#š„½āvirtual-reality
1 messages Ā· Page 17 of 1
I only know because we run 4 VR stations at most events, and was surprised to see how fast our Q3s died.
Not complaining but worth noting
i'm guessing its running at higher resolution on the quest 3 then?
Yeah, by default it'll increase the resolution. It's mostly our medical stuff or our party games. If I throttled it or put time into it I'm sure we could extend out the battery, but it's just a noticeable change in battery life for us too
yea i just assumed the q3 hardware would be more efficient for the same workload
but you obviously want to be using the capabilities
We will end up getting the official extended batteries for them, but I wanted to give it some time, as they were pretty troublesome with us for the Q2s. The weight would break the straps.
So hoping not to be too.much of an early adopter on that one š
it would be interesting to see if you matched or got longer battery life than the quest2 if you matched the resolution and refresh rate of the devices
cause in theory you would, due to the newer chip
my decals look normal in the viewport but they arent visible in vr(the decal is used for faking lighting from the red sphere)
i couldnt find a solution for this online
How do I send apk links?
Google drive or Dropbox, itch Etc
What do you mean by decal? Usually that's like a texture you stick on an object (I.e. spray paint on a wall)... I haven't seen them used for pseudo lights before...
What I will add is that the Quest has a very narrow Z range. So if a decal is a mesh overlapping another, make sure it is spaced further apart than on windows etc. But depending on how the decals material is set, the shader also may not be compatible with mobile VR. You might see an error in the device log in that case
Assuming android / Quest and all that
Can I also ask something else here for someone else? A friend is using XR Device Simulator for a virtual reality project. However, when he plays he still sees the views of 2 eyes instead of just one
He could disable the mock view in the plugin manager
In my Oculus 2 headset, I'm seeing double. If I make a cylinder and stand it up, I'll see one and then another right behind it. If I close my left eye it's worse, if I close my right eye it looks correct. Any idea how to correct this? Thanks...
sounds like a broken project setup or a bad shader
potentially a broken rig, but you'd probably know whats causing it if that was the case
You may be able to work around it by switching from forward rendering to deferred but yeah it usually means a shader or even post processing effect isn't VR compatible
And keeping deferred rendering enabled will use more resources. But it can be used in a pinch usually
Hi idk if this is the right channel but, Iām working in unity with VR, and Iām trying to run the device simulator but every time I hit play, I just get a black screen
And I donāt know what to do
It was working before but now itās not and Iām not sure why
I can send screenshots of anything if needed
Hello, I'm looking for some helping updating Oculus Integration in my VR project. I was on a legacy version of Oculus Integration, and have upgraded that to v57 before planning on further upgrading to the Meta XR SDK UPM. However, I'm encountering these two errors on 2021.3.33f1:
Would really appreciate any help. This is blocking script compilation and showing all of my HandGrabInteractable scripts as missing references, even on Meta prefabs
resolved, removed Oculus folder and reimported in safe mode
Thanks guys. I'll turn off post processing (which means I have to turn off anti-aliasing) and see if that fixes it. But that will make the game look quite poor. I'll check out deferred rendering. I'm already struggling to keep the fps up though...
Oh but I'm using URP.
I don't use URP, so I can't help you there.
But yes, post processing hurts FPS, and deferred hurts FPS. And URP, in most cases, also seems to actually perform worse on Android
Worse than the built in?
Yup
I tested this last month and when URP is setup correctly I did not see much difference between the 2.
Do you know what part of rendering was less performant?
It depends a lot on the URP / Unity and graphic settings for sure. There are some better stats and more through tests shared in here, we saw about a 10% performance decrease on our 3 test projects, but iirc it was known issues at the time with URP / 2021 and Vulcan. No idea if it was patched since though mind you.
For anti aliasing using MSAA in the URP settings usually is fine.
Some shaders/effects are incompatible with VR (some work in multi pass, but that in turn takes up more CPU performance), so when getting effects check for compatibility
We haven't had a 2022 clean test back from our QA team, but haven't tested it in 3 or 4 months. I'm expecting folks who are able to use the latest and stay up to date aren't seeing the issue anymore - but that's all guess work for me at the moment
(We also may not need too though as we've also moved most of our newer projects to a different engine)
Ah alright, good to know!
I tested in 2022.3 (vulkan + graphics jobs) on some different scenes and it performed about the same.
Looking forward to testing 2023 as well, since now native renderpass, render graph (not sure if that supports XR yet), and better draw call optimization tech is in there
Fair enough, and if it works it works :P
What kind of blocks us in on 2021 is just the crazy support we have to cover, from consoles to headsets to AR. It's not Unitys fault by any means. It's near impossible to have a clean end to end test for all of them, and sometimes it's not them but some critical (i.e. console SDK) or side framework that can't be used.
I think all things considered they do a darn good job trying to keep stable š
Understandable. 2021 still is pretty solid tho, so that's nice. I've seen way too many projects stuck in 2019 versions (or even one 2018 beta, which still sounds like a very bad idea to me) , while still being in active development :o
Yeah with such broad support that's really impressive
Yeah, I think last time it was the OpenVR / SteamVR component that wasn't working in 2022. It's probably long-since fixed, so I'm hoping over Christmas to test us migrating our base framework to 2022. There are some improvements I'd like to have in there
The QA team will kill me though as weve had them testing a big game update the last few weeks and are tired
Can someone help me with the XR device Simulator?
All I get is black screen when I push play
Along those lines, is there a way to reset all the URP settings back to the out of the box defaults? I was not very disciplined in my settings changes as I experimented, and now I have just lost track. I need to start from scratch.
When I go to playtest, the plane at (0,0,0) is placed right below my chin, rather than at the floor. How do I fix this?
You can just make a new one and delete the old one. But the default settings aren't the most performant by far.
My Application Spacewarp repo has a decent URP setup and proper player settings
https://github.com/smitdylan2001/ApplicationSpaceWarp/tree/2021.3
Is your tracking mode at device or floor?
Also what is the position of your xr rig?
Floor, and the bottom of the bounding box is 1 above the plane
Hello! I am working on a immersive VR project and I am looking for an easy way to control hardware outside the game with in-game actions. For example, I want to turn on a fan at a specific moment or a shaky plate you stand on to start moving once an in-game event is triggered.
Is there a plugin or script that I should use?
quick question, does open XR Hand tracking support grab pose? I added it to my project but i can only do pinch grab
There are Bluetooth and arduino sdks if you need them
I believe the latest preview also has custom pose generation, so you could use that for your own system
Sorry, i got muted in the server because my internet was laggy and i couldnt send my answere. I thought they were more performen, so im better off using a point light source in that scenario ?
what do people use for AO ?
I bake it into the scene if I need it, bakery usually.
anything realtime? cant really bake AO in open world scenarios, especially grass etc and dynamic objects, moveables etc 
I don't really like having non-lighting generated AO in my projects as it interferes with lighting, so I can't help I'm afraid.
no AO at all? but everything looks so blant and "gamey" without it
do oyu use anything else, blob shadows, color bleed or anything?
Of course, but that's handled by lighting.
can you show some screenshots? im not really knowledgeable with lighting, did some baking with bakery once but thats about it
Might be better asked in #archived-lighting as it's not really #š„½āvirtual-reality specific
Okay but how do I make a new one? I hope you don't mean the entirte project.
Hi!
So I have a multiplayer application where I've gotten interaction with objects to work, you can see when other players grab them and so on. But if someone puts an interactable in a XR Socket Interactor, other players are unable to see when they take it out of the socket again. Anyone have an idea on how to solve this? thanks in advance
Ground is still at chin level rather than floor level
You can copy the files maybe?
Is the URP just a file in the asset folder? If so I could make a new project and copy it.
As I said, the default is not the most performant.
You can also just download that project and download what you need. I think URP settings are in Assets/Settings
Do you have any examples of VR games that perform realtime AO? Cause to me that doesn't sound viable tbh
i barely played any, so no xd im curious if tho, AO isnt that expensive as it was 20 years ago, low quality AO should be viable
GTAO / MXAO
Someone can help me ? Online i found nothing about this
I made a game in the past with SSAO and it barely hit 60fps on a 3070 lol. If the settigns were polished it was around 90-110, but it looked like crap then
Do wonder if different tech could get it to work
hi not sure if this question has popped up before, but I'm trying to learn vr in Unity with my Quest 1 headset, but cannot for the life of me get the touch controllers working. I've followed a bunch of tutorials, this one being the most helpful:
https://www.youtube.com/watch?v=wnn-dzHz-tA&t=759s
I'm using Unity 2022.3.14f1 and have the XR Interaction Toolkit, Oculus XR Plugin and the OpenXR Plugin. I've also added an Input Action Manager with the toolkit's sample presets for controls. I have the Quest 1 in developer mode and Quest Link mode so I can just hit play and test from my editor. However, no matter what I do, I cannot get the controllers working in Unity. They appear active as I can hit the menu button for Quest home, but the controllers in the Unity project just stay at the origin. Any suggestions?
You're interested in making VR games! In this video, you'll learn how to start a VR project and get up and running with your Oculus Quest 2.
Hey guys! Congratulations on deciding to start VR development! It's a SUPER fun journey and arguably one of the most future-proof skills on the market. The VR industry is booming, so why not throw your hat...
Okay thanks.
What should I do if I canāt get the VR Simulator to work? I only get a black screen every time I run it
I've never used the simulator to be honest, but I'd start by checking if the Camera is enabled etc
check some other tutorials. quite a few of them miss that you actually need to register the rig controllers in the action manager
and you also need to ensure the correct input system is active in the project settings
this is what my action manager looks like
oh i meant interaction manager
its a monobehavior that goes on a global object
you mean this?
Hi, I am facing a shaking problem. I am using OVR Player Controller I have a cube on the table. Cube contains a box collider and rigidbody and table with only a box collider, and collider size is equivalent to the cube size. When I grab the cube and start moving, sometimes my application starts shaking suddenly. During the shaking, only the camera values change. I believe this is a collider issue. Does anyone know about this problem or have any solution?
Still need help with that camera height issue
Hi how to fix text flickering problems?
recording from desktop its hard to see, but from headset the reading is hard because characters flicker
@vapid seal what does that have to do with VR? Other people use the built in json serializer, I use simplejson.
thank you! I went and found another tutorial and turns out I didn't have the XR Controller references set up. it all works now š
Hey i am facing a problem. I want to change the direction and fov from vr cameras within the meta sdk. Right now i am playing around with render textures but actually id like to avoid that
I need to import smth to my game
Sure, you need to start by turning on OpenXR
How
Hey so I'm planning on releasing my game on steam and I was wondering if there is anything you need to do to port it to steam? Currently my game uses OpenXR and oculus intregation but if I were to port it for steam would it still work or would I have to change settings? And If I have to change settings could someone point me to a tutorial or some documentation on what settings to change? Thanks!
In project settings, XR plugin management, Tick the OpenXR box
Usually you need to bring in the OpenVR (instead of SteamVR) or other plugin to get it working with Unity. Some versions of unity just plain old don't work with it. Some the input system just won't connect, so VR works but the controllers don't. I think we had to test 4 versions before we got a relatively updated working combination.
Imho, Essentially in the early VR days, Unity kind of refused to step in and set a standard. So all the VR companies had to create their own plugins, with their own standards. And some of them, like OpenVR, doesn't always work properly because of that
Got it, Thanks for the info!
Hi, did anyone encounter this type of error while using VRTK? It occurred when I simultaneously grabbed and ungrabbed any interactable from both interactors?
Anyone know how to fix a black screen when I try to run device simulator?
here is more detailed log regarding this
hello any one is here????????
Now what
How Do I import json to my game
Then whyd you hop in the conversation
to help you with openxr?
you said how when someone said you need to use open xr though
Then you are in the wrong channel. You are asking in #š„½āvirtual-reality
It has nothing to do with the channel
Its for a vr game tho
You've already been told that, and you literally said you don't need help with virtual reality
Yes I do
The problem has nothing to do with virtual reality
Importing json has absolutely nothing to do with virtual reality.
The fact you are working on a vr game has nothing to do with importing json
@vapid seal Stop spamming
IM NOT
can we get @vapid seal out of here
No
he's causing an unneeded scene
wdym
I couldn't type I said i need help and you couldn't help
So let someone else help please
then go in #š»āunity-talk
or any other appropriate channels
it doesnt matter if you're working with a vr game, you can get the same help in other channels
Im in #š»āunity-talk so just stop
does anyone have any good free resources to a custom hexabody tutorial? trying to make a hexabody but i dont have any prior C# knowledge
and i dont have the money for Cloudwalkers plugin
this is what im trying to achieve https://www.tiktok.com/t/ZT8u2ym71/
Hi. I am trying to increase line length in the controller but nothing changes in the scene
hello everyone i wanna step into vr game development but confused which vr to choose rn i am in between quest 2 and quest 3 can you let me know what would be best beginner vr and is it worth spending more for quest 3 or quest 2 can also work great?
Quest 3 if you have the money for it
Just overall better which is to be expected since it's newer hardware
quest 3 will cost me like $700 to $800 where as quest 2 will cost me $300 so i am abit concerned
If you just need the headset, get a Quest 2. If you're gonna do primarily PCVR, get a Quest 2. If you're gonna use the Quest standalone stuff, get a Quest 3.
than i guess i should get quest 3 as my system is not that powerful setup
Quest 3 and a VR ready computer, if you are seriously pursuing it. Quest 2 if you are only curious.
As far as VR goes, quest 2 is great. If AR is your priority then quest 3 is a must.
do anyone know how to remove the interactable from xrsocket at runtime like by pressing the button
You didn't setup the android platform settings to oculus specifications. The very first line tells you the first problem (set it to ARM64). But that likely means the rest of the configuration wasn't added
Hello! I am trying to build a unity XR game for oculus, and A, it's giving me 3 dots when I launch it on my quest 2, and B, Question. If I switch over to the oculus xr plugin as a backend, can I still use OpenXR features, Rigs, etc?
Hey! My Unity game Works kind of when I switched from OpenXR to Oculus, Although the movement is broken and no services like PlayFab and Photon are loading. Can you help please?
Hi ! š
I have some issues with a custom terrain renderer and VR
The cube (big grey square) and the landscape use the same shaders (with minor tweaks to use a standard vertex buffer instead of a 'heightmap' buffer to make it works with standard mesh)
It works for the cube, but not with the terrain which is only visible to the left eye.
The terrain is not a standard mesh and is drawn using DrawMeshInstancedIndirect. I think it is related to the problem, but I can't find any documentation or help about it.
Does anyone have a suggestion ?
Thanks š
(Also I think this is a problem for experts, so if maybe there is a better channel to get an answer I'd be interested ^^)
Ok !
I enabled "MultiPass Rendering" and it fixed the problem...
So I Think I'm right, but I can't figure how to fix it for singlePass. hmm...
Hi all, I'm visualising a room wherein I can see the airflows in a room and then later put it in a VR headset. Can anyone guide me in making this? I've attached the GIF files of the airflows and the room for your understanding.
I've been trying to make a script where the player puts their hand in an object, and they change to a specific material, its the start of a class changing system (I'm very new to unity) I tried chat GPT but none of the scripts it gave me worked.
Please help
drag&drop the airflow model into the vr core template
Try using a sphere collider on the hand, and a collider on the object. When both intersect, call via script what you want to happen
Also are you using the free version of chat gpt?
yes, the website
anyone here know how to reduce gpu usage while keeping the render quality?, my scene only have 50 drawcall and 300k polygon at max, already try disable volume and all of my custom shader, and all of my texture already compressed to 512, but the gpu usage is still at 97+, and the only way to reduce it was to reduce the render scale, which doesnt good for User experience especially for device like VR
*tested in quest2
hmm, what is XR.update?
Donāt bother with the free version they nerfed it so much
Half the code is complete waffle
turn it it's because i use anti aliasing, just realize it's increase 100% of the App GPU time
damn
Greetings. I have a shadergraph that looks fine when running in multipass, but when I change to SPI and Multiview, it only renders 100% of the meshes in one eye, and like 20% in the other eye. I checked the shadergraph properties after I switched the stereo rendering mode, and it had the correct macros on it. Any ideas why ?
i tested it in multiview and it's look's normal to me (both eye render mesh 100%), thought i am using URP instead of BIRP
thanks for checking! If we can't solve it, maybe we will try URP...but every time we've tried URP in the past, we'd get flickering, or low FPS.
I never experience Flickering in URP,but low FPS on the other hand,oh god all of my projects have less than 60fps, and others weird shenanigans
And I already tried:
-compress texture
-no HDR
-no post processing
-no MSAA
-vulkan
-custom render pipeline (this one kinda works tho,but sometimes it's just straight up crash or freeze my projects, granted it's still experimental)
here you can see my issue very clearly in game view when showing both eyes.
Hi, i have a question my VR Unity project everything works perfectly when I have the Oculus on except that I can't see this Ui, what i am suppose to change to see it when I have the Oculus on
it needs to be a world space canvas, and you need to size it in your world where you would see it in front of our camera
Thanks I will try that
Greetings. I have a shadergraph that
So i want to make a recorder that a can be recorded in VRchat like an extra limb moving and articulating as independant from my From front Limbs How would i start to go about this or start
i m So new and everyone says its possible but no one has given me any hint of how to start
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
Ask here @drifting sluice
Hi
I need to force select interaction between two hands and an interactable at once.
The interactable has Select Mode set to multiple and it works well when I use it by physically grabbing it with my controllers.
If I use force select through script though, then only one of the forced hands is moving the object, even though both of the hands are in the interactable.interactorsSelecting list.
I'm using a default interaction manager everywhere (by not setting it in the inspector) and this is how I force select:
interactable.interactionManager.SelectEnter(rightHandInteractor, interactable);
interactable.interactionManager.SelectEnter( leftHandInteractor, interactable);
Can someone suggest me how I can get this to work correctly?
Quest 2 performance issues
hey, so i am having the problem that when i use the xr direct interactor and the grab interactable, the second hand can still move. the 1st hand is always in a fixed position but for some odd reason the 2nd hand still moves only under the local z axis. i am also having issues with when i let go of the object with my 1st hand my 2nd hand takes over as if it is the 1st hand to hold the object. i am trying to make a gun and these things really prevent me from making it and i cant find a option anywhere to change this
Hi. Pico OpenXR SDK is an alternative to Pico Integration SDK?
it seems yes
I have controllers rotation wrong
in steamVR it gets controller like they are oculus
and in my game too i see oculus controllers
but i'm using pico
I'm attempting to convert my project from builtIn to URP (so I can use custom shadergraph shaders, and SinglePass Instancing), my UI elements look weird in my left eye. Is there some type of conversion I need to do for UI?
When I switch scenes through a button in game, everythings texture in the second scene is black, however when I load directly into the scene it looks fine/
Hello can anyone just help me overall in VR development?
I am doing a TSA competition and I almost have my map done but Iām confused on how the user can interact with surroundings, interact able text bubbles, and interact able items if anyone could dm me it would be appreciated
I am also confused and this is my first VR game so any help would be appreciated š
Hello, can you please elaborate on this? It will be helpful. Thanks.
Whichever VR framework you picked, will have samples and examples scenes to work with
I love the ambition BUT this is one of those things that's good to know in advance. Just because configuring the frameworks can be very nitpicky
Okay
The type of headset also matters, and the framework for XR
Do I need to get a headset first before using Unity vr?
Or could I just do everything then get a vr headset?
No, there are simulators too (i havent used them myself) but you won't know if it's really setup right without one. Especially shaders and manifest files
Yep thatās what Iām worried about doing everything then finding that I did everything wrong
Do you have any good tutorials that r recent
Assuming it's a Quest, it's really a very big android phone. So an outline shader may work great in the editor, but only in one eye, or run really slow, once pushed to the headset.
I can't help in that regard I'm afraid, I don't know about tutorials
I know some folks seem to like unity learn.
!learn
:teacher: Unity Learn ā
Over 750 hours of free live and on-demand learning content for all levels of experience!
I have a quick question would this work? It needs an android phone to function and it has no hand controllers but would it work for testing purposes?
K thanks Iāll use this
You could, and use google cardboard for it. But that's more or less abandoned tech now, and you'll need to rebuild everything later. It also only does 3 degrees and doesn't have controllers or hand tracking
At least I think, I didn't use gear vr myself. We were mostly a vive studio at that time
If we just need to record a video for the competition and no one else has to actually play it could we just use gear vr?
If it's just a video, and they don't need to see you, you could just make it for desktop or use the simulator
I think knowing cardboard VR / gear VR and how it works is worth knowing.
But I also think it's looking behind you. Using OpenXR and learning modern VR is a whole lot more rewarding
use the left mouse button, click on the model that's stored in fbx format, drag it into the unity editor and release the left mouse button. Don't press escape while performing this procedure
was just taking a little look into Depth API on quest 3. Am I understanding right that every shader that can be occluded needs to be customised to integrate this?
I'm using a lot of custom shaders hlsl and shadergraph
Hey !
I'm having troubles getting the UI interaction with VR controller to work. The documentation is not very clear and I've found a lot of contradictory information. (I'm using the new Input System btw)
So I added a XRUIInputModule to right hand's my controller and a Tracked Device Graphic Raycaster to the canvas.
The UI render correctly but I can't interact with it.
Did I do something wrong ?
(left is the controller, right is the canvas)
is there an easy plugin that does automatic poses when you grab on to things
Autohands?
thats free*
no
How could i know wich HMD is currently in use?
can anyone maby explain why this is happening? i still havent been able to find a fix for this
If anyone is interested, I posted a subclass of XRHandSkeletonDriver that makes it easier to drive any skinned hand without needing to edit the model. https://gist.github.com/hawkwood/55353b84c24e99e6a05333054f54c296
you can read the device name
Nope, when i do that it returns "Open XR Devixe"
apparently things have changed and the khronos group just said "no"
so you should probably have the user pick their headset manually from a list at the start of the game and add a "does this seem insane to you? complain to the khronos group" button that opens an angry email template
I'll surely do that. At the moment i just have the game read the Current HMD from a application parameter, so you'd start the game with start "D:/game/game.exe" -hmd oculus
and then the game would just have that. If you start it without a hmd in the parameter i just have a GUI that pops up and asks wich one ur using.
I'll proably make this a steam launch options thing, since you can set launch parameter there easily
i'll def make an email template button lmao
that's actually incorrect if a user happens to say own a vive and buys the app on the meta store to play on pc
then you'll have both oculus and steamvr arguments at the same time
._.
same if a quest user where to play a steam game
But then the controller were to emulate the controller in use. eg. revive would emulate an oculus touch controller, so they'd just have to configure it so it works
And If i sell it on oculus, i would have a set launch option for each platform, so on rift f.e. it would obviously expect you to use a rift
if they where using revive, openxr is supposed to make revive deprecated
At the moment i only plan to support Index, pico 4 and quest... because those are the only hmds i own
wouldn't know how to playtest the rest :(
yea but you'd still want to avoid blocking people from trying other headsets
And input tracking is its own mess,,,
well, its all launch parameters, so they could easily remove / change the parameter on their platform
really, you should just make a device selection screen or use winapi to enumerate devices
If you're on steam, you can already select wich hmd you're using via the launch options... and on the oculus store for pc, you just have to use the quest/rift anyways, and standalone isn't even an issue...
well steam will always pass the -vrmode steamvr to any vr app, so passing anything else just adds a duplicate parameter
and the user would have to know what the correct value is
steam doesn't pass anything at the moment...
it just launches the game :p
check the arguments it was launched with. Unless it changed recently, it will pass a -vrmode argument
i think procmon has the argument list
i made it print all arguments into the console and it seems to unly get the ones i set
wat?
Good idea, last time I worked with it I had to hack it up for a gamejam and it definitely wasn't pleasant š
I alwo don't like how it kind of randomly enables the controller and hands without a lot of consistency. But that was easy enough to fix.
does anyone know how to always display the controllers in steamvr, I want to align them with my ingame hands
Hey guys can we like click on 2d Screen overlay canvas UI in Unity VR?
well i guess you can, but it would be like poking yourself in the eye. You really should be doing a worldspace canvas when doing vr apps
i am folllowing a tutorial that uses Metas v57 SDK. They have updated to v60. Some things are different and I dont know how to resolve
can someone help me out?
why cant i see the other options that are normally available in the xr menu?
i have the xr interaction and all enabled
Thatās the only one I use. Cause I donāt use the tool kit. Make sure you added the xr tool kit if you do want all the rest
i have tried google and youtube to find out how, but i cant figure out how to get vr height calibration, please help if you can
thnks bud, u saved my job
everything works fine but as soon as i move my vr joystick, this goes up above the room
i have applied mesh collider and box collider to the scene too
It's automaticly done when configuring your space (outside of the game) or manually (if not using floor tracking)
If you want that height value, the how depends on what VR headset and SDK you are using (but the most consistent across all is the height difference between the camera and the VR stack base)
Are you inside the box collider? Depending on the VR framework, it will push you up until it stops colliding
Although whatever you are using for joystick controls may be incrementing the wrong axis too
Ah my bad - I missed the above. If you aren't using an XR Rig, you'll need to manually set a camera height. This will help if you want to go that route but it'll be quite a bit of work. Link above!
Hey, at first i was developing unity for Quest 2, now i have a Quest 3... Once the game builds and runs onto my quest 3, there are just 3 dots loading but nothing happens after
Problems with building to Quest 3
Can I create a room in unity with the .csv file which contains the data for the room?
You can do anything you set your mind to
A csv file is just a list of comma separated values. You can do whatever you want with it.
But it wouldn't be very good for documenting a room design. There are better formats (json for example) for that
I donāt know where to ask questions so if this isnāt the place just let me know. Anyway I was following valemās 2022 vr tutorial playlist and randomly all my tracking just stopped working (height and hands) I went over and checked everything it seemed to be fine I even made a new new xr rig from the menu and changed nothing and it still didnāt work. Also one day my canvas only showed in my left eye and didnāt stay in place it was moving based on the camera. Any help would be appreciated
can someone give me a quick walk-through for the Core Vr?
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@vale idol there should be a section for OpenXR
Hi guys i am currently making a cooking game and canāt seem to find a way to make the action of rolling up a burrito? something like a dough like action in unity. Is there anyway to make such a thing in unity vr? i am currently using the oculus 2
Try animating it?
i want to make it detect the playerās rolling action
is there a way to make it much more realistic?
Maybe code a script for it?
Hello guys,
how can I do it, so that if my XR Direct Interactor releases its XR Grab Interactable, when its too far away?
Because I got some weird behaviour, that if grab a door and move far away, it bugs around.
Using XR Interaction Toolkit
Hi people, please I want some advices to make great experiences on VR with unity. by now I am using VRIF but I want to try other options
Hi, can i build pcvr game on unity for quest3?
If you used a cross platform framework, and have proper performance, and reconfigured it to properly run on the Quest (manifest etc) and are using mobile friendly shaders - then yes
But even if all of those are false, you could rewrite the VR interactions, rewrite the shaders, make the scene more performant etc. So the answer of can you do it is still a yes just a longer path š
It depends a lot on your long term and short term goals. Hurricane for example works well as it is but is not coded well or very adaptable. OpenXR is highly adaptable but you'll need to write most everything yourself as it has kind of poorly hobbled together samples. VRTK is great but overkill for a lot of things. UltimateVR has some really cool performance but bad documentation and not great OpenXR support. VRIF is pretty decent all around though and a good middle ground.
We use raw OpenXR with our own VR framework on top to make it more commercially viable
Oh ok ok. Thanks. What about meta sdk? Recently I saw its oculus samples from github but I dont know if it is good to get demos?
Their sdk is really only meant for their headset. If you contract to companies it's worth it to know in case they have a project using it. But if it'd for your own games etc, you usually want something not vendor dependant so you can build for Pico, steam, Quest, PSVR2 etc. Headsets vary in popularity over time.
If you only care about meta headsets though then the Meta sdk is the way to go
Anytime it's meta sdk, steamvr sdk, Pico sdk, etc. It's good to know how it works. But yeah it just isn't wise long term to rely on them. If you do, I'd look at the VRTK (which acts as a wrapped for all the individual SDKs).
So, do u say that VRTK is better than VRIF for oculus quest?
Not really no but I like OpenXR (conceptually) and VRIF is well built
OpenXR in of itself isn't really commercially viable without a fair amount of effort. VRIF helps reduce that
It's all subjective tho
Any help on how to fix this error? Google says there should be a "read/write enabled" toggle in the inspector but I sure don't see it!
Error: "Not allowed to access triangles/indices on mesh 'Bunker Biick' (isReadable is false; Read/Write must be enabled in import settings)"
It's not on the mesh renderer, it's on the actual mesh you imported. Look for it in the project explorer not the scene view
Thank you.
Hi guys,can you help me in this thread https://forum.unity.com/threads/i-can-not-grab-the-object.1499249/#post-9553195
Hey! Anyone here had a difficult time getting the meta all-in-one sdk setup? I've got the OVRPlayerController prefab plopped in and some controllers in the hand anchors, but no models in my scene are displaying when built within my Quest 3. Also, when I lift my hands up my controllers are all jittery looking and morphing around the edges.
try putting a plane below u, i experience jittery controllers and thats because i was falling
Is there any advantage to VRTK or VRIF over XR Interaction Toolkit? I like the concept of XRIT since itās made by Unity and therefore in theory wonāt break over time
Both are far more complete. The toolkit is missing basic things like screen fading and more complex interactions.
They built it about 5 years later than they should have, and it's very barebones.
That said, we use XRIT with our own framework over top. I recommend using the XRIT as a starting point and more of a POC to work with.
I wouldn't assume though that because Unity made it, it won't break over time. XRIT and their hands projects have both been riddled with bugs and very slow to correct and update. They do finally have some talented people working on it, but for the longest time it seemed like it was written by their student interns.
What I absolutely love about the VRTK is the deep set of samples. VRIF is easy to overlook but a very well done framework. Both can work on top of OpenXR, which is fantastic. But they can be overcomplex for some projects
But that's just my opinion
Are there any good courses or tutorials for VR - Unity?
hello!
Valem /Valem tutorials are popular good ones to get you started. https://www.youtube.com/@ValemTutorials
The VR course on unity learn is pretty good too
Thanks. Iāll have to double check the docs for VRTK/IF because i didnāt immediately see that many additional features XRIT doesnāt have. I does seem XRIT got some attention last year so hopefully will continue improving
Will look into those samples. All I really want out of a toolkit right now is Ray interaction + smoothing, sockets, basic locomotion, and snap volume, which XRIT seems to have covered
Yeah, to be honest, it depends a lot on what you want to do with it.
For your own projects, XRIT is probably fine (you can make the decision to follow the XRIT design). If you want to subcontract, you'll need to learn all the toolkits (as youll be inheriting all kinds if projects). If you want to make products for clients but not sub contract, you'll likely want to explore the VRIF/VRTK or your own customized XRIT (as it has some surface level VR support, but is really lacking on deeper layers, and clients will ask for all kinds of features it can't support out of the box and is built in a way that's difficult to add).
There are benefits and advantages to each. For example VRTK acts as a wrapper for SteamVR, Oculus, OpenXR, Pico etc. So with the VRTK, you can do things like show the actual controller models for the right headset (which XRIT cannot do - without you adding all the models yourself and writing something). Stuff like that seems unimportant until you actually have a non-gaming client (in which case it is bad practice to hide the controllers, as the users should fail at a simulation because of their lack of knowledge of the subject, not because they can't find a controller button).
So the reasoning on why using each is quite subjective.
The VRTK was also started and battle tested about 3 years before Unity even bothered trying to come up with the OpenXR "standard". Had they bothered to invest in creating a common VR layer back in 2015/2016 with everyone else it probably would be the most robust solution. But right now it isn't, and is still missing basic things like comfort options for locomotion, and good clear inheritance on classes and such. Anyway, I digress.
No this is really useful perspective. I definitely hope to be able to freelance in XR dev, so I can see how familiarity with several frameworks is useful, especially for random stuff like the controller models.. would hate to spend a day implementing that manually. Beyond that, there are other popular ones like Autohand, Hurricane, etc etc I can imagine bumping into.
Here's to hoping for more convergence with these frameworks going forward
Absolutely. Hurricane is a mess - and autohand takes a lot more work than a person may expect. But we've done some big projects with both before š definitely a lot of choices...
We get a few rescue projects where a past company built it with oculus or steamvr direct as well, and they want to go to other headsets. Those are never fun
We don't really take those on anymore though, which is good. But they come with a lot of unknowns
Wow, yeah, I can see a lot of value in building your own "common use-cases" tools, either from scratch or on top of XRIT or something
Also, if I may ask, how do XR contract studios typically link up with clients, for industrial type work (trainings, simulations, etc)? Do they more often reach out to you? Or does it also require a lot of outreach/'cold emails'?
For small/mid sized outfits, I mean. Not big studios working with huge fortune 500 companies and such
Good question, we don't approach them. They all come to us via word of mouth. We work on maybe 8 to 10 XR projects a month, and they usually take 1 to 3 months. Although this is starting to change to less projects over longer periods with bigger budgets.
For the big companies they usually have an RFP or something, and the work split across a year. Those you may need to compete with a proposal for. Some like ExxonMobil had 10 studios including us but that becomes a different challenge. We've been pretty lucky there (RFPs) with a 75% success rate or so.
Sometimes though it's manufactured. For example if we see a fund open for healthcare. We line up a hospital we work with, a university, and a municipality. Couple of letters of support, good supporting data, strong proposal with good references and then cross your fingers.
We are tiny though and in a weird bubble where there aren't a lot of competitors in our city.
Wow, that is a lot of projects! Kudos, you and your team must be doing something right.
It always impresses me so many firms are contracting out work, as I feel like barely anyone I know has tried 'XR'
I have been meaning to ask, did you get your particle air simulation completed ?
Thanks! It's a huge journey and it is definitely hard.
Have you done much 3D UI, such as in the link below? That's what I was wanting to accomplish with sockets/grabbables.
I feel like some combination of 3D UI and 2D info panels is a sweet spot for XR UI/UX
Definitely! Our games are all 3D objects for UI š it makes it a lot more fun. There is a psychological thing when someone expects to be in an interactive experience but none of the drawers or objects do anything. It kind of defeats them.
Same with NPCs, we try and ensure they make eye contact and acknowledge you, so you don't feel ignored in the experiences
@dry minnow the feel of doing mundane tasks, like opening a drawer is also super important. The unity escape room sample completely screwed that up by allowing physics to have the drawer recoil back when you drag it out all the way, making it feel really bad
Thanks for asking. But still, I was not able to get it.
Can you share more guidance on it? I'm entirely new to this and I have to complete it at least before the 15th of January.
I can try but I'll likely be repeating what I suggested earlier...
My understanding is this is for a class. I'm not sure in that case why they aren't teaching you as part of the class. As if it's for a client as a project I would be harsh.
My understanding is also that you have two objects, a room / box. And a airflow model, which has no faces, and is just a series of lines on a model.
The first decision is user and user space. I'd either scale everything in increments of 10 to let the player fill the space. Or place it on a desk with a button to start stop the simulation. This part is very quick (15mins) to create and can come from any VR samples.
The air however has no mass and appear as lines only. So I would either use the Unity particle system to flow along the lines, or write some code to march an arrow along the line.
If you absolutely need the line to have mass you can use the solidify modifier in blender. But it shouldn't be needed.
From there you have the VR, the input, and the display. I think that's everything that's needed?
I can try but I'll likely be repeating
Hi everyone, I'm new to this discord channel and I'm working on VR development with Quest 3.
I could use some help with the mechanics. I am trying to reverse engineer the body pose objects from the sample scene to have gestures available at there start of my project and I'm having much difficulty. Could I chat with someone who knows how to do that or has done it and is willing to share so I can move forward with my project?
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Deleted my message, thanks for notifying me!
Hello guys how do i make it so that the cloth sphere does not go thru the table?
hi, i have a problem with rendering, i've got this thing when oculus quest 2 renders only on right eye, i mean splash screen is for both eyes, then the entire game is only on right eye
is your render mode set correctly? I think it should be MultiView for quest? https://docs.unity3d.com/Manual/SinglePassStereoRendering.html
Hello, I have a problem with the VR rendering, compared to the original, the terrian looks duller and less golden compared with the VR core:
im not sure why and i've searched up videos but there are none for this
Curious if anyone's used XRControllerRecorder as motion capture to record and playback hmd/controller movements, simlar to playing back animations?
The documentation on that class/method is pretty scant, but I noticed it sounds possibly useful for this type of capture. Thanks!
also I belive it has something to do with the rendering of lighting since the VR core doesnt have shadows
good evening!
Is anyone able to help me out, currently trying to create a game using drag movement (with one controller) whilst also including player rotation by pinching the controllers together however i can't seem to work it out
I've written a script a long time ago that'll allow me to move with both controllers being pulled but i cant work out how to adapt it for a single controller
what do you mean by pinching together?
you could probably act it out while moving your body to compensate in vr, to figure out exactly how you want it to work
@ebon bison it's probably both light baking and quality settings. The quality settings change per platform
I'm not sure what you mean by that. Could you explain?
Holding both bumpers down and pulling either in or out
how do i get XR inputs with pure code? (new unity input system)
and how where you planning on translating that to 1 hand?
compare with a fixed point?
you basically disregard the input system and work with the plugin api directly. But that would be dumb
or construct the xr rig in code, but that would still be dumb
ok
Yeah basically, I can provide a vid reference if itās easier to visualise what I mean
record the position of the hand when you first press the trigger, then just pretend that position is the other hand
Probs having a blonde moment, how do you mean?
well your old code worked with 2 controllers. So instead of having an extra controller, you grab a snapshot of it when the trigger gets pressed and keep using that as if it was the other controller
is there a way to fix it?
Am I missing something or is the second parameter of OVRInput.GetDown supposed to mask the button press to a specific controller type?
It doesn't seem to filter anything unless I set it to None.
But if I add an extra check to the If statement and check against OVRInput.activeControllerType, I can restrict it to Hands or Touch controller.
I guess it's fine doing it that way, but I don't understand why the mask doesn't work in OVRInput.GetDown
I'm trying to get it similar to this (i like the style/method of movement)
Tried doing that but the problem was it just jitters around a whole load
that one doesn't do rotation though, it just translates in x/y/z
Does someone know, how I get the interactor which is selecting an interactable? Using unity XR interaction toolkit
That literally just looks like the same thing as most climbing movement, but just grabbing anywhere.
While grab button is down just move player the negative velocity of the controller.
having some issue with oculus, i can only enter playmode in VR once (using link with quest 2) and then I have to restart the editor for it to work again, im going insane. this error might have something to do with it but idk
this happened to me once. might want to check your quest related anti cheats, tho that may be completly un related.
nah i dont got any anticheats in the project atm
alr
ill try and find a fix, if i cant, then i dont know. i dont have much knowledge on the topic so i apologize for the lack of help lmao
the internet has already found a fix, but it doesnt work anymore because oculus integration deprecated 
anyways thanks for your help, i'll proj just be making flatscreen controls for development lol
flatscreen might go wack since im using gtag locomotion lmao
and messed with its physics so it includes more jank 
Hello, how can I make every player have the same height in my VR game. I have the problem, that all players are their real height. I use Unitys XROrigin. Thanks š
Does anyone know how I can import and, make it so my fully rigged player model for my (Gorilla tag fan game) can be used?
You could get the players height through calibration, then scale all the players so theyāre all one height
Either that or use ādeviceā instead of āfloorā mode for the device height. And set it to the height you want
anybody know why this image is frozen on my screen when i test my game in vr? it follows my view wherever i look
Sounds like you have a camera in your scene without VR input tracking
bruh why cant i sent messages
nvm
can someone help me out with smth
i'm very new to unity
i got this error and idfk what it means
cuz idk how to code cause i'm using someone elses script
i cant save bruh
i used the exact instructions in the tutorial video i watched
It says it in the error message. That script is not a Monobehavior so it can't be put on an object like that
Hi all! I'm trying to build for the Quest 2, and I have a water shader - Calm Water, which refuses to be rendered. I've tried A LOT of the settings, under graphics always including the shader, changing graphic APIs, the lot. Funny thing is, when I open the frame debugger while running it, it renders the water. Also, I have a "Start screen" canvas, that also does not render. I'm trying to find solutions online, and I thought I might as well ask here. Any help would be appreciated!
Everything is fine on the Editor and Windows build, but not the apk.
Do you use shader graph? If not could you send the shader.
I don't believe I am. The shader is called Calm Water (Double Sided). It's on the asset store: https://assetstore.unity.com/packages/vfx/shaders/calm-water-50834
I do believe the issue could be with my camera settings or render settings, since a basic canvas isn't being rendered either. The canvas looks like this:
The canvas settings -> render mode is set to world space with the main camera set as the event camera. Additional shader channels are set to everything.
and this my main camera:
BIRP or URP
BIRP
Sorry, forgot to mention the pipeline!
I'm looking at the frame debugger and trying to understand if textures are messing something up
how do i fix the error on the right side
Letās go we making progress in our game
Trees in VR? somebody has tips? I tried several models and types and most looks bad. I need a sort of realistic trees and plants that doesn't kill the FPS and look ok in VR. Any ideas?
i need help with my vr game. youre supposed to move with your hands like gorilla tag and previously i could move with my hands and now after updating the game i cant move with my hands at all. the only thing i did to the player model rig stuff was add 2 eyes do the headmodel and thats it
Unfortunately no. Foliage is already a hard thing to render and VR makes it even worse. Most games just shove a bunch of leaves (quads with cutout texture) and call it a day. A good example is Red Dead Redemption 2. But in VR this looks horrible because they appear really flat and the frame budget doesn't even allow for enough leaves to begin with. There is also the issue with leave aliasing. Most VR games use MSAA witch renders multiple pixels (samples) at the edges of polygons to anti alias them, but the problem is that the cutout texture does not get recognized as an edge so MSAA just doesn't work with cutout foliage. FXAA could help with this, but players don't like it for the blurriness.
If you play Half Life: Alyx you can actually see that most foliage in made of big plants and not small leaves so they could be fully modeled (there are some trees though).
Boneworks just completely ignored the issue by not having foliage (aside from grass). And other games just say fuck it and use the bad looking cutout foliage.
could i get some input on this
Not much input to give. What exactly did you update? Are you using any VR framework? Any errors in the console? Have you tried reverting the changes in version control?
I know this is a long shot, but has anyone successfully used the "Stylized Water 2" asset with a Quest 2? When I use the mobile prefab, it works. When I use the Ocean2 prefab, the water does not appear in the headset, although it does in the Unity editor in game mode. The docs say this can happen if certain options are not checked (depth and opaque textures) but those are on and I can't see there are being overridden.
i'd take some time and plan it out. You'll typically need different solutions depending on what type of tree it is and how close you're supposed to be to it
textured planes work well as long as you don't get close and have limited viewing angles. If you get close, you need to have more than usual foliage density and proper geometry for anything within a 2m range
All I did was add bunch of objects like cylinders made of trees a bunch of cubes and some sound effects and I didn't see any errors
I am currently IK rigging, and when I press play, my main camera spawns just above the legs. Also, my oculus hand prefabs are ahead of the actual 3d hand models and are 5x smaller.
Fixed, but now my main camera under my XR Origin is now stuck inside the rig component which is in the legs and will not go up
I just wanted to ask how much the performance would worsen if I increased the pixels per unit on the canvas from 500 to something like 800, 900, or even 1000. The whole app is running on a Quest 3, so every frame counts, especially because of the battery life.
For those wanting to know my exact problem: The Oculus Interaction SDK requires me to project a canvas as a render texture on a quad. However, doing so results in a pretty blurry image and bad resolution, even though I already set the render scale on the render texture to max. I tried playing around with some settings, and increasing the pixels per unit seemed to solve the issue for me. However, there might be another, better solution, like increasing the canvas resolution or something (Currently it's at around 720p, which is indeed kind of low res) . I'm not an expert. I tried increasing it in the RectTransform, but it did nothing.
Anyone know how I could use XR Grab Interactables with a 3D models hands
you could just make the 3D hand over the original controllers using the VR core
how do I find the animation controller for my avi?
how do i make a custom boneworks locomotion rig without knowing how to code?
try alpha clipping
Hi guys has anyone used the Vive XR Elite in unity before?
and is so were you abel to get the passthorugh working in unity?
Or is the passthrough only on a surface level and not accessable in unity?
either learn coding or buy an asset
The passthrough docs are for use in unity https://hub.vive.com/storage/docs/en-us/UnityXR/UnityXRPassthrough.html
Thank you
Hurricane VR with hexabody is the easiest probably
Has anyone used the newest (as of december) meta avatar sdk? I'm really struggling with it, and thanks to it being so new, it's really difficult to find information on it.
I'm wondering what the minimum frame time is for an XR scene on a Meta Quest 2. I built a scene with nothing but:
XR interaction Manager
XR Origin (XR Rig)
Directional Light
EventSyatem
Graphy
And I see that each frome is 13.9ms. Thats a frame rate of 71FPS, but as I add stuff that 13.9ms becomes a problem.
Is this normal, or am I doing something wrong?
Well, not sure what you mean about minimum. But you don't want to go below 45fps (PCVR thanks to reprojection etc) or people will start getting sick from the delay. 60fps is the minimum or meta will reject you on submission..
I believe the Quest 2 is capped at 60fps though (looks like I'm wrong and its 72fps!)
I'm not sure, I see conflicting answers online. But the important bit is your speed might be getting capped by the Quest 2 as it's FPS is capped
By minimum, I mean it tkes at least 13.9ms to rencder a scene that has nothing in it other than XR components. That is quite a lot when your frame budget is < ~20ms. It makes me wonder if I'm doing something wrong.
What unity version are you on?
Q2 is capped at 72 by default but can be set to 90 or 120 on demand
2022.3.14f1
I would be thrilled to have 72 FPS, but I thought that was as fast as Quest 2 went. Right now, I get 72 with nothing in the scene but Graphy, although taking that out and using the metrics from the MQDN shows thre same, so Graphy is not the issue.
The concern is,. when I add stuff to my scene. that takes another 14ms per frame to render. So my frame rate drops to like < 30 which is horrible.
So I'm trying to reduce overhead wherever I can, and I just wanted to make sure I'm not wasting my budget with a mistake in the XR components.
It sounds like you just need to verify and do some optimizations (Profiler can help a lot here). Most of the time, I find the issue is because of polygon counts & too many draw/batch calls
I have yet to see a Quest project that struggled from code optimization - but I'm sure there are some that exist.
I'm sure can improve my stuff, but wow, 14ms just for an empty XR scene? Isn't that quite a lot?
But all of that can be verified editor side with enabling stats to verify, and profiler to verify.
Thanks, I'm still learning to use the profiler
That's because it's capped at 72fps. It won't go faster than that.
Unless you expressely tell it to.
So you're saying that some of that 14ms to do nothing is idel time being wasted? If I tell it to go faster than 72FPS, can I recover that?
So you may get 72fps on an empty scene. But you should stay at 72fps with your loaded scene as well (ideally). If that second part isnt' happening, then you need to optimize it.
In most cases you really don't want it to go faster if you can avoid it, it is capping the FPS because it doesn't need to go faster, and it preserves battery life that way.
Got it, forgot about battery life
Yeah and heat too. Eventually a heavy scene at 72FPS can start to drop if the GPU isn't cooling down fast enough.
I'm using an asset called Styalized Water 2, and no matter ewhat I sacrifice, it still seems to need 14ms per frame. So I guess I need to ditch it.
I have some light weight water shaders I did for the Quest 2 somewhere, I wasn't happy with the ones I saw. They were either slow or didn't work right
I'll check later, I may have modified an asset store asset - in which case I can't share it out. But if I wrote it from scratch, I can just send it to you
Oh thank you! I have tried Crest, and a few others, and they all are performance hogs
OK the bad news is I did, I modified uWater š¦
Hello,
I have an issue with my setup for the meta quest 3.
I can launch a project on the quest with the editor with no issue but when i'm building a proper apk, i have an black screen.
I'm guessing there is some settings to change from the pcvr on editor to the real deal. But i didn't really found them.
Any idea or good detailed tutorial about.
making a vr app rn and using xr toolkit and i set "tracking origin mode" to floor but the floor is at eye level for some reason. is anyone able to help?
followed a tutorial and it works for them so im really confused lol any help is appreciated!
if it is, then your headset has not been calibrated
i reset guardian and set the ground correctly and it still happens
and the floor is fine during main menu
then the problem is not that the floor is at the eye level, its something else
the problem is you could've done something wrong in a million of different ways to get to this situation. So my recommendation would be to go back to the tutorial re-check everything and then do a fresh setup if you don't find the issue
using the meta core sdk?
if you are; be sure to use the project setup tool / performance linter. It'll have everything you need to go from blackscreen APK to a proper VR hello world.
And if you have already set up the ovrmanager and whatnot and are still getting a blackscreen, I recommend enabling Developer mode in the Build Settings and installing the android logcat package so you can get errors/debug.logs from the device and into your console.
ive got an idea for a vr game but im not sure where to develop it. i saw a post saying meta store gets 5 times more revenue but does anyone have some data on that?
it would be nice if i could do it in pcvr but i wouldnt if the market is actually that much worse
pretty accurate Id say. pcvr isnt completely dead but meta is killin it šµ šµ šµ
and to be honest my q3 plays games natively 100% better than my 1060 can
Semi-true for the q2 𤣠vs 1060 too
here's my advice: get used to buildin APKs
i'm not.
I'm now using it and it works much better !
Thanks for the help š
sounds about right, but the vr space is really not so big that you can afford to ignore platforms of this scale
I think the Meta Quest 2 is probably, from what I have read, the most deploied headset, so I'm developing for that first.
I have an issue that is driving me nuts. I have an XR Origin (XR Rig) component which includes my main camera. It seems no matter what I set thew Y position to, it puts me several meters above my plane. Other items are where I expect them to be. The x and z seem to work correctly.
I assume I made a dumb mistake but I can find it, any suggestions?
Actually I should clarify, it works in the Unity game mode, but when I deploy to the headsert, it puts me several meters up.
The headset's Y is always in relation to the floor plane. The XR Origin should always be placed on the flat floor surface not above it.
That way when they put the headset on, the XR Origin is placed where the floor is in their real world, based on their headset calibration
Thanks Lloyd, but I set both to zero and still, I'm well above...
hello,
When i updated the com.meta.xr.sdk.core from 59.0.0 to 60.0.0 i lost the Oculus.Platform package.
Any idea what is replacing it ? I see nothing on the changelog.
I want to get the username of the meta quest user. Before it was with Oculus.Platform.Users.GetLoggedInUser() now i don't know.
I think they just moved it to a different package called the platform SDK
š¤¦āāļø you are right, i didn't see that.
https://assetstore.unity.com/packages/tools/integration/meta-xr-platform-sdk-262366
hey coule someone help me out for 2 minutes with an animation
That doesn't sound related to #š„½āvirtual-reality
Does anyone know how I can make the character in Unity Taller and faster? If you have a video that would be great
scale it up and increase velocity
how?
you'll find the scale on the transform in the inspector, drag it to the right and it'll go up
like if you wouldnt mind
its getting late over here, but you'll figure it out if you google it
ok thanks alot!
oh and if you could send me a screenshot of where I can find it that would be very helpful but if not thats ok!
so when I click on the camera I just increase the scale? How about the velocity?
no you increase the scale on the character
but im using Core VR?
velocity you'll have to adjust in your movement code
i don't know, you mentioned a character
Im not quite sure how it works but I belive the camera has an angle to work with but for some reason its quite low
oh if you're talking about the vr camera, you have to match real-world units in the scene
so assume 1 unit in unity is 1 meter
do you have a video that could explain that or is the problem from the VR headset itself?
yea the tracker on a vr headset works in meters, so you have to match that scale
well its because of how they work together
Hello Everyone! Im having a problem where when I try to put the mesh details like Grass and Flowers, for some reason the meshes are floating in the air
Im not sure how to fix it tho
I hope someone can help!
Could you send a screenshot of your scene view and inspector?
its ok its been fixed but if you know how to change player height in VR that would be great
Oh, there's a height offset in the XR Origin component iirc
and I'm sure you can modify the value from anywhere, like a ui slider function
Would anyone here know any way I can have 6 real time lights for a mobile/Quest standalone build?
I'm ok with my game not running the best on Quest 1 standalone, but I'd like for Quest 2 to run well
Hey guys
I needed to change the field of view of the center camera in the oculus assets. Apparently, it's not possible to modify it because when I play, the value is fixed
Hello Everyone (again) im having a problem when I try to run the VR sim on Oculus
for the template it works while the one I made which is the same as the template but with a terrian around it isnt working
on the Oculus it just says Unity is Loading for quite a while
I hope someone could help me fix this!
Thanks!
I have a problem my player model in my unity game, both of my lower arms and hands do not show up in my game, i am using photon vr i have done every thing to fix my player model, i am wondering if anyone can call me so i can can have help, i have been trying to fix this for a month now and i just need help.
Hi all, I've got OpenXR configured, when i run my scene i can see in the input debug that the left/right controllers are there, but when I try InputDevices.GetDevices(devices); in Update(), no devices are found. My left/right controller are configured with ActionBasedController and the defaults value found in the Samples. When I run the scene, I can see the 2 left/right controllers in the openxr overlay.
if you downgrade unity will you get the XR Rig instead of XR Origin?
can that work to fix my thing
i'll have to find out
what thing are you making?
a gorilla tag fan game and my player model the lower arms and hands don't show up
might be a model issue
i made 4 models and i followed videos
idk sorry
if it is the player model what would it be
can i have a video to see?
yeah
can i share my screen with you because i don't have every thing to set up on my computer to get the video on my computer
never mind i think some how it might be the player model
Hello! I have a question regarding virtual reality in Unity. I can grab and interact with objects.
I have a few different types of flammable objects, and these objects should be able to light the other flammable objects when they collide.
Now, this is easy to create when using OnCollisionEnter(), but this only works when one of the objects is lying on the floor. Whenever I have both objects in my hands, for example a lit lighter and a rope, OnCollisionEnter() does not work.
Is there a solution to this? I did read about having one of the objects have a trigger collider, but since I want to have more than two objects interact in this way with each other, this would not be a solution.
https://forum.unity.com/threads/detect-collision-between-two-objects-one-grabbed-on-each-hand.1349630/
This here poses the same question, but it was unfortunately left unanswered
Of course I could loop through all objects with a specific tag, specifying they are flammable, but maybe there is a more efficient solution?
Hello, I am looking for solution to changing locomotions behaviour for XRI. I want to have normal locomotion actions for controller when I don't hold specific object, and other when I do hold it. I can enable and disable action maps, but whenever I enable locomotion action map it enables everything, regardless of what was set on start.
Am I missing some API from XRI to communicate with those systems?
Ok I think I understand now. So solution to my problem is to make a list of input action that are enabled on specific controller before turning it off, and enabling only them when needed.
I use on collision enter for carried objects all the time. My best guess is how you coded the interaction. Check if the rigidbody and collider are following the object properly on lifting it up
That would work. It's a very proper way to do it.
This kind of stuff is where OpenXR and their toolkit falls short. It only works out of the box for very simple projects and has every limited designs for locomotion
This did not seem to detect the collision when both objects were picked up at the same time. I can confirm the colliders follow the object
https://docs.unity3d.com/ScriptReference/Physics.ComputePenetration.html
I can confirm it since using this function in update does work, it also uses colliders
The rigidbodies are the most important part, objects reparent when you pick them up.
That's just a guess on my part though without seeing the hiearchy before and after
I'll check it out, thanks for the info!
I checked, and only when one of the objects is resting (not in a hand) do they collide
@buoyant jolt when holding two objects (one in each hand), they do not collide at all. I just have the standard xr origin stuff added (except I got rid of the ray stuff, and added a direct interactor
So, from what I can see is that when I pick up an item, the rigidbody of the item becomes kinematic, causing it to lose that collision
Yeah, and because you are lifting both, both are losing the rigidbody kinematic. As long as once is not being carried, it'll have a non-kinematic rigidbody, and stay working.
You may have no choice but to use a trigger in that case, as forcing kinematic to true will interfere with the carrying mechanic
Also, it should be noted, you can use OnTriggerEnter and OnCollisionEnter and a set of both trigger colliders and non-trigger colliders on the same object.
I did get this to work https://docs.unity3d.com/ScriptReference/Physics.ComputePenetration.html
Even though the objects aren't actually colliding, I can actually check if they overlap. Do you think this is less efficient than the trigger method? Or could this pose a serious performance issue?
It's totally your call. I don't think processing wise it'll make much of a practical difference in either case
Oh wow I haven't thought about doing it this way! That would work!
Alrighty! Thanks a lot for your help, it's greatly appreciated!
anyone happen to have a good tutorial for making Complete XR Origin Set Up Variant work with oculus quest 2? i was using XR Device Simulator and it was working well, but when i put my actual HMD the camera is in the wrong spot and all the distances are off (including to my controllers)
nvm disableing the XR Device simulator fixed it, i can just start the game now and it works... now i just need to figure out how to disable all buttons/movement except XY AB since thats all my game uses
I have a question about adding VR to a first person game. Does this need to be done at start of project or is it easy enough to add at the end? Basically, does supporting VR in FPS involve many changes?
anyone know where i can get the input from my VR controllers with this default unity rig? i just need to run a super simple function when pressing X/Y/A/B on my VR controllers but i cant find it for the life of me
Usually it can be complex to add later. It fundamentally will change how you interact in the world and what you can do. For example, in a traditional FPS you lock a player in a room. In VR, if they have a big enough room space, they could just walk through that wall. Without planning around it, if you hard stop them at the wall, motion won't match the visual and you could induce nausea (which results in people leaving bad reviews saying it isn't meant for VR)
So there are design, input and played considerations for sure.
You can't really, most of those are just object trackers (positions and rotations). But you can get it from the Input Manager via code
I'm trying to code footsteps into my project but I'm having trouble figuring out how to get a movement speed value from the XR toolkit
I want the footsteps to kind of match the pace the player is moving at and since I'm using a joystick I can move at different speeds
the only way I can think of is grabbing the raw input data from the joystick which I think is possible but is there an easier way of setting this up?
Im having a problem with my Loading Screen on Unity for Oculus and I was hoping if anyone has a video about how to make a loading screen for an already existing unity project
If you're using physics you can use the velocity of the rigidbody? And if not you can calculate it yourself
Hi everyone š.I'm new to virtual reality. I want to specialize in architectural virtual tour design. I would like to know which render pipeline is best suited for this kind of experiment. I started with the 2021 version of Unity and would now like to migrate to 2022. If anyone has resources that I could use I would be delighted. THANKS
Hey, as far as I know every VR project should be done on URP or SRP (if you know what you are doing). Mainly because of limited computing power you have on mobile devices. I am using Oculus headset and with android there is plenty of limitations. I can recommend Unity Learn part to get some basics and then Unity documentation/Youtube.
If you're new then I would recommend checking out VR with Andrew or Justin P Barnett on youtube, they have great onboarding tutorials. URP is most likely the best option for you.
Hi everyone,
We are using OVR Body script/component in our project for body tracking.
Few months back everything is working fine and getting constant 72 frames in quest 2, but don't know what happened now we are getting around 30-40 frames in empty scene. We Found that when we are disabling OVR Body component it seems resolve our issue, but we need it for body tracking.
Unity Version: 2022.3.10f1
Oculus XR Plugin version: 4.0.0
XR Interaction Toolkit: 2.5.2
XR Plugin Management: 4.4.0
Oculus Integration SDK: 57.0
Thank you @astral trellis @pine bison for your help. I take note. Thanks very much
Hello guys, I posted this question in Unity forums. If you can take a look it would be great. Feel free to ask for more context or code. Thnks!
https://forum.unity.com/threads/hand-tracking-in-moving-objects.1536814/
So, I finally found out what the problem was, apperently you need to use velocity tracking for objects in hands to have collision with one another.
I can't speak to 2022, but in 2021 there are flaws in the design of URP that make it run worse on Vulcan with the Quest. The last time I benchmarked it, it would actually perform worse. And then I came across the bug tickets to Unity where it seemed to be disclosed it was a known an issue.
I haven't retested it in a while or on 2022, so it may no longer be an issue. But I saw someone else testing it in Android mobile about 4 months back and still seeing the performance drop.
So for me and our studio, we've never moved to URP, and are still on the built in pipeline. We will be re-running the benchmarks later this year and hopefully see if in practice it really is worth redoing all shader and systems for.
That said we've had our share of inherited URP projects from clients - and they run well for the most part. But they aren't doing anything that wouldn't run fine with BiRP either. But I'd say we are supposed to being URP.
We're on URP in 2021, holding off on upgrading due to performance concerns
It's a delicate balance for sure. I'm hoping we can move to 2022 this year too
And start using URP
Im looking for developers, modelers and scripters to help me with my gorilla tag based game. 3 people max in unity, 2 modelers max and atleast one of the people in unity needs to know a bit of c# sharp. we accept anyone! dm if ur intrested.

I hear four unity devs is actually the key to a good fan game
You can't have too many cooks in the kitchen
BiRP forever the best performance on quest
URP has nasty final blit (by design)
I am trying to deploy to my headset but don't know how to solve this " Unable to install APK to device. Please make sure the Android SDK is installed and is properly configured in the Editor."
Hi Unity VR Folks!
Built my first Unity VR app and want to test on Meta Quest 3 from my Mac.
Is it still true that you can't test directly using Oculus Link or similar? Must build the project and deploy to headset? Seems lame and time consuming if you can't test directly, just want to make sure I understand before proceeding.....
Is there a way to get parts of the XRI Defualt Input Actions into the Unity Input system? Like the trigger button on the VR controller?
!collab
We do not accept job or collab posts on discord.
Please use the forums:
⢠Commercial Job Seeking
⢠Commercial Job Offering
⢠Non Commercial Collaboration
If you have a legit project or team, you really should be cautious about following community rules
Most MacBooks lack the gpu power to run VR. You typically need a GTX 1060 or higher. And most VR developers don't build binaries for Apple because it's more or less an unusable platform for us. I'd be surprised if you were able to get it working to be honest.
When making a Physics-based VR game where the player is supposed to be big, would it be better for the VR player to actually be big or should I just scale down the environments? Which one would make for better physics as things are picked up and moved around?
Iām not sure this is right? I think a MacBook Pro could easily run VR. Itās just that Apple have amputated all VR comparability
When I got my Quest 1 in 2019 I had an old version of MacOS that allowed me to run oculus link on it. But that was not available for long
For correct physics behaviour itās recommended to keep objects at 1:1 scale and scale up the player instead
It is supposed to be blocked by oculus, as the video card in most cases won't meet minimum PCVR specifications.
If it does, and you are running windows, I'm sure it would be fine.
But steam vr, and oculus desktop, typically block their VR services for embedded video cards on laptops and anything below a 1060.
I wouldn't be surprised if they relaxed it from time to time, but those locks have been in there since 2016. They used to block it on many capable cards too, as they mostly were looking at specific consumer sets.
I should preface this by saying I don't like apple
I should also clarify that im saying it's most macbooks, but definitely not all. I'm sure a person could find a way to get a 1060+ running on a MacBook, install windows, and get a usable experience. Or use a lesser than gpu and get lucky if it let's you play through. It's just not something I'd recommend.
Is there a way to get parts of the XRI Defualt Input Actions into the Unity Input system? Like the trigger button on the VR controller?
vr is not easy to run on laptops at all. i have a g14 from a couple of years ago with a 3060 in it and it's barely enough
and even the best macbooks don't come anywhere close to it
could someone help me quickly with an animator controller issue
I'm working on relatively simple crypt level for a VR mod, and I'm relatively new to Unity so I wasn't aware occlusion culling was even a thing until recently when I started researching Unity optimization. I've messed with several settings, but no matter what it looks effectively the same. Anyone know why this is happening and how to get occlusion culling working properly?
anyone?
Hello, I want put a bag with the player only with a rotation in Y, but actually, when I try to freeze the rotations in X and Z, it doesn't work, someone know how to solve it ?
Hi everyone, I'm building a storyline game.. I want to be able to Freeze the screen when two animations occur and show two UI options to which choose the storyline. How do I go about freezing the entire scene and adding a layer of UI buttons
Wrong channel. Ask in #š»āunity-talk or #š»ācode-beginner
every time I start the game I've made in there and I put my VR on, it just goes into computer mode instead of you being able to play the game you've made in VR
Make sure oculus app is open and your headset is plugged in with link enabled
What does the oculus app say?
Do other link games work?
Hey, I'll be really gratefull if someone could help me with this
Hello
Hello!
I'm creating a simple game in VR. there is a cube that follows a line drawn by the controller in unity.
the scenario is that when the user draws a line by the controller at the floor. a cube moves towards the starting point of the line and moves forward while erasing that line.
So, my question is how should I create/modify the code so that the cube goes to the starting point of the line and erase it while moving forward to the end of the line.
Hello, someone here already use the XR JOYSTICK component? I have some problems
So, I just fired up the built-in sample VR scene for the first time. I noticed that whenever you walk around, there's a Vignette effect. I assume this is an accessibility feature, to reduce motion sickness, which I think is a brilliant idea. As someone who doesn't experience motion sickness, I was wondering if there's any sort of resources available for what sort of accessibility options I should keep in mind when developing a VR game?
Oculus has comprehensive resources on this topic:
https://developer.oculus.com/resources/locomotion-comfort-usability/
https://developer.oculus.com/resources/locomotion-design-techniques-best-practices/
Perfect, just what I was looking for. Thanks!
mainly things like minimizing movement, support snap turning, teleporting and avoiding large completely uniform unlit shapes, since they mess with your perspective perception
like a grassy field that goes on forever, or when looking at the wall of a hole in the ground
Hey i'm having this issue where when i open my Unity apk build on Quest 3, it just doesn't open or it automatically closes
Has anyone had this issue before?
I did but it fixed it on its own
I belive it has something to do with the Wifi and Internet
I found this pretty interesting, it's been shared around on the slack group a bit. Nice list of general examples.
Hi, I'm trying to create a virtual world with a 360 video sphere. I have a sphere with reversed normals, textured with a video. All looks well in the scene view. The problem is that for some reason, in the game view, my camera can't 'see' the sphere unless it's positioned in a certain way, right up to the edge of the sphere, and if I try to back up the camera at all to be able to see more of it, all I see is this black circle in the middle of my screen. I have no idea how else to articulate what I'm experiencing, but let me upload a screenshot:
Might need to adjust the clipping view of the camera
No clue what to do with that info
My internet is working fine
im trying to use unity 2022.3.6 and i create a new project, it loads and immediately does this then shuts down/crashes. i can use 2019 just fine. It has done this always with this version. I have deleted gi cache, changed settings, changed where i save files, where unity is located, and I even factory reset my pc. nothing. still doing it. I have 16gb ddr5 ram, 13th gen i5-13600KF, and a 3060 so pretty sure its not my pc.
Does the quest support BLE?
If it does how can I access the Bluetooth of the quest in my Unity app?
If anyone was having the same issue, there's already the solution.
Hey, this morning I used Unity in VR, it worked perfectly since 2 weeks, and now when I play a scene, the vr doesn't work, and I don't know why, I checked everything, Uninstall and Install OpenXR etc... The only things that is weird it's that when I check OpenXR, when I close the window and when I re open it, it's Uncheck
Hi, In Unity using the XR Rig, how do I make it so the velocity and direction of the object being thrown is only affected by the velocity of the hands and not the movement of the rig itself when in continuous movement?
I'd be walking backwards and throw an object forward only to have it being flung backwards instead because the direction I'm walking.
Is it possible to set it in the Inspector window or do I have to script it?
Maybe delete the xr settings file in the project?
Yeah sorry, I solve a problem, a files was missing in the camera
Can I create lines from the csv file in unity? The lines are like the airflows here in this attached picture.
Hi, is it possible to use both ways of moving (Teleportation and stick moving)?
Sure
Got it. Thanks for your reply!
Usually you want to let people toggle between them though.
how do i fix this?
i have a cube in the void which i can fly around
then i click the oculus button it freezes the camera and controller positions
motion sickness inducing :p
Is anyone experienced with VR Multiplayer?
I am trying to make a MP VR game using Unity Netcode for Gameobjects and a Unity Relay server... I have figured out how to create a server, and spawn a player... But my player's IK isn't connected to the controller input. I had the whole fullbody character working before, but just nog while using the MP
Hello, I added a few unimportant lines in one of my scripts and since then when I press start, the game launches but the VR does not want to be transcribed in my vr headset
Update : it's when with the line public PlayerInventory playerInventory; // Référence à PlayerInventory but I don't know why
UPDATE: i found the issue
Also yes, lots of VR multiplayer, we don't use netcode though.
What do you use?
Mostly photon, some mirror, some others (forge networking for example). Mostly photon unless its a non game.
Ohh, i've never heard of that! But Netcode could still work right?
it's just a small 2 player coop game
I'm sure you could make it work
Okay! š
All the multiplayer frameworks are very similar in design

Hi, bit of an odd one query - Is anyone aware of any VR Controllers that work with Unity, without a VR headset?
I wouldn't think so. I would say if you are going to buy controllers then just buy a headset with it. I don't know what your setup is like but you could probably get a used Quest 2 for like $100-$150.
It depends a lot on what you used for a framework. If it's OpenXR, you just need to get the OpenVR / SteamVR stuff running.
But yup, if you did everything right, you switch to windows / PC and do a build. Test it and make sure it works for the PCVR headsets you want to support and add the missing plugins if needed as you go
Also make sure to test the controllers and not just make sure the display works, SteamVR is fun
Only the vive / index, as you then have base stations. Quest controllers etc won't work as it needs the cameras from the headset for tracking.
And the headset for processing button presses
It's always better to use the lowest most optimized quality you can. Personally I delete all but three profiles. High (PCVR), Medium (Quest 2 / Pico 3) and low (Quest 1 / Pico 2).
That last one you can probably avoid.
But yes, I usually increase the LOD distances, textures etc. It depends a lot on the game though. Muffin Fight for example, we do some real dark magic to get it full FPS for Quest 1 (was an applab requirement for a long time). But it's probably not as necessary for a new project these days.
Is there a simple speech-to-text setup for Unity (Quest 2), without an always online AI model?
I did a little research into this:
https://docs.unity3d.com/ScriptReference/Windows.Speech.DictationRecognizer.html
However, this only works with Windows and I've had trouble with testing on the device in playmode.
There is this caveat on the document, which is the error I'm running into:
"Dictation recognizer is currently functional only on Windows 10, and requires that dictation is permitted in the user's Speech privacy policy (Settings->Privacy->Speech, inking & typing). If dictation is not enabled, DictationRecognizer will fail on Start. Developers can handle this failure in an app-specific way by providing a DictationError delegate and testing for SPERR_SPEECH_PRIVACY_POLICY_NOT_ACCEPTED (0x80045509)."
Is there a way around this (I couldn't find the Settings>Privacy>Speech) or do I have to use a 3rd party AI setup/model (like wit.ai, chatgpt, huggingface, etc...)?
We use another open source thing - can't find the link at the moment. But this one should work better
https://github.com/Babilinski/vosk-stt-unity
I'll try and find the one we use, as it is very decent and runs on ios as well.
Awesome, I'll check it out. Thank you
Is it me or is the meta documentation all over the place and makes 0 sense?
Specifically just the mixed reality utility kit. Anyone here have experience getting this working correctly?
is mixed reality VR?
i think you're looking for #š¤Æāaugmented-reality
Ah, thanks! Didn't realize it diverged.
Is there a way to reference the XROrigin object? I'm trying to move it through a 4 button input system
Yes you just have to use the right using unity.xr.somehting I forget.
hi all! i'm working with the XR Interaction Toolkit and running into an extremely frustrating bug. Doesn't seem to matter what I try, adding a Teleportation Area procedurally refuses to properly calculate and make available the assigned colliders for interaction. From what I can tell, it appears to have something to do with the Interaction Layer Mask not being respected. I've even tried saving the Teleportation Area component as its own prefab and no luck. The only way I can get it to work is if I, in Editor, assign a new Teleportation Area component to my spawned floor object and manually assign everything. Help? Surely this isn't how this is meant to work.
using the prefab method, I'm instantiating an instance of the TeleportationArea with all the right settings arleady good to go and then using code to dynamically refresh the colliders using the following method
foreach (var target in targets.Where(target => target != null))
{
teleportationArea.colliders.AddRange(target.GetComponentsInChildren<Collider>());
}```
in editor this works. i can see the colliders var on the teleportation area component updating... but i can't get the teleportation system to interact with any of them
and yet if i use the EXACT SAME THING on a Teleportation Area that I manually add and set all the values for, it works fine
SOLVED: for those who run into this... disabling and then re-enabling the component after every collider change gets it working. obviously there's some refresh function somewhere not getting called properly when editing the colliders list directly. Unity might want to take a look hint hint š
If you use the standard URP Project Template and then add in the Samples data from the XR Interaction Toolkit, it will check all your project settings for you
just make sure you are using OpenXR
Steam and QuestLink support it fine
and thats with both controller and hand support! š (granted its only basic support but still!)
How can we add custom components to a room? I built the room. Now I want to put a small rectangular vent on the ground.
While I can create a 3d object, it seems invisible.
It's always good to know why settings exist, so it would be good to double check them. I've run our own and seen plenty of benchmarks that suggest URP actually runs worse on Vulcan than the built in pipeline. So I'd take the URP suggestion lightly personally. No post processing etc is important.
On the PCVR end, it's because SteamVR and Oculus Desktop etc all require a dedicated graphics card, and are usually a 960 or 1060, an i5 or i7 and windows OS as a minimum. Typically a game knowing it's not perfectly optimized will just blanket state a 1060 or i7 or higher. Typically steamVR won't even run if your systems not up to specifications.
PCVR has a lot more processing power than mobile
In a more practical sense, it also means what kind of PC you need in order to run VR from the editor as well.
Hey just wondering if there is a way to add gravity to a character that teleports instead of using the continuous movement
Nvm fixed!
Can't find this VIVE XR Support Feature group section. What package do i need installed? Using unity 2022.3
Hi hello
Does anyone ever just use direct video 360 as a VR scene?
literally the 360 video for the skybox sphere
does it make sense ? coz I plan to have an interaction on my VR
Is it possible to use Grab Interactable without a rigidbody? I want something that is static in the air to be able to grab, and be at the new position when letting go without any physics
how easy is it gonna be to build a 2019 unity project to a meta quest 3?
Firstly looks like I need to uprade to unity 2022 at least and that's already bound to cause problems.
What are the best steps to take?
Yeah that's simple enough, AVPro is a good plugin to use for the 360 video part too, they support spatial audio.
Have you tried using a Rigidbody but disabling the 'Use Gravity' option?
Seems like the solution was disabling "Retain Transform Parent" in XR Grab interactable
And enable Kinematic
Generally speaking it's best to use the latest LTS version of Unity, especially for newer hardware like the latest VR headsets. I'm pretty sure the XR Plug-in Management package only recently started supported the Meta Quest 3 as an officially supported build option, but I've built to Quest 3 with past versions of the package and it's worked fine for me.
true
only one thing
does anyone ever put an interaction VR app but using a video for the environment
I mean, let say I wanted to make a shooter VR game, with a video as the sphere skybox (video are playing forward)
Yeah I think a lot of games do that actually
Hey guys, on Quest3 is there a way to turn off mic shutting off while the voice is a consant hummmm?
I'm having an issue with the climbing walls and ladders now. I am able to climb through the floor and it just drops me out of the world
such as ?
anyone know how to fix this?
do you mind showing what the 3rd error says?, I'm not able to see it very well
Try use Input Actions, if I remember correctly, XR interaction toolkit uses actions by default.
Was that old version of the package also used in an old unity version?
guys is it really there is a game using a video360 for it's environment ?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;
public class Fracture : MonoBehaviour
{
public GameObject fractured;
public static InputFeatureUsage<bool> triggerButton; //this?
// Update is called once per frame
void Update()
{
if (triggerButton. ) //y no work
{
Vector3 oldPos = transform.position;
Instantiate(fractured, oldPos, Quaternion.identity);
}
}
}
how do i activate it when i use the vr controller trigger
I suggest you take a look at this documentation and the samples in this toolkit. https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@2.5/manual/index.html
hmm, I've never seen this issue before, at first I thought it was missing Gradle but that's not really what the error msgs say. do you have any out dated C# libraries that could be interfearing with the build?
no
then you might not have installed gradle correctly try reinstalling the android build support from Unity hub
ok
Hey, anyone knows how should I make that button on controller do different things which depends on if player hold (select) something in that controller or not? Using XRI.
Yes of course. I believe someone said yes yesterday when you asked it earlier. We also do it a lot in our education VR clients as interactive mixed media
Also, just a mention for people on here as i see gorrilla tag clone questions a lot. Sidequest has stated they will no longer accept gorilla tag clones or similar.
Where was this announced? I swear the side quest discord server is down
Asking out of curiosity
Oh in the announcements in their discord
It doesn't impact me, but I thought people would want to know so they can ensure they differentiate enough to get approved
This was announced in the sidequest developer discord not the other one FYI
Hi, I was trying to make MR game on Windows platform, but it says Quest features are only for Android. How can I make MR for PCVR? Should I avoid OVR Manager for cross platform? But XR toolkit doesn't have MR function.
What headset are you using that supports MR on windows standalone? If there is one, it should have a getting started document for it
If it's for the Quest im not sure thats reallt supported but https://www.reddit.com/r/OculusQuest/comments/1734obo/mixed_reality_for_pcvr/
Thanks for your reply! It seems PICO supports MR with PC, but Quest doesn't.....
But he uses VD for MR on PCVR. Maybe I should try this way...?
Ah in that thread on Reddit same VD way is talked.
Do you think VD is only way with Quest 3?
You might be able to use it using Quest Link if the quest is in developer mode, like the hand tracking. Not sure tho
Hi, im trying to boot my quest game, but when it starts it just shows a black screen and nothing else, if i enable the system splash screen on the oculus settings, it shows that but it doesnt even show the unity logo
how do i fix this??
i had an issue with black screen which was caused by my hair blocking the sensor, so my headset didn't realise i was wearing it
hey guys, i'm using the Virtual Reality Toolkit (VRTK) and it seems like I can't add XR things because I need to 'convert main camera to xr rig'. but I can't because the VRTK HeadCamera from 'CameraRigs.UnityXRPluginFramework' has 'additional components that we do not recognize'. anyone had this issue?
thats not it
Try turning off autographics settings and removing Vulcan. If it isn't reaching the splash then it's likely a packaging (I.e. manifest, etc) or rendering issue (vulcan not working).
You can pull the device logs to verify however
What do these icons mean above the cameras? I haven't seen them before, I am new to unity and this is my first project using the XR toolkit so I'm wondering if they are related to that
its a camera icon
Hello everybody,
I'm creating an .apk for Quest 2 and I added a 360 video with spatial sound. However, when playing the 360 video in the apk under Unity, the sound is not spatialized. Do you know if this is possible? (PS: The 360 video is playable with its spatialized sound in Youtube VR for example)
i did that and it still happens
this might be a issue with how Unity set this up, go to the location on your computer where you've installed Unity and find the folder with the version of Unity you're using from there go to Editor->Data->PlayBackEngines->AndroidPlayer->SDK->Build Tools and there you will see a folder with the version of Gradle you're using, so something like "32.0.0", open this folder and inside of it find the source.properties file, open this in a code editor and make sure to set pkg.revision to the name of the gradle version folder (ex: 32.0.0), reload Unity and this should fix your issue
Yes, I'm using Quest link for pcvr, but I can not enable passthourgh from the pc in usual way.
Is anyone else having trouble with using XR in Unity 2023.2.7f1?
Every time I try to install XR Plugin Management I get an error, and it does not show up under the Project Settings. The error I'm getting is this: Library\PackageCache\com.unity.xr.management@4.4.1\Editor\Metadata\KnownPackages.cs(12,70): error CS0117: 'BuildTargetGroup' does not contain a definition for 'VisionOS'.
Did they move the XR settings to another area? It seems to be installed, but no settings are available.
Looking for help with something... I'm working with the Unity XRI toolkit 2.5.2, it's come a long way in the past few years and the demo scenes are very helpful now. I tend to take examples and rework them to fit my needs. One thing I can't find anywhere is an example of the Unity XRI where the player remote-grabs an object and then keeps it in their hand while using the thumbstick to move. In this example I guess we're talking about the left hand which is Smooth Loco until you grab something, then just becomes a way to manipulate the held object. Anyone worked on this or have an example they can point me to? Thanks!
can I see it ?
There isn't a lot to it to be honest. It's difficult to make it look good when meshing models with 360, even at 4k. It helps to use a sphere instead of a pano so you can touch the geometry (stops it from floating in the 360 space).
Personally i had this issue when i was trying to build to quest in Unity 2023
Downgraded to Unity 2022 LTS and everything worked fine again
Good I have a question with the xr interaction toolkit and is that I am using the 2 hand grip on an object, but when releasing one hand the other moves automatically to the first position would there be any way to not move automatically ?
XR Interaction Toolkit issue/question:
I have a XR Grab Interactable object, attached to it are a collider(IsTrigger false) and rigidbody(gravity false, iskinematic true).
That's alone works great and the controllers can grab it.
I add a child GameObject to the grabbable object, and on it I have a collider with IsTrigger true. The GameObjects are in different layers, and the physics map set them to ignore each other.
But when the child GameObject is active, I can't grab the parent with the XR Controllers.
I tried to use "InteractionLayerSettings" as well, but I think that I didn't set them in the correct way.
I think I found the issue. Need to add the physics layer to the Interactors "Raycast Mask" / "Physics Layer Mask", very consistent š
Hello, i made my controllers appeared in game. Actually it happend automatically. I want them to be hands, how.
my main problem is getting rid of the preloaded controllers and replacing them with my mods
sorry i meant model
but i already put the model as a child of the controllers but also these controllers are also rendering
Hey guys, what's the best build of unity to make a quick VR proto on quest 2?
like version?
just go for the latest LTS
ok, everything stable uh, that's a good news
If it's only Quest 2, the latest 2022 LTS is fairly stable
are there other stand alone VR systems?
There is PICO headsets
Vive focus, Pico 3/4, Quest 2/3 are all pretty common still
Pico can come with eye tracking and easier to lock down. Quest does better hand tracking, but harder to kiosk. Focus is less common but also quite underrated.
please can i have some help
thanks i'll look them up
it looks like everyone is scaling back VR product development
We are super lucky, but others not so much.
We've been fulltime VR for about 8 years now, and busy as can be. But always nervous there could be an Industry change.
Knock on wood but we haven't seen a drop in demand yet. Might be regional but we might also be lucky. A lot of our local competitors are struggling so definitely keeping an eye on it
ples
good for you ! which company?
here šŖµ
what makes you successful? and why unity vs unreal?
i just started on a project that was made in unreal
and after a hard week of transition i went back to unity yesterday, it felt weird
I don't want to derail too much... or jinx us either :D. We are about 70/20/10 unity/Unreal/other. Unreal is very interesting, we have some local epic reps that are trying politely to swing studios over
I like how unity handles lower end devices, package sizes and customability better. But I like Unreal as a company ethically and morally better. And epic costs us nothing in fees comparably.
Unity competes with us locally for XR contracts too, so it's in my financial best interest to move clients away from unity
It depends on the headset and framework and framework version. OpenXR examples usually have ugly controllers already in their xr rig or instantiate them via their scripts. I think the default usually creates them in the touch interactor. Skim those scripts in the inspector, find the one with controllers that it instantiate, and remove the reference
But that only helps if you are using OpenXR
oh that's interesting! where are you? - just to a look: red iron labs canada
so i infer that you make vr experiences for companies
i am using openxr
but where would i find in inspector
i am kind of knew to all of this
I have some prefab files of left and right hands i want to use for this
and i found the model for the openxr controllers which is not a prefab file it is a .fbx file
Sometimes! We are about 50% internal stuff and 50% client stuff. It's helpful to have a balance š Especially with markets shifting so much - so medical does really well sometimes, then it may shift to education.
I don't rememebr the exact structure off-hand, but there is somewhere tht you will see (in the XR Rig prefab) the left an right hand. Under them should be a script somewhere that has the slots where the models are dropped into that you can remove them from
Hello. i have a question about VR controllers. i need to align model controller to real controller with very good precious. I was thinking about passthrought (using oculus quest 2) to align it, but i have problem to turn it on in oculus Link. There is different way to align it? :/ maybe im doing it wrong way
That's interesting. I have been strictly game and then recently approached for military and medical.
which are so much easier to implement, I'm finding out.
as in: there is no guess work like making games
Hello can anyone help me? I need to make a video recorder in quest 2 project
Hello, sry for posting so close to the last time but i am having some trouble with a gun i am designing. I can not hold it when i grip onto it (OpenXR) also here is the inspector
Ok news update. I figured out i can hold it but it is really janky and also is not being held right
i wanted it to replace the hand
when u grab
but i think the reason is that when i do grab it i have these weird 3d model hands i found on the internet that have animations
idk how to fix
Make an attach transform
Internet should say what that is
do u know how i can check for if my hand is currently holding an specific (in a script) XR Gr#abbable object
alrighty nvm i dont need help with that however i changed it so when you grab an object your hands disappear but it has not disappeared.
Hello! im trying to work with openXR and in headset im seeing a weird blue area at the edges of my fov, it seems to be the occlusion mask. is there any way I can fix this?
it only shows in multipass renderer but in single pass some things dont render in both eyes
I've been noticing this aswell lately, i have no clue why this happens
hel[p pl;es
hi, when I enable this meta xr feature group, my controllers aren't tracked anymore
I assume I need this to set my refresh rate to 120 fps
so how can i enable both
I'm trying to follow the below tutorial but having issues. I'm able to get the poke intractable to register at the points where they are supposed to, but the plane that is created isn't being "clipped" so I can interact on the entire plane, not just where the cube is. Unfortunately there has been an update to the meta interaction sdk, so most tutorials I'm finding are old. Does anyone have an updated tutorial of how to do this or any guidance on how to use clipped planes? https://youtu.be/IDE3eYDadig?si=b_vTlJaEnKIl2t6S
Learn how to interact in VR with near object using a poke and make a button. Oculus Interaction SDK tutorial in Unity.
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I'm using URP in 2022.3.13 for Quest standalone.
My scene looks great, but the baked reflections scale all over the place when rotating my head. It looks fine when my head is stationairy. Both with and without box projection this happens. What could this be?
It looks like the reflection rotates with my head's rotation
Ah, dont use orthographic cameras in VR
Hi guys, I've a problem. I have a 2d UI in 3d scene in Unity and I want to select and and move it using oculus quest hand controllers. How can I do it? After watching tutorials ,I only find grab and throw. And drag and place for 3d but not 2d elements. Any comments would be helpful!
Hello can anyone tell me how can I add feature to record a video in standalone quest 2 project?
a 2D screen is just a flat 3D plane. Treat it as a 3D model and add interaction with a box collider on it
Best to just use the quest's built in video recorder
I know but I'm tasked with in game video recorder
I need to record video from specific camera attached to selfie stick
Never done that, but there are some paid and some free tools online you can try
I tried rockVR but it won't work, can you suggest any other?
No, I have never done it
Hello I need help to create my avatar Vrchat I'm stuck at the stage where I must put my file .vrm on unity but despite the tuto I followed I can not import my avatar.
So can any of you help me if I give him my .vrm file in mp?
I'm not able to add the script as a component for a GameObject for rendering streamlining. Can anyone help me with this?
Hello @buoyant jolt , now the room is ready but can you briefly guide me about the airflows/streamlines? I'm starting with one streamline and I have its information in a csv file.
ples
anyone run into this error with a Quest?[XRInputSubsystem] A device disconnection with the id 0 has been reported but no device with that id was connected. It usually proceeds this XR Management has already initialized an active loader in this scene. Please make sure to stop all subsystems and deinitialize the active loader before initializing a new one. UnityEngine.XR.Management.XRGeneralSettings:AttemptInitializeXRSDKOnLoad () (at Library/PackageCache/com.unity.xr.management@4.4.0/Runtime/XRGeneralSettings.cs:148) and Failed to set DeveloperMode on Start.
I'm not sure I can help much more than that. I'd have to actually work on the project for a day or two in order to get it completed and working right. But personally, I'd use the particle system to either generate particles according to the CSV. Or I'd convert the CSV to a model or point cloud, and animate it that way using the particle system. Or even convert it to a mesh - which can also be used with a particle system To actually sit and code that and do that would take me a day or two.
I've had a lot of success in VR using this when doing particle and imaginary systems:
https://github.com/keijiro/Smrvfx
Other interesting work of theirs in related fields:
https://github.com/keijiro/VFXCustomCode
https://github.com/keijiro/Abcvfx
Some examples of what you can do with that (hidden video links used for references on stuff)
https://youtu.be/6UXX-KlLFh8?si=xyVOFj-JjtTw67wr&t=141
https://www.youtube.com/watch?v=LgrJdXODKOE
hi, i have a camera tat outputs to a render texture and projects it back to another camera (for shader purposes) i assume that this isnt the best for vr, so, how can i change it so i still have my shaders and not use render textures
How do you set refresh rate on oculus? I try this API but it does nothing.
The OVR one worked, but the meta package has so many bugs. Does this unity.xr one just not work? whats the point of its existance?
anyone got any experience with Meta XR? I tried setting up on my Apple M1 with 2023.3 and I just get the following
Exception: Cannot include plugin 'Packages/com.meta.xr.sdk.interaction/Runtime/Plugins/Win32/InteractionSdk.dll' (Key: interactionsdk.dll;None) since plugin with the same name and architecture was already added ('Packages/com.meta.xr.sdk.interaction/Runtime/Plugins/
? how to activate the gamepad/wasd+mouse in WebXR like in WebVR https://learn.microsoft.com/en-us/archive/microsoft-edge/webvr/input
While building an error appears that says "Gradle build failed. See console for details."
On google it didn't show my problem when I searched it.
I tried fixing it myself but it didn't work.
Hey guys. I am trying to run a .exe file and do all the computation on the PC and use my Quest 2 simply as a monitor where no computing happens on the headset. The reason for this is that I'm trying to run a package in Unity that requires DX12 and the Quest 2 supports DX 11. I am curious to know what the best way to do this is, there are so many packages.
Currently I am trying to use XR Management Toolkit and Open XR, does that sound like it would work the way I need it to?
download the quest software on pc, connect ur quest to the pc and run the game
u can connect it with the charging cable
thats what im doing at least
Hey, does anybody know what Interactable Event tells you when you ungrab from something
Can you show that bottom console log? That says about 3 errors
are you running Unity games that you've made? I'm curious what VR SDK will work as PCVR + Quest 2
The unity project itself is set to DX12 and we're running a plugin that requires that, I used XR Plugin Management and XR Toolkit as well as Open XR. The plugin runs and looks fine in the editor but when we use the link cable and play mode the scene is black. I know the Quest runs DX 11 but my understanding is that when it's running off the PC it is essentially just a monitor that transmits position and rotation data.
Is there a reason why DX12 wouldnt work on the Quest2 when it's running off an exe on my pc with link cable?
Also when I make the vr build and run it with link the headset doesn't recognize it, just shows the desktop with the exe as a window. Any ideas?
will you be on in around 11 hours or is it daytime for you?
cause i got school tomorrow
so im not on my pc
No I wonāt be able to help at that time
damn
yeah, from the editor
i just got into vr dev so idk what any of this means
sorry
No worries
Hello everyone. I was just wondering if anyone knew why when i set my hands to disappear when you grab something it did not work.
Any steam or oculus friendly PCVR framework should be usable via link. OpenXR, SteamVR, Oculus integration etc. Any VR framework should also support PCVR. Provided your computer meets the requirements for it of course.
It just converts it to an Oculus Rift S more or less, so yes directx 12 will not be a problem.
Keeping in mind this will make a lot of players sick, the same way you would any unity player outside of VR, just apply the movements to the VR Rig
Hi, I have a 3D model of a scanned room I have access to and wondering if there is anyway of anchoring the virtual scanned world to the real world so everything is in same place, there is no camera/ar capabilities on the vr headset.
I was thinking of making it so you have to click on a few real locations with controllers to try and align like that but wondering if there is a better solution.
Not started the project yet just planning
Many thanks for any suggestions ā¤ļø
do you guys think i would need joints for a custom grabbing script i may wanna make in the near future
like inside of the script, joints i code myself
and i can add Objects and Snap Points within those objects that include Position and Rotation Offset for each one, and a custom pose for those points too
but since i dont know C# yet i would need to learn
does the headset have 6dof
if yes then i think clicking on real life anchors is the best
if no then i dont think its possible
Yeah it's a steam vr 6dof capable headset, I will be trying it by clicking in reality to set anchors unless someone knows of a better way š„²
Doesn't seem like an issue related to #š„½āvirtual-reality
Thanks. Now, when I sync the script with the game object after rendering the line, I get this error.
I'm trying to sync csvData script
Thats a problem with your script, it's a general coding problem at that point
Most likely your class name and filename don't match
And it won't be fixed until you fix the other error in your console. This is all pretty standard #š»ācode-beginner !learn stuff though and just figuring out how unity likes to compile and naming of scripts. You can probably get faster help in the general community for that stuff
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Alright. Thanks. Will check out.
hey can anyone help me
im very new to unity for vr
i used roblox studio which seems similar
if i want to make like an arm or a hand do i need blender or is there already something on the unity that i can use
just start with Quickstart your Virtual Reality (VR) applications with a sample scene
Kk
I did the model
On blender and put it to unity
How do I sync my body to the model
!learn
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here they rae this was the best time i could send with you being close to on
This one
Scroll down. It days there are three errors. Until you show the actual error no one can help you
A grade error means it failed to compile. The why is embedded in those error messages. You need to look through them to find the actual error. It'll usually be because of an SDK version, signing key missing, broken gradle version etc. But until you show the actual errors in there (and it says there will be three) it's impossible to help
But based on the top error, it looks like you need to accept android licensing terms, which you can't do very easily via unity
But that's a guess until you look at the actual errors unfortunately
for the one above youre reply that is all i cant scroll down in that error
this for the other one
and the other
the JAVA_TOOL one is the same as the CommandInvokation
i have to go but i will still talk just cant send screenshots
As I understood it fails to install Android SDK
