#šŸ„½ā”ƒvirtual-reality

1 messages Ā· Page 18 of 1

tiny terrace
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@wintry geyser Go to Project Settings -> Other -> Scroll down and choose Android SDK Version 32 because I assume that you making a build for Meta AppLab

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That should help

wintry geyser
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Thx I'll try tomorrow morning

buoyant jolt
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That's the one. As mentioned above, it's failing to install SDK 30. You must use 32 for Quest and over 32 for Google Play, so it is for the better anyway. Personally I like to install android studio and manually manage my SDK versions. But as mentioned above you can change it to 32 in Unity first and hope it will install properly.

wintry geyser
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Thx so much if it keeps happening ill tell you guys tomorrow

buoyant jolt
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If it happens tomorrow I'll walk you through managing the SDKs manually (outside of unity)

wintry geyser
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Ok thanks

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Gn

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Or gm/day

compact vine
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hello?

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why when i say guy-s it blocks it

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weird

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but um im new and i imported an asset its like a skin but when i look at it the textures arent there its just grey

tiny terrace
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Hi, how do detect which hand (right or left) is interacting with an Interactable? Can I somehow possibly get which hand is interacting from event args? (SelectExited)

I’m using XR Interaction Toolkit

tiny niche
tiny terrace
tiny niche
runic summit
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Hello,
Is there an howto on settings for quest2&3 because i can see a massive difference of resolution between start with the editor on pc and the final apk.
If i could detect if the device is a quest 2 or 3 and adapt the resolution and settings to would be perfect.

sleek heath
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If I use an avatar that's synced with the XR Origin main camera, should I add the colliders/rigidbody for detecting walls and such to the main camera too? Or is it only the avatar that needs need them?

wintry geyser
orchid jolt
wintry geyser
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marshmallow?

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sry i was in class

narrow briar
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Meta Quest 3 | Drunkn Bar Fight Trailer: This game highlights the next-generation tracking capabilities of IOBT or the predictive capabilities of Generative Legs, you can easily move to a whiteboard, around a table, or closer to someone you’re having a conversation with—in a far more realistic manner.

ā–¶ Play video
wintry geyser
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turns out i changed it from marshmallow to the 32 one cause mashmallow was 23 and IT FIXED

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TYSM

fervent sedge
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Hello folks! Is there any way to track the position of a real-world-object/image/qr code? we're using Pico and Quest

tiny terrace
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Version 32

wintry geyser
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i fixed it

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i thought marshmallow was 32

lean cobalt
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[OCULUS META QUEST]

Hi guys, I need a little help, I'm developing a vr game in unity and I need to only rotate an object on his Y axis using hand or grab control. How I can do this?
At the moment the object have the grabbable component and his rigidbody is setted like this:

isKinematic = true
contraints : locked movements (x,y,z) locked rotations(x,z)

When i interact/grab with controller, it follow the hand movement.

tiny terrace
tiny niche
dull lake
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Guys my device simulator just gives me a black screen and idk what to do

tiny terrace
tiny niche
tiny terrace
fervent sedge
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does not use OpenXR ARCore in the lower layer?

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is it the OS that prevents us from reaching native funcitons of android?

buoyant jolt
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I don't understand the question. Quest and Pico don't use arcore.

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If anything @fervent sedge - Pico makes it easier go access the underlaying Android as it includes many example libraries to access lower functions normally blocked by Android

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Quest is of course more locked down.

sterile hatch
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HI i have silly questions happy_dance
So I'm new to coding (especially in VR stuff but i have to work on something VR related, soo, yep c:) and I'm struggeling with something. So I'm having a fire extinguisher and i want to have two grabable parts on that extinguisher: The corpus and the ... spraying part. I want to hold the fire extinguisher on the corpus and then have the chance to grab the sprayer part and after i'm holding it, i want to fire a particle system.
Two questions:

  • How do i make one object, that's grabable at different parts of the same object, while also limiting the user to firstly grab the corpus
  • I'm not sure what code signefies that I'm "holding" something. In 2D e.g. there's the "interaction", "onkeydown" code, but what's there for VR?

Thank you in advance HH_happy

buoyant jolt
sterile hatch
sterile hatch
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actually good call I'll try smth like that

buoyant jolt
# sterile hatch actually good call I'll try smth like that

Also, as a side mention, most VR frameworks will temporarily reparent what you carry to your hands.

We've done a lot of fire VR work. I usually keep a Base -> hose -> Nozzle relationship, with a rig for the hose. That'll let you deform the hose while keeping a nozzle always at the end of it.

But you could actually make them three completely separate projects and just move them manually to keep them in sync.

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I don't like to use literal rope and hose physics and instead fake it. That way it can't get kinked funny or stretched beyond reason

sterile hatch
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oh that's good to know

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wait uhm righ for the hose?

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wdym by that?

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like "bone" rig?

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(sry language barriers)

buoyant jolt
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Yes

junior quest
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By using "Rigid body", "Grabbable", "HandGrabInteractable" to an object, I can grab an object. However when I grab that object, it keep accelerate the speed by gravity. How to fix it?

compact gazelle
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What i have to do to solve this problem?

buoyant jolt
compact gazelle
buoyant jolt
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Oculus only supports Android or Windows iirc.

compact gazelle
buoyant jolt
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If you disagree with the wizard you can ignore it and close it.

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Its just a helper wizard to avoid common issues.

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But if it is correct and you have an invalid build target you won't be able to build the project. I suspect you aren't on a proper android or windows build target. But you'll find out when you go to build the game

compact gazelle
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i can not build the game indeed

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i am building the game for android,i always did like it and it always worked

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it is the first time it happens

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if you want i can send you a video cause i really don't understand how to solve the problem

buoyant jolt
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When you go File -> Build, take a screenshot of the platform window

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If you can

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It doesn't detect you as using Android, and instead says Unknown, which is quite unusual.

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But I don't build direct for oculus (I.e. oculus integration) very often as we use openxr.

compact gazelle
buoyant jolt
# compact gazelle

Try switching to windows, let it compile, and see if the error goes away. Then go back to androjd.

compact gazelle
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same error i tryed

buoyant jolt
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Do you have the error from the console log or anything from when you try to build?

compact gazelle
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build error

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but nothing that can break the build

buoyant jolt
# compact gazelle but nothing that can break the build
compact gazelle
buoyant jolt
buoyant jolt
# compact gazelle so there is no solution?

I'm not sure what error you are seeing building, that might be resolvable. To get the SDK to work properly here, you'd need to move it into your project and patch the code temporarily. Just not sure that it is actually breaking the builds, it's usually just a wizard.

compact gazelle
buoyant jolt
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I can't see the error or the code for the plugin, so I don't think i can help beyond this point

crystal axle
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I am using the xr interaction toolkit to grab and handle this weapon but sadly it happens to lag behind when I move, smoothing the position does not help and the rigidbody is already interpolating the movement. What causes this problem?

lofty tangle
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its could be that the object is moving in fixed update, while the player is moving in update.
or the object position is updating before the player movement cause a disconnect/lag effect.

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a fix could be just ensuring that the target position of the object is updated after the player movement.

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@crystal axle

crystal axle
crystal axle
narrow briar
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looks like you're moving the player in update and the gun with physics

crystal axle
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but I got on thing id like to know

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whats the correct spelling to make it first/last select

buoyant horizon
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I'm trying to build a very simple test project for VisionOS and I keep getting this error Anyone else had this or know how to fix it?

narrow briar
# crystal axle I am :(

yeah you want to be careful with that. once the gun is in-hand it's usually a good idea to kinematic=true its rigidbody then parent it to your hand controller.

warped hollow
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I am trying to use unity and the XR interaction toolkit to set up a research experiment.
I am struggling to find easy to understand documentation on extremely basic actions like detecting a button press.

Please can someone explain how to detect if a user presses the A button on an oculus controller.

lofty tangle
warped hollow
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I don't understand what any of that means.

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!

warped hollow
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The VR development route?

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To become a VR developer?

lofty tangle
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yeah if you dont know what any if that means you might want to go back to the basics

buoyant jolt
warped hollow
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I've not completely skipped reading forum posts. The stuff featured in that post isn't visible in my setup

lofty tangle
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also there are several youtube tutorials that show you how to set up unity for vr

buoyant jolt
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We use a heavily modified version of this for openxr. The link above is for using the new input system and oculus.

if(UnityEngine.XR.InputDevices.GetDeviceAtXRNode(XRNode.RightHand).TryGetFeatureValue(new ("TriggerTouch"), out value))
{
    hand.triggerTouch = value;
}```
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Where trigger touch is the input you are looking for.

buoyant jolt
warped hollow
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That was because I scrolled up to find someone who looked like they knew stuff about the XR toolkit

buoyant jolt
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But yeah
GetDeviceAtXRNode is what you can use to get a controller. And from there you can check the button states. Assuming you are using OpenXR

warped hollow
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I don't know what I'm using, I clicked the VR template that came with two scenes

buoyant jolt
warped hollow
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Ok well I'm 99% of the way towards finishing the setup for my experiment, it has worked fine for me

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I just need to try what you said in order to let a user do something when they press a button

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I tried to make the same thing work by detecting if the experimenter presses the spacebar but I got an error saying it's one or the other, controller or keyboard, no both

buoyant jolt
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And this is a list of what you can query from that. You probably want PrimaryButton

warped hollow
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I've been on what feels like 20 different pages all describing the same unity XR thing that look like that

buoyant jolt
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You can intermix desktop input (I.e. enter key) and VR input. But I'd use VR input or at the very least use hand tracking and put a button in the world they can press

warped hollow
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Doing that would require me to learn a lot more about unity in general, I don't have the time

buoyant jolt
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Yeah, it's because Unity created a very awkward new input system for new users and makes it very difficult to detect something like a button press out of the box, versus say tracking a head position

warped hollow
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It has been astonashing

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Like, to detect if a user presses the spacebar it was just like getinput "space"or something

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but then to detect controller input I still don't even know what to do after you gave me what was probably a copy paste solution

buoyant jolt
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Well, I have even less available time than you do, and I definitely am not stopping my evening to write it for you.

The code above shows you how to check for a button pressed.

Sorry you feel that is too copy pasted for your wishes

warped hollow
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No that's not what I was suggesting

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Thank you for being so patient and not just kicking me out

buoyant jolt
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I would never, and don't have access to that kind of thing anyway

warped hollow
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I meant copy paste as in you were already spoon-feeding me an answer

buoyant jolt
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I'm sure there easier ways, but I dont use the new input manager very often.

warped hollow
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I will try your suggestion

buoyant jolt
# warped hollow I will try your suggestion

OK, give this a go. Create a new script called XRButtonSelected.cs (name and capitalization is important). In there, use this:

using UnityEngine;
using UnityEngine.XR;
using UnityEngine.Events;

public class XRButtonSelected : MonoBehaviour
{
    // target device
    public XRNode Hand = XRNode.RightHand;
    // what to do when pressed
    public UnityEvent OnButtonPressed, OnButtonReleased;
    // is it pressed?
    public bool IsPressed = false;

    // check for input
    void Update()
    {
        // controller to check
        var device = UnityEngine.XR.InputDevices.GetDeviceAtXRNode(Hand);
        // a C# thing to create a temp boolean
        bool value;
        // button to check
        if (device.TryGetFeatureValue(CommonUsages.primaryButton, out value))
        {
            Debug.Log("Button pressed: " + value);
            if (value != IsPressed)
            {
                if (value)
                    OnButtonPressed.Invoke();
                else
                    OnButtonReleased.Invoke();
                IsPressed = value;
            }
        }
    }
}```
Add that to anything, probably the controller in the XR Rig would be good.  It should give you three options, what controller to listen to, what to do when the button is pressed, and what to do when it is released.
buoyant jolt
warped hollow
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and I definitely am not stopping my evening to write it for you

Thank you so much for all of this help lloyd, if I can't get this to work now then I have no brain.

buoyant jolt
warped hollow
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I have been able to do exactly what I wanted to now thank you

buoyant jolt
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Success!

narrow briar
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what is colorCamera?

torn rain
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Hello, I am working on creating an Oculus VR game using Auto Hand and VRIK. Due to the use of a custom Rig (full body), implementing grab hands has been challenging. I've searched official documentation and YouTube, but they recommend using the OVR Hand Player Controller Link. However, I eventually want to expand this game to platforms like SteamVR or Vive VR. Is there a way to apply grab functionality to the custom Rig (full body) without using the OVR Hand Player Controller Link?

wary urchin
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Hi everyone, I need help with a scene in unity development if anyone know hows to fix it.
I am trying to create a VR scene in unity, where the user needs to place some rings on hooks, however the rings do not go through the hook

bold sleet
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still need an answer ;-;

dull lake
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Hi guys I have a question, so I’ve been following one of unitys tutorials for how to make a VR game

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And it tells me a lot about VR characteristics but not a whole lot about the coding to actually make it into a game

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Anyone have a video or anywhere where I could learn more?

buoyant jolt
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Try a new project without VRchat first.

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Then if VRchat is the problem I'd ask in !vrchat

ornate questBOT
bold sleet
obtuse cargo
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Can anyone help me? I'm doing a project using Quest 2 in unity and I'm using hand tracker 2 in unity. I want to pick up an object and not let it pass other objects

ex: I took the book and didn't pass the book from the table and it collided with it but didn't pass

Does anyone know how to do it? to help me please?

buoyant jolt
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How I would handle it, is I'd keep the book as a separate unparented to the hand object. Have it move towards a carried target using a rigidbody. That'll stop it from moving through objects and allow you to use gravity enabled rigidbodies without lag or bouncing.

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I'm sure there are a lot of other ways to do that too though. Just keep in mind the XR Interaction stuff disables the rigidbody and parents the object to irself when you pick something up

obtuse cargo
buoyant jolt
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But with the default framework, whatever you pickup will follow the hand. So use it as a target destination, not the actual object itself.

jagged badge
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Anyone ever have this warning spam their console? XRStats::SetStatFloat failed. Stats queue full! Stats for this frame will be lost.

buoyant jolt
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Looks like it goes away when you remove the testing framework.

jagged badge
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oh wait, I scrolled further down and found the answer. I had the Game tab behind the console tab and for what ever reason unity doesn't like that. as soon as i moved the Game tab up back by the scene it stopped spamming. Thanks fro the help @buoyant jolt!

narrow briar
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is there a way to get finger rotations from quest gesture, using xr toolkit

storm ether
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https://youtu.be/VftAqOUhQsk?si=xcHKzXsLK0hxof-b

only if i learned C#
only if i learned Unity
only if i learned physics

how

Join the Discord ā–ŗ https://discord.gg/PPX5qcq
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#vr #virtualreality #locomotion #vrgaming #vrchat #virtualrealitygame
The Hybrid Presence Engine is being showcased once more...
This time we're looking at the accuracy ...

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tender pecan
#

Hey is anyone good at making gtag fan games I want to make one I have experience I just want a partner

buoyant jolt
ornate questBOT
buoyant jolt
#

It's good to learn of course, but I do recommend making something brand new if you can

storm ether
narrow briar
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does the quest air link work for you? in unreal zero problem, in unity 2022.3 it is spotty and freezes a lot

narrow briar
tight geode
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Did you find a fix for this?

drowsy cave
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Hello, I wanted to know, I am making my game in VR like PC building Simulator, I placed my objects in the right place, except that I always have the elements in red and blue as in the photo and I wanted to know if it Is this an option to check or not?

It seems to me it's a box to uncheck in the preview but I don't know where it is.

i using the XR Plugin

exotic patrol
buoyant jolt
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You don't need to cross post this in multiple channels

harsh kite
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Guys i have a gameObject with a Ray Interactable and a Surface Collider. The problem is that i can interact only on one side of the mesh...

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What i need is to get the position of the white circle, i use rayInteractor.CollisionInfo.Value.Point. i get an error when i am on the wrong side of the mesh

safe sigil
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Is this the best channel for PolySpatial workflows for the VisionPro?

crude frost
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Anyone know what script this is being launched on so I can comment out the logic?

tender pecan
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hey im looking for one person to help me build a vr game with gorilla tag locomotionj

white flicker
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can someone help, i have the grab thing set up in a prefab and it doesnt like it when i spawn that prefab multiple times

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and i also cant grab it

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but if i place the prefab manually in the scene it works

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so its just cuz im spawing it multiple times prob

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its also set up with the default stuff, i havent changed anything

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and i checked, when the object gets spawned in the scene, it automatically grabs the interactor manager from there

tender pecan
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hey im looking for one person to help me build a vr game with gorilla tag locomotion, i have experience i am just looking for some help dm me if you would like to help i also dont know how to use photon and if you help me and know how to use photon i will make you a dev in game with a role above head and a custom cosmetic, thanks.

ornate questBOT
buoyant jolt
white flicker
wooden mural
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Does the PlaytToDeviceHost.app work for anyone (for the vision pro), for us it crashes at startup.

zealous dawn
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Hello! I am currently working on a Mixed Reality App for the quest 3 and I want to use the room scan and passthrough to allow the player to walk around in his IRL room to collect objects. I am pretty new to working with Mixed Reality and I wanted to ask if anyone here knows how to make objects spawn on the generated room mesh. I am having a hard time finding documentation on this. Greatly appriciate the help :3

north path
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Maybe meta also has different examples somewhere?

long zinc
# zealous dawn Hello! I am currently working on a Mixed Reality App for the quest 3 and I want ...

You want to use the new MRUK, which has helpers for these sorts of things:
https://developer.oculus.com/documentation/unity/unity-mr-utility-kit-overview#overview
Which has a function called GeneratedRandomPositionInRoom. Additionally you can dissect some of the projects they have on GitHub like Phanto
You should also - inside your AndroidManifest.xml - set this

  <uses-feature android:name="com.oculus.feature.CONTEXTUAL_BOUNDARYLESS_APP" android:required="true" />

To disable the guardians while inside your app

zealous dawn
long zinc
severe pecan
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What would be a good approach to showing the player is sprinting if I can’t change camera fov?

lofty tangle
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the increased rate of distance per second?

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you could add anime lines or something. but usually gojng faster is good. but stylistically what ever

tiny niche
severe kayak
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is it possible to run a point cloud standalone on a Quest 2 ?

buoyant jolt
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We use a modified potree style octree system. Lets you render 1b+ points with relative ease.

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But lots of open-source stuff you can get started with for it

hollow moss
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hi

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how do i disable grab-ray? i know the ray is needed for ui interaction so i dont think i can simply remove it?

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im using the "complete xr origin set up" prefab from the template

hollow moss
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I'll use force grab for now... T.T

manic saffron
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Hi guys I had a question. I am using gitlab for my unity projects. And I have a old version of oculus interaction sdk currently which is not really working anymore since its too old. My question is if I make a a new branch of the same project on gitlab and remove the old packages and install new ones, will all my branches get updated with new package or only the branch in which I actually updated?

buoyant jolt
manic saffron
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Another question, I have a moving avatar. I have attached a camera as a child to it at runtime which shows the avatar movement by using LookAt(). How can I make a camera move around the game object in 180 degree?

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The online resources are available using Mouse as input which I would rather not do. This must be automatic. When I use Input.GetAxis("Horizontal") I get 0 as return value. Any comments are really helpful , thank you

narrow briar
buoyant jolt
narrow briar
buoyant jolt
# narrow briar how?

We support a bunch of methods, but most of the time we use a shader I drafted up about 6 years back

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That makes it easier for us to bring in a lot of the potree rendering methods I liked

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We don't really use it a lot though. We moved away from that back when the Quest 1 came out, and only rarely use it these days

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Digital twins are exciting, but it can be hard to find a meaningful purpose for them. Compared to say, medical or education training

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Not saying it's bad or not worth it. Just that we didn't get a lot of need for it in our space.

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But yeah, we use a shader for the rendering for the most part. These days I'd probably look at GL calls and look at their performance closely

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After some experimentation though, you'll end up with a bunch of methods you can toggle between depending on the project. My fav one uses the new VFX engine, and let's you do some really fun stuff

narrow briar
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That's nice to know that vfx graph is performant

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what are digital twins?

dry fractal
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Is XR Hands only compatible with the Meta Quests and Apple Vision Pro?
Has HTC made a plug-in provider for their Vive XR Elite?

buoyant jolt
# dry fractal Is XR Hands only compatible with the Meta Quests and Apple Vision Pro? Has HTC ...
VIVE Forum

Hello, We've been exploring different interaction SDKs for our multiplatform app. Currently, we use separate SDKs for different headsets, but now we're looking to unify and support all headsets with a single interaction SDK. After researching, we've chosen the XRI Toolkit and XR Hands with OpenXR...

dry fractal
onyx stream
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are there any tutorials for using xr interaction and xr hands?

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the documentation seems to be lackluster

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for vision pro

wooden canyon
#

Hello,
Iā€˜m trying to create a Meta Quest 2 App using 360 Degree stereoscopic video.
Meta advises max 5760x5760 and 60mbits.
But this resolution doesn’t work 😦 h.265 Donsnt work hower.

H.264 does work with 30mbit and max 3k resolution:( this is not sharpen enough
4K is extrem laggy with 15mbit also 😭
Does anybody has got an hint to me?

broken vine
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does anyone know how to make it so when i grab an object with xr grab interactable it stays grabbed on the spot i grabbed it? and also how to make it so it doesn’t lag behind the hand

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i looked at the xr grab interactable docs but couldn’t find anything about it

buoyant jolt
buoyant jolt
# wooden canyon Which Player do you prefer?

It's a long story, we kind of merged a studio that was very 360 heavy into us. They used AV Pro I believe.

But they moved to our tooling, and I use Unitys built in video player. We also need the builds to work on VR, web and desktop.

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The reason I mention it is more because Unity will compress the video if you use their video player and if you bring it in as an asset. So you need to check the settings of the imported video file.

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If you aren't doing that though and streaming it in over the web, it's more sensitive as it can't transcode it that way

wooden canyon
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We put the Video inside of obb šŸ¤”

buoyant jolt
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Yeah, so in that case it's probably being also transcoded by unity. Which may be why it's slowing down and acting funny

buoyant jolt
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I just mention it to double check the settings there, as it can change the speed and quality after building it

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Long story short: use the high quality video that's running slow. But check transcode, set it to the target resolution, and see if unity can transcode it properly for you.

wooden canyon
buoyant jolt
# wooden canyon Which Bitrate do you prefer? šŸ¤”

Checking now my last 4 were 80 adaptive for youtube, 25 adaptive for the VR experience. That's about as low as I can go before it gets too many artifacts for me. 30fps and 4096x2048 (compressed down from 8k - insta pro 2). I need to add here though, I'm not a video guy. So there are probably better and more accurate ways to do it

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For Unity, we are a bit different though. It gets sliced into small parts, and voice overs / some digital overlays are separated. We need that for translations and to let the user guide themselves through the location

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I should mention, the project I'm on right now is 11x 360 videos in a single experience (different energy sites). So getting it to a comfortable package size is a bit more challenging

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For the fire dept, I just did a single video, so we kept it at 80 adaptive and a single video file.

stable mason
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Hello. I am using CardboardVR to make a simple HelloWorld game. When I add the Tracked Pose Driver to the camera the phone's rotation does get captured, however the camera "falls" to the floor. If I disable the component it works as intended. Does anyone know what I am doing wrong/where I can find some more info regarding this?

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This seems to happen only on the phone, running the game in Unity works fine

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derp... turns out I had the tracking type to rotation and position. Setting it to rotation only fixed the issue

wooden canyon
narrow briar
#

video was so glitchy and not working when using timeline in 2020.1.17. i couldn't even load scene async while playing video. which version of unity do you use for video?

buoyant jolt
# wooden canyon Okay. For Stereo i Need 1x1 Resolution. I tried 4682x4682 at 30 Mbit (h.264 and ...

I'd try 4096x4096 @ 80 Mbit adaptive, nice square 4K to MP4 as h264 if h265 can be avoided. You need upper and lower equals for the stereo so that makes sense.

If that video fails to be decent in the experience (I.e. choppy, slow) I'd let unity transcode it (so it fixes the codec to what android likes) and try again.

It's probably related to trying to how the stereo file is being played though. Not sure what you are using for stereo rendering, but it may be rending the video out to two separate images, and may be related to gpu image limits. 4k seems safer but it's just a guess

#

We aren't doing it in stereo, as I have a smaller insta 360 x3 or whatever that we stick on drones and vehicles and other spaces we need a smaller camera, and it's a single view

#

Our current project has a bunchnof existing 360s we need to merge with though, so there is that limit in mind too

white flicker
#

whats the best multiplayer solution for quest vr?

#

not necessarly the best, just one that has a lot of stuff already set up so theres no need to do things from scratch

#

and also i wont need to sync complcated stuff (just grabbing objects, a few variable syncs, player movement, enemy location, player states (flashlight on/off))

pliant totem
buoyant jolt
fiery pecan
#

Can anyone help me figure out how to convert a VRChat world that I made in Unity with Creator Companion into a standalone VR or 3D game that can run outside of VRchat?

ornate questBOT
#

:teacher: Unity Learn ↗

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

buoyant jolt
#

If you have a specific question however I'm sure people will be happy to help out.

fiery pecan
# buoyant jolt !learn

cool thanks for the link! however I dont think that has the details for what I'm looking for

fiery pecan
#

Any help or insights would be much appreciated

buoyant jolt
#

Getting help on a discord isn't a replacement for learning. You pass the burden of not doing the work on everyone else.

#

When you've taken the tutorials, tried your best, and can't figure out a specific problem (I.e. teleportation isn't working), I'm sure people would be happy to help

#

If you want help with using VRchat tools, and don't want to use youtube, then I'd suggest !vrchat but I have no idea what they will or won't help with

ornate questBOT
fiery pecan
# buoyant jolt Getting help on a discord isn't a replacement for learning. You pass the burden...

Hm you assume I haven't "done the work", and I don't appreciate the condescension. I'm an audio/video/fx production professional who went back to school specifically to learn game dev, and also proactively watch a lot of tutorials on my own as I progress in the craft
This channel literally says "Ask questions and discuss anything related to virtual reality" but asking a question is a "burden to everyone else"?
It seems that you either didn't really read my previous question or you don't understand it, but thanks anyway for the reply...

#

My question isn't "How do I make a VR game?" and btw i.e. I'm familiar with how to implement teleportation
I'm asking about a specific situation - Such as, is it even possible to convert a project built to run in VRChat into a standalone game level in a way that makes more sense than starting from scratch with a completely new project file?
Or would it be less complicated to start from scratch?
Has anyone here actually tried converting Udon scripts into C#, and did that work or did it break the game?
What other things might I need to consider if I try to convert a project that is using VRChat SDKs to successfully run the game independent of VRChat?
etc

royal trail
#

can someone help me with making xr(vr) game on oculus quest 2

buoyant jolt
royal trail
#

i even don't connect oculus quest 2

buoyant jolt
ornate questBOT
#

:teacher: Unity Learn ↗

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

buoyant jolt
#

Installing oculus desktop, and oculus developer tools will both help in that process

#

Oculus desktop will tell you why it won't connect. And oculus/meta developer hub will let you manage more things on the headset

lyric cove
small folio
#

i want to make a head flashlight for my vr game
which i can turn on and off by clickng "B" Button On Oculus right controller help

crude frost
#

Greetings. Our project was originally using the Oculus plugin, in XR Plugin Management.
We used Oculus.Platform to handle Oculus authentication.

But, we recently switched to OpenXR plugin so we can use the Passthru capabilities of the Open XR Meta Quest feature group.

But, now it seems, Oculus Auth no longer works on builds due to this switch.

I get the following errors from Android Logcat:


2024/02/11 12:56:38.656 23146 23167 Error Unity OculusAuth:OnUserProofCallback(Message`1)

2024/02/11 12:56:38.656 23146 23167 Error Unity Oculus.Platform.Callback:HandleMessage(Message)

2024/02/11 12:56:38.656 23146 23167 Error Unity Oculus.Platform.Callback:RunCallbacks()

Also, unrelated, how can i TrySetRefreshRate of the Oculus Headset when using OpenXR, and also FFR? As my code setting those no longer works after switching to OpenXR.

buoyant jolt
buoyant jolt
crude frost
silver depot
#

I just released the updated design files, and build video for my controller, the XR Pistol, now supporting Quest 2 + 3 with the same hardware. Print one off and share you feedback: https://www.youtube.com/watch?v=QyTmiztWqbo

This video covers the build process for the XR Pistol by Augmented Defense. Models are now available on Github and Thingiverse if you want to build your own. We'll have tested ready to go units for sale once we get feedback from the community of any issues they run into, before we tear up to start higher volume production.

We are working on a s...

ā–¶ Play video
narrow briar
buoyant jolt
# narrow briar i'd like to hear more why you use photon. i've used it on one project back in th...

Hah well, the answer is lackluster. It's convenient for us. Unity services are a no go, I've had them accidentally disable our organization before, and the last thing I want is all our multilayer players to lose access because of another unity fubar. There is mirror, but I don't think it does match making very easily. There are a few others but the tutorials are not great. So we stick to photon for games, and I can't remember what we use for non games, some weird framework no one else uses I'm sure

#

But it's been ages since we evaluated anything. I'm curious what you end up going with

narrow briar
buoyant jolt
#

Valve would be interesting

#

Our next project is in Unreal though, so probably end up using that anyway

narrow briar
#

I'm porting over an old and simple STU to unreal 5.3.2

#

unreal deploy to non PC seems more complicated, especially consoles

buoyant jolt
#

This one is for a brain injury non profit at an anime event. So perfect for a small unreal project:)

#

Our sister studio just had a positive experience testing their last unreal VR project with the air force after a long run of unity projects, and we've done a few that looked great. So time to start pushing for it šŸ™‚

narrow briar
narrow briar
#

do you deploy to other devices besides quest and PC?

buoyant jolt
# narrow briar do you deploy to other devices besides quest and PC?

Yeah we are all over. Right now for open projects we have an AR book (elder), 2x event VR experiences (energy), 4x 360 VR videos (energy), 2x VR tours (energy), 2x VR mini games (energy comp), 1x Chromebook edu game (school), 4x 360 for Web videos (energy comp), 2x PC software modules (hospital), 2x Pico VR modes (fire dept), 1x VR game (pc/pico/quest), 1x VR game port (PSVR2)... most of which is almost done and due at the end of March

#

To be fair though, a big part of that is a huge energy project wrapping up. So it's an abnormal amount of modules

#

But I'd say we are primarily VR, and it's those two upcoming events VR modules I want to see if we can swing them to Unreal. We usually always have one or two unreal projects on the go, but this'll be the first two this year

narrow briar
#

how does unreal compare? and in term of ease of output?

#

i'm pushing some crazy vfx with niagara but my experience from a few years ago was that it chokes on a hundred characters so i'm not sure on its performance compared to unity

waxen heath
#

guys i need help how can i extarct the game as an apk ?

frank oasis
vague vapor
#

so im trying to learn unity vr and im going off of the unity vr provided course. Im using an oculus quest 2 and for some reason the head tracking is opposite. so left ir right, right is left etc. does anyone know what the problem could possibly be

waxen heath
#

help me pls i cant fix

oak storm
#

on a scale of 1-10, how hard is it to make a VR game in unity?

wet vector
#

11

wet vector
waxen heath
#

if its the issue

#

yes

wet vector
#

What?

waxen heath
#

no

#

mb

#

i meant for those

#

i sended

#

the screenshot

wet vector
#

you have to click each one, read the stack trace and google the errors

waxen heath
#

thats my error

wet vector
#

so .. google it

#

"unity failed to update android sdk package list"

onyx stream
#

is anyone doing vision pro dev that I can ask basic questions to

idle olive
#

Does anyone know how to fix this issue where I can see my whole player model in scene but in the game I can see my face textures and not my arms or hands?

buoyant jolt
#

You want to have a solid understanding of Unity, of Mobile and of Android. As in understanding adb, manifest files, world space UI, rigidbodies, texture and mesh optimizing, light baking etc. Without a good understanding of those, it can completely stop your work when you hit issues.

manic saffron
#

Hey guys, I have an additional camera attached to moving object whose texture I have rendered on another surface like a TV screen. Now I want to move the camera 90° left or right based on user's input(for oculus). But so far I've been unsuccessful. I've used LookAt() function and I believe if this controls the camera then I cannot translate the camera anymore later on? Would this be the problem? Edit: Spelling

manic saffron
compact gazelle
#

Hi guys,i would grab an object but i don't want that follows my hands in the y axis,is there a way to do it?

waxen heath
#

bro ive tried everything and my game still has errors and i cant build it

astral ravine
# oak storm on a scale of 1-10, how hard is it to make a VR game in unity?

Depends so much if you are starting from scratch, now much coding you've done, how much experience you have, and how much "new stuff" is in your game. If you're willing to take an interaction toolkit off the Asset Store - say, VRIF - then the demo scenes are enough to get you started with a shooter. If you prefer to use the Unity native framework, take a look at the XRI demos here:
https://blog.unity.com/engine-platform/whats-new-in-xr-interaction-toolkit-2-3

#

So I'd say if you've already made a non-VR game in Unity, then making a VR game is 3 out of 10. If you've never made a game at all on any platform then yes it's an 11

astral ravine
compact gazelle
#

Maybe I found a solution,tomorrow I will try

astral ravine
broken vine
frank oasis
astral ravine
onyx stream
#

seems like when i put a tracked pose driver on camera, I can't manually move the position of the camera with code (it'll move it but move it back all within the same frame). But if I disable the tracked pose driver, moving it works. How do I move tracked pose driver on but move the camera?

buoyant jolt
#

If you want to do forced motion however just apply it to the base XR rig

onyx stream
#

like an "apple" way of doing it perhaps

onyx stream
#

thanks

buoyant jolt
#

MR (and especially avs) is a special beast

bold heath
#

How can I save Image to quest 2's internal storage? like DCIM or pictures?

waxen heath
astral trellis
#

Hey, I have interesting bug. I have 2 objects which each use child objects for 2 different meshes and same material. When I try to put them into socket and hover mesh shows up one object works correctly and other shows only 1 mesh and an error.

astral trellis
#

Ok, I think I found workaround it. I just copied "working object" and changes meshes and SO I need and now it works. Maybe it was somehow corrupted

waxen heath
#

in a new project

digital geyser
#

Hi, we have a problem with the XR origin. We are creating a game where we want the player to start at a specific place in the scene (the players will always start at the same place in the room), and then the goal of the game is to finish a labyrinth.

What our problem is now is that the camera preview shows something something completely different than what we see when we press play. So the player with the headset is put in a whole different place in the scene. The rotation doesnt seem to align with position of XR origin/main camera.

We are using VIVE headset, steamVR and Unity 2021.3.33f1.

In the beginning we had issues with the headset disconnecting. What we experienced was that we had the perfect initial starting point, and then after disconnecting, the player spawned and the perfect rotation was lost. We dont understand the logic here... Somebody have any ideas? šŸ™‚

fleet barn
#

Hi there.

My team has an issue in VR where the screen is blue for one of the players.
This happens only in builds and for a specific scene.
The bug appears once every N load of the scene.
The frustum acts weird, but only for that one random player.

I'll leave the Meta Quest Developer Hub log as a screenshot.
Has anyone ever encountered that error?

To clarify:

  • Version is 2023.2.2f1
  • We are using URP.
  • It is not a missing scene issue in the build.
  • The camera settings are the same as in other scenes which are not giving us a blue screen.
icy mantle
#

Does anyone know how I can add methods to the events of a XRGrabInteractable via code? I have a class deriving from XRGrabInteractable and wanna add a method when selectEnter gets triggered. Using XRI [2.4.3]

fringe bluff
#

@icy mantle I believe this is all you have to do. If your class is already inheriting from XRGrabInteractable, all you have to do is override the OnSelectEntered method. Afterwards, you do what you want. Usually i call the parent's version of the method using "base.methodName" in order to keep its default functionality. Then i put in my own code afterwards. Here is my basic example that I am using in a project atm.

#

Does anyone know how I can see if a socket has something occupying it? For example, I want to shoot a gun, but for it to shoot, I need to make sure there is a magazine in it.

#

Can't find anythign clear within the Unity documentation. I might be just misinterpreting something

frank oasis
waxen heath
#

tmr

latent timber
#

hey guys I want to be able to use play to device on my vision pro but just cant get it to work, I have it working on the simulator but unity just wont recognize the vision pro even if I manually enter the ip

any ideas?

warm verge
#

Unity VR beginner here: (SOLVED)

How would I print out what direction the user is pressing on the trackpad.

I have tried these all of them print a form of 0:

    Debug.Log(turn.action.ReadValue<Vector2>());
    Debug.Log(turn.action.ReadValue<float>());
    Debug.Log(turn.action.ReadValue<bool>());

I am using this as a reference:
XRI RightHand Locomotion/Turn (Input Action Reference)

Turning works when using the controller, but I cannot read the input in code.

SOLUTION:

I found out I needed the primary 2D axis. You can find what inputs the controller is making by going to Window > Analysis > XR Interaction Debugger

narrow briar
#

how does Beat Saber render glow?

#

on quest 2, post process is costly, was thinking they bake glow in texture but it looks too good for that, or i don't know how to do it right

pseudo pulsar
#

Hello, I am pretty new to VR development in Unity so I was hoping I could get some pointers regarding scene loading. I have noticed that when loading scenes, everything outside of the players direct FOV blacks out and the scene freezes a bit. Does resolving this issue come down to just optimization of the scenes or is another way to address the VR surroundings blacking out?

icy mantle
#

Hello, does anyone know, why the door swings/oscillate so hard when grabbing from far away? And do you know how to fix it. Using basic XRI, on the door there is: Rigidbody, HingeJoint, XRGrabInteractable and on my Hands is A XRDIrectInteractor.

north path
north path
north path
#

You could hook it up to renderdoc and maybe see?

tight geode
#

it just depends on the scene and what effect your doing

#

Beat Saber environments are extremely simple, everything is sharp edges lol

narrow briar
#

i paused and moves around and saw some crawling so it looks like low quality bloom

#

and most textures have pre baked bloom, plus what looks like additive texture on planes

pseudo pulsar
echo lantern
viral jacinth
#

Anyone got a good tutorial of how to make vr boxing game?

buoyant jolt
#
narrow briar
buoyant jolt
#

But yeah I'm pretty sure Beat Saber is just bloom post processing.

#

There isn't a lot to their game in terms of graphical complexity. So getting away with Bloom wouldn't be too bad.

There are also some older post processing for bloom as full screen shaders that I've used from time to time. They can be more performant than post processing individually, where post processing is faster for effect stacking, imo. Any mobile friendly Bloom effect should work.

#

For context, I use crazy Bloom in vector wars (VR game) and it runs great. It's just not complex geometry

narrow briar
#

it's madness each time i get back to unity project after a half day in unreal, 3 renderers , all with their glitches. i had to create a matrix of bugs to help decide

#

URP on switch was 2x faster than birp and it uses vulkan but different gpu

#

than quest

modest lintel
#

Meta's Depth API and Scene Understanding is so amazing! I am working on making a tutorial video on this.

north path
wary urchin
#

Hi everyone , I’ve been trying to create a scene for the past few weeks where the user can pick up a ring(torus) and place it through a hook so that it can hang but it doesn’t seems to work. Please can someone help me

buoyant jolt
digital glade
digital glade
safe sigil
royal trail
buoyant jolt
buoyant jolt
#

(In there, you'll want the #apple channel)

royal trail
#

lloyd I download Oculus desktop and oculus developer tools

#

what shut i do next

buoyant jolt
#

As a friendly tip: you can reach into containers that are locked and just take things. No comtroller collision prevention.

wind citrus
#

Does quest 3 airlink work for unity?

buoyant jolt
#

You can do it over wifi

#

But I cant help with that, I use a vive for my desktop view, and the quest/Pico only for the APK build testing

wind citrus
digital glade
#

You can @wind citrus

#

You need the meta / oculus desktop app

buoyant jolt
wind citrus
digital glade
#

you may need to have desktop oculus set in unity platforms but i'm not positive

wind citrus
wind citrus
digital glade
#

i haven't used it personally so i can't speak to it

wind citrus
#

i will try

digital glade
#

if you have a super fast router within a few feet of you it should work fine.. otherwise not sure how well it works.. i use a dedicated 5ghz network for mine with nothing else on that wifi

digital glade
#

haha well theres your problem

buoyant jolt
#

Yeah you won't be able to overcome that problem

#

I'd just use Oculus Desktop over airlink and see if it works with no other configuration.

#

But you ultimately need a VR capable PC to run VR over wifi or cable, as it doesn't do any meaningful processing on the headset.

white flicker
#

hi. i am instatiating multiple of the same grabbable items, but i cant grab them, how do i fi?

storm ether
#

hey when i play my game on oculus it runs on 1 fps

white flicker
storm ether
white flicker
#

volumetric light, full ambient occlusion

#

thats your problem

#

and remember to add dynamic resolution as well

#

@storm ether

storm ether
#

ok

storm ether
astral ravine
# royal trail how to run it on oculus quest 2

The unity demo will build and run on a Quest 2 if you install the Android build module and switch the build target to Android. Then you need to put your Quest into developer mode, install MQDH (or another sideloader) and you can drop the apk into the Quest. Or you can use Quest Link and run it in the editor (or even PCVR).

astral ravine
keen glacier
modest lintel
# keen glacier Where is the tutorial? šŸ™‚

Want to build a fulfilling and well paid career in AR/VR (Spatial Computing)? šŸ‘€
Our best tips, strategies, and secrets from teaching AR and VR since 2016 - everything distilled in one Free Course šŸ‘‰šŸ½: https://bit.ly/48MBgT0

Presence Platform šŸ‘‡
https://developer.oculus.com/presence-platform/

Download Base Project šŸ‘‡
https://github.com/immersive-i...

ā–¶ Play video
waxen heath
#

guys help i donwloaded xr interaction toolkit and it dosent have the hands settings

#

can someone send them?

astral ravine
# waxen heath guys help i donwloaded xr interaction toolkit and it dosent have the hands setti...

if you're talking about your VR player not having hands when you're using controllers, try this:
https://fistfullofshrimp.com/how-to-unity-vr-basics-2023-input-system-and-hands-xr-interaction-toolkit/

idle olive
#

Does anyone know how to fix not being able to see your hands and a part of your arms and pieces of my face texture in game but in scene it is completely normal? This is for a gorilla tag player model.

astral ravine
idle olive
warped rover
#

Hey all, is anyone able to recommend any good tutorials for learning VR development in unity? It seems quite niche and I’m not sure what video to go with, thanks

modest lintel
# warped rover Hey all, is anyone able to recommend any good tutorials for learning VR developm...

Want to build a fulfilling and well paid career in AR/VR (Spatial Computing)? šŸ‘€
Our best tips, strategies, and secrets from teaching AR and VR since 2016 - everything distilled in one Free Course šŸ‘‰šŸ½: https://bit.ly/48MBgT0

Do you want to land your dream job in AR/VR? šŸ‘‰šŸ½ https://bit.ly/3NnTAsh

Decision Tree: https://tally.so/r/mBdbaK

Are you s...

ā–¶ Play video
idle olive
royal trail
#

how to connect oculus quest 2 to the unity

warped rover
narrow briar
#

on adreno, any performance difference between full pixel shader and moving some of that to vertex stage?

idle olive
#

anyone know how to fix where your gorilla tag guy stutters mid air and can't move that well?

unique sparrow
#

Anyone knows if doing a bounded polyspatial app gives hand tracking info on vision pro? Pretty sure oldest didn’t allow for it but wondering if it changed

solar patio
#

Hey guys I need some help I had a version which worked fine with my VR headset but now it won't track the headset and no matter what I do nothing works any ideas

frank oasis
buoyant jolt
buoyant jolt
solar patio
solar patio
#

it a quest 2 headset

sleek heath
#

Does anyone know what to do when Unity randomly stops tracking the controllers for XROrigin?

I ran the project perfectly fine a week ago or so but today when I opened it up it only tracks the headset and the controllers are completely unpresponsive

acoustic mesa
#

for me that was a my controllers issue

#

i had to make sure they were on and connected before opening the project

sleek heath
#

Hmm ok, I dunno what happened I restarted all my apps about 3 different times including the headset itself and eventually it worked
Idk what the issue was

astral ravine
#

Did this work before? Which Unity version are you on?

#

Only times I've seen this problem with Android builds is after upgrading Unity to a new version and it didn't install the modules properly. I ran through a patch where the Hub was failing every time I tried to update, and I had to completely uninstall to get it back to working right. One of the symptoms of a broken installation was this type of error. If you have other projects which build OK for Android (on same Unity installation) and only this one fails, then it's a different problem.

#

I used Revo Uninsaller (free version) to remove Hub, then removed broken Unity editors, then reinstalled hub and the Editors I need, and it was fine since.

buoyant jolt
#

Yeah that happens if you change the Target API. You kind of need to now, as Meta requires 32 specifically, and android wants 32+, but unity installs like 29 by default and for some reason doesn't seem to be able to accept license agreements via command line (although it does try)

#

In the error body you'll see more info. Usually one will say you didn't accept accept agreement, or the SDK couldn't be downloaded, or no permissions, or something therein

#

What I recommend, but is a longer process, is installing android studio fully. That'll let you use their GUI to manually install any SDK versions you want without Unity getting in the way. Then point unitys Preferences to the new SDK folder.

#

The shorter method is to see what command is being run, copy it to command line, and see the errors first hand and work through them. I don't like that option as much though as you may need to do it every year when SDK targets need to be updated

#

I've been debating tossing up a video on the process, as its super quick once you know how and why. But time is a precious thing these days šŸ˜„

#

And, it is unitys SDK management problem. It would be nice to see them support and fix their engine for once...

fleet plover
#

heyyy
im rather new to unity vr and im just trying to make a test project, i made some controller visualizers and it works good, one issue im facing is that my xr origin doesnt seem to be working correctly, i set the tracking origin mode to floor to take my height into account but when i launch my game i spawn in the middle of my floor(height)

#

is this a frequent issue? any ideas of how to resolve?

zealous mauve
#

i just tried to build the apk of my game (for quest 2) and i get a error saying "failed to update andriod sdk package list" along with these errors in console...

#

any idea on how to fix ?

fleet plover
#

adb

zealous mauve
fleet plover
#

have you checked that there's something in the directory it says?

zealous mauve
fleet plover
#

oh

#

do win+e

#

click up there

#

and enter

#

C:\Program Files\Unity\Hub\Editor\2021.3.34f\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\cmdline-tools\2.1\bin\

#

the path it told you

zealous mauve
#

imon windows 11 btw

fleet plover
#

but uh

#

I'm not sure if i typed it out wrong or it's not there

zealous mauve
tribal spire
#

I'm getting a bug where PlayOneShot doesn't "cut off" the current sounds and it has to play through the whole sound before the next one starts.
This only happens on builds for Quest, but it doens't happen in the editor

#

Anyone run into this? I can't find any info online. I've tried googling stuff like "Play oneshot not working quest 2 build unity", "audio not working only on build unity quest 2" "Play oneshot only working editor unity "

#

all I get are generic questions where people didn't use playOneshot with correct args

severe saffron
#

Ive used playoneshot almost exclusively, and it works great on quest.

buoyant jolt
#

Yeah if you only want a single instance of the sound, use .Stop and .Play, not PlayOneShot.

#

AudioSource.PlayOneShot does not cancel clips that are already being played by AudioSource.PlayOneShot and AudioSource.Play.

tribal spire
#

Ok thanks

#

I had it in my head that it was reverse lol

#

I guess i need to double check the basics :p

#

theres still some issue, but let me double check all this and ill come back if theres still an issue

buoyant jolt
#

All good, being stuck isn't fun

tribal spire
#

Does playoneshot work for that, or am I still confused

severe saffron
#

might be the voices count/limit? When you call playoneshot many times, it uses a new channel/voice, of which the default is only 32. If you use something like PlayOneShot for a fully automatic weapon you'll end up running out of voices quickly and the sounds will stop overlapping and start staggering.

tribal spire
#

Thanks, will double check this

#

yes automatic weapon, but it happens very quick, doesn't seem to be the limit, and I set the priority to be high I think

#

brb

tribal spire
#

ill clean this up

#

do you know if theres some "best pattern" to handle automatic fire? im just playing the same clip with pitch variation. But didn't finalize this part of my game yet, its mostly just been a placeholder

severe saffron
tribal spire
#

wdym pooling? have some logic to "kick out" the oldest sounds and only keep 3 newest?

severe saffron
#

yes pretty much exactly that

tribal spire
#

Ok thanks

#

Alright let me code something up, appreciate the support

severe saffron
#

🫔

neon kraken
#

does anyone have experience in usin ai to help with map development?

buoyant jolt
# neon kraken does anyone have experience in usin ai to help with map development?

Not really, I'm lucky to have a team, and so the game designers love setting up levels. We do have lots of procedurally generated games with levels though, I.e. maze type things. We have another big title coming near the end of the year that does that. But it depends a lot on the game and the type of method used.

A lot of the games we work on are meaningful and intentional by design, so the levels have to be perfect

#

I'm working to get VR level editors in place though so that players can make and share their own maps

zealous mauve
#

im getting this error while building the APK for my vr game, any idea on how to fix it?

Unable to detect SDK in the selected directory. C:\Program Files\Unity\Hub\Editor\2021.3.34f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\cmdline-tools\latest\bin\sdkmanager.bat does not exist. Android SDK command-line tools component is not found. Make sure "Command-line Tools (latest)" is installed in the SDK manager.
If command-line tools are installed, but this message is still shown, please restart the Unity editor?

harsh kite
#

Guys i'm using Meta SDK all in one, how can i add Teleportation movement to the player controller prefab?

zealous mauve
buoyant jolt
# zealous mauve i dont understand

You can

  • install android studio manually
  • using android studio, install the target SDK you used in the build settings
  • point Unity to the new SDK folder

You are missing the SDK. Unity has had problems auto installing it for you. So you can manually install it and bypass Unity.

zealous mauve
#

explain in stupid terms

buoyant jolt
#

That's about as basic as I can get. You need to Google it. Download it. Click on it. Hit next a bunch of times. Basically install it the same as you install anything

#

You have about 7 options though, this is just one of them.

#

You can

  • browse to the folder and see if the sdk is missing
  • manually run the same commands to see what is happening
  • manually install the SDK the same way Unity does
  • download the sdk files
  • install android studio, so you can manage the sdk versions properly and never see the issue again
  • install a different version of Unity, and don't change the build target
  • try a different build target to find one you have installed

Keeping in mind, you need build target 32 for Oculus and 32+ for Google play.

zealous mauve
buoyant jolt
harsh kite
#

What should i put on surface to be able to Teleport on this GameObject?

coarse escarp
#

Getting some odd stuttering in VR - the FPS is fine, even when I set the Quest to 90hz it caps it. But stutters when we move around using smooth loco or rotate .

hollow hill
#

one thing to keep in mind is packaged games generally run much smoother than Editor level

coarse escarp
#

This is in a build sadly,

tiny niche
neon kraken
tiny niche
#

@neon kraken you could generate concepts for specific areas with ai and then do the actual levels design that makes it work by hand

#

in some cases, you may even be able to benefit from an ai reverse-engineering depth into the image and use that to speed up the initial placement of assets

#

but most of the time it's going to be unusably inaccurate

coarse escarp
tiny niche
neon kraken
#

well ik how to make player models im just trying to find a way to precisely make a really nice looking map with chat gpt

#

i do have a question tho it says all compile errors have to be fixed however on in visual studios it says there are no errors

scenic scroll
#

Anyone have any experience with using Gaia for making worlds in VR? Is it too much in terms of performance? Or does the low poly option work well?

#

There are so many interesting tools and assets in the asset store but I don't know how to predict whether they will kill performance in VR or not...

buoyant jolt
narrow briar
#

@buoyant jolt you're moving to unreal, do you find it easy to get good performance vs unity?

limber burrow
#

I think only their Ultra version supports spatial audio, right? For a small project the AV Pro Ultra is quite expensive, is there a good alternative? @soft summit

limber burrow
pine bison
scenic scroll
#

Speaking as an absolute beginner, how does a low poly mesh differ from the terrain system? By the later do you mean all the Gaia features beyond just the mesh for the ground itself?

pine bison
#

A mesh is just a mesh, but a Unity terrain is a whole system. And that system has always had issues with mobile performance. But I can't speak for Gaia at all

scenic scroll
#

Ah, I'm still working my way through the Unity beginner tutorials so I haven't come across the terrain system at all yet

#

I was just thinking it would be super cool to make the worlds generated by Gaia to be explorable in VR

#

but I know performance is a major factor in VR development and it seems like it might be too ambitious

#

(at least if any of the VR games I've played have been any indicator you need to keep the environments simple af)

pine bison
#

Yep šŸ™ƒ

tiny terrace
#

Hi! Does anybody know how I can set a height for my player? Because the player is above or below than needed depending on the set boundary floor

warm verge
#

I am getting low fps while in vr mode, but unity is only using 60% of my gpu max (The cpu and ram both run under 30%). Is there a way to make Unity use more resources to run at a higher framerate?

fleet plover
fleet plover
#

select the tracking to be the floor

warm verge
fleet plover
#

ah

#

there's a line to increase fps cap

stray veldt
#

My friends vr game keeps going invisible when you load up the game in vr how can he fix this

#

Please dm if you know how to fix it

buoyant jolt
stray veldt
#

Oh ok

buoyant jolt
lofty tangle
# tiny terrace Hi! Does anybody know how I can set a height for my player? Because the player i...

well height of the player is based off floor to hmd distance. and that is different for each persons tallness.
if you want each. players height to match no matter their irl height, youd need to calibrate their upright height and then scale the player to make them the desired height.
but even after that they could crouch or tippy toe to offset it. so its kinda a difficult problem and sometime better to design your game to work for people of multiple heights.

onyx stream
#

struggling to make a ui that has a frosted glass background

#

I tried most of the tutorials online but I don't think they work with URP or they don't work UIs that are in world space

#

the kawase blur makes it black

#

anyone know how to do a blur?

north path
onyx stream
#

Ya I tried asking gpt4 to do it and it didn’t look like it was working either

#

Do you have any recommendations for an opaque textured

north path
#

Sample it in shader graph multiple times with a slight offset in UV

drowsy rock
#

Hello, im developing an app using the meta xr interaction sdk, and im having some trouble making a gameobject move on a curve instead of straight line on release with their snap interactions. In their docs it says i can easily customize the movement with a movement provider but i cant seem to get it working. Would much appreciate if anyone has done something similar and could point me in the right direction

plucky cradle
#

How to make a virtual reality, mixed reality, tower defense game like Toy Monsters??

buoyant jolt
#

By writing code, creating 3D models, adding sounds, and publishing a game

plucky cradle
#

Bud, i am a beginner in unity idk how to do alla tat

buoyant jolt
#

!learn

ornate questBOT
#

:teacher: Unity Learn ↗

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

plucky cradle
#

ty

short pond
#

Hey guys!
Can anyone tell me how can we get oculus device and controller's battery in unity?

#

I tried OVR method and other methods but it did not work
Please let me know if anyone know
Thanks in advance

narrow briar
#

AI real danger: dumbing everyone down

solemn ingot
#

i neeed some help with a game im making when i into load my vr game all i see is light blue forever whart do i do
but in unity it looks fine

lyric cove
#

Are there some of you that use WebXR (also unityXr) to AVOID to build on many versions of APK arm x64/32 ? (optional, what is going to happen to apple Safari on ios with pwa (progressive web apps) limitations, now? )

tiny niche
#

and i dunno if safari even supports them

north path
north path
north path
solemn ingot
#

I have given up

tiny niche
#

either way, none of us are going to be able to help with those unknowns

buoyant jolt
#

That said I usually do webxr outside of unity via aframe or third party things like mindar

buoyant jolt
royal trail
#

can someone please help me ,I can't connect oculus quest 2 to unit

sterile hatch
#

Hey i wondered what's the best way to start Unity AR/VR training? The only thing I found was 1 or 2 courses for VR but basicaly nothing for AR

royal trail
upbeat warren
#

Hey guys, I am a student who is trying to get my semester final project started and I keep getting this error. I am trying to install XR Plugin Management and OpenXR, and I keep getting the same error CS2012. The image is the error, if anyone could help that would be much appreciated.

buoyant jolt
ornate questBOT
#

:teacher: Unity Learn ↗

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

buoyant jolt
buoyant jolt
upbeat warren
buoyant jolt
upbeat warren
#

Gotcha no worries, I’ll post it here then. Thanks!

sterile hatch
buoyant jolt
sterile hatch
#

with the uprising of the Apple Vision pro I see becomming AR way more important

buoyant jolt
#

I love the Q3 for passthough MR. Not convinced on Apple vision pro. But keeping an eye on it.

#

If we start getting clients requesting it though, I'll definitely take a more serious look at it.

sterile hatch
#

havent tried the Apple Vision yet but seen people who were no fans of XR getting into them (because apple products are so cool111!1!1!!!1!)

sterile hatch
buoyant jolt
#

Q3 and Picos are high demand for us

buoyant jolt
sterile hatch
#

And i'm trying to create a few small projects for my portfolio so I have something to show off and increase my chances to get accepted by them

#

So i've looked at some vr courses but the AR courses which are focused onto the quest 3 are.. very very limited

buoyant jolt
#

It usually takes about 6 to 12 months before anything meaningful appears. Unity didn't actually unify their VR properly until 5 or 6 years in. It's a slow process, and you'll end up being front line learning a lot

sterile hatch
#

And I'm fine with that

#

See I like learning stuff and as long as theres a way to learn stuff i'l do that but it's hard if theres no guidance and all but I'll manage šŸ™‚

#

Slow steps now

#

(On the side note i would love to tackle Unreal VR but thats.. yeah no)

orchid jolt
#

Hey so I'm trying to make a sandbox mode for my game and I didn't want to make uploading/downloading maps so I just made a quick video tutorial on how to do it by deleting and uploading a .json file through SideQuest at the correct data path. The files look the exact same expect now when I try to read or open my files I get this error:
UnauthorizedAccessException: Access to the path "/storage/emulated/0/Android/data/com.BlackLoboGaming.SmashRoomVR/files/save_data0.json" is denied.
My code for reading/writing to the file is:
File.WriteAllLines(Application.persistentDataPath + "/save_data0.json", items);
Any idea how to fix this? Thanks!

mystic kraken
#

Would anyone know why any from of text is completely screwed on the Quest 3 in specific? It's fine on everything else. Here's an image of the problem in someone else's game

#

I found one reddit post with the same issue which is where I got this image but no good fixes were found

tiny niche
mystic kraken
#

Ohh meta provides docs on text? Sorry I didn't realise

#

I honestly just tried using TMPro and it was invisible or like that

tiny niche
mystic kraken
#

I'm not too familiar with their docs as I've never went to them

mystic kraken
#

Thank you

vital gust
#

yooo so im using the xr plugin or whatever, and i cant seem to actually play in vr. i can go into detail, but basically when i press play it goes black for a bit then returns to my view of the monitor (im playing on link cable, quest 2)

buoyant jolt
narrow briar
#

we're writing all forward shaders by hand with all PP switches off but it ain't no URP

flat mulch
#

My health bar is not appearing in game. It is meant to appear above the hand at all time but on start it just is not visible in game for some reason

buoyant jolt
#

But it'll also save my company a fortune every month if we get rid of Unity, and their local office competes with us for projects. So there are other reasons to look beyond Unity for us.

#

@royal trail sorry, I don't add strangers on Discord. If you have a Unity problem, I'd post it on here in detail, share what the issue is, what you've tried. I don't provide one on one support or work for Unity.

royal trail
#

can someone please help me with connect quest 2 to unity

buoyant jolt
royal trail
#

all the videos I've watched don't work

flat mulch
#

then watch those ones

pine bison
flat mulch
#

nvm i fixed it

narrow briar
narrow briar
narrow briar
#

i was considering pushing this company to unity but there are parameters and $ isn't one i considered yet

buoyant jolt
narrow briar
buoyant jolt
#

For example, if you make any non game, you can't use personal edition regardless of revenue - and must buy pro

#

And when you hit the revenue limits you have to get industry pro, which is about 3x the cost

scenic scroll
#

Oh, how does that work? and how do you define a non-game?

buoyant jolt
#

A fitness app, vr for education, ar for a museum, etc

scenic scroll
#

"Unity Industry plan is required if you create applications outside of games or entertainment and your company’s total finances exceed US$1,000,000." doesn't this still protect small-time shops?

#

Then again, I guess once you're an established company it's not hard to hit that $1M threshold?

buoyant jolt
#

That's for the industry plan. Personal has another clause that says it can't be used for Industry use and connects to the same terminology

vital gust
#

If I do all the basics for VR and turn it into android, it should theoreticly work on quest, right?

scenic scroll
#

Unity Pro or Unity Enterprise plans are required for businesses with revenue or funding greater than $200K in the last 12 months, and for those who do work with them.
Is this the part that gets you?

buoyant jolt
#

The licensing doesn't really impact us, we are big enough it's whatever.

#

But I watched a poor guy making a fitness game on the side get audited by the industry team and forced to yearly pro subscriptions because it's a non game, 0 revenue

narrow briar
#

tim sweiney said last year that unreal will change pricing for non game. i think he was referring to movie studio

buoyant jolt
#

All because he asked their sales team a question via online chat

scenic scroll
buoyant jolt
buoyant jolt
buoyant jolt
#

It wasn't even released yet, still in development

buoyant jolt
# royal trail what shut i do next ?

You need to share in brief concise info what you did, what you tried, what error you see etc. If you followed the videos you should have oculus desktop or meta quest developer tools installed, and it should say what's wrong. If you don't share more info we can't help I'm afraid

scenic scroll
#

So... if I want to make a game that's basically just an explorable 3D environment they might say it's not actually a game but an "experience" or a "meditation app that is gamified" and make me buy industry?

#

Seems like a scary slippery slope

buoyant jolt
#

Yes

#

They will put you to pro until you reach the 1m threshold then put you to industry pricing (pro x3)

scenic scroll
#

😭

#

Is there any transparency on the requirements for something to count as a "game"?

narrow briar
buoyant jolt
royal trail
buoyant jolt
#
-
If an Industry customer has total finances less than $1M USD per year, they can use Unity Pro, Unity Enterprise, or Unity Industry. If they have total finances greater than $1M USD per year, per the Terms of Service, they must use Unity Industry.```
#

That's the clause that they quote, basically, you need to be pro or industry, if you are considered an Industry customer.

#

And an Industry customer I'd someone that they identify as

> An Industry customer is a non-games, non-entertainment customer. Users of Educational Versions are also excluded.

#

And then it goes on to say you can't mix and match licenses, so if you are making games and non-games, you are considered industry.

buoyant jolt
royal trail
buoyant jolt
#

That needs to show connected in order to work.

#

Are you able to play games via SteamVR?

#

That also would need to work.

buoyant jolt
#

If those both work, we know the problem is the Unity project configuration. If they don't work, we know it's the computer and the headset.

buoyant jolt
narrow briar
swift stream
#

Alternative to Interaction Layer Mask for VR development?
My project has many components each one needing its own socket. What other option do I have?

buoyant jolt
#

I strongly recommend using the XR toolkit as a guideline, it's not commercial ready as-is for the most part (imo). But is getting better over time.

#

But other options might be VR interaction framework, VRTK, and UltimateVR are all great. Hurricane is a mess and poorly coded. Vendor specific frameworks I don't recommend

swift stream
narrow briar
#

i find unity latest stuff to be an OOP spaghetti monster

#

looking at the licensing model more closely, I don't see why a studio would use unity anymore

buoyant jolt
# narrow briar which one is the simplest and best written?

I personally love the VRTK, its grossly over built, but can do anything imaginable and probably has a sample already for it.

The downside is it is about 4 layers of inheritance to find the base class. But unlike the Unity projects, it's done in a logical extend-me kind of way (and with full functionality youd expect from VR). Instead of weird things that unity likes to make hard to access or just downright forgot to include... VR interaction framework is probably the most used outside of OpenXR and the XR toolkit.

We use our own thing now but I'd probably use VRTK or VRIF if I had to change again for Unity

#

In your case though, looking into MR, the MRTK was quite interesting but felt very hololens specific. It'll be interesting to see how that changes. AVP did their own proprietary thing that works with no one else and requires a Pro license & m1 Mac to build for. So that one will be unpleasant and not very usable with other platforms

#

It doesn't help you can't really use apple for any other VR, so you are literally building and buying hardware that can only be used once. Not smart long term. If meta makes an avp killer competitor, you'll need to rewrite everything

#

At least that's my understanding of it so far. I'll probably change my stance once clients with a budget start really asking for it

scenic scroll
#

It looks like the last activity on that projec twas two years ago and in the asset store the last compatible version of the unity editor was 2021

#

Is it abandonware?

plain onyx
muted glacier
#

any ideas on a vr input field? i cant get it to where there is no keyboard what shoud i do?

waxen parrot
#

Please help me
Xr interaction toolkit, Action based issue

Problem: I want to use XRGrabInteractable with grip button, and XRSimpleInteractor with trigger button. But when i change Input binding of "Select" action in input action then it is affecting both (grab and simple). I couldn't figure out how to modify XRSimpleInteractor input action only.

Thank you.

waxen parrot
#

XRSimpleInteractor will interact with RayInteractor while XRGrabInteractor will interact with DirectInteractor

narrow briar
narrow briar
#

speaking of hiding, yesterday i was shown how to get parent function, which is blueprint equivalent to base.Method(), that was a good laugh

tiny niche
tiny niche
scenic scroll
#

I'm having a little difficulty with the XR Device Simulator... when I use it, it leaves the controllers on the floor at 0,0,0

tiny niche
scenic scroll
#

so I've noticed there seems to be a huge discrepancy between the FOV in the "main camera" and what I can actually see in the headset

#

For example, I tried created a Canvas for a HUD style overlay but I can only see a couple of things mostly near the center of the canvas

#

Should I try fiddling with the canvas transform / scale? Or is it a build / headset / camera configuration issue?

#

just using the basic VR template, this is what I see in the "Game" view:

#

but when I build and run and put on the headset all I can see if the center bit, and it takes up most of my field of view

#

I don't want to fiddle endlessly with the position of the canvas only to find out it looks completely different in other headsets...

tiny niche
#

but you should also avoid locking things to the headset as well. worldspace ui is super important

white flicker
#

how can i make it so the player can spin this:

#

and i can also grab the spin value out of it

idle olive
#

how can i fix my sphere colliders breaking movement for my gorilla tag fan game?

steep hemlock
narrow briar
waxen parrot
#

I am just having issue with XrRayinteractor with is currently working with grab button but I want it to work with teigger button.

waxen parrot
#

I just want to make 3d object clickable with XrRayinteractor. Is it possible??

buoyant jolt
#

Sure

#

It's meant to handle things at a distance, but should be fine for UI or 3D

waxen parrot
#

Any idea how to change grib button to trigger button but only for RayInteractor

buoyant jolt
upbeat warren
#

Hey guys, I am currently getting these errors in Unity. I am a college student working on my final semester project and I have never used Unity before. But I am trying to solve these error so I can actually get started. Anyone able to help?

stoic olive
#

right now my VR game is running at 50 frames on oculus does anyone know how I can up the FPS?

uneven shell
#

I heard somewhere that the stereoscopic video rendering using Recorder is broken. What is the best way to render 360-stereo from unity?

ruby flicker
#

i need help please

#

does anybody know what to do.

scenic scroll
ruby flicker
#

OK WAIT

#

i meant wait

#

@scenic scroll

scenic scroll
#

Did you install the Android Build support in the Unity hub when you installed the editor?

#

Also, what are the details of the second-last error?

ruby flicker
ruby flicker
#

nope got it

#

so what do i do now

scenic scroll
#

I would try looking at all the error details, google them (this works more often than you'd think), try checking the build settings, project settings, etc.

ruby flicker
#

already did

#

searched gradle error colliding error

scenic scroll
#

you got this project from someone?

ruby flicker
#

nope

scenic scroll
#

and you're trying to build it now?

ruby flicker
#

created it

scenic scroll
#

from scratch?

#

and it built when it was just a super basic scene and not much else?

scenic scroll
#

what's the full build settings?

ruby flicker
#

that map took me 9 hours

#

or smyh

scenic scroll
#

what about player settings?

ruby flicker
#

ok wait

#

wich one

#

ok

#

oops

#

wich one

scenic scroll
#

I'm a noob too so idk, but something in there might be causing issues

#

you can target different architectures, like arm7 vs arm64

ruby flicker
#

hello

#

ok

scenic scroll
#

also if this is a 100% barebones vanilla from-scratch VR project with nothing but a scene with some generic GameObjects in it then something might just be fundamentally wrong with your install

ruby flicker
#

so whats that

scenic scroll
#

have you done the beginner unity tutorials?

ruby flicker
#

no

scenic scroll
#

you should probably do those first to get acquainted with the basics of the unity editor and interface and general workflow

#

a wise man once said "everything in VR is twice as hard"

ruby flicker
#

but it worked before and now it doesn't

scenic scroll
#

also, did you write any custom code?

#

okay if it worked before that's an important clue

#

it means something you did is likely the culprit

ruby flicker
#

a setting?

#

mayb?

scenic scroll
#

gradle is the java compiler. unity converts the c# to java to build the APK, so maybe you inherited from some weird interface that is messing things up?

ruby flicker
#

idk

#

i was on this project before and it worked

#

and now i try and it doesn't

#

oidManifest.xml:51:13-44
is also present at [:unityLibrary:xrmanifest.androidlib] AndroidManifest.xml:23:13-49 value=(quest|quest2|cambria).
Suggestion: add 'tools:replace="android:value"' to <meta-data> element at AndroidManifest.xml:48:9-51:47 to override. is that the solution

scenic scroll
#

pro tip: try removing all the line references and then google that, for exmaple:

oidManifest.xml is also present at [:unityLibrary:xrmanifest.androidlib] AndroidManifest.xmlvalue=(quest|quest2|cambria). Suggestion: add 'tools:replace="android:value"' to <meta-data> element at AndroidManifest.xml to override.

#
#

might help, might not...

ruby flicker
#

just added the thing

#

should i try

#

now

scenic scroll
#

🤷

ruby flicker
#

and this

#

Files\Unity\Hub\Editor\2022.3.20f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\build-tools\32.0.0\package.xml. Probably the SDK is read-only

#

this too

#

it told me to save scene

#

when i triend to build

upbeat warren
ruby flicker
#

need help with my vr game

uneven shell
hearty iron
#

Using the XR interaction toolkit what is the preferred way to change the ray interactor line visual valid color based on different objects

buoyant jolt
white flicker
#

how do you get button input?

north path
scenic scroll
#

Has anyone gotten the VRUIP asset to work? Running into lots of issues with the demo scenes and the prefabs don't seem to work nicely with VR controls 😦

scenic scroll
#

Figured it out. Needed to fiddle with some of the game object references in various prefabs as well as updating the input maps (VRIF and VRUIP both assume different default input action sets which was causing issues!)

obtuse cargo
#

Good evening! Could someone please help me? I've been encountering this error for a week now and I can't seem to fix it. I'm trying to build the project, but it keeps showing this error: "A failure occurred while executing com.android.build.gradle.internal.res.LinkApplicationAndroidResourcesTask$TaskAction. See the Console for details." Does anyone know what might be causing this?

buoyant jolt
#

The message above is just a generic one, not the cause

obtuse cargo
lavish stream
#

Help.
I am trying to build a scene to a quest 2 but its not showing up in run device tab.

I have:

  • I have Android modules installed.
  • I installed the ocules integration and XR packages.
  • Set the player settings to configure VR on the quest.
  • have developer mode enabled on a developer account.
#

And I cant fix this error

tepid burrow
#

Hi! Some one knows some tool in the asset store, github, anywhere .. to detect gestures, own or custom gestures for vr with q2 ? I try recently MiVRy but i cant implement the continues gesture detection correctly so im l4 new tools or ways to do that

white flicker
north path
#

And read the documentation

north path
white flicker
north path
#

Google how to use the new input system

#

Woth unity events it's very easy

white flicker
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i just put the code that happens here?

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thats it?

north path
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Yes

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And link the action in the editor

tepid burrow
north path
lavish stream
agile jay
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Is this where i can get help making a vr game?

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Please

lavish stream
agile jay
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I’m trying to make a gorilla tag fan game but idk how to make or test the game. I really need help!

lavish stream
agile jay
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I have spent 5 days watching yt and stuff nothing works.. i made a game but idk how to test it when i go into my pc with airlink it only shows a preview of it it doesn’t let me try it 😭

lavish stream
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So you're struggling with linking your VR headset to test a unity scene or build?
If your specific I can maby help you

agile jay
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Yeah I need help tomorrow bc I’m bout to sleep rn

fringe bluff
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Does anyone know how I can see if the primary button on a controller has been pressed or not? Basically, I am trying to make it where when the user is holding a gun with a magazine in it, they can press the primary button to eject the mag. So far, none of the forums I am finding help me with just seeing whether or not the button is pressed

lavish stream
fringe bluff
lavish stream
fringe bluff
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Alright. Get some sleep.

fathom rover
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i am using the XR interaction toolkit, how do i enable smooth or snap turning?

scenic scroll
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Do the scripts that come in the Oculus SDK work on non-oculus headsets?

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I want to make a curved UI, and there seems to be a fairly easy way to do that using the Oculus SDK, but will that work in the HTC Vive?

lofty tangle
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the tool kit should have some rotation provider or something.
I only use the xr toolkit for getting input and tracking data. so I just use my own script that rotate around the camera degrees per sec and/or degrees per snap if I enable smooth or snap turning

halcyon belfry
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how do I fix this

north path
north path
mellow pier
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Hey,
i am new to Unity and for a university projekt i try to set up a VR scene with Hand tracking so that i can grab, scale, rotate etc objects. i recently followed two tutorials:
https://www.youtube.com/watch?v=mJ3fygb9Aw0&t=746s
https://www.youtube.com/watch?v=OnM58__AmQQ&t=11s
but even after doing it twice i run in two problems...
The first and major one is that i still cant interact with objects. i try to grab a cube in my szene but nothing happens.
The second one is problem with hand tracking itself. Parts of the hand palm doesnt rotate with my hand and instand always face towards the "front of my vr space" which i defined when i setup my htc vive pro 2. Now i have deformed Hands.
And does someone knows if the gerneal more or less okayish hand tracking is due to my "older" VR headset. Maybe the 2 front kameras arent enough.

I was waiting for this for a long time and here it is ! Hand Tracking is now possible with Unity XR Toolkit ! In this video we are going to learn how to setup a new project using this feature and be able to use the interaction system with it !

ā¤ļø Support on Patreon : https://www.patreon.com/ValemVR
šŸ”” Subscribe for more Unity Tutorials : https:...

ā–¶ Play video

Developes can now use the hand tracking features on OpenXR for VIVE Mobile VR. See how to use hand tracking by the VIVE OpenXR Plugin and Toolkit.
OpenXR for mobile VR: https://htcvive.co/3aLG4zk
How to Install VIVE Wave OpenXR Plugin: https://htcvive.co/3aLM4rM

#VIVEFocus3 #VIVEDeveloper #OpenXR

ā–¶ Play video
mystic kraken
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So it's not my project but I'm just curious as to if there's any technical explanation

This game is running unity 2020.3.44f1 and all text + images + RenderTextures are invisible / a bunch of spaced blobs. Any ideas?

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Here is an example I found on the forums. Notice the white blobs

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According to my friend materials using alpha clipping have an issue where transparent parts of the material turn black with stripes too

rapid pumice
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Hello #šŸ„½ā”ƒvirtual-reality, I'm trying to research a rather unique problem. I wanted to know if I can open an apk (application) inside an already running apk/application on the Meta Quest 2/3. So far, I've found a few links about opening an app from another app (deep-linking and this github -https://github.com/kblood/Quest-VR-Menu , but I wanted to know if launching an app inside an app is possible on the Quest. The apks/applications are made in Unity C#. One question on the Android StackOverflow mentions a similar problem, and the responder says it's not possible due to how Android and it's sandbox environment is made. I tried the GitHub, and more about launching an app from another app through Deep-Linking. After some hardships, I'm able to get that to work although I want to launch an app inside an already running app. Not sure if that is possible (don't have a lot of native Android development experience!). I'd greatly appreciate resources or if anyone could point me in the right direction.

I tried the GitHub, and more about launching an app from another app through Deep-Linking. After some hardships, I'm able to get that to work although I want to launch an app inside an already running app. Not sure if that is possible (don't have a lot of native Android development experience!). Thank you!

GitHub

Quest VR Menu for launching apps from a customizable VR home. Currently built using Unity 2019.4.11f - kblood/Quest-VR-Menu

scenic scroll
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I mainly want to create a curved canvas and the oculus ask has a bunch of scripts to help with that, but will they work on other VR platforms?

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I assume so, but you know what they say about assuming!

untold grail
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Hello! I apologize if this is a rather odd question. But does anyone know how I would find a way to use hand tracking to make continous movement? I have searched high and low for this, but all I've managed to find so far are research papers.

I have already set up a basic hand gesture recognition system and continuous movement using controllers. Essentially, my goal would be to have the game recognize a specific hand gesture (let's say a "thumbs up") and then activate the continuous movement until they switch to a different gesture.

I'm aware it's not exactly the most immersive form of control - but this is definitely a very "experimental" project, and I will be implementing alternative locomotion options. Many thanks in advance!

royal trail
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can someone help me in connecting quest 2 to unity please

narrow briar
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for me, once quest link worked, everything else fell in place

royal trail
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I bought cable

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I downloaded the example

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In this video I'm going to showcase a free template I made that will save you hours when getting started with a new VR project !

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://twitt...

ā–¶ Play video
north path
scenic scroll
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I'll give it a shot!

astral ravine
# royal trail can someone help me in connecting quest 2 to unity please

Depending which interaction toolkit you want to use (I'd suggest starting with Unity's own) then you don't need to do much at all, you can download the example project from Unity's git, then connect Quest Link and hit play in the editor. I think that should just work out of the box with OpenXR. If you decide to go down that route and it doesn't work then post back here. Be aware that if you actually build the Unity demo scene and deploy to Quest 2 it won't perform very well, but that's not what we're talking about here. If you're on Quest Link then play-in-editor is running on your PC.

halcyon belfry
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how do I fix this?

frank oasis
frank oasis
# untold grail Hello! I apologize if this is a rather odd question. But does anyone know how I ...

1 month ago- credit to the goat valem https://m.youtube.com/watch?v=Lc1PuEatrCA

Hand tracking lacks input but we can fix this problem by using Hand Pose detection to detect a particular gesture and turn it into a custom behaviour. Let's learn howto make that with the Unity XR Toolkit.

ā¤ļø Support on Patreon : https://www.patreon.com/ValemVR
šŸ”” Subscribe for more Unity Tutorials : https://www.youtube.com/@ValemTutorials?sub_c...

ā–¶ Play video
#

Then you should be able to figure out the rest

royal trail
untold grail
# frank oasis 1 month ago- credit to the goat valem https://m.youtube.com/watch?v=Lc1PuEatrCA

Hey, thanks for the tip! That's actually the tutorial I've used before! (Valem is indeed the goat)

However, I recently swapped to trying to use the Oculus Integration SDK, as I was having some issues with the grip interaction to work when using the other XR hand tracking, as well as some other strange behavior (such as hands being "off center" even at 0, and turning invisible when getting too close to one another)

I was able to get some simple continous movement working using the SimpleCapsuleWithStickMovement. However, I was having trouble finding how to actually trigger that using the pose detector. I figured out how to spawn objects with that, and have a text which can display the name of the changing pose. But I admit I'm still a little new at this, so I'm a bit lost beyond that.

halcyon belfry
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I really need your help or else I can't have my game up and running

buoyant jolt
stoic olive
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anyone know anything that can fix lag? I load up my game and i run 70 fps then after a couple seconds my game drops to like 20

astral sluice
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Hello! I have this issue where, when I am in Play mode (with the Quest 2 connected and detected by Meta Quest Link), the device just, doesn't show the game it's supposed to run

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It just shows the home scene or whatever

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I didn't get the expected results

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When I run it, all I see is my laptop

astral sluice
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Ah I forgot to activate developer mode
Well that shouldn't take too lo-

astral sluice
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Well I did do that but it still doesn't work ig
Quest 2 does show up on my supported devices in the Android build settings tho ig

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Ok now it works in the build, wahoo

mellow pier
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Hello, has someone here used the vive pro 2 with hand tracking and can tell me about their experience with it?
is it good? does it have flaws and limits?

buoyant jolt
hollow moss
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How do i get rid of these sticks? theyre stuck there with the hands model

hollow moss
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nvm fixed it.

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i used complete xr origin prefab.. maybe i should stop using it

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im not able to find those stick models though. i still dont know how to remove them, other than just not using complete xr origin

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it was in the poke interactor..

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genuinely wtf unity. if anyone goes through the same problem, delete this to remove it

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will anyone even go through the same problem anyway lol

buoyant jolt
# hollow moss will anyone even go through the same problem anyway lol

Probably not. With a VR headset those are attached to the controllers and used to poke things. I replaced mine with a cute hand on a stick model, but you can just turn that renderer off. There are bigger issues with the openxr hands integration IMHO that needs fixing. But it's a start.

tawdry sand
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XRSocketInteractor has an option to enable hover snapping, but it also forces a snap radius. Is there any way to let it use the colliders bounds instead, so that when an interactable enters the socket's bounds, it snaps?

tawdry sand
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Please ping me if anyone has a solution

buoyant jolt
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But you could write something quickly to convert the bounds distance to the radius. We don't use their built in snapping etc as it is usually pretty rudimentary and needs a lot of love to be usable in a commercial project.

tawdry sand
tawdry sand
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I tried coding up my own snapping functionality, but it is very complicated for a beginner like me to do

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Only could make it snap, could not make it grabbable again

buoyant jolt
untold grail
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Hey, so happy update! I finally got the gesture locomotion working! šŸŽ‰

Not sure if we're supposed to post full code here, but I essentially created a "pose dector" script, with a rigid body (set to the player's), a "locomotionTrigger" (ActiveStateSelector), and a cameraTransform object. I then made a bool for "isMoving", which would trigger upon the gesture being selected or unselected. I then made a fixed update where if "isMoving" is true, then it moves the player in the direction the camera is facing, using this:

Vector3 moveDirection = cameraTransform.forward;
rb.velocity = moveDirection * movementSpeed;

Probably not the most perfect or elegant solution, but so far, the movement is surprisingly smooth and fun! Hope this helps if anyone else was stuck on this.

dull lake
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Anyone familiar with photogrammetry and how feasible it is for me to use it for my VR project?

buoyant jolt
buoyant jolt
narrow briar
visual junco
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Hey,. I've got a question for ya. If I wanna make a VR game and I wanna code it. Shall I learn to code in in general and then learn how to code VR games or just already learn how to code VR games

frank oasis
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Otherwise it can be quite scary fixing vr errors without a clue how to

visual junco
visual junco
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Or at least know what your doing

scenic scroll
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Well unless you're just using a framework and only working within that framework then you'll need to write code