#šŸ„½ā”ƒvirtual-reality

1 messages Ā· Page 16 of 1

modern ginkgo
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i'm getting a weird issue with webrtc in 22.3.11f1. when i try and add it to my project, my app no longer opens on quest 3. i don't get any error in logcat, it just hangs when it is trying to open and the screen stays black. any ideas what i can do to investigate?

strong panther
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Hi guys i have a problem. In my build when i take the oculus off (therefore it goes in stand by) and then i put it back on, the player's transform is reset (thus the player goes to the initial position and the camera is re-oriented). It might be because the player does not have the character controller? I am using the XR toolkit for my player

crude frost
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thank you. this looks super helpful

crude frost
#

I'm looking at the mr-example-meta-openxr sample. works on build. yay. Is there a 'must have' checklist somewhere, that says which components you need to enable the AR session?

I'm just going to create a new scene, and 'guess'. And slowly add pieces from the sample until it 'works'. But, would be nice if somewhere there was a 'must have' list to just 'enable' MR on a meta device.

rapid pumice
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Hi everyone, I'm currently in the process of releasing a tethered version of a VR application. It is kinda resource intensive and needs a decent pc to run. I was searching up online about determining the pc requirements for a VR software that I can include with the release. Does anyone have any suggestions/advice how to go about this? Much appreciated!

pine bison
solemn holly
#

Hi, I have a problem with unity, where I have an inverse kinematic "two bones" constraint to animate vr arms. But the problem is that these arms are not long enough without animating the shoulder too, and there is no constraint that animates 3 bones. So I put a multi rotation constraint on the shoulder to animate it. But the problem is that now the two bones constraint is misaligned and does not take into account the rotation...

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As you can see after rotating the shoulder the two bones constraint does not track correctly, it did not take the rotation into account
What can I do?

rich cedar
solemn holly
#

is that really ok? without the hint I fear the arm will bend incorrectly

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I hoped there was maybe a way to chain several constrains

strong panther
#

I am building my game for Quest 3 and i am finding the audio with a lot of high end frequencies and generally a bit tinny. Is anyone else experiencing this?

solemn holly
#

So, any other people having experienced the same problem or knowing what to do about the two bones constraint?

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Or is it impossible to chain constraints on the same branch?

manic dock
#

Hello people šŸ™‹ā€ā™‚ļø
Does someone have some news about the EarlyUpdate.XRUpdate taking up huge chunks of ressources ?
I found this https://issuetracker.unity3d.com/issues/xr-sdk-oculus-earlyupdate-dot-xrupdate-spikes-inconsistently?page=3#comments
And this https://forum.unity.com/threads/earlyupdate-xrupdate-taking-about-75-of-main-thread-cpu-time-is-this-normal.920234/
But I haven't seen people mention 2022 lts is still impacted. I got between 9 and 12ms chewed away in my URP project dev builds. I also tried UltimateXR demo scene, it takes around 16ms in editor. Another simple project on 2021 builtin takes 4ms in editor, wich already feels like a lot.
I'm uploading a bug report right now but was wondering if some other people found some workaround or more information on the source of this issue.
I'm on PCVR using Quest 2 & 3 and airlink. Will try with OpenVR and virtual desktop soon.

manic dock
#

Have you checked your import settings for the audio files ?

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Here's what I use :

fossil oak
#

how could i get unitys slider to work with vr input

north path
solemn holly
#

I have another problem with two bones ik though, for the arms it works ok but for the legs they bend in the wrong direction, and when I move the hint on the other side, it rotates them instead of just bending in the direction, twisting my mesh in the process....

solemn holly
#

I tried rotating the bones in blender, but that shi**y hint always place on the wrong side...

storm ether
#

Idk what to do

lone egret
#

Working in Unity XR. I have a wrench with the XR Grab Interactable working. What's the best way to check for it colliding with another object while held? OnCollisionEnter only seems to work once I drop the wrench.

lone egret
hardy root
#

can i get help when ever i build my game this happens

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this is console

solemn holly
#

Anybody about my two bones ik problem? it rotates the bones instead of positionning them correctly when I move the hint to the other side

strong panther
pine bison
bold pasture
#

Hi, I have a Quest 3 and I have passtrhough working. Is there any way yet to make it so the LIDAR from the Quest3 i sued for the depth buffer of the pass trhough?

I want people to be visible on top of my 3d objects ( albeit curedely cut out of course due to poor resolution of the LIDAR depth sensing )

sick moat
#

Sphere colliders broke my movement what do I do

bold pasture
#

Thanks Ragath

steel jacinth
#

can someone provide help for vrechat avatar upload ? i dont understand the errors im getting

thorny lynx
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Hey is this normal? doing my first VR project and when I rig position value is different from 0 it offsets it and it is not nice to edit/move player around.
First image is pos value is 0,0,0 and second image is 0,200,0.

so is this normal and if not, how can I fix this?

autumn pewter
#

Hi Everyone, whenever I turn on the side quest, the audio is disabled in my quest pro? How can I fix this?

shell pivot
#

can i add hdrp water sim to my scene for a vr game? read that vr headsets could only render upto 80k polygons

tiny niche
shell pivot
#

u worked on fused vr mate?

tiny niche
tiny niche
thorny lynx
tiny niche
dry fractal
#

How can I forcibly remove the activated state from an interactable? I'm using a teleport anchor and it's stuck in the activated state after teleporting to it

autumn pewter
#

Hello, can we upload any file from our PC to the virtual reality application?

thorny lynx
hardy root
storm ether
#

Can updating the firmware on my Quest 2 break my Unity Project, which was built using an older version of Oculus Integration SDK?

north path
red latch
#

Anyone tries to setup the oculus integration sdk with the sample scene setup

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Such as virtual furniture demo scene

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For quest3

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Because I followed all steps from scratch 2 times. The scenes work when starting it from the unity editor using quest link. When I build it, It doesn't work properly

tiny niche
tulip cliff
#

my friend has a steamvr unity app in overlay mode but cant find any way to cap the fps, unity docs its handled by the sdk but thers nothing in the steamvr sdk for that, any ideas?

uneven moon
idle sinew
#

Is anyone else experiencing them facing the wrong direction when the game starts in the Quest 2 & 3? In Unity test play and when I build an exe file on the PC, I spawn facing the intended direction I placed in the scene. But when I make the apk, install it, and open the app in the Quest 2 & 3, I'm facing a different direction. Even more weird, is that I face a different direction in the Quest 2 than the Quest 3.

modern ginkgo
#

is anyone having issues with the quest 3 controllers not tracking position in the unity editor via quest link?

gray radish
#

with OpenXR does anyone know how to do "mirror"/desktop only HUD or UI?

idle sinew
atomic karma
#

how could I go about making a script that switches visibility between two objects on an xr grab interactable when I pull the trigger?

storm ether
#

Does anyone know how to make a ridgid body's gravity only turn on once the player interacts with the object. (XR GRAB INTERACTABLE)

patent mural
storm ether
#

Yea it wont do anything. Its kinda the reverse for me but I was still on v48 till super recently and I used the newest version so it should work

buoyant jolt
buoyant jolt
atomic karma
compact gazelle
buoyant jolt
#

Just as a heads up to anyone, this /\ was duplicate posted in other channels, so getting help elsewhere.

high bison
#

hello. I cant find out, how to solve this problem. Maybe i just overthinking it. I need to create the controller hand models wont go under one collider (plane). Doesnt anyone know how to solve it? I tried many solutions, but one of them changed the actual position of center of the model from the center of the controller. Ah i dont know >.<

storm ether
#

Can anyone tell me how to get started with making it so when you place like for example a rope on a hook it changes prefabs to be like extended and not bundled up. Basically I want it so when it enters a box collider it changes prefabs and uses a socket interaction so it stays in place and the player knows where to put it. XR or VR

buoyant jolt
buoyant jolt
storm ether
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I don’t really care about the rope swinging

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I am just making it so the player can climb down

high bison
storm ether
buoyant jolt
# storm ether Ok so how do you think I should approach this

There are a few ways, I have made my own rope physics things for VR projects in the past. But if you don't care about any of that, just disable the scrunched up mesh, and then create a straight line mesh. I do mine programmatically but you could get by with just a cube. You also could create something with a rig and joints to make it look like a rope. But yeah, I'd just create a thin mesh between two points personally

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I have a MeshLineRenderer I made that I should post up on the app store at some point

storm ether
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Ok

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I’ll figure that out

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I don’t understand that because I’m like only a few months into unity

orchid jolt
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If you don’t have 1+ years of experience In Unity outside of VR development then I wouldn’t make a VR game until you have 1+ years of experience in unity

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Trust me on this one

crude frost
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Greetings friends! On a Unity Build, I'm using XR Rig. In editor everything is crystal clear. On quest 2 build, gameobjects close to me are super clear, and gameobjects farther away are not (this makes perfect sense). Is there a way to make it to where gameobjects in the center of my view are clear, regardless of distance in game? And instead make gameobjects less clear as they get further outside the center of my view?

tiny niche
young sedge
#

sorry if this is a faq or if i'm looking in the wrong places, but I've connected my headset to my pc and started to run it, but it only runs in the game view and not in my actual headset. in short, playtest doesn't work in my VR :/

tiny niche
#

if your machine is not the issue, then try the vr template since its set up correctly out of the box

storm ether
high bison
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i have a problem. I need to calibrate the game. Oculus Quest 2 always change to rotation of view (i know i can refresh it) but i want to do it by software. I have problem, when the user put down the HMD and then put it on again. The calibration resets to start. Doesnt anyone know how to find out, if the user put down the HMD/ put it on again?

high bison
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oh i got it. šŸ˜… no need a help anymore

tiny niche
outer thorn
#

Hello, Anyone using Two-stage trigger for the meta quest 3 ?
Is it supported jet

storm ether
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I'm doing a VR project right now but have an issue with the XR Ray Interactor, I'm using a straight line but when I first hold the button and the ray is on a valid target it will snap the line to it however I don't want it to snap, I can't seem to find a way to disable this, any solutions? Thank you

solemn holly
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I'm making a full body tracking in VR, but I have a problem with the arms. I am using "ik two bone" for the arms, but when the wrist rotate I always get this 'collapse' at the wrist, and when fully rotated is does a wrap. I tried adding a twist bone, but I still get a collapse effect. I then used corrective shape keys, but now the problem is that when the wrist is fully rotated, i get a 'jump' effect from 180 degree and -180 degree.
How do you usually deal with this kind of problem?

silver depot
tiny niche
silver depot
#

using a weighted magazine in the back, and once the weight of the slide is on, it feels similar to a subcompact pistol in weight

severe salmon
#

So my friends, I want to work with the Qest3 depth texture. Is there a mechanism to pass arbitrary data through Virtual Desktop?

fossil oak
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How could I get input from the vr controllers because InputSystem.FindControl("<XRController>"); finds the XRSimulatedController which is for the XRDeviceSimulator which needs to be turned off when built and doesn't work with VR

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and InputHelpers only seems to work with the DeviceBasedController

willow cloud
willow cloud
willow cloud
willow cloud
# fossil oak input for scripts

Heres an old example script. It makes the player jump when the B button is pressed, and jumps in the direction of the head. Use parts of this script if you want.

using UnityEngine;

public class Movement : MonoBehaviour
{
    public Rigidbody rb;
    public Transform cameraTransform;
    public float jumpForce = 50f;

    private bool canJump = true;

    private void Start()
    {
        rb = GetComponent<Rigidbody>();
    }

    private void Update()
    {
        if (canJump && Input.GetKeyDown(KeyCode.JoystickButton0))
        {
            Vector3 jumpDirection = cameraTransform.up;
            rb.AddForce(jumpDirection * jumpForce, ForceMode.Impulse);
            canJump = false;
        }
    }

    private void FixedUpdate()
    {
        rb.AddForce(Physics.gravity, ForceMode.Acceleration);
    }

    private void OnTriggerEnter(Collider other)
    {
        if (other.CompareTag("Ground"))
        {
            canJump = true;
        }
    }
}
fossil oak
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but that says joystickbutton and that uses the pc inputsystem

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that works for vr?

willow cloud
fossil oak
#

alright

willow cloud
#

And that concludes my assistance for you.

compact gazelle
#

I didn’t want to be offensive

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It was ironic

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Anyway I solved the bug

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I am sorry if you felt attacked,I deleted the comment

willow cloud
compact gazelle
#

Anyway I deleted the comment and solved the problem

willow cloud
compact gazelle
#

I know it very well,I just posted my problem in this channel cause in the AR channel nobody answered me

daring drum
#

I am trying to make climbing physics like the app lab game Tunnels on oculus quest 2 but i cant seem to get it. Videos tell me to use XR Direct Climb Interactions but i dont have those. Does anyone know how to solve this issue? Or get the XR Direct Climb Interactions????

high bison
#

hello. Im using XR interaction and XR origin (controllers come with script with tracking). But now im straggling about physics. I want to make: hand cant go under table, just stay on the surface) but dont know how to make it with this. Never did physics neither. (Only this, it can go through other objects) i hope anyone can help me with it notlikethis i tried used colliders, but i cant stop the hands. Controllers are still tracked. Onl i can stop models but it would not looks good (not seeing some movement)

north path
north path
daring drum
north path
#

Latest 2022.3 lts is probably best?

daring drum
#

Ok thanks!

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@north path should I get 2023? Or 2022

north path
daring drum
#

Oh sorry. THANKS!

daring drum
#

@north path how do I get the climbing interactions now?

north path
#

I'm not too sure, you said there was a script, and if it was a Unity guide it most likely was using XR IT

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Did you already check other guides?

daring drum
#

Ya the XR Direct Climb interactor comes in the XR Interactions toolkit but I updated Unity and it’s not there

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I cant get it in my project tho.

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Does anyone know how I can get it in my project? Is there a way to update the XR Interaction Toolkit

daring drum
#

@north path Im sorry for bothering you but again nothing seems to be working. Do you know anything i could do that can possibly make it work?

north path
#

I mostly use VR Interaction Framework, so no. Follow guides and ask specific questions about where you get stuck

daring drum
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Do you know how to make a script for climbing?

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Or any place i can find one?

north path
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VR Interaction Framework is a VR framework that has it built in

daring drum
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Where can i find VR Interaction Framework?

north path
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But just look for "xr interaction toolkit climbing" on YouTube and you get a ton of guides for free

north path
daring drum
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All i want is climbinb gut every tutorial says i need the climbing interaction.

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Climbing but*

orchid jolt
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Hey so I’m making a game and I want objects to have weight and good physics. The problem I am running into is that when I use velocity tracking on the XR grab intractable it’s very buggy and jittery and over all and not very good. So I’m wondering if there are settings I need to change or if there is something else I can do to get grabable objects to have weight and good physics. Thanks.

daring drum
#

Can someone fix this code: using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;

/// <summary>
/// Responsible for getting the velocity container from the controller to the climbing provider so it can be processed.
/// </summary>
public class ClimbAnchor : XRBaseInteractable
{
[SerializeField] private ClimbingProvider climbingProvider;

protected override void Awake()
{
    base.Awake();
    FindClimbingProvider();
}

private void FindClimbingProvider()
{
    if (!climbingProvider)
        climbingProvider = FindObjectOfType<climbingProvider>();
}

protected override void OnSelectEntered(SelectEnterEventArgs args)
{
    base.OnSelectEntered(args);
    TryAdd(args.interactorObject);
}

private void TryAdd(IXRSelectInteractor interactor)
{
    if (interactor.transform.TryGetComponent(out VelocityContainer container))
        climbingProvider.AddProvider(container);
}

protected override void OnSelectExited(SelectExitEventArgs args)
{
    base.OnSelectExited(args);
    TryRemove(args.interactorObject);
}

private void TryRemove(IXRSelectInteractor interactor)
{
    if (interactor.transform.TryGetComponent(out VelocityContainer))
        climbingProvider.RemoveProvider(container);
}

public override bool IsHoverableBy(IXRHoverInteractor interactor)
{
    return base.IsHoverableBy(interactor) && interactor is XRDirectInteractor;
}

public override bool IsSelectableBy(IXRSelectInteractor interactor)
{
    return base.IsSelectableBy(interactor) && interactor is XRDirectInteractor;
}

}

daring drum
#

Can someone help me fix this?

high bison
young sedge
#

i hate to be one of those little kids, but i'm making a gorilla tag inspired game and i can't get the rigging right. I put my model into the rig and everything is working fine, except my in-game hands stopped tracking with my controllers. not totally sure what to screenshot so ill give what I can. if anything extra is needed just lmk

daring drum
#

Can someone help me make crouching in vr?

untold minnow
#

what to download for a mobile vr app

north path
north path
#

All headsets have setup guides, so look for that

long fern
#

Hello, trying to make a game where you are using tools like wrenches. I want that tool to snap to screws when they are close enough etc. I am using XRI for now, do you know if there is component to do that or maybe I need additional packages?

untold minnow
#

I tried the google cardboard hello app scene in unity, then exported it to android, it works as intended, but not shure why gear icon and cross button not working?

north path
#

That's what you want with UI that is stuck to the headset, right?
Otherwise make the UI world space and don't child it to the camera

north path
#

Send a screenshot of the canvas gameobject inspector and the hierarchy

worthy stream
#

I got fixed it.

main quarry
#

Hi. I'm trying to build for Pico 4

high bison
#

Thats why i think its better to have models connected as child to controllers. But now i dont know how to create the physics. Only i need to create one physic and it is:"hand model have same behavior as real when i lay them on table"

north path
#

Then modify code and variables. Or make a detection for collision. If no collider is within a radius you set the position directly, if something is close you use a more responsive physics hands.

Stuff needs to change per project. Amd that can be complex. If you want to release your project I would focus on 'good enough' for complex things like this, and then when everything else is finished try again or pay someone to do so

#

You cannot child the model to the hand, because that's the whole issue with the hand passing through objects haha
That's the thing you need to get away from when going to physics based hands.
You can increase forces/velocity/etc to make the hands more responsive

north path
main quarry
#

my Pico developer center doesnt' screen cast

north path
#

Yeah, both with openxr or the pico sdk most of it just worked when following documentation

main quarry
#

i spent 4 hours to find out that my build version was too high for pico4

high bison
north path
main quarry
#

because the error was: "Error installing"

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no clue about

north path
main quarry
#

I'm using OpenXR

north path
main quarry
#

have to use steamvr for link

north path
main quarry
#

link thorugh their streaming kit doesn't work well

north path
#

Fair, if you have a router close by virtual desktop is also amazing to work with. Better than the pico link app for a lot

main quarry
#

now I can finally have an apk installable. but crash just after launch

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maybe the problem was with an oculus dll that i left in the build

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this is the logcat when launching

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what do you think?

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It could still be a version error? i have target=32, min=29

main quarry
north path
north path
main quarry
#

now i have my first app standalone in pico4

north path
main quarry
#

can u help me to setup the stream to PC of it?

north path
#

Use virtual desktop or get pico link working
But are steamvr, so just check openXR for desktop platform and add quest 2 (and if there pico) controller profiles

main quarry
north path
#

You test on PC, not standalone

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Then to test performance etc you test on standalone

main quarry
#

I want to share the screen while playing standalone

molten falcon
#

I have a problem with my build. Context:
Building to Meta Quest Pro; Unity 2022.3.9f; Using OpenXR; Using Vulcan;

For some reason and without any significant changes my build suddenly started run into some serious issues realted to the OpenXR.so. I have reverted the recent changes but it doesn't seem to help. I have restarted the headsets.

Any advice would be much appreciated:

This is the output from the MetaQustDeveloperHub:

lines that look sus:
Failed to load native plugin: Unable to lookup library path for '_burst_0_0'.

the actual crash:

20:25:16.839
Unity
InitializeOrResetSwapChain 3648x1920 hdr=0 samples=0
20:25:17.249
CRASH
pid: 23585, tid: 23616, name: UnityMain >>> com.farlab.com.farlab.StrangeLand <<<
20:25:17.249
CRASH
#06 pc 00000000000e75f8 /data/app/~~aWyzgWF6Y576clx3vvHgyw==/com.farlab.com.farlab.StrangeLand-VoJASyQ_uHXLK_F5GwHT-g==/lib/arm64/libUnityOpenXR.so
north path
main quarry
north path
scarlet tree
#

Okay, So I have an issue with the OpenXR package and it's integration with an XR platform I am not allowed to divulge due to NDA/Developer agreement. It's trying to load Unity Analytics events, which is not supported on said platform. Now, the workaround would be extremely simply, just adding an #if statement to check for the platform in OpenXRAnalytics.cs... But the package is immutable. How do I fix this?

north path
scarlet tree
#

so, copy the com.unity.xr.openxr@1.8.2 folder out of Library/PackageCache and paste it into projectfolder/Packages?

#

Got it, that worked! Thankyou so much @north path

verbal sentinel
#

Messing a bit with Mixed reality on the MQ3, any idea how to add shadow (on floor and walls) to the objects?

north path
verbal sentinel
#

Thanks. Any tip ob how to create a glow effect (no bloom or postprocessing in passthrough)?

tiny niche
#

like when there's no occlusion

pine moat
#

hey could someone help me setting up XR

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for some reason the simulator is not moving

idle sinew
#

Any one know how to get someone's Meta ID/account name? I want to display their name above their character but I don't know what to write to get that information.

tiny niche
#

if you run it through the debugger, you should be able to see where it takes a wrong turn and which configuration needs to be adjusted

untold minnow
#

I am working on google cardboard VR. It works fine on pc but too jittery on actual mobile and doesn't load water asset and apk size is also very big! (300MB)

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any suggestions

#

?

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it says: Bake Ambient Probe' job failed with error code: 2 ('Failed to bake the ambient probe.').

untold minnow
#

and
Failed opening file: '/Users/yuvrajsingh/Library/Caches/com.unity3d.UnityEditor/GiCache/6d/6d0a9f390c85035ff4f9e89f5ea04784.env.tmp'.

final basin
#

message.Data.OculusID will be their username, and you can also get other stuff like their platform ID, profile pic, online/offline status, etc. I think you'll also need to setup the permissions in your project on the oculus dashboard first, so you can access user data

bold pasture
#

Hi, I have an issue on Quest 3. I will put on the headset and the world is pointing in a particular direction. If I take the headset off and put it on again then the world origin seems to be in the same place, but the direction is now different.

olive mulch
#

hello everyone, I have a question, is it possible to combine OVR Integration for passthrough capabilities while also using the XR Interaction Toolkit?

edgy relic
#

Hi guys, I am working with XR.Hands and humanoid avatar (calibrating with Final IK). The question is how can I use the XR.Hands data to modify fingers position and rotation? I mean I know how to access the pose of each XRHandJoint and then assign it to the transform of the correct finger, but in this way each humanoid avatar may have a different rotation/position and mesh => weird mesh results or even worst finger positioning. Trying to have a general solution, I was looking at the Muscle & Setting tabs of the Avatar Configuration. The idea is to 1. get a human pose 2. change the muscle of the each fingers on updateHands callabck 3. set human pose. Results from this implementation: a bit laggy and I am not understanding how to compute the correct muscle value starting from the pose of the XRHandJoint. Do you have any suggestion/help/open discussion/other approaches? Thank you a lot!!!

tiny niche
#

and the xr api just has some high level pose matching that is not going to be enough for your case

edgy relic
# tiny niche i don't think you can access the raw data that drives the poses of the 3d mesh

Yes I think you cannot modify the mesh, but you have pos and rot for all the finger joints. From that there should exist a way that allows us to coherently move the fingers of our avatars. As I said you can directly change the pos and/or the rot of the fingers of your humanoid but since most of them have different rigging/structure you should apply a different offset most of the time. This is why I was looking for other approaches such as the muscles/human pose one. But I am open to everything.

uneven shell
#

Hi, the built in unity recorder creates very hard edges when rendering video. please help me. Thank you

sturdy dirge
#

i need help my Gorilla tag fan game lags every 4 seconds

uneven shell
#

Sorry. It is a Gaussian splatt so it's a point cloud. Anyway. I solved it by using a different scene from another creator

pine moat
#

Hey I have a small problem, I have an XR Origin with a Right Controller that has XR Direct Interactor on it, I also have a XR Ray Interactor to enable teleporting. Now the problem is my trigger button that's used for teleporting will also grab objects. I want to grab objects only using the Grip button, what could be the issue?

#

@tiny niche

tiny niche
#

you could work around it by making your own teleporter

pine moat
#

wtf so theres nothing that can be done?

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nah thats too much haha

tiny niche
#

if that's too much, then yea i don't think vr is for you

pine moat
#

can i at least limit the range somehow at which the object would get grabbed?

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its a school project i have time pressure

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or its as simple as -> check the position thats getting pointed at, move xr origin to that position if trigger has been pressed?

tiny niche
nova rock
#

Hi! Rendering a Camera to a RenderTexture results in a pitch-black texture on Quest 1 with BIRP. But it works fine on other VR devices and in editor. Any leads on how i can solve this issue?

Edit: found a solution! setting "target eye" to "both" on the camera solves it.

reef comet
#

what is the best way to make a cross compatible game with quest and pc

buoyant jolt
#

We have an abstration framework between the OpenXR and the environment. So on PC, it replaces the XR interactions with mouse interactions, etc.

#

But yeah, basically, either injecting something between the XR interactions and the objects OR adding a second layer for non-VR is the easiest way.

#

But we aim for Console - VR & NonVR, VR (Desktop [Steam/Oculus/WMR] & Mobile[Meta/Pico]) , Mobile, Desktop & WebGL (touch/mouse), and then AR (touch with AR). It sounds complicated to type out, but it basically is just 3 interaction layers (VR, AR, controllers and touch) going through a single interaction layer

north path
nova rock
empty otter
#

i can't find the activate interaction event for the new XR Origin controllers. How do i add this back?

lavish zinc
#

Anyone know any package for a VR setup that provides standard third person control but the ability to look around through the visor?

frigid timber
#

I want to make a visualization in VR of a room wherein I can see the air flow at different stationary positions. Can someone help me with it?

tiny niche
wet vector
#

When running VR on an iPhone 15 Pro Max VR and non-VR is displayed at the same time, the non-VR is "on top" of the VR.

I'm 99% sure this isn't a bug with Cardboard, as I've got an older project and a new empty project where this doesn't occur.
I'm at a complete loss as to what can cause this.

#

Unity version 2021.3.32
Cardboard 1.22.0 (latest)
URP, but changed to built-in and it still happened

autumn pewter
#

Hi, when I want to draw on the page(plane) using virtual pencil(game object) pencil penetrate into the plane. why is it happening?

lavish zinc
storm valley
#

I decided ill be making a vr game for my school project. When you start creating do you chose for which vr headset you are making it, or do you just make the game and it will run all vr headsets unity supports

#

If its the first answer, how hard is it to port it to other headsets

jovial turret
# storm valley If its the first answer, how hard is it to port it to other headsets

I'm not a VR developer, more like a VR enthusiast, whom don't have money for a VR set, but

It will depend mostly on the chip inside a portable VR.
I would use quest 2 as my target platform to make sure the game will run smoothly on almost every non deprecated VR.
Standalone VRs won't be an issue though.

Also, you're saying that it's a school project, then why does it even matter?

buoyant jolt
storm valley
buoyant jolt
#

But yeah as long as you use VRTK or OpenXR or something cross platform (i.e. not steamvr or oculus specific), you should be able to go to other headsets just fine

storm valley
#

Also if i use VRTK will i be able to publish it on oculus store?

buoyant jolt
buoyant jolt
tiny niche
autumn pewter
tiny niche
autumn pewter
storm valley
dapper copper
#

Hello, everyone. I have a small question regarding how Meta Quest 2 (Android) handles some commands from Unity app and some info will be great.

I try to open a specific webpage using Application. OpenURL().
After I call it, the headset will open Meta Quest Browser, but as a separate window over the app.
What I try to do is to completelly minimize the app and the Meta Quest Browser to remain on screen until I press "Done", which close the browser and returns to my app.

So, because is not made automatically, I tried using AndroidJavaObject for the currentActivity, and after calling activity.Call("moveTaskToBack", true);
Using dev build and script debugging, a issue is raised: AndroidJavaException NoSuchMethodError for the non static function "moveTaskToBack".
As i understood, before the app were completelly minimized, but after newer Oculus updates, the app doesn't minimize conpletelly. It's that true?

tiny niche
#

but its not really about which device you target, it's about which sdk you decide to use

storm valley
tiny niche
storm valley
#

I wont advertise and ill just publish it for free, its a school project not some serious game

tiny niche
dapper copper
#

Hello everyone,
I have a small question regarding how Meta Quest 2 (Android) handles some commands from Unity app and some info will be great.

I try to open a specific webpage using Application.OpenURL().
After I call it, the headset will open Meta Quest Browser, but as a separate window over the app.
What I try to do is to completely minimize the app and I want that the Meta Quest Browser to remain on screen until I press "Done", which close the browser and returns to my app.

So, because is not made automatically, I tried using AndroidJavaObject for the currentActivity, and after calling activity.Call("moveTaskToBack", true);
Using a dev build, when call that code, the application closes completely, also with the browser.
As I understood, before, in previous versions, Oculus used to minimize the apps, but after some newer Oculus updates, the app doesn't minimize anymore, it stays active in the foreground. It's that true?

buoyant jolt
#

But yeah, if you use an Android specific command - it can and will change after OS patching

dapper copper
#

Thanks @buoyant jolt . I tried it, the application closed, and I don't know to verify if there are any apps in background, I don't even know if it's possible. The question was based on previous version as I understood that at some time was possible to have apps in background, exactly as on Android phone.
Unity suggests this method (https://docs.unity3d.com/2023.3/Documentation/Manual/android-quit.html), but it doesn't give any additional information for using it in VR. (even it's still Android)
I choose to first write here because of the fast replies.

storm valley
#

Im watching a yt tutorial on making a vr game, he chose 3d urp instead of vr, is that because he is on a older version that doesnt have vr, or is it better to use that

north path
storm valley
tiny silo
#

It is not true, VR has a high requirement for FPS and that is hard to achieve regardless of what graphics pipeline you use.

storm valley
north path
storm valley
#

Thank you both

tiny silo
#

But if you are working on VR you need to do what you are doing, its harder by default than "standard" 3D programming

storm valley
tiny silo
#

That depends on the quality you want to achieve and your experience, I suggest you keep it super simple and focus on getting something working

storm valley
tiny silo
#

I recommend you stick to only running in the editor and get the VR device working there. Keep the amount of assets small etc.

storm valley
tiny silo
#

No, it's more that having to make a build and deploy it, means you will have to worry about many other things, whilst just running on the editor you only have to care about functionality.

storm valley
#

I havent even started and its already going wrong

mental pumice
#

Played around with Quest3 and Color Passthrough. Created a prototype with a few experience ideas, hope you like it šŸ™‚
https://www.youtube.com/watch?v=PVoZszQ31MI

A prototype for an #XR #Indoor #navigation #experience on #Quest3 with #color #passthrough built with Unity 2022.3. Hope you enjoy it :)

Hand Balance Redux von Kevin MacLeod unterliegt der Lizenz Creative-Commons-Lizenz "NamensnennungĀ 4.0". https://creativecommons.org/licenses/by/4.0/

Quelle: http://incompetech.com/music/royalty-free/index.htm...

ā–¶ Play video
storm valley
#

Should i be worried about this?

jovial turret
storm valley
#

Why does tracking mode origin floor set the view on the ground, is it not supposed to detect oculus height, and use the players real height?

rapid basin
drifting dagger
#

Hey so I'm trying to make a unity build for the Vision Pro simulator and am coming across the following error when it tries to boot.
-[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5780: failed assertion `Draw Errors Validation Vertex Function(xlatMtlMain): the offset into the buffer VGlobals that is bound at buffer index 0 must be a multiple of 256 but was set to 384.

#

Any idea what this is?

buoyant jolt
#

I told Apple until they can provide us an actual headset, I'm not touching their SDK. So I'm proud of you for trying :D. That said, it looks like an Apple SDK bug.

#

It also looks like its a debug command causing the error - so not sure if it is an actual problem though

drifting dagger
buoyant jolt
scarlet tree
#

@drifting dagger , Unless you're trying to make a flatscreen/windowed game, you can't actually really develop for Vision Pro yet. Partial/Full Immersion VR requires the Unity PolySpatial SDK, which is on a "sign up and you might get access to it one day" waiting list.

drifting dagger
scarlet tree
#

are you using any custom shaders? one of the big limiations of VisionOS is that every single shader has to be built through ShaderGraph

#

Unity PolySpatial XR doesn't support custom ShaderLab shaders on any render pipeline, and if your project uses custom shaders, all of them will have to be authored using Unity's Shader graph. The ParticleSystem component only supports materials with Unity's built-in shaders. Unity's Shader Graph support is an ongoing work in progress for particles.

#

oh yeah, no particles yet either!

drifting dagger
#

To be clear through I'm not using Polyspacial.

#

I don't believe a windowed application requires it.

rapid basin
storm valley
#

y3ah

rapid basin
#

How complex is your scene? Lots of scripts or fairly fresh?

storm valley
#

just a floor and this

rapid basin
#

ah, okay, then there's no need testing in a fresh scene, i mean, it could be worth a shot trying in a brand new project just to see if it works or not, but probably not the issue

storm valley
#

Could it be the oculus fault not giving its height to unity?

rapid basin
#

Whenever I don't know something or run into an issue I just ask chatGPT, here is what they said about your issue:

The XR Interaction Toolkit (XRI) in Unity is designed to simplify the implementation of XR (Extended Reality) applications, including VR (Virtual Reality) and AR (Augmented Reality). When you're setting up a VR environment, it's important to configure the tracking space correctly so that the virtual environment aligns with the physical space of the user.

The tracking mode origin set to "Floor" in the context of VR typically means that the origin point of the tracking space is at floor level. This is done to align the virtual floor with the physical floor. When using a VR system like Oculus, the height of the player is usually detected during a calibration process where the user sets up their play area and inputs their height, or the system automatically calibrates based on the position of the headset in relation to the floor during setup.

However, there are a few reasons why the view might be set on the ground even when the tracking mode origin is set to "Floor":

Calibration Issues: The player's height may not have been calibrated correctly, or the calibration data might not be used correctly by the application.

Tracking Loss: If the VR system loses track of the floor or the headset, it might reset the origin point to the position of the headset, which could be on the ground if the headset is not being worn.

Software Overrides: The application or the XRI toolkit configuration may override the player's height settings for some reason, possibly due to a misconfiguration or a software bug.

Default Settings: Some VR applications start with a default height if they don't receive or can't find the proper user height data from the VR system.

#

To resolve this issue, you would typically need to:

-Ensure that the user's height is properly calibrated in the VR system settings.
-Check the application and XRI toolkit configurations to make sure they are set up to use the user's height.
-Investigate any potential software bugs or issues that could be causing the VR system to ignore or override the height data.

#

no clue if that helps at all lol, but yeah

#

it's free to use if you want to try it, I find it is much better than waiting for an answer in here or on reddit

#

you just keep asking questions until it gives you the answer or points you to the correct documentation

storm valley
#

Ill try to fix it when i get home, ty btw

rapid basin
#

if you were using valve index i'd be able to help more but i've never used oculus in Unity

#

Oh, if nothing works, you could go to the learn.unity course for VR and download the sample room for the first project. See if your oculus works out of the box in that room. If so, it means you just have something unassigned in your project

#

I've had issues with headset tracking before on Index that I solved by just combing through that scene and looking at anything different from mine.

lavish stream
#

I use this script to make a prefab follow my right VR controller and if I let go of the button it stops following. that all works but the idea is that the prefab is a ball and if I let go of the controller the ball goes/fly's in the deraction I throw it at.
Could it be the case that its not phisics based movement?

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

public class GrabBall : MonoBehaviour
{
    public GameObject Ball;
    private GameObject spawnedPrefab;
    bool CanSpawn = true;

    // Start is called before the first frame update
    void Start()
    {
        
    }

    // Update is called once per frame
    void Update()
    {
        if(OVRInput.GetDown(OVRInput.Button.SecondaryHandTrigger) && CanSpawn == true)
        {
            Destroy(spawnedPrefab);
            spawnedPrefab = Instantiate(Ball, transform.position, Quaternion.identity);
            CanSpawn = false;
        }
        if (OVRInput.GetUp(OVRInput.Button.SecondaryHandTrigger))
        {
            spawnedPrefab = Instantiate(Ball, transform.position, Quaternion.identity);
            CanSpawn = true;
        }
        if (CanSpawn == false) 
        {
            spawnedPrefab.transform.position = transform.position;
        }
    }
}
wet vector
tiny niche
wet vector
#

But only on iPhone 15 Pro Max? In this project, using auto init

wet vector
#

I have figured it out, it's caused by MSAA in the URP settings.

storm valley
#

How do i fix this

buoyant jolt
storm valley
buoyant jolt
rapid basin
#

If you're making a project for just oculus, you should be able to get away without using the openxr plugin though

magic bluff
#

Since I haven’t really got a direct answer from googling, can I test the VR project template with a Quest 2 and M2 Mac?

north path
magic bluff
#

I'd have to transfer the apk to the headset then?

north path
magic bluff
#

Thx

frigid timber
storm valley
#

Anyone knows how to lock hand position while helding a gun with two hands using XR grab interactible

storm valley
#

Ok nvm i gave up on that

#

Why tf does this not work

tiny niche
lofty tangle
obsidian marsh
#

Hello!
If I build my unity game and push it to applab the update downloads the whole game instead of just update the necessary files.
I'd like to ask if someone could tell me why?
it's a unity quest 2 game

rapid basin
#

incase you decide to un-give up on it

shrewd sentinel
#

Hi! I have been thinking about a way of optimizing my scene by making some windows having a "fake" pre-rendered scene already made (instead of an actual window and 3D geometry). Possibly by using a stereoscopic image. Has anyone tried this before or think it'd be passible as real? I know the illusion would probably break for objects near the window, but the scene will be viewing a city so everything is a bit distant

tiny niche
#

just make sure the window itself is real geometry

storm valley
#

I dont hear sound while playing my game on oculus quest 2, anyone knows whats wrong?

#

I know its 2 years later but did you find a solution to this?

#

ok nvm it just fixed itself

warm whale
#

I don’t even remember bro that stuff was so confusing and chaotic

storm valley
#

Can i make XR grab interactable only activate with one controller and not the other

tiny niche
#

or modify the toolkit to allow it

storm valley
tiny niche
#

haven't looked into it all that much, since the rest of the toolkit is very limited in what's possible without editing the source and the naming convention makes no sense at all

rapid basin
#

Interaction layer, not tag*

#

so if you have a gun that is only meant to be held in the right hand, you could create a RighhtHandInteractables layer for it

storm valley
rapid basin
#

I saw that yesterday, but you said you'd given up on that for now. Trying again? It's definitely possible, it's just a matter of how to do it

#

Usually whenever I have something I want to do, but no idea how to do it, I just ask chatGPT to help me learn, here is what they said for your issue:

#

basically just create a secondary grab point for the barrel of the gun and then handle the rest with scripts, but remember once you implement dual-hand guns, you have to create a whole second aiming/gun rotation system (since the gun now rotates different as it's held by both hands)

tiny niche
grave pewter
#

Hello all, im working on a unity application. I need to save log files, which are currently being written to Persistent Data Path, that part is fine. What im struggling with is how to then access those files, I cant seem to find out how to do it. Windows 10 computer with an Oculus Quest Pro. Thanks

pine bison
#

When grabbing files here you can

  1. Do it via adb
  2. Do it via the regular file browser
  3. Use Meta Developer Hub
grave pewter
pulsar marlin
#

Hello, I'm currently trying to figure out a way to check if an object has been placed in the XRSocketInteractor, what I am trying to achieve is a way to set the parent of the object that has been placed in the Socket to be the object that has the XRSocketInteractor as a child

pulsar marlin
#

Any update on this?

lavish stream
#

Hey i'm in a bit of a struggle using passthrough on my quest 3
If I use the same settings as the image shown and my centre camera from the OVRCameraRig to sollid color (0, 0, 0, 0) it shows pitch black in runtime.
I can change the value's in the script but I cant make it that it shows passthrough and the objects are not transparent. becouse the always are if the background is not black.

pulsar marlin
frigid timber
#

I have an .fbx file extension, I want to enhance it's experience and import it into VR. Can anyone guide me with this?

lavish stream
frigid timber
frigid timber
tiny niche
frigid timber
tiny niche
frigid timber
tiny niche
#

then drag&drop the fbx into the unity window and make a shader that does what you want

frigid timber
orchid jolt
#

Hey so I’m making a game and I want objects to have weight and good physics. The problem I am running into is that when I use velocity tracking on the XR grab intractable it’s very buggy and jittery and over all and not very good. So I’m wondering if there are settings I need to change or if there is something else I can do to get grabbable objects to have weight and good physics. Thanks.

frigid timber
# tiny niche press new project in the launcher and scroll until you see something named vr

Hey @tiny niche , so you want me to do something like this? https://youtu.be/ekPzTwSEmKg?si=4Y_3qkMh2wfO0l7x

In this video you can see how I've created realistic scope shader in shader graph. Works in VR! And it should also work in HDRP, but I haven't test it.

#unity #unitytutorial #madewithunity #shadergraph #shaders #shader

ā–¶ Play video
tiny niche
frigid timber
storm valley
#

My gun shoots bullets sideways, anyone knows how to rotate them, as rotating the prefab does nothing

rapid basin
storm valley
#

But i have multiple guns, and their bullets are rotated differently

rapid basin
#

I haven no idea what would cause that, but a script for each gun could be required to fix it

#

try it for one gun and see how it works out

frigid timber
north path
rapid basin
lavish stream
lavish stream
north path
lavish stream
#

The problem is is that I get a black screen when I use post processing or HDR rendering on the camera's if I dissable it it works fine.
I dont know if its possible to still get it to work with post processing on

obsidian marsh
#

hello!

#

If I build my unity game and push it to applab the update downloads the whole game instead of just update the necessary files. I'd like to ask if someone could tell me why?

rapid basin
fringe bluff
#

Does anyone know why when i use the teleportation provider, it puts me in the ground?

fringe bluff
#

I think it would also help to know its's teleportation on terrain

frigid timber
#

Hey @tiny niche , is there any tutorial you can suggest to get the visualization for the air flows?

hushed shadow
#

Hi everyone
I am trying to implement Hand tracking to my game with open XR and with controllers everything is fine but when I try out the hand tracking I see 2 sets of hands on my oculus quest
in the editor I dont see the 2 sets of hand but in my headset I can see 2 sets of hand with an offset one that move when I move my hand and the other that is correctly displayed
the other is some sort of ghost that does not interact

i was testing the demo hand scene in the XR interaction tool kit

#

its like if the left and right hand are not displayed on the correct eyes (inverted)

#

actually its just the right eye... any solution?

north path
brittle hedge
#

Hello, I'm new here. I attempted to create an empty iOS app using Unity version 2022.3.12. Subsequently, I opened it in Xcode 15 beta 3, built it, and ran it on the Apple VisionOS beta 3 simulator. The build was successful, and the app appeared on the simulator's home screen. However, I encountered an issue where the app couldn't launch. After clicking the icon, it crashed (I believe) and returned to the home screen. Any insights on why this might have happened?

edgy relic
#

I am playing with XR Hands (1.3.0) and Quest 2 and the hand visualizer scene: I am getting OpenXR hand provider failed to initialize - no data will be tracked or surfaced! Anyone have ever faced this error?
p.s. if I build the scene it works, but in play mode it gives me this error.

frigid timber
#

Can anyone share or show me how to make a room in Unity based on ** revit** file I have?

clever zinc
midnight delta
#

What would be the best way to track hand movements to do certain actions? Like draw a circle for a spell of some kind or something?

#

I could save a bunch of points and loop through checking distance but that hardly seems the best way

#

Maybe an image using pixel colour mapped from a real position to tell if it’s in the bounds of the action?

lofty tangle
#

Recognize the movement of the player to trigger any input in VR using the Unity XR Toolkit.

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

How to make a Tilt Brush Replica (Patreon Exclusive) : https://www.patreon.com/posts/how-to-draw-in-37742885
P RECOGNIZER ON GITHUB :...

ā–¶ Play video
storm ether
#

how bad do materials perform for vr

#

edpecially stansmdalone

#

because im worried having ao and normal and metallness on a material will be way less performant than just a basemap

#

is that so or is it no difference

magic bluff
oblique panther
#

Has anyone used the ForcdSelect method in the Oculus SDK (now Meta XR SDK).

buoyant jolt
# oblique panther Has anyone used the ForcdSelect method in the Oculus SDK (now Meta XR SDK).

Hey Mike!! Not in a long time 😦 we moved over to the XRI. But from what I remember, I had to trick it with hovering, but ended up just modifying the Meta sdk (definitely not recommended). We've had to modify the XRI too to fix some of the OpenXR hand tracking stuff...

Offhand I remember it was just easier to override the hover state when force selecting. I remember it took me longer than it should have to resolve:D

buoyant jolt
#

Your better off focusing on using texture atlases and static meshes. Your draw calls will usually be an issue long before the PBR IMHO.

storm ether
#

what are those

#

and with static meshes you just mean meshes with static on right

#

sorry im stupid lol

edgy relic
rapid basin
buoyant jolt
#

We have our own version of the XRI now that we use though šŸ™‚

rapid basin
#

thanks for the reply, I had always planned to try Meta's kit but every time I look it seems less relevent (since everyone just does OpenXR-based kits these days)

rapid basin
#

I got to ask the Among Us VR devs what they used to build the game, looks like they did the same, custom XRI/OpenXR kit

buoyant jolt
#

Yeah XRI is a great starting point, but not quite production ready in terms of looking and feeling good. So we needed to redo a lot of things like the teleporters, and getting things like better more expandable interaction systems, highlighting and outlines stuff. But we also tied it into our web, desktop, mobile and AR to make it easier on the dev team. Probably what I rewrote the most was their hands integration because it's kind of barely usable in the openxr as it is today for real projects.

#

But it was absolutely worth the effort, to be able to swap between headsets and platforms without any code changes.

short nova
#

@buoyant jolt , that is really excellent feedback. Ultimately we would like XRI to be production ready out of the box, so any details would be greatly appreciated so we can take some action items and improve the package. I will say that we are actively working on the visual and auditory feedback system (highlighting/outlining/etc), plus we have a big update for hands coming soon, but I am curious what improvements you had to make to the core interaction system as well as the teleporter.

buoyant jolt
ancient mist
#

How can I get my character to not have it's hands on the floor in VR?

lofty tangle
livid pier
#

I am seeing this now sometimes, not always. Seems like if I quit and restart it doesn't throw this error till I've built a few times.

modern ginkgo
#

does anyone know if quest 3 supports multimodal input without the quest pro controllers?

tiny niche
storm valley
#

Why is the bullet rotated sideways when it comes out of the gun?

#

The bullet doesnt even spawn at the end of the barrel anymore :(

untold minnow
#

https://paste.ofcode.org/5W5tQW73vJeFhcBuZ5nE4R

i'm using googlecardboardVR tools and I want to make player move voluntarily. For that I tagged 2 objects with walk and sprint resp. I want that when i point the rectile towards them , i move otherwise don't. In this script, its casting a ray in the game environment, if it colides with the tagged objects, it moves.
As there are no triggers in cardboard vr, so i thought this would work. but not working!

short nova
storm valley
#

Will try that

short nova
# storm valley Will try that

I also see a slight code error... you are setting the spawnedBullet.transform.rotation = transform.rotation, not spawnPoint.rotation.

#

You also might set the shotDirection to point in the forward direction of the spawnedBullet.transform for consistency. Then you ensure your prefab/model forward direction is aligned as you would expect it.

storm valley
short nova
#

sideways or forward? Are there any accidental game object offsets in the hierarchy of your bullet prefab?

storm valley
short nova
#

Yeah, just checking, can't count the number of times I've saved a prefab with an offset on the child object on accident.

#

Can you determine the z-position where the bullet appears to be spawning? Is it equivalent to the shotSpeed?

crisp idol
#

Does anybody know how to make a ball movement system for VR so whenever you kick it it actually acts like a ball?

crisp idol
short nova
short nova
# storm valley How can i determine that

If you don't set a velocity when it spawn and turn off gravity on the rigid body, you should be able to pause the editor and check the inspector values for the barrel tip vs the bullet, but with velocity at 0, I would expect it to spawn where you intended it to.

#

If it's still offset in the forward direction, that would require deeper diving. Are you setting the velocity in the Update function or FixedUpdate?

storm valley
#

ok i made velocity 0 and it works

#

now why does that happen

short nova
# crisp idol Does anybody know how to make a ball movement system for VR so whenever you kick...

How are you tracking the foot? That aside, I would make sure you are updating the foot position with a TrackedPoseDriver that is set to FixedUpdates and has a collider on it. For the ball, I would make sure the ball has a rigidbody component with some heavier mass set (you'll need to play with it to get it right), plus also add a physics material and tweak the values. There may be some examples floating around out there for proper soccerball/football physics materials. That's where I would start as a proof-of-concept. Put in a few walls with colliders to make sure the ball bounces off them in an expected way.

short nova
# storm valley now why does that happen

My guess is that the velocity is getting updated on the FixedUpdate loop (out of band of the Update loop) so it is applying your shotspeed along the forward vector of the bullet. If you crank your shot speed down, you will probably see the offset start a lot closer.

crisp idol
#

I used rigidbody but only with normal mass (1) do i have to set it higher?

short nova
crisp idol
short nova
short nova
short nova
crisp idol
#

Do i need a script or do i need to do it somehow else?

short nova
crisp idol
#

Sure

#

this is the ball and its script (yes the script is chatgpt because i couldnt figure it out)

#

the only thing i have added to the player is rigidbody (not to the hands but the player)

#

Like i said i am kinda new i have made another game using gorilla locomotion which is why i thought this would be easier and that is my whole game point "soccer but gorilla locomotion"

#

this is what the player and the ball looks like just incase you need to see that

crisp idol
modern ginkgo
tiny niche
#

but the definition is also using hands+controllers, so if you don't use the controllers then you can't have the feature

#

unless you meant using quest2 controllers, but i don't think the quest3 supports them

modern ginkgo
#

i may have worded my question poorly - my question is does the quest 3 support simultaneously tracking quest 3 controllers and hands

#

there are some random blog posts online to suggest it does but the docs don't mention it and i couldn't get it working

tiny niche
modern ginkgo
short nova
short nova
tiny niche
untold minnow
#

this not working

#

i want to move the object in the direction camera is looking when i click the screen

#

i'm calling this onpointclick from another script (attached to some other object)

lofty tangle
untold minnow
#

don't know why

storm valley
rapid basin
# storm valley I posted it there and still got no replies, while I also didnt have any luck fix...

honestly, I have found ChatGPT to be extremely helpful when to comes to solving problems that others can't help you with in Unity

Tell it your desired outcome, tell it your current results, be as detailed as possible, and then copy+paste your script so that it can analyze it. It will, 9 times out of 10, give you advice that leads to you fixing your problem. GPT 3.5 is free to use, however I have no idea if it will be as useful as the paid-version that is GPT4

it's a great tool for solving problems when you've given up on all alternatives, but dangerous to rely on too much.

#

I used it to teach myself how to use the XRI kit back in feb, and it was a lifesaver for solving problems that not many people had encountered before

storm valley
rapid basin
#

oh, do not use GPT 3.5 for code, it is garbage

#

but use it for problem solving within Unity, i.e pointing out where your issue could be coming from, suggesting things you may have overlooked, etc.

#

but for code, yeah, only GPT 4 is decent with its code, and even then you need to be very clear with what you want

storm valley
#

I think i already know what the issue is i just dont know how to fix it

storm valley
rapid basin
#

They closed subscriptions anyway due to demand, but if you continue to find no answers to your problem, shoot me a dm and I can run your problem through GPT4 and see if it helps you.

#

Again, just as a last resort, it's always ideal to find human help of course

storm valley
orchid jolt
#

Hey can someone help me? So I'm making a Untiy project and using XRSocketInteractors and trying to use the Starting Selected Interactor and it's not working. When the game starts the object acts as if it was in the Socket but dosen't use the attach Transform until you grab it and place it back. The werid thing is in the same scene I have SocketInteractors that work perfectly. I have tried almost everything so was wondering if someone could help me. Thanks!

lofty tangle
#

No idea. I don’t use xr toolkit. Was easier to make my own than figure out how to alter there’s to my purposes

mint glacier
#

Hello everyone, im having some issues with vr template teleportation, i made custom mesh collider for all objects but on some parts of the temple the teleporter ray doesnt work and starts flickering between blue and red. both mesh have custom colliders that i made in the same way and im not sure what is the problem.

#

collider mesh collider

pine bison
bold pasture
#

Hi, could someone confirm if my undestanding on this is right. I'm using Quest 3, and the OVRManager Tracking Origin Type is set to Stage, and the XROrigin Tracking Origin Mode is set to floor.

Should I expect that 0 y in the world to corresponds to the floor as setup in the Quest 3 ?

frank pewter
#

Hi i want to make a surgery VR app , any one can help me to learn it by tutorial

north path
frank pewter
#

But j want to know more about cutting and squlting

north path
#

That required mesh deformation or pre-made animations

Mesh deformation is something I've done quite a bit, and it's a very complex topic to tackle. Especially when you also need good performance.
I suggest to do this using animations, which trigger or lerp when you start cutting. Blendshapes also might be a good fit for this

pine bison
#

It's very complex and not something you'll find a tutorial for easily

frigid timber
#

I want to create a room for VR, do I need to make it myself or is there is any prebuilt options available?

versed needle
#

how to stop the game from pausing when you remove the headset. I'm using the XROrigin in XR interaction toolkit

short nova
fallow kelp
#

I have a photoscanned environment in unity it is all in one mesh/fbx. I want to be able to set up box colliders around these photoscanned items which can be pressed in VR. When pressed it would show/hide text. How can I achieve that?

short nova
#

Are the scanned items created live or just brought into Unity to work with? If you are bringing them in as individual models, just put a box collider on them. If you are using the XR Interaction Toolkit, you can add an XR Interactable component to the object and tie into the Hover Entered and Hover Exited Interactable Events. That can be used to show/hide some UI elements in your scene.

fallow kelp
fallow kelp
ornate questBOT
#

:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

rapid basin
#

Spend a couple weeks on the tutorials that lead up to the VR course, or skip to the VR course if you are familiar with Unity and C#

#

If you are looking for people to work on this project alongside you, feel free to DM me as well

rapid basin
frank pewter
mint glacier
pseudo plume
#

i havent used unity, or ever made a game, but i know some programming. anyways, i wanted to try setting up a vr game
for some reason every time i get into the game i end up with some veriety of a portion of my body inside the floor

#

instead of looking like that

#

i tested with mixed reality portal & steamvr, any ideas?

ionic thistle
#

There is a option for tracking origin mode set it as floor

pseudo plume
#

it is

#

i am thinking it has smth to do with the character controller

ionic thistle
#

Try to debug it by disabling character controller script and just check whether the tracking origin mode is working properly

pseudo plume
#

ok

#

yah the lower half of my body is very much still in the floor

#

sooo ig its not character controller

#

oh also whenever i unplug the headset unity crashes bc of some gpu usage related error

#

other settings if that helps

ionic thistle
#

If you can't figure out a way then set the tracking origin mode as device and set its height as 1.6 also set the same value in y position of camera offset gameobject inside the rig.

pseudo plume
#

that way is hard to get the hight right...

#

but if i have tracking origin start as device

#

than change it back to floor while the games running

#

it ends up correct

#

thats not a fix but maybe that means smth

ionic thistle
#

šŸ‘

patent valley
#

Can someone please help me make it so that when i click play the ingame camera moves with my VR headset?

#

Because I can't figure out how to make it work.

patent valley
#

Anyone know how to make a Gorilla Tag fan game?

cloud wagon
#

Hi! What is the established solution for reflections in VR that don’t break depth? Is there something that can at least push back the reflection map so that it’s deeper in the screen?

tired viper
#

anyone interested in working on a paid virtual reality project. DM me please

buoyant jolt
buoyant jolt
# cloud wagon Hi! What is the established solution for reflections in VR that don’t break dept...

For soft (I.e. water based) reflections, I ended up making my own shader. It's a bit if a lazy hack though.

I haven't looked but there are probably some VR friendly asset packs with better reflection support.

You can also trick it, in some cases, with cameras. I have done this for mirrors before where it has a hidden camera looking at the player to fake a real-time mirror without doing a real-time reflection probe. I'd be interested in how it works out for you. This really only applies to real time though, baked in reflections work fine for me in BiRP

cloud wagon
#

Thanks for your response. It’s interesting that you say ibrp normal baked reflexión maps work for you, as that is not what I’m seeing in my project - the reflections are kind of at 0 screen depth so often appear closer than the object they are reflecting on

buoyant jolt
#

Yeah that's odd... we have a lot of baked reflections in our education projects (quest & pico) and I've never noticed the baked reflections being off. But maybe I haven't looked close enough at them ?

mystic kraken
#

Anyone able to help with controller position and rotation offsets?

#

Its a joke this was meant to be a simple 10 minute demonstration for someone and I couldn't get the controllers in the right position. Its been 2 days

#

First I tried a sphere and its rotation was completely off so I've switched to Meta's quest touch controllers. The official models

#

Using those the rotation is right but now the position is offset

#

Its an OpenXR specific issue I tried exactly what the one forum post everyone points to said and had no luck

#

Unity said this was fixed in newer SteamVR versions and yet it isn't

#

Don't really know what details to provide as I'm not knowledgable on the new input system 'nor XR

short nova
#

@mystic kraken , if you are using OpenXR, you might try using the pointerPosition vs the devicePosition to see if that helps with the z-offset. This is due to the center of the models being misaligned with where the center of tracking comes from OpenXR (and OpenXR has different poses for different purposes: https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#semantic-path-standard-pose-identifiers). I would suggest picking pointer (aim) or device (grip) and align the model to match the diagram in the link. We do this with the generic controller in the package samples in the XR Interaction Toolkit, so you might use one of those as reference.

summer locust
#

If someone could point me in the right direction resource wise for the following, I'd really appreciate it:
I'm about to start a project that needs to be able to log arm and hand tracking, be it poses or movement, but I'm kind of stuck on where to begin since I need to verify if it was done correctly too, is this possible via XR alone? and just for reference, this is for the index controllers, not quest or leap tracking.
All I've been able to find are resources on poses and how to work with them a bit

buoyant jolt
#

Well, index uses controllers, so you can't really do hand or arm tracking, it would just be guessing from the butt of the controllers and angles

#

It's also kind of old tech, we have all our medical clients/ hospitals patients etc on wireless headsets - IMHO of course

summer locust
#

That's kind of enough, it doesn't have to be perfect.

#

The purpose of what I'm trying to create is more personal, it's for teaching vr's version of sign language for a friend, doing it, so rather than perfect tracking it's more so the motion and certain poses.

#

More so doing it to learn, even if it is a little bit of an obsolete project

#

I take it there isn't a good way for logging the finger positions with the indexes knuckle controllers then, since it's more of a estimated finger tracking?

rapid basin
#

finger tracking is possible with Index but, a quest 3 would be more ideal for such a project if you can afford one for it

#

even a quest 2 would be okay, although hand/finger tracking will drain the battery within no time

summer locust
#

I see, I might have to look into getting either of them then. Thanks! I didn't even consider using the headsets camera on the index because of how bad it was

rapid basin
patent valley
frigid timber
#

Hello everyone, I want to put the airflows into the cubical room and later visualize it in VR. I'm attaching the image for your reference. It's urgent. So can anyone help me with this?

buoyant jolt
frigid timber
brazen tundra
#

Hi all. One of my customers said that when he tried to open my game it was all black, which is strange because my game works inside the editor, when I tested the built version I noticed that the screen was indeed black however I could still hear the background sound. What could be the issue?

buoyant jolt
brazen tundra
buoyant jolt
# brazen tundra Thanks for the reply Iloyd! Is this something that will appear in the log?

Quite a few errors in that log,

The referenced script on this Behaviour (Game Object 'Head_Low') is missing!
The referenced script on this Behaviour (Game Object 'Head_Low') is missing!
The referenced script on this Behaviour (Game Object 'MagazinePouch') is missing!
The referenced script on this Behaviour (Game Object 'Head_Low') is missing!```

There are other OpenXR errors in there, a bunch of things marked as DontDestroyOnLoad that aren't base level objects and errors about the NavMesh not being baked.
#

With that said, it looks like it's being used on SteamVR, not Oculus, so that may rule out Vulcan

brazen tundra
buoyant jolt
#

Chances are the error messages around SteamVR and OpenXR are the problem, but it's hard to be sure.

rapid basin
#

Man what would this channel be without Lloyd and VRDave

#

so many problems being solved between them

buoyant jolt
#

Well is definitely say VRDave šŸ˜„ he puts in more time, has access to unity resources, and has a vested interest in helping. He does good work šŸ™‚ thank you for the recognition though!

buoyant jolt
patent valley
#

Anyone know how to make a Gorilla Tag fan game?

dapper copper
#

Hello to everyone :),

Does anyone know to launch the Meta Browser in an VR app for Oculus Meta Quest 2? (using AndroidJavaObject)

I made the following code, but for some reasons it only shows me that 3 points loading and returns immediatelly to initial VR app.

buoyant jolt
#

What does the console log tell you? It will say if the intent didn't exist etc

#

You can also do it the non-intent way with Application.OpenURL.

dapper copper
#

I don't encounter any logs or issues in the console. @buoyant jolt
The thing with Application.OpenURL() is that opens the app over the current app.
What I actually want is to minimize the Unity app and trigger an launch of the Meta Browser. Any ideas?

dapper copper
#

After some research, using Unity 2021.3.26f1 and Open XR, looks that will not be possible, as I couldn't simply minimize the app (the app is closing completelly everytime).

I used unityActivity.Call<bool>("moveTaskToBack", true), which I understand that should minimize the app for Android, but on Oculus Quest 2 looks that it's actually closing the application completelly.

frigid timber
buoyant jolt
fiery vale
#

Is there any way to open the native Meta Quest 2 / 3 image gallery? I think it shouldn't matter whether it's AR or VR. I would like to be able to open the image gallery, select a picture, and fetch its path somehow, so I can then set it as a sprite for an image in the 3D world. Does anyone know any specific plugins?

buoyant jolt
#

It sounds like what you really want is an image selector. If you launch the gallery app it won't return to you after you close it.

#

There are lots of file selector plugins for Android that should work, but you could also draft one yourself. You'll probably need to request folder permissions and be prepared that a user may reject them however

tiny niche
fiery vale
# buoyant jolt It sounds like what you really want is an image selector. If you launch the gal...

Okay, so I've tried a couple of things now. I installed a plugin (NativeGallery) to open the gallery. It indeed 'opened' it once. And by 'opened' I mean it showed an empty file browser (not even the gallery) that told me something like 'No app can perform this action,' or so. So, this didn't work. Then, I tried the NativeFilePicker; it worked like a charm. Not exactly the easy user experience I wanted, but it's tolerable to some degree. It worked until I tried selecting an image. Then, it hung up in an infinite loading screen (as shown in the video) , until I pressed the menu button to close it. However, it did get the path and loaded the image correctly tho.

Is there a way to at least close the window after selecting the image?

buoyant jolt
fiery vale
#

OH COME ON it randomly stopped working when I fixed the passtrough 😭
The passthrough problem didn't even have anything to do with the FilePicker, how did it break it???

#

"No apps can perform this action."

#

I guess I'm not finished after all...

#

and now it's working again

#

it's so cursed

frank veldt
#

Hi, I am working with Unity's XR interaction toolkit. Does anyone know how I can get a component from the object that I am holding? Im using the XRRayInteractor on my controller.

snow bolt
#

Hey guys, once a long time ago I was working on a VR project and the project had this plugin that would record my VR movements and inputs, kind of like an animation, and i could "Play" the recording so that the controlls and VR rig would move as if I was actually using the controllers, interact with objects I had interacted with, etc. This made it super easy and fast to do small code tweaks without having to actually put on the headset. Does anyone recall what that is called or know of something similar?

dapper copper
# buoyant jolt Yeah sorry for the late reply. I saw someone else going through that last week ...

Yep, that's actually still me :))
I am still trying to resolve this problem.

I will try to explain why I am trying to do this, maybe someone have some ideas about the original issue.

So, I have a unity VR app (on Oculus Quest 2) where I use Application.OpenURL() to open a page to the Matterport site (used for scanning locations and represent them in VR), which opens the Meta Browser over the Unity app.
Ok, on the Matterport website, they have a button for visualizing the location in 360 VR. The main problem is that isn't working. After some research, I believe that this is caused because 360 VR is represented as a separate VR app, so Oculus doesn't let me to launch it because in that way will be 2 VR apps opened at the same time.

That is why I tried the presented solution, but looks that it's completelly closing the VR app.
I am doing anything wrong? I can't minimize an 3D unity VR app on Oculus Quest 2, in order to return to it later, continuing from where I was?

obsidian marsh
#

Hello
My unity built app crashes on start by oculus app lab
I start my game and crashes for a few times but for 3 or 4 trying it starts
How can I trace back what is happening?

buoyant jolt
#

I'd start with the log

#

Or debugging with logcat when launching

obsidian marsh
obsidian marsh
dusk pewter
#

so I am trying to setup openxr, and I put the device tracking origin to floor, but it keeps putthing my head into the floor, it works fine if I use device. Do anyone have a guess on why floor puts my headset into the floor? (Meta Quest 3), using the xr interaction toolkit

north path
#

Why not both :P

north path
dusk pewter
#

2023.2.1f1 and latest of xrit and xr plugin management, I am doing it via unity via virtual desktop

dusk pewter
north path
cosmic marten
#

Has anyone tried MR example with quest?
https://github.com/Unity-Technologies/mr-example-meta-openxr/tree/main
this one.
Wanted to test it out, build it, run it on device, and facing an issue, you can spawn objects if you touch the floor, but nothing happens.

GitHub

Mixed Reality example project featuring integration of OpenXR, XR Interaction Toolkit, XR Hands, AR Foundation and the Meta-OpenXR package. This project will allow creators to quickly get up and ru...

lofty tangle
#

I prefer valems videos. But I don’t use either cause they only cover xr toolkit and I don’t use the toolkit.

#

They’re right though you’ll find useful information on both channels

#

Haha šŸ˜‚

rugged hearth
#

What’s so funny?

lofty tangle
#

I just thought of something else.

#

;)

rugged hearth
#

;)

strong panther
#

Hi i am look for devices specifically designed for biofeedback that offer compatibility or integration with Unity. Can someone help me?

buoyant jolt
rigid bobcat
#

How to have an object have continuous collision when picked up by XR Grab Interactable? I don't want the player to be able to make stuff fall through the map

pastel osprey
pseudo plume
#

im trying to make a slide that the player can pull back before loading bullets, and has no spring, i tried using a joint and such but that seems to cause lag when the player moves while holding the gun or moves the gun too fast, and the player is able to pull the slide both forward and back. i want it to only be able to be pulled back. any ideas?

pastel osprey
lofty tangle
north path
hidden carbon
#

Im trying to make a simple bow and arrow game in Unity XR. Im having trouble to interact with the string. I added Select Entered and Select Exited events to fire a function in my script but they're never triggered for some reason. I do have Is Trigger event turned on and also box collider

#

sure dm me ill check it out

lyric prawn
#

Good morning everyone!

Last night I was up very late, way later than is good for my day job, trying to make my thus far simple app run on a Meta Quest 2. I got it running in that its in the headset, but as I turn my head the scene didn't change, nor could I see any effect from moving hand controllers.

I worked through several video tutorials, no joy, but they all seemed to be a bit older. I'm running the current Unity, I wonder if someone could point me to a current tutorial, or perhaps some hints as to what to check? There is so much to this I don't even know where to begin looking for the issue.

potent junco
#

How do you properly sample motion vectors in single pass stereo

mental pumice
#

Ever needed to relieve stress? Try breaking glass in #VR 🤜 Cheap, efficient and, the most important part, it's fun!!! 😁 Outcome of a quick 3h dev session today. šŸ¤“ https://www.youtube.com/watch?v=3JB0K5Yw41Q

Preview of the upcoming #devlog for a small #VR game I created within 3 hours. Goal is to #relieve #stress by breaking #glass. Hopefully I'll have some time within December to create the #devlog.

Music by https://www.bensound.com
License code: C1CLWSZYWP9KQ3R3

00:00 Intro
00:12 Simple break
00:22 Health break
01:04 Big break
01:42 Beat Breaker

ā–¶ Play video
buoyant jolt
buoyant jolt
#

OpenXR / Oculus framework etc.

#

I'd start with an OpenXR tutorial for Quest though šŸ™‚ The hartest part is making sure the manifest and android settings are correct

lyric prawn
#

Sorry for these basic querstions, I'm a proficient developer but so much new stuff in this space!

potent junco
#

are motion vectors in single pass instanced VR just compeltely broken in builtin 2021?
it seems to render both eyes to the left eye only

potent junco
#

anyone? this is driving me nuts

mental pumice
north path
north path
buoyant jolt
#

I do, I played with it once, and haven't touched it since.

#

I didnt check the code quality, and I didn't use it for anything.

pine bison
#

You should read the reviews, that's what they're for

silver depot
#

Can anyone here confirm that XR hands is working in 2022.3.12 (or similar version)
I just installed the mr template, and updated xr hands. running the HadsDemoScene, only controllers are working for me. Using a Quest 2 to test with. backend is set to OpenXR with meta extensions.

buoyant jolt
#

Still on 2021 here sorry, we found some new critical blockers on 2022 when we retested last week

#

But on 2021, latest LTS, we had a clean bill of health for handtracking & all platforms

#

I'll ask my QA team if the hand tracking passed though as I suspect it did

silver depot
#

thanks

orchid jolt
#

Is it worth it to release your VR game on steam? I’m 100% going to release it on oculus but I don’t know if it’s worth it to release it on steam because of the $100 fee. The game will be free but I’m just wanting people to play my game. Thanks!

north path
north path
orchid jolt
north path
#

No experience with that. Sounds doable if you already got a DLC system up

orchid jolt
#

Got it, thanks for you help!

silver depot
#

my issue seems to be neither controllers or hand tracking with openxr and meta, work in editor, but they both work in builds.

potent junco
#

is the depth texture in deferred for single pass instanced broken for vr in 2023?

hushed shadow
#

Hi I am using open XR and I was wondering if it is possible to have the parent object interactable (grabbable and able to rotate all its child) but also let all the childs be activated for other functions?

was using red cube has parent collider for grabable but i would like if the gray cubes would also let me rotate/translate/rezise the main while being able each of them to be activated

#

right now only one of them colliders on the interactable component can be targeted (parent or childs interactable)

north path
north path
narrow rune
#

hey guys i really need help opening a door in vr using a door i cant figure out how to script the button to open the door

potent junco
#

it did not worko
but the right eye juust isnt written to for motion vectors or for depth textures as part of the gbuffer

#

normal textures work fine tho

tiny niche
#

and while vr steam users are relatively few, the ecosystem just isn't large enough to exclude such big portions out of convenience

regal path
#

hey total noob here my teleportation pad is not working is there anything I need to do prior to have my teleportation enabled?

hushed shadow
#

green is referenceObj

storm ether
#

Does Defferred rendering suppose to work in VR or not?
I have artifact in PC VR, I suspect either because of defferred or because not enough VRAM.

buoyant jolt
#

Deferred slows down VR, just by its nature, but should really only be required for unoptimized shaders or shaders and post processing that just can't easily be done in forward rendering. That said many shaders and effects are still not designed for VR and may misbehave in both modes including possibly blacking out one eye or appearing in only one eye or gathering reflections incorrectly or from one eye

tiny niche
#

even pancake games are generally avoiding it for the same reason

chrome briar
#

anybody know how to add ui for the steamvr plugin?

#

i want to add ui that is selectable using a pointer (like the vive input utility plugin) but i can't find a suitable way to do that

hushed shadow
#

args from override of OnSelectEntered(SelectEnterEventArgs args)

lyric prawn
#

Hi All... I am trying to implement a UI in my Quest 2 VR app. Followed the instructions here:

https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@2.0/manual/ui-setup.html

My event system and canvas are set up just like the docs, and the menu I wrote displays in the game. When I point the red ray from the right hand controller at it, the ray turns white but I can't get the sliders or button to respond. I feel I need to also add interactors somewhere, and I was able to get the entire menu to change its placement based on the right controller being moved, so I'm close.

I have watched many tutorials, but many are out of date (prior to the XR UI toolkit) or just don't cover this well. Here is my setup:

I have killed too many hours on this, and any help will be greatly appreciated, thanks! (edited)

#

And also:

lyric prawn
#

I made some progress with this. I got so frustrated that I just made an entirely new UI. I added a button, it worked. I added a slider, it worked too. I compared it carefully to the original, could not find a difference.

I tried duplicating the panel from the old one and adding it to the new, that failed. So I added each component manually. Two text mesh pro fields at the top for date and time, then five sliders for month, day year, hour and minute. It all worked. Still could not find a difference.

Finally I added five more text mesh pro fields to the left of each slider, to be used as labels. Now it failed! I have no idea why. I made sure the space occupied by each control didn't overlap. I moved them all around. I finally fixed it by removing text mesh pro fields intended as labels from the UI layer and putting them into the default layer.

#

I spent an entire day just on this. One menu.

austere wing
#

Hi everyone!
I'm Muhammad Wahhab Mirza, bringing over 10 years of expertise in Mobile Games/Apps, Flutter Development, Unity3D, Blender, ASO, and QA. Currently seeking exciting opportunities to apply my expertise! With a decade of experience in Mobile Games/Apps, Flutter Development, Unity3D, Blender, ASO, and QA, I am ready to contribute to innovative projects. Let's collaborate to create outstanding digital experiences. Open to new challenges and eager to bring your ideas to life!

tiny niche
north path
#

has someone gotten XR Hands with the XR Device Simulator working?
I cannot get hand tracking to function in the simulator.
Unity 2022.3.14, all latest packages afaik

#

nvm got it

#

Sadly the demo scene does not work great I think

nova echo
#

Hi everyone, I'll write my question also on this channel since It could be more related.
I'm developing a feature for a VR application built in Unity with Unity Netcode.
I'm facing a problem related to server connection from the Meta Quest 2 build of the app.
To make an example, I have 2 build of the app, one is on my quest and the other one is on my PC. If I host a session on my Quest 2, I can join It as a client from my PC, but if I start a session on my PC and try to join It from my Quest 2, it hangs with these messages I attach here, making it impossible to join.

In general, this seems to happen everytime a try to join a session from a Quest 2 build.
If you have any idea on what could cause this issue It would be really appreciated!
Thanks in advance!

lyric prawn
buoyant jolt
lyric prawn
buoyant jolt
#

Also, complete side note, in early XRTK, sliders werent working right in those samples too for some headsets. I can't remember how I fixed it at the time. But I remember sliders being finicky, so might be a bug to report or to work around

#

The easy way to rule out overlaps though is to uncheck that check for raycasting or whatever on the TMP objects just to see if they are somehow blocking the tracked device raycaster

lyric prawn
#

Hi everyone, if I have a menu that pops up, where is the proper (or at least best) place to put a script that handles the user input? I tried adding it to the Panel that contains the UI components and that didn't work. I then added an empty GameObject on the same Panel with the UI components and added the script to that, still didn't work. I'm trying to have just one script for the panel, rather than writing a bunch of little scripts for each component.

buoyant jolt
#

It depends on the project, If I'm in a rush, I usually add a script on the button that hooks into it as a listener and some kind of enum for the data field. It uses that to read/write to the data system, and then trigger a bigger event back to a UI Manager (so you know text has changed for example). That last part is important as you usually want to have the actual save of the data system triggered by a specific OK button, and to be able to reset it or manage global UI events.

You can get away with a custom script or even UnityEvents on buttons, but on bigger projects where you add hundreds of buttons it won't scale as easily. So it just depends on the use case I think.

lyric prawn
#

Actually I'm trying to update settings in real time as a user moves a slider... Like this )so far just 1 slider coded as a test):

using UnityEngine;
using UnityEngine.UI;
using TMPro;
using Enviro;

public class HandleSliders : MonoBehaviour
{
private TMP_Text text;

private Slider sliderHour;

// Awake is called when the script instance is being loaded.
void Awake()
{
    Debug.Log("Awake() called");
    sliderHour = GameObject.Find("sliderHour").GetComponent<Slider>();
    text = GameObject.Find("Hour").GetComponent<TMP_Text>();
}

void Start () 
{
    Debug.Log("Start() called");
    sliderHour.onValueChanged.AddListener(setVals);
}

void setVals(float val)
{
    Debug.Log("setVals() called");

    text.text = ((int) sliderHour.value).ToString();
    EnviroManager.instance.Time.hours = (int) sliderHour.value;
}

}

#

The ides was a script like this could hang on the panel itself, but it does not seem like its being called.

rapid basin
lyric prawn
rapid basin
#

I had the same issue as you once too, where even though you re-created the scene the exact same way, you couldn't find out why something just suddenly worked despite not working in the previous scene

#

for me it was hands refusing to track at all, in a project with nothing other than the XRI toolkit, which then worked fine in a new scene with nothing other than the XRI toolkit

buoyant jolt
#

Or GetComponentInChild or better yet just manually setting the slider into the Inspector via Unity

#

My best guess is it is adding a listener to the wrong Slider - but thats without me being certain

lyric prawn
rapid basin
#

I have very little development experience and I was confused as hell

lyric prawn
lyric prawn
thick palm
#

Does anyone have a good tutorial for a web-swinging sort of mechanic?

#

I don't know where to start

lime bone
#

I'm trying to upload an avatar to VRChat and i keep getting this error when I go to upload it. Does anyone know how to fix this?

north path
#

!vrchat

ornate questBOT
north path
#

@lime bone

lime bone
bold pasture
#

Hi, I am using QUest 3 and I would like to have no boundry setup, but still know the floor height?

Is this possible, I'm tried a few things but so far it seems like

  • Floor plane only available in Quest 3 if you do the room setup ( then it recognises the planes and passes them onto Unity )
  • If I setup a boundry, then the XROrigin in Unitty is then at the floor height automatically
strong portal
#

Hi there! are there any tools that allow XR interactions with custom hand Tracking? I just need proper information on how i can improve basic xr interactions such as grab, throw, pinch without any collider issues.
(ps. not talking about XR toolkit interactions or MRTK)

lofty tangle
#

That’s what I did

strong portal
#

I'm not sure if this is the right way to implement xr interactions from scratch

lofty tangle
#

Or actually your thing was more about hand tracking right? Is it just the part about the hand placement on the objects so it looks more naturally holding things?

strong portal
lofty tangle
#

If it’s the latter, I prefer using overlap sphere on input to detect interactable objects. Then handle the logic of choosing which object is the closest making it the target and what it does while interacting like filling the players hand position etc.

strong portal
strong portal
lofty tangle
#

Are you trying to do more of a realistic physics based hand where you pick up anything the hands can grip and moving the object with forces?
Or more of a basic version where once you make a pose with your hand it looks for an object in range to grab and sets its position?

lofty tangle
strong portal
strong portal
#

And if I just use the 21 sphere and colliders to lift and object they slip out or glitch out uk?

lofty tangle
# strong portal Goal is to achieve realistic physics interactions

Okay. Have you worked with active ragdolls? It’s where a physics body uses configurable joints moving with forces to match an animated body. You could do the same thing with hand tracking. Make a ragdoll hand using configurable joints and colliders, use drive to move the joints to match the hand tracked hand, and make the tracked hand invisible 🫄 so you only see the physical hand.
You could also add a physics material to the hands colliders to give it realistic friction. This would have it move like your tracked hands but react to in game colliders
This should let you, for example scoop you hand into a bucket of marbles and pull out a hand full of them.
It’s more complicated and you got to do a lot of tweaking to get all the values just right to fell realistic.

lofty tangle
#

And if you want physical interaction with the environment. Just have the position of the hand move using physics so it can’t go through walls.

strong portal
#

I'll implement this and get back with the results! Thankyou @lofty tangle

lyric prawn
#

Using the XR interaction toolkit, I'm trying to react to the menu button on the Oculus 2 left hand controller. I learned I can capture a trigger press with "XRL LeftHand Interaction / UI Press" but I have not figured out how to get the menu button.

stuck crag
#

Hey everyone, I'm a Product Manager on the XR team and want to share our latest roadmap (https://unity.com/roadmap/unity-platform/arvr) regarding Unity’s XR offerings. This should help you understand what’s coming down the pipeline, and more importantly, provide a channel for you to express what features are most important to you. This will be a critical part of our development process to validate what features we work on next.

We’re committed to reviewing all the feedback that comes through the portal, so please vote for features that are important to you and leave detailed explanations in the corresponding feature cards to help us understand your needs. If you feel like something is missing from the roadmap, feel free to use the ā€œSubmit a new ideaā€ card to share your thoughts.

We can’t wait to see what you build!!

Unity

Create AR/VR experiences that distribute seamlessly to your target platforms.

sweet crane
#

i need to know how to test me vr game

#

when i run it in quest link

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it does not do anything

buoyant jolt
sweet crane
#

si

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when i click the play button

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on quest link

#

it does not let me play

buoyant jolt
#

Ok, pretend we can't see your screen and project. What does it do? Does it blink green? Does it show black? Does it show a scene but no controllers? Does it spin in circles? What does it does not let me play mean?

sweet crane
#

ill send a picture

buoyant jolt
#

Hopefully that'll help

sweet crane
#

ok

#

cant send a picture

#

also

#

ill tell you what happend

buoyant jolt
#

Honestly though I just need like a one sentence description of the problem, and hopefully the errors in the log

sweet crane
#

let me put it this way

#

how do you test your game

#

on oculus

buoyant jolt
sweet crane
#

where is the start button tho

#

new to unity

buoyant jolt
# sweet crane on oculus

My scenarios different than yours. I usually do my development on a vive. Then build tests onto Pico, Quest and Rift S. If I wanted to run it on a Quest instead of a vive, I'd launch oculus desktop, enable link, and just press play (or control+P). But I like a vive or index when I'm coding as they are more comfortable

sweet crane
#

when i press play

#

it does not let me play lol

#

it does not go full screen

#

at all

buoyant jolt
#

Yeah again, that could mean a lot of different things

sweet crane
#

but it plays the game

#

i also have a error

#

i dont know if this has anything to do with my problem

buoyant jolt
#

Assuming you have a VR capable PC, and you have VR configured properly, when you press Play it should show on the screen and on the headset.

sweet crane
#

how do i play the game tho

buoyant jolt
# sweet crane

That's OK, that's a warning, it might stop something from being interactive in VR but work otherwise

buoyant jolt
# sweet crane it does

So, if it shows everything on the headset and turning your head and looking around does what it is supposed to, that's great. Next it's adding controls to your game so they do something

sweet crane
#

could you send me one of your games

#

and i could test it

#

to compare to my game

#

or i could send you my unity thing

#

and you could fix it?

buoyant jolt
#

No, that sounds a lot like work šŸ˜„ I'm still not sure anything is broken

sweet crane
#

let me try to send a video

#

ok

#

watch that

#

its also not fullscreen

buoyant jolt
# sweet crane its also not fullscreen

Ok, that doesn't explain much, unfortunately. Having it play in full-screen mode on the screen, there is a toggle button you can press to have it do that. But this doesn't show any info on the VR side or what's happening there

sweet crane
#

Ok

sweet crane
#

and go to virtural desktop

#

and open it from there?

#

im just wondering how i open my game on vr

buoyant jolt
sweet crane
#

already tried

buoyant jolt
#

Ive already explained what I can to the best of my ability

#

I'm afraid I'm not sure how else to help

sweet crane
#

so you dont knopw how to open a game on quest?

buoyant jolt
#

If that doesn't work, you are doing something wrong or misunderstanding how it works, or just not able to communicate it to me in a way that I understand

nova echo
lyric prawn
buoyant jolt
#

Yeah the new input systems a bit of a nightmare at times

#

When I get back home I'll peek at our bindings and see what I set it as

silver depot
#

any ideas how to troubleshoot why EarlyUpdate.XRUpdate is taking so long. its tanking my framerate

#

thanks on a quest 3 on device

buoyant jolt
craggy belfry
#

anyone know how to fix blurry text using TMP world space on quest2? my render scale already set to 1, no MSAA (already tried 4x but it still blirry), with FXAA

spark quartz
#

Hi!
we have an assignment to create a VR Application for the ocolus Rift. Everything is working fine but one thing that really does not work is how we are able to display two different things in the VR Googles and on the monitor. Basicly we want one player beeing VR doing stuff and then we want to have another one in front of the computer doing other stuff. We tried to use the multi display stuff which kinda works but only if we have 2 monitors on the computer itself (https://docs.unity3d.com/Manual/MultiDisplay.html) which is not ideal.
We also tried out stuff with setting the one camera depth different and not showing the eyes which kinda worked but had the isseu that we want two different Rendered "Screens" like e.g. Screen 1 is for the Vr googles and Screen 2 is for the normal comupter display. Can anyone help me with that?

silver depot
#

@buoyant jolt

edgy relic
#

Hi all, anyone ever faced this error : Could not find active control after binding resolution. It happens in the demo scene when swapping from controllers to hand tracking and viceversa with quest 2. Thank you in advance.
Here you can fine more details about it: https://forum.unity.com/threads/openxr-update-1-7-0-1-81-error-could-not-find-active-control-after-binding-resolution.1465583/#post-9495058

lofty tangle
buoyant jolt
buoyant jolt
silver depot
#

@buoyant jolt 81k tri 50k vert

buoyant jolt
silver depot
#

I posted one up above, did I miss one of the sections you wanted to see?

buoyant jolt
#

I'm trying to figure out if a bunch of real-time lights are destroying your polycount or something

silver depot
#

I turned off all lights while testing

#

I'm using meta scene api, and passthrough

buoyant jolt
#

No, the game view tab has a little stats button. It shows all the drawcalls and polygon counts post everything while playing. It's a good way to see if somethings messing with your draw calls

silver depot
#

oh, thanks, i'll get that

buoyant jolt
#

It's a long shot to be honest

#

But what I'm seeing in the profiler, is the CPU chilling and just waiting for the graphics card to render.

silver depot
buoyant jolt
#

Yeah that makes sense. It's looking OK there. I'm not sure what's bottlenecking it, it looks GPU, but the stats counts look more than healthy enough

#

Batches are more than fine, poly counts more than fine. Cpu itself seems fine.

silver depot
#

i find it strange i'm not saving anything by batching, I thought having this shader on a lot of what i'm rendering, would reduce batch count:

#

its instanced

#

or do i have the wrong understanding of how that works?

buoyant jolt
#

That looks like an occlusion shader, it's meant to make things invisible

#

It might be an expensive shader because of the occlusion

#

If possible, I'd do a test with just standard shaders in case it's that particular shader slowing everything down

#

A custom shader gone sideways can cause that slow down, it's worth checking

#

Maybe an easier way is to disable most of the meshes and do a play test.

We know their poly count and draw size isn't an issue. So it would point a finger at the shader without reconfiguring everything

silver depot
#

doing a build test now, I'll give them a go and let you know after. Thanks for the ideas, I appreciate it šŸ™‚

#

i'm going to get muse to review my shader for performance issues as well

buoyant jolt
#

Fingers crossed, recreating a shader is a lot easier than dealing with other issues, and would be resolvable. So fingers crossed

silver depot
#

getting the shader to this point was brutal, the game doesn't work without it

#

it takes the walls from oculus room setup, makes them pass through, and drops your room into another world, so out of the doors and windows in vr, but your in your room

#

had to do a bunch of csg operations to modify most of the mesh in run time

#

which means i have nearly no static objects

buoyant jolt
#

Ah, OK, pass-through will definitely carry some impact to the FPS as well, but i haven't had to mess with it yet

#

100k tris as non static shouldn't be a problem though

silver depot
#

with how far i have it stripped down right now, my gut says it has to be related to that . . . but its a huge setback to have to find another way to get the same effect.

buoyant jolt
#

Especially on a Q2 or Q3

silver depot
#

q3

#

I didn't test enough in build while itterating. the issue exits in editor, but is magnified in build, and neither will pass correct fps. kept working on features, instead of tackling this issue 😐

buoyant jolt
#

Thats not bad though, optimize when you need it šŸ™‚ there is nothing here that can't be solved somehow I'm sure of it

silver depot
#

and thanks for the encouragement šŸ™‚

spark quartz
#

But I could Not find anything on doing it other than that or needing to have 2 physical Displays or using a Render Texture whichs also Kinda even more hacky...

#

But there is No other way of settting the VR Googles as a physical other Screen?

buoyant jolt
#

I would argue, however, any other method of doing that is the real hack

#

Maybe I don't understand your problem. But yes, there is an option to show it on desktop or the headset. And yes you can use nested cameras in that case to show certain layers (I.e. a UI overlay for desktop only, which is pretty common).

My understanding is you wanted a camera to show on the headset, and a different one to a PC, where the PC could interact separately. Giving them separate cameras is how it is built to operate.

spark quartz
silver depot
#

@buoyant jolt looks like intended behavior, this is from unity-discover:

#

its expected behavior, and I missed the memo

thorny remnant
#

Hi, I'm following the Unity VR tutorial, and at step 5 it says "enable all available OpenXR Feature Groups" under Project Settings > XR Plug-in Management > OpenXR > Feature Groups, but as soon as I check "Mock Runtime" the application no longer launches on the headset while Oculus App is opened.
https://learn.unity.com/tutorial/vr-project-setup?uv=2021.3&pathwayId=627c12d8edbc2a75333b9185&missionId=62554983edbc2a76a27486cb#

Why does this happen and why the tutorial tell to check this box? The documentation says "Enabling this will take over whatever current OpenXR runtime you might be using" but I don't understand what that means.

lyric prawn
#

Hi Evereyone... As someone new to VR, and looking at the MQDH performance analyzer, I'm wondering what the most important parameters are and what is considered good, poor, great... Is there a simple guide someone coul;d point me to?

north path
lyric prawn
north path
pine bison
#

I have 35 FPS in a current project on Quest 2 Grandpa Looking forward to the profiling and optimalisation there

north path
rain lotus
#

Hi, we had trouble with quest pro stuck on cpu and GPU level 3 while the app target level 4 in the same place on quest 2 and 3. In result the app run at 47fps on quest pro and 72 on quest 2.
It's a mixed reality app, I wonder if GPU level is locked in MR for quest pro for power or thermal reason. Does anyone have an Idea?

pine bison
rain lotus
rapid basin
#

Steam user stats for VR headset used

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if anybody was interested in such numbers

silver depot
#

@buoyant jolt found the fix to my issue you were helping me with yesterday, it was vulkan. changing to opengles3 got rid of all the garbage:

buoyant jolt
silver depot
#

it may of been a red herring. I thought it looked good at the start, but the testing i've been doing the past few hours, make me thing i jumped the gun.

#

my confusion remains after everything else has been deleted from the scene:

lavish zinc
#

I’m trying to import a scene I created with post processing into a VR template scene to test it using its controls. How can I make sure the VR camera shows the imported scenes post processing. Adding the cameras to the post processing layer didn’t seem to work.

fiery vale
#

Is anyone familiar with Oculus Integration for Unity? I'm really confused, there are so many ways to implement a simple ray to interact with a 3D canvas. There are the OVR Raycasters, the UIHelpers prefab, the Controller Ray Interactor, etc... . Half of the options are obsolete, some are random scripts, others are prefabs, and there's a lack of proper documentation. Existing tutorials aren't helpful because the structure of the OVR integration plugin appears to change with every update.

Does anyone know the correct method for implementing a ray to interact with the world space UI? Currently, I use UIHelpers, as it's the only thing I've gotten to work. It's really janky, has an ugly, non-native laser, and doesn't really work with the second controller. That's part of the reason why I think that it's intended for debug purposes.

tiny niche
tiny niche
#

then you just need to cull at the boundary, the dimensions of which you can get at the canvas

buoyant jolt
tiny niche
buoyant jolt
#

It was pretty feature rich at one point when i was messing with it (early quest 1 release era), so it'd be nice to use

rapid basin
tiny niche
rapid basin
#

shows my age..

#

i'll be interested to see how much the Quest 3 section grows by this time next year, and if Index will be able to hold their percentage

tiny niche
#

the quest3 also has battery life issues which would probably be a dealbreaker for many index users

rapid basin
tiny niche
rapid basin
#

I only got 6 hrs after getting the bobo m2 pro, changing out battery packs every 2 hrs

#

sucks to hear though that Quest 3 battery life is even worse...