#šŸ„½ā”ƒvirtual-reality

1 messages Ā· Page 17 of 1

buoyant jolt
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Same here! I get about 2 hours on my Quest 3 if I'm lucky, with the same game of ours being 3.5 to 4 on the Quest 2.

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I only know because we run 4 VR stations at most events, and was surprised to see how fast our Q3s died.

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Not complaining but worth noting

tiny niche
buoyant jolt
tiny niche
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but you obviously want to be using the capabilities

buoyant jolt
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So hoping not to be too.much of an early adopter on that one šŸ˜„

tiny niche
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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

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cause in theory you would, due to the newer chip

rich cedar
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my decals look normal in the viewport but they arent visible in vr(the decal is used for faking lighting from the red sphere)

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i couldnt find a solution for this online

thick palm
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How do I send apk links?

buoyant jolt
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Google drive or Dropbox, itch Etc

buoyant jolt
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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

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Assuming android / Quest and all that

coarse light
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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

north path
lyric prawn
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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...

tiny niche
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potentially a broken rig, but you'd probably know whats causing it if that was the case

buoyant jolt
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And keeping deferred rendering enabled will use more resources. But it can be used in a pinch usually

dull lake
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Hi idk if this is the right channel but, I’m working in unity with VR, and I’m trying to run the device simulator but every time I hit play, I just get a black screen

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And I don’t know what to do

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It was working before but now it’s not and I’m not sure why

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I can send screenshots of anything if needed

tropic moon
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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:

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Would really appreciate any help. This is blocking script compilation and showing all of my HandGrabInteractable scripts as missing references, even on Meta prefabs

tropic moon
lyric prawn
buoyant jolt
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But yes, post processing hurts FPS, and deferred hurts FPS. And URP, in most cases, also seems to actually perform worse on Android

buoyant jolt
north path
buoyant jolt
north path
buoyant jolt
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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

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(We also may not need too though as we've also moved most of our newer projects to a different engine)

north path
north path
buoyant jolt
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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.

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I think all things considered they do a darn good job trying to keep stable šŸ™‚

north path
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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

north path
buoyant jolt
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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

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The QA team will kill me though as weve had them testing a big game update the last few weeks and are tired

dull lake
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Can someone help me with the XR device Simulator?

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All I get is black screen when I push play

lyric prawn
hardy hatch
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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?

north path
# lyric prawn Along those lines, is there a way to reset all the URP settings back to the out ...

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

GitHub

Base for Application SpaceWarp in Unity projects. Contribute to smitdylan2001/ApplicationSpaceWarp development by creating an account on GitHub.

north path
hardy hatch
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Floor, and the bottom of the bounding box is 1 above the plane

zealous dawn
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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?

hidden carbon
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quick question, does open XR Hand tracking support grab pose? I added it to my project but i can only do pinch grab

buoyant jolt
north path
rich cedar
safe fern
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what do people use for AO ?

buoyant jolt
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I bake it into the scene if I need it, bakery usually.

safe fern
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anything realtime? cant really bake AO in open world scenarios, especially grass etc and dynamic objects, moveables etc dead

buoyant jolt
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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.

safe fern
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no AO at all? but everything looks so blant and "gamey" without it

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do oyu use anything else, blob shadows, color bleed or anything?

buoyant jolt
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Of course, but that's handled by lighting.

safe fern
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can you show some screenshots? im not really knowledgeable with lighting, did some baking with bakery once but thats about it

buoyant jolt
lyric prawn
ionic stratus
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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

hardy hatch
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Ground is still at chin level rather than floor level

north path
lyric prawn
north path
pine bison
safe fern
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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

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GTAO / MXAO

ionic stratus
north path
dull lake
next gull
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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...

ā–¶ Play video
dull lake
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What should I do if I can’t get the VR Simulator to work? I only get a black screen every time I run it

buoyant jolt
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I've never used the simulator to be honest, but I'd start by checking if the Camera is enabled etc

tiny niche
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and you also need to ensure the correct input system is active in the project settings

next gull
tiny niche
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its a monobehavior that goes on a global object

next gull
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you mean this?

jagged raft
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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?

hardy hatch
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Still need help with that camera height issue

main quarry
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Hi how to fix text flickering problems?

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recording from desktop its hard to see, but from headset the reading is hard because characters flicker

vapid seal
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Hello I need assistance

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Can somebody tell me how to add .json to my game

buoyant jolt
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@vapid seal what does that have to do with VR? Other people use the built in json serializer, I use simplejson.

next gull
remote grove
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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

vapid seal
buoyant jolt
vapid seal
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How

orchid jolt
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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!

storm ether
vapid seal
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Im busy

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Ill be back tmw

buoyant jolt
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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

orchid jolt
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Got it, Thanks for the info!

torpid dew
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Hi, did anyone encounter this type of error while using VRTK? It occurred when I simultaneously grabbed and ungrabbed any interactable from both interactors?

dull lake
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Anyone know how to fix a black screen when I try to run device simulator?

nimble shell
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hello any one is here????????

vapid seal
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How Do I import json to my game

storm ether
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i dont know much about json imports

vapid seal
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Then whyd you hop in the conversation

storm ether
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to help you with openxr?

vapid seal
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I don't need help with openxr

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I need help with json

storm ether
vapid seal
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Listen, I just need help with jeon

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Json

buoyant jolt
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It has nothing to do with the channel

vapid seal
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Its for a vr game tho

buoyant jolt
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You've already been told that, and you literally said you don't need help with virtual reality

vapid seal
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Yes I do

buoyant jolt
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The problem has nothing to do with virtual reality

vapid seal
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For my vr game

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How many times do I have to say that

buoyant jolt
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Importing json has absolutely nothing to do with virtual reality.

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The fact you are working on a vr game has nothing to do with importing json

vapid seal
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OMG

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DUDE

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STOP

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JUST STOP

torpid ginkgo
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@vapid seal Stop spamming

vapid seal
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IM NOT

storm ether
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can we get @vapid seal out of here

vapid seal
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No

storm ether
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he's causing an unneeded scene

vapid seal
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Why cant I type

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I couldn't type

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What did you do

storm ether
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wdym

vapid seal
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I couldn't type I said i need help and you couldn't help

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So let someone else help please

storm ether
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or any other appropriate channels

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it doesnt matter if you're working with a vr game, you can get the same help in other channels

vapid seal
storm ether
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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

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and i dont have the money for Cloudwalkers plugin

modest spindle
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Hi. I am trying to increase line length in the controller but nothing changes in the scene

wicked bronze
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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?

hardy hatch
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Quest 3 if you have the money for it

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Just overall better which is to be expected since it's newer hardware

wicked bronze
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quest 3 will cost me like $700 to $800 where as quest 2 will cost me $300 so i am abit concerned

hardy hatch
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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.

wicked bronze
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than i guess i should get quest 3 as my system is not that powerful setup

buoyant jolt
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Quest 3 and a VR ready computer, if you are seriously pursuing it. Quest 2 if you are only curious.

lofty tangle
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As far as VR goes, quest 2 is great. If AR is your priority then quest 3 is a must.

thick palm
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What does this mean?

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When I try to build and run

zenith jasper
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do anyone know how to remove the interactable from xrsocket at runtime like by pressing the button

buoyant jolt
# thick palm When I try to build and run

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

topaz creek
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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?

topaz creek
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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?

finite basin
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Hi ! šŸ‘‹
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 šŸ™‚

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(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 ^^)

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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...

frigid timber
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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.

thick palm
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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

tiny niche
frank oasis
frank oasis
thick palm
craggy belfry
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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

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*tested in quest2

craggy belfry
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hmm, what is XR.update?

frank oasis
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Half the code is complete waffle

craggy belfry
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turn it it's because i use anti aliasing, just realize it's increase 100% of the App GPU time

thick palm
crude frost
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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 ?

craggy belfry
crude frost
craggy belfry
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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)

crude frost
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here you can see my issue very clearly in game view when showing both eyes.

carmine valve
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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

crude frost
carmine valve
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Thanks I will try that

crude frost
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Greetings. I have a shadergraph that

drifting sluice
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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

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i m So new and everyone says its possible but no one has given me any hint of how to start

pine bison
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!vrchat

ornate questBOT
pine bison
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Ask here @drifting sluice

tough magnet
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Hi

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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);

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Can someone suggest me how I can get this to work correctly?

pine bison
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Quest 2 performance issues

potent moon
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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

main quarry
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Hi. Pico OpenXR SDK is an alternative to Pico Integration SDK?

main quarry
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it seems yes

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I have controllers rotation wrong

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in steamVR it gets controller like they are oculus

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and in my game too i see oculus controllers

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but i'm using pico

crude frost
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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?

atomic karma
lavish rivet
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Hello can anyone just help me overall in VR development?

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I am doing a TSA competition and I almost have my map done but I’m 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

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I am also confused and this is my first VR game so any help would be appreciated šŸ™

frigid timber
buoyant jolt
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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

buoyant jolt
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The type of headset also matters, and the framework for XR

lavish rivet
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Do I need to get a headset first before using Unity vr?

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Or could I just do everything then get a vr headset?

buoyant jolt
lavish rivet
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Do you have any good tutorials that r recent

buoyant jolt
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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.

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I can't help in that regard I'm afraid, I don't know about tutorials

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I know some folks seem to like unity learn.

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!learn

ornate questBOT
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:teacher: Unity Learn ↗

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

lavish rivet
buoyant jolt
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At least I think, I didn't use gear vr myself. We were mostly a vive studio at that time

lavish rivet
buoyant jolt
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I think knowing cardboard VR / gear VR and how it works is worth knowing.

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But I also think it's looking behind you. Using OpenXR and learning modern VR is a whole lot more rewarding

tiny niche
cloud wagon
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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?

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I'm using a lot of custom shaders hlsl and shadergraph

finite basin
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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)

digital marlin
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is there an easy plugin that does automatic poses when you grab on to things

digital marlin
tiny niche
lofty carbon
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How could i know wich HMD is currently in use?

potent moon
livid pier
tiny niche
lofty carbon
tiny niche
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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

lofty carbon
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I'll proably make this a steam launch options thing, since you can set launch parameter there easily

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i'll def make an email template button lmao

tiny niche
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then you'll have both oculus and steamvr arguments at the same time

tiny niche
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same if a quest user where to play a steam game

lofty carbon
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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

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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

tiny niche
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if they where using revive, openxr is supposed to make revive deprecated

lofty carbon
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At the moment i only plan to support Index, pico 4 and quest... because those are the only hmds i own

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wouldn't know how to playtest the rest :(

tiny niche
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yea but you'd still want to avoid blocking people from trying other headsets

lofty carbon
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And input tracking is its own mess,,,

lofty carbon
tiny niche
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really, you should just make a device selection screen or use winapi to enumerate devices

lofty carbon
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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...

tiny niche
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and the user would have to know what the correct value is

lofty carbon
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it just launches the game :p

tiny niche
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i think procmon has the argument list

lofty carbon
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i made it print all arguments into the console and it seems to unly get the ones i set

lofty carbon
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wat?

buoyant jolt
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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.

uneven stirrup
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does anyone know how to always display the controllers in steamvr, I want to align them with my ingame hands

steady root
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Hey guys can we like click on 2d Screen overlay canvas UI in Unity VR?

tiny niche
kind scarab
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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

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can someone help me out?

shell pivot
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why cant i see the other options that are normally available in the xr menu?

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i have the xr interaction and all enabled

lofty tangle
crisp knot
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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

shell pivot
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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

buoyant jolt
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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)

buoyant jolt
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Although whatever you are using for joystick controls may be incrementing the wrong axis too

buoyant jolt
gloomy flame
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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

gloomy flame
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Problems with building to Quest 3

frigid timber
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Can I create a room in unity with the .csv file which contains the data for the room?

buoyant jolt
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A csv file is just a list of comma separated values. You can do whatever you want with it.

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But it wouldn't be very good for documenting a room design. There are better formats (json for example) for that

lean harbor
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I don’t know where to ask questions so if this isn’t the place just let me know. Anyway I was following valem’s 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 didn’t work. Also one day my canvas only showed in my left eye and didn’t stay in place it was moving based on the camera. Any help would be appreciated

vale idol
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can someone give me a quick walk-through for the Core Vr?

buoyant jolt
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!learn

ornate questBOT
#

:teacher: Unity Learn ↗

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

buoyant jolt
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@vale idol there should be a section for OpenXR

vale idol
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ah

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ok

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thx šŸ˜„

cosmic moss
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Hi guys i am currently making a cooking game and can’t 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

cosmic moss
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is there a way to make it much more realistic?

glass oasis
cosmic moss
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oh i figured that there is some unity vr physics i could utilise

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thanks anyways!

icy mantle
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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

silver wadi
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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

ashen grotto
#

Hi, can i build pcvr game on unity for quest3?

buoyant jolt
#

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 šŸ™‚

buoyant jolt
# silver wadi Hi people, please I want some advices to make great experiences on VR with unity...

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

silver wadi
buoyant jolt
# silver wadi Oh ok ok. Thanks. What about meta sdk? Recently I saw its oculus samples from gi...

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

buoyant jolt
#

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).

silver wadi
#

So, do u say that VRTK is better than VRIF for oculus quest?

buoyant jolt
#

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

amber wolf
#

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)"

buoyant jolt
amber wolf
#

Thank you.

compact gazelle
arctic blade
#

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.

vast roost
dry minnow
#

Is there any advantage to VRTK or VRIF over XR Interaction Toolkit? I like the concept of XRIT since it’s made by Unity and therefore in theory won’t break over time

buoyant jolt
# dry minnow Is there any advantage to VRTK or VRIF over XR Interaction Toolkit? I like the c...

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

frigid timber
#

Are there any good courses or tutorials for VR - Unity?

gusty zephyr
#

hello!

shrewd sentinel
dry minnow
#

The VR course on unity learn is pretty good too

dry minnow
#

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

buoyant jolt
# dry minnow Will look into those samples. All I really want out of a toolkit right now is Ra...

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.

dry minnow
# buoyant jolt The VRTK was also started and battle tested about 3 years before Unity even both...

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

buoyant jolt
#

We don't really take those on anymore though, which is good. But they come with a lot of unknowns

dry minnow
#

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'?

dry minnow
buoyant jolt
# dry minnow Wow, yeah, I can see a lot of value in building your own "common use-cases" tool...

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.

dry minnow
buoyant jolt
buoyant jolt
dry minnow
buoyant jolt
#

Same with NPCs, we try and ensure they make eye contact and acknowledge you, so you don't feel ignored in the experiences

tiny niche
#

@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

frigid timber
frigid timber
buoyant jolt
# frigid timber Can you share more guidance on it? I'm entirely new to this and I have to comple...

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?

frigid timber
#

I can try but I'll likely be repeating

ebon bison
#

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?

pine bison
#

!collab

ornate questBOT
solemn dove
cosmic moss
storm ether
#

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

dry minnow
vale idol
#

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

dry minnow
vale idol
#

also I belive it has something to do with the rendering of lighting since the VR core doesnt have shadows

mint turret
#

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

tiny niche
#

you could probably act it out while moving your body to compensate in vr, to figure out exactly how you want it to work

buoyant jolt
ebon bison
mint turret
sharp hedge
#

how do i get XR inputs with pure code? (new unity input system)

tiny niche
#

compare with a fixed point?

tiny niche
#

or construct the xr rig in code, but that would still be dumb

sharp hedge
#

ok

mint turret
tiny niche
mint turret
tiny niche
weak garnet
#

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

mint turret
tiny niche
icy mantle
#

Does someone know, how I get the interactor which is selecting an interactable? Using unity XR interaction toolkit

lofty tangle
#

While grab button is down just move player the negative velocity of the controller.

crisp sigil
#

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

fathom vault
crisp sigil
#

nah i dont got any anticheats in the project atm

fathom vault
#

alr

fathom vault
crisp sigil
#

the internet has already found a fix, but it doesnt work anymore because oculus integration deprecated WAAAAAAAAAAAAA

#

anyways thanks for your help, i'll proj just be making flatscreen controls for development lol

fathom vault
#

lol

#

good luck yes

crisp sigil
#

flatscreen might go wack since im using gtag locomotion lmao

#

and messed with its physics so it includes more jank hshshshshhshshs

late gull
#

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 šŸ™‚

heavy ruin
#

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?

lofty tangle
#

Either that or use ā€œdeviceā€ instead of ā€œfloorā€ mode for the device height. And set it to the height you want

urban gull
#

anybody know why this image is frozen on my screen when i test my game in vr? it follows my view wherever i look

pine bison
storm ether
#

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

visual root
rapid pumice
#

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.

ornate veldt
rapid pumice
#

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:

ornate veldt
#

BIRP or URP

rapid pumice
#

BIRP

#

Sorry, forgot to mention the pipeline!

#

I'm looking at the frame debugger and trying to understand if textures are messing something up

mossy shore
#

how do i fix the error on the right side

lavish rivet
#

Let’s go we making progress in our game

verbal sentinel
#

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?

storm ether
#

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

ornate veldt
# verbal sentinel Trees in VR? somebody has tips? I tried several models and types and most looks...

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.

storm ether
visual root
lyric prawn
#

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.

tiny niche
#

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

storm ether
stark vault
#

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.

stark vault
fiery vale
#

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.

stark vault
#

Anyone know how I could use XR Grab Interactables with a 3D models hands

vale idol
storm ether
#

how do I find the animation controller for my avi?

storm ether
#

how do i make a custom boneworks locomotion rig without knowing how to code?

distant garden
#

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?

distant garden
#

Or is the passthrough only on a surface level and not accessable in unity?

severe saffron
north path
sinful cape
#

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.

lyric prawn
#

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?

buoyant jolt
#

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

lyric prawn
#

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.

pine bison
#

What unity version are you on?

#

Q2 is capped at 72 by default but can be set to 90 or 120 on demand

lyric prawn
#

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.

buoyant jolt
#

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.

lyric prawn
#

I'm sure can improve my stuff, but wow, 14ms just for an empty XR scene? Isn't that quite a lot?

buoyant jolt
#

But all of that can be verified editor side with enabling stats to verify, and profiler to verify.

lyric prawn
#

Thanks, I'm still learning to use the profiler

buoyant jolt
#

That's because it's capped at 72fps. It won't go faster than that.

#

Unless you expressely tell it to.

lyric prawn
#

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?

buoyant jolt
#

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.

lyric prawn
#

Got it, forgot about battery life

buoyant jolt
#

Yeah and heat too. Eventually a heavy scene at 72FPS can start to drop if the GPU isn't cooling down fast enough.

lyric prawn
#

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.

buoyant jolt
#

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

lyric prawn
#

Oh thank you! I have tried Crest, and a few others, and they all are performance hogs

buoyant jolt
#

OK the bad news is I did, I modified uWater 😦

lyric prawn
#

Okay thanks anyhow.

#

May I PM you?

runic summit
#

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.

fallow ledge
#

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!

tiny niche
fallow ledge
#

and the floor is fine during main menu

tiny niche
#

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

severe saffron
#

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.

visual forge
#

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

severe saffron
#

pretty accurate Id say. pcvr isnt completely dead but meta is killin it šŸ’µ šŸ’µ šŸ’µ

#

and to be honest my q3 plays games natively 100% better than my 1060 can

#

Semi-true for the q2 🤣 vs 1060 too

#

here's my advice: get used to buildin APKs

runic summit
tiny niche
lyric prawn
#

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.

buoyant jolt
#

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

lyric prawn
runic summit
#

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.

severe saffron
#

I think they just moved it to a different package called the platform SDK

runic summit
pine moat
#

hey coule someone help me out for 2 minutes with an animation

vale idol
#

Does anyone know how I can make the character in Unity Taller and faster? If you have a video that would be great

tiny niche
vale idol
tiny niche
# vale idol how?

you'll find the scale on the transform in the inspector, drag it to the right and it'll go up

vale idol
#

wait

#

would u be able to join a call with me and I screen share so u can help?

tiny niche
#

its getting late over here, but you'll figure it out if you google it

vale idol
vale idol
#

so when I click on the camera I just increase the scale? How about the velocity?

tiny niche
vale idol
#

but im using Core VR?

tiny niche
#

velocity you'll have to adjust in your movement code

vale idol
#

so what would be the character?

#

this is all I have:

tiny niche
vale idol
#

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

tiny niche
#

so assume 1 unit in unity is 1 meter

vale idol
tiny niche
vale idol
#

ohhh

#

so its not because of unity

#

its because of the VR headset

tiny niche
#

well its because of how they work together

vale idol
#

ah

#

thanks alot Ragath!

#

Il make sure to give you credit in our game!

vale idol
#

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!

vague trench
vale idol
vague trench
#

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

versed hatch
#

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

vale idol
#

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!

lethal thunder
#

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.

reef hatch
#

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.

storm ether
#

if you downgrade unity will you get the XR Rig instead of XR Origin?

lethal thunder
#

can that work to fix my thing

storm ether
#

what thing are you making?

lethal thunder
#

a gorilla tag fan game and my player model the lower arms and hands don't show up

lethal thunder
#

i made 4 models and i followed videos

storm ether
lethal thunder
#

if it is the player model what would it be

storm ether
#

can i have a video to see?

lethal thunder
#

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

lethal thunder
#

never mind i think some how it might be the player model

crystal knoll
#

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.

#

Of course I could loop through all objects with a specific tag, specifying they are flammable, but maybe there is a more efficient solution?

astral trellis
#

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?

astral trellis
#

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.

buoyant jolt
buoyant jolt
#

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

crystal knoll
buoyant jolt
#

That's just a guess on my part though without seeing the hiearchy before and after

crystal knoll
#

I'll check it out, thanks for the info!

crystal knoll
#

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

crystal knoll
buoyant jolt
#

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.

crystal knoll
buoyant jolt
#

It's totally your call. I don't think processing wise it'll make much of a practical difference in either case

crystal knoll
crystal knoll
warm rivet
#

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

clever owl
#

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?

warm rivet
#

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

buoyant jolt
# clever owl I have a question about adding VR to a first person game. Does this need to be d...

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.

buoyant jolt
trim osprey
#

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?

vale idol
#

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

pine bison
analog citrus
#

Hi everyone šŸ‘‹.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

astral trellis
pine bison
crude token
#

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

analog citrus
silent ermine
crystal knoll
buoyant jolt
# analog citrus Hi everyone šŸ‘‹.I'm new to virtual reality. I want to specialize in architectural...

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.

pine bison
#

We're on URP in 2021, holding off on upgrading due to performance concerns

buoyant jolt
#

It's a delicate balance for sure. I'm hoping we can move to 2022 this year too

#

And start using URP

storm ether
#

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.

severe saffron
#

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)

empty otter
#

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."

pine garden
#

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.....

thin panther
#

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?

ornate questBOT
buoyant jolt
#

If you have a legit project or team, you really should be cautious about following community rules

buoyant jolt
modest mason
#

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?

pine bison
pine bison
buoyant jolt
#

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.

thin panther
#

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?

tiny niche
#

and even the best macbooks don't come anywhere close to it

pine moat
#

could someone help me quickly with an animator controller issue

tame nimbus
#

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?

prime wing
#

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 ?

regal path
#

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

rancid totem
#

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

frank oasis
rancid totem
#

still dont work

#

have done all

buoyant jolt
#

Do other link games work?

hollow sail
hoary kindle
#

Hello

dull summit
#

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.

ionic stratus
#

Hello, someone here already use the XR JOYSTICK component? I have some problems

modest mason
#

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?

modest mason
tiny niche
#

like a grassy field that goes on forever, or when looking at the wall of a hole in the ground

tight geode
#

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?

vale idol
#

I belive it has something to do with the Wifi and Internet

buoyant jolt
winter spindle
#

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:

buoyant jolt
tight geode
#

My internet is working fine

bold sleet
#

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.

wooden granite
#

Does the quest support BLE?
If it does how can I access the Bluetooth of the quest in my Unity app?

silent ermine
prime wing
#

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

idle sinew
#

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?

north path
prime wing
frigid timber
#

Can I create lines from the csv file in unity? The lines are like the airflows here in this attached picture.

ashen grotto
#

Hi, is it possible to use both ways of moving (Teleportation and stick moving)?

buoyant jolt
#

Sure

ashen grotto
buoyant jolt
#

Usually you want to let people toggle between them though.

fleet plover
#

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

gloomy flame
#

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

prime wing
#

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

prime wing
#

Update : it's when with the line public PlayerInventory playerInventory; // RƩfƩrence Ơ PlayerInventory but I don't know why

gloomy flame
#

UPDATE: i found the issue

buoyant jolt
#

Also yes, lots of VR multiplayer, we don't use netcode though.

gloomy flame
buoyant jolt
gloomy flame
#

it's just a small 2 player coop game

buoyant jolt
gloomy flame
#

Okay! šŸ™‚

buoyant jolt
#

All the multiplayer frameworks are very similar in design

fleet plover
calm cradle
#

Hi, bit of an odd one query - Is anyone aware of any VR Controllers that work with Unity, without a VR headset?

orchid jolt
#

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.

buoyant jolt
#

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

buoyant jolt
#

And the headset for processing button presses

buoyant jolt
#

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.

summer saffron
#

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...)?

buoyant jolt
# summer saffron Is there a simple speech-to-text setup for Unity (Quest 2), without an always on...

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

GitHub

An implementation of Vosk's offline speech to text library in Unity for Windows and Android - GitHub - Babilinski/vosk-stt-unity: An implementation of Vosk's offline speech to text...

#

I'll try and find the one we use, as it is very decent and runs on ios as well.

summer saffron
arctic blade
#

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?

arctic blade
#

Ah, thanks! Didn't realize it diverged.

keen needle
#

Is there a way to reference the XROrigin object? I'm trying to move it through a 4 button input system

lofty tangle
#

Yes you just have to use the right using unity.xr.somehting I forget.

terse dagger
#

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 šŸ™

#

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! šŸ™‚ (granted its only basic support but still!)

frigid timber
#

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.

frigid timber
buoyant jolt
#

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.

open mango
#

Hey just wondering if there is a way to add gravity to a character that teleports instead of using the continuous movement

#

Nvm fixed!

distant garden
#

Can't find this VIVE XR Support Feature group section. What package do i need installed? Using unity 2022.3

nimble bluff
#

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

real vector
#

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

wise warren
#

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?

soft summit
soft summit
real vector
#

Seems like the solution was disabling "Retain Transform Parent" in XR Grab interactable

#

And enable Kinematic

soft summit
nimble bluff
nimble bluff
#

I mean, let say I wanted to make a shooter VR game, with a video as the sphere skybox (video are playing forward)

soft summit
narrow briar
#

Hey guys, on Quest3 is there a way to turn off mic shutting off while the voice is a consant hummmm?

open mango
#

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

nimble bluff
wintry geyser
#

anyone know how to fix this?

storm ether
#

do you mind showing what the 3rd error says?, I'm not able to see it very well

outer gull
#

Try use Input Actions, if I remember correctly, XR interaction toolkit uses actions by default.

wise warren
nimble bluff
#

guys is it really there is a game using a video360 for it's environment ?

deep pivot
#
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

storm ether
# wintry geyser

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?

storm ether
#

then you might not have installed gradle correctly try reinstalling the android build support from Unity hub

wintry geyser
#

ok

long fern
#

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.

buoyant jolt
#

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.

frank oasis
#

Asking out of curiosity

buoyant jolt
#

It doesn't impact me, but I thought people would want to know so they can ensure they differentiate enough to get approved

orchid jolt
ashen grotto
#

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.

buoyant jolt
ashen grotto
ashen grotto
#

Ah in that thread on Reddit same VD way is talked.

ashen grotto
north path
#

You might be able to use it using Quest Link if the quest is in developer mode, like the hand tracking. Not sure tho

wraith tangle
#

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??

cold bobcat
#

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?

buoyant jolt
#

You can pull the device logs to verify however

warped hollow
#

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

lofty tangle
#

its a camera icon

willow venture
#

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)

wintry geyser
storm ether
# wintry geyser 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

ashen grotto
astral knot
#

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.

astral ravine
#

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!

buoyant jolt
# nimble bluff 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).

tight geode
small shell
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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 ?

viral blaze
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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.

viral blaze
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I think I found the issue. Need to add the physics layer to the Interactors "Raycast Mask" / "Physics Layer Mask", very consistent šŸ™‚

flat mulch
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Hello, i made my controllers appeared in game. Actually it happend automatically. I want them to be hands, how.

flat mulch
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my main problem is getting rid of the preloaded controllers and replacing them with my mods

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sorry i meant model

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but i already put the model as a child of the controllers but also these controllers are also rendering

narrow briar
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Hey guys, what's the best build of unity to make a quick VR proto on quest 2?

tight geode
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just go for the latest LTS

narrow briar
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ok, everything stable uh, that's a good news

buoyant jolt
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If it's only Quest 2, the latest 2022 LTS is fairly stable

narrow briar
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are there other stand alone VR systems?

orchid jolt
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There is PICO headsets

buoyant jolt
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Vive focus, Pico 3/4, Quest 2/3 are all pretty common still

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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.

narrow briar
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it looks like everyone is scaling back VR product development

buoyant jolt
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We've been fulltime VR for about 8 years now, and busy as can be. But always nervous there could be an Industry change.

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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

flat mulch
narrow briar
narrow briar
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what makes you successful? and why unity vs unreal?

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i just started on a project that was made in unreal

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and after a hard week of transition i went back to unity yesterday, it felt weird

buoyant jolt
# narrow briar good for you ! which company?

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

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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

buoyant jolt
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But that only helps if you are using OpenXR

narrow briar
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so i infer that you make vr experiences for companies

flat mulch
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but where would i find in inspector

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i am kind of knew to all of this

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I have some prefab files of left and right hands i want to use for this

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and i found the model for the openxr controllers which is not a prefab file it is a .fbx file

buoyant jolt
buoyant jolt
flat mulch
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Okay , thankyou.

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tysm that helped

high bison
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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

narrow briar
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which are so much easier to implement, I'm finding out.

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as in: there is no guess work like making games

bold heath
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Hello can anyone help me? I need to make a video recorder in quest 2 project

flat mulch
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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

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Ok news update. I figured out i can hold it but it is really janky and also is not being held right

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i wanted it to replace the hand

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when u grab

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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

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idk how to fix

frank oasis
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Internet should say what that is

flat mulch
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do u know how i can check for if my hand is currently holding an specific (in a script) XR Gr#abbable object

flat mulch
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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.

exotic patrol
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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?

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it only shows in multipass renderer but in single pass some things dont render in both eyes

tight geode
tribal spire
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hi, when I enable this meta xr feature group, my controllers aren't tracked anymore

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I assume I need this to set my refresh rate to 120 fps

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so how can i enable both

sinful cape
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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.

ā¤ļø Support on Patreon : https://www.patreon.com/ValemVR
šŸ”” Subscribe for more Unity Tutorials : https://www.youtube.com/@ValemTutorials?sub_confirmation=1
šŸŒ Discord : https://discord.gg/5uhRegs
🐦Twitter : https://twitter.com/val...

ā–¶ Play video
north path
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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

north path
north path
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Ah, dont use orthographic cameras in VR

manic saffron
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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!

bold heath
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Hello can anyone tell me how can I add feature to record a video in standalone quest 2 project?

north path
north path
bold heath
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I need to record video from specific camera attached to selfie stick

north path
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Never done that, but there are some paid and some free tools online you can try

bold heath
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I tried rockVR but it won't work, can you suggest any other?

north path
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No, I have never done it

mellow summit
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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?

frigid timber
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I'm not able to add the script as a component for a GameObject for rendering streamlining. Can anyone help me with this?

frigid timber
flat mulch
jagged badge
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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.

buoyant jolt
# frigid timber Hello <@229302061840203786> , now the room is ready but can you briefly guide m...

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

white flicker
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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

tribal spire
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How do you set refresh rate on oculus? I try this API but it does nothing.

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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?

plain sigil
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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/

lyric cove
wintry geyser
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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.

snow bolt
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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.

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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?

white flicker
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u can connect it with the charging cable

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thats what im doing at least

tiny terrace
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Hey, does anybody know what Interactable Event tells you when you ungrab from something

tiny terrace
snow bolt
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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?

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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?

wintry geyser
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cause i got school tomorrow

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so im not on my pc

tiny terrace
wintry geyser
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damn

white flicker
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sorry

snow bolt
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No worries

flat mulch
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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.

buoyant jolt
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It just converts it to an Oculus Rift S more or less, so yes directx 12 will not be a problem.

buoyant jolt
slate osprey
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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

storm ether
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do you guys think i would need joints for a custom grabbing script i may wanna make in the near future

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like inside of the script, joints i code myself

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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

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but since i dont know C# yet i would need to learn

white flicker
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if yes then i think clicking on real life anchors is the best

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if no then i dont think its possible

slate osprey
tight geode
flat mulch
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oh yea sry forgot

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it is just a vr game

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where should i post @tight geode

frigid timber
frigid timber
buoyant jolt
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Most likely your class name and filename don't match

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And it won't be fixed until you fix the other error in your console. This is all pretty standard #šŸ’»ā”ƒcode-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

ornate questBOT
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:teacher: Unity Learn ↗

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

frigid timber
compact vine
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hey can anyone help me

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im very new to unity for vr

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i used roblox studio which seems similar

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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

lyric cove
compact vine
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Kk

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I did the model

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On blender and put it to unity

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How do I sync my body to the model

buoyant jolt
ornate questBOT
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:teacher: Unity Learn ↗

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

compact vine
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Thank youu

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I didn't even know this was a thing

wintry geyser
wintry geyser
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does anyone else know?

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that is online?

buoyant jolt
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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

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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

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But that's a guess until you look at the actual errors unfortunately

wintry geyser
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this for the other one

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and the other

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the JAVA_TOOL one is the same as the CommandInvokation

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i have to go but i will still talk just cant send screenshots

tiny terrace