can fix it with a Custom Function.

rich cedar
rich cedar
shell kayak
# rich cedar 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.

rich cedar
#

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

shell kayak
buoyant jolt
olive finch
#

One Polish company gave me a test task to make a game in Unity for VR Oculus Quest 2, but I don’t have VR devices and Oculus Quest 2 šŸ™‚ What can I do in this case?

north path
bold pasture
#

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.

bold pasture
#

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.

north path
rich cedar
shell kayak
#

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.

buoyant jolt
north path
#

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

north path
#

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)

north path
#

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

storm ether
#

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 it’s 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 it’s 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 it’s an app now on mine but it pops up the loading screen then closes right after

north path
# storm ether Can someone help

Calm down, have patience with (community) support

  1. Check logcat for errors
  2. What do you mean bluestacks folder? Are you testing on an emulator?
  3. Update Unity, Oculus plugin, and Oculus Integration Asset (if you use OpenXR also update that)
north path
storm ether
#

I built my game and when it was done building it didn’t save as an apk

#

I has a blue stacks logo next to it

north path
#

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

storm ether
#

What is logcat?

#

Here’s a video of what’s happening

hoary cloak
#

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

storm ether
#

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

north path
#

And are there more

storm ether
#

yeah thats the ful one and theres no more

north path
north path
storm ether
wise sinew
#

why are the lazers stuck in my head instead of my controllers

north path
real vector
#

Hey guys, is a gpu load of 65% in an empty unity scene with just a camera and VR hand normal?

slate horizon
#

This may be of interest for you unity developers:

PICO is kicking off the 2023 PICO Dev Jam, our first-ever global challenge for emerging virtual reality developers.
The competition aims to boost the VR ecosystem through the development of innovative virtual reality and mixed reality content, while also nurturing PICO’s growing community of VR developers around the world.
šŸ”„ PICO Dev Jam 2023: https://pico-dev-jam-2023.devpost.com/
šŸ“¹ Trailer: https://www.youtube.com/watch?v=3OayQUFB4mg

šŸ¤‘ ~50K Cash Prizes!

Calling all XR devs: Put your imagination into innovation today with PICO Dev Jam 2023! Find out how you can redefine the future with PICO and register here: bit.ly/PICODevJam2023yt

Take another step into pushing boundaries with PICO Dev Jam and shape your ideas for how the future of XR/MR should be!

#PICODevJam #PICO #VR

ā–¶ Play video
north path
#

Definitely gonna join!

dull lake
#

Are there models already inside unity that I could use rather than designing my one in smth like blender?

#

Also I’m new to unity but am looking to start getting into VR, any tips, tutorials, etc to get started?

#

There’s a 30 hour course in unity learn that I’m doing rn

dull lake
#

I’m 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

buoyant jolt
dull lake
granite narwhal
dull lake
#

Is there like a general cost?

#

Am I look at $20 or $200?

granite narwhal
dull lake
#

Also I’m like rlly new to this

granite narwhal
dull lake
#

So I don’t want to buy smth and then realize I don’t need it

#

Sure

buoyant jolt
#

But usually you'll be in the 10 to 100 range for medical bodies

dull lake
#

I just wanna make an anatomy study tool for students in VR

#

And all these 3D models are making thing so confusing

buoyant jolt
# dull lake 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

dull lake
#

I just don’t even know what model to choose

#

Or if I need to create it

#

Maybe bones of the body would be easier

buoyant jolt
#

It's also risky, if you pick wrong its a pricey mistake

dull lake
#

I actually think bones of the body would be much easier than organs

#

This is exactly what I’m 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

dull lake
#

Ok so I found this

#

Is this something I'd be able to break apart into different bones that could be selected?

north path
#

You can always cut up a mesh in blender

solemn holly
#

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

solemn holly
#

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

tiny niche
solemn holly
#

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

tiny niche
solemn holly
#

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

tiny niche
solemn holly
#

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

pine bison
#

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

violet bane
#

Hi all, is it ok to ask total noob questions re setting up unity for Oculus VR in here?

solemn holly
#

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

pine bison
#

No, 4x MSAA is the recommended setting since this is hardware accellerated on the snapdragon CPU

pine bison
solemn holly
#

I see, thanks. Maybe I'll try setting up the project myself then, or trying a different tutorial than the official one.

violet bane
pine bison
violet bane
#

thanks so much

solemn holly
#

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?

solemn holly
#

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 šŸ˜‰

hidden hinge
#

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?

tiny niche
hidden hinge
tiny niche
#

should be in unity's openxr settings

#

same place you decide which devices you support and stuff

hidden hinge
#

Well i cant see any such setting

misty blade
#

does anyone know how to make a VR HUD?

north path
misty blade
#

yh

#

but

#

how do you make it move with the camera

north path
#

Set the position in front of the camera (cam transform.position + (cam transform.forward * distance))
And then use LookAt

pine bison
#

Or use the screen space camera option and set the distance to what you want

misty blade
pine bison
pine bison
misty blade
#

don't you need to use worldspace for vr

hidden hinge
#

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

pine bison
faint topaz
#

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

buoyant jolt
ornate questBOT
buoyant jolt
# misty blade don't you need to use worldspace for vr

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.

bold pasture
# misty blade yh

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.

weary vigil
#

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

bold pasture
#

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

weary vigil
#

oh

#

i use Oculus XR Plugin 4.0.0
and OpenXR Plugin 1.8.2

#

but i dont knpow how to delete them

bold pasture
bold pasture
# weary vigil 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

weary vigil
#

okay

#

@bold pasture

#

hello?

bold pasture
# weary vigil

Aha ok, those Android.manifest files, I think one of those will be the problem.

Are you able to

  1. Back them up to another folder ( outside of your Unity project )
  2. 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.

weary vigil
weary vigil
#

@bold pasture

misty blade
#

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

bold pasture
weary vigil
#

okay

misty blade
tiny niche
misty blade
#

oh

#

but if you do want to do that, you need to use them?

tiny niche
misty blade
#

oh

tiny niche
# misty blade 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

tiny niche
#

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

autumn bear
#

Have you tried DinoFracture? You can pre-shatter things and then just hide/show when needed.

autumn bear
#

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?

autumn bear
autumn bear
#

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);
    }```
bold crest
#

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)

autumn bear
#

sounds like something from steam VR isn't installed right

granite narwhal
#

I could help u model one based off your own design

simple skiff
#

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

real vector
#

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

autumn bear
real vector
#

the problem was the urp pipline settings!

#

The shader came with a post process that has to be enabled

autumn bear
#

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.

plucky trench
#

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

sick moat
#

Hey could someone help me? I’m 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

lofty tangle
buoyant jolt
ornate questBOT
#
šŸ’” IDE Configuration

If your IDE is not autocompleting code
or underlining errors, please configure it:

• Visual Studio (Installed via Unity Hub)
• Visual Studio (Installed manually)

• VS Code*
• JetBrains Rider
• Other/None

*VS Code's debugger plugin is unsupported.
We recommend using VS or Rider instead.

compact gazelle
#

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?

pine bison
compact gazelle
#

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

pine bison
#

I can't see anything wrong with that, you say it works some times but not others?

compact gazelle
#

Yes exacly

compact gazelle
torpid aspen
#

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?

north path
plucky trench
#

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?

solemn holly
#

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

#

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

north path
#

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

storm ether
#

I need help how to delete the room so i start creating a game

solemn holly
#

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?

steel token
#

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)

north path
#

HDR grading will allow more costumization, but you can usually get similar results for cheaper with sdr

tiny niche
silver depot
#

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

quiet nymph
#

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?

tiny niche
#

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

quiet nymph
tiny niche
silver depot
#

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

quiet nymph
solemn holly
tiny niche
silver depot
#

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?

silver depot
#

do you have a kinematic rigidbody on both?

#

without a rigidbody the triggers won't happen

#

hands and the thing your hitting

compact gazelle
#

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?

silver wadi
#

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

compact gazelle
silver wadi
#

yeah well, each time i got a problem I just pick up an object from XR demo to fix my project

compact gazelle
#

So this component is what I need?

silver wadi
compact gazelle
#

Yea I mean I have a very precious problem

#

I can grab the objects,I just wanted to add the feature I wrote about

silver wadi
#

oh ok, sorry I didnt get it

#

but I remember an option to uncheck hands

compact gazelle
#

how can add via script an action to the XrRayInteractor component when it select something?

#

Cause as you can see the method is deprecated

silver wadi
#

mmm what kind of interaction do you want? because there is a component pointer events that allow u select or click it

compact gazelle
#

yes i can not use that long story

silver wadi
#

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)

north path
#

Does it work without the oculus spatializer?
Does it show any errors in logcat?

fossil oak
#

is there anything that will display in the inspector as a drop down, like keycode, but for xr controls

storm mulch
#

I’m 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

#

I’m also using oculus

storm mulch
#

Nvm fixed it

vital spoke
#

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?

buoyant jolt
#

You'd be doing that on your own. The XR rig will work very hard to track the exact player.

bold pasture
vital spoke
atomic iris
#

Hey I’m working on a vr project but I’m getting a bunch of these warnings ā€œThe result of this expression is always ā€˜true’ since a value of type ā€˜OVRInput.Button’ is never equal to ā€˜null’ of type ā€˜OVRInput.Button?ā€™ā€ Anyone know why this is happening and how to fix?

rich cedar
atomic iris
#

I’ll check if that’s true when I can

storm ether
#

can i use vive trackers without requiring valve index headset in unity ?

buoyant jolt
#

Yes but it'll need the base stations and services etc.

ornate veldt
#

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).

tiny niche
ornate veldt
#

I know steam has them in a folder somewhere in SteamVR

tiny niche
#

sometimes you can find assets in their documentation

#

other times they may be distributed along with an sdk

spice zinc
#

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...

storm ether
storm mulch
#

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.

storm ether
#

What you could do is make a gravity script that makes it if play button clicked then stay on ground object

tiny niche
#

but you probably have self collision or the wrong origin on the collider

storm mulch
mossy coral
snow summit
#

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.

pine bison
atomic karma
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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)?

obsidian marsh
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Hello

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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.

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Could someone please help me?

buoyant jolt
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Logs!

topaz rose
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Anyone know how to find the combined (both eyes) aspect ratio for any given headset using OVR?

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And/or the offset of each eye due to ipd and whatnot

scarlet tree
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@obsidian marsh Do not use OVR Platform tools, it's old and deprecated. use The Meta Quest Developer Hub.

obsidian marsh
scarlet tree
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what's the issue you're having with MQDH? got any logs?

scarlet tree
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@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.

uneven moon
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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"

modern ginkgo
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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

hallow maple
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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 !

north path
north path
north path
north path
uneven moon
north path
uneven moon
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also playmode just works ONCE every time i open the project

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since the unity app still "plays" in the oculus library even though play mode ended

hallow maple
north path
# uneven moon it says open xr is at 1.8.2

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?

north path
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Since you use openxr it should work 'automatically'

uneven moon
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ok thanks for responding :^)

modern ginkgo
north path
modern ginkgo
north path
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That's why there are bugfix versions.
Maybe it has been fixed by now

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2021.3 also had 31 or so updates already (in case you're on an older version, try updating)

modern ginkgo
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it was 2022.3.11f1 that i tried, is there something newer than that?

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i'm currently on 2021.3.29f1, i'll try .31

north path
modern ginkgo
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it would just open to a black screen

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no unity splash

north path
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Logcat should throw an error with a launch crash or freeze

modern ginkgo
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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

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i'll try it again tomorrow, will try an update to .31 first

north path
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The logcat package in Unity can filter better sd well

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But otherwise make a bug report as these seem to be important issues

modern ginkgo
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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?

north path
storm ether
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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.

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This also includes multiplayer implementation with my own servers.

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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.

modern ginkgo
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mqdh showing close to 100% cpu usage

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passthrough is off

north path
obsidian marsh
patent mural
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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+.

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Also fyi I require openxr since it has 2 scripts I need for the player.

tiny niche
lusty igloo
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how can i unlock the fps for an oculus PCVR game cuz it is locked at 80

tiny niche
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let it run at whatever it wants to run at, then change the refresh rate settings of your headset

lusty igloo
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Is there just no way to go above the fps of the vr display?

scarlet tree
scarlet tree
uneven moon
tiny niche
patent mural
pine bison
silver wadi
hot sandal
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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

buoyant jolt
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Everything is fine for us here, but we use 2021. We haven't cleared a 2022 from our QA team yet.

potent jewel
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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 šŸ˜…
Version 2022.3 9f1 using VR Core template

hot sandal
pine bison
modern ginkgo
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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

tiny niche
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but you might also have drawcall issues, so the time is mostly spent on the gpu and cpu syncing with each other

buoyant jolt
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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

buoyant jolt
modern ginkgo
modern ginkgo
torpid ginkgo
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@vernal aurora There's no advertizing outside of specific channels, don't spam all over the server.

vernal aurora
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ok thank you for the advice

uneven moon
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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

pure trellis
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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

north path
placid birch
uneven moon
placid birch
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unless something changed in newer versions

uneven moon
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do i need to have the oculus integration imported?

placid birch
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if you are not using it, maybe you have a different problem šŸ¤·ā€ā™‚ļø

modern ginkgo
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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

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specifically for the quest 3

potent jewel
shell kayak
# modern ginkgo hmm i still can't make sense of this behaviour... it only boosts to gpu level 5 ...

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 😨 )

crude frost
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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.

crude frost
final basin
modern ginkgo
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thanks

scarlet tree
scarlet tree
drowsy tusk