#šŸ„½ā”ƒvirtual-reality

1 messages Ā· Page 19 of 1

scenic scroll
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And if you need to write code you should learn how to code

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C# is a foundational skill. It's not specific to VR

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I would suggest spending a few weeks at least going through a generic C# coding bootcamp or something like that

onyx stream
formal bough
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Is SteamVR (HTC VIve, Valve Index) suppose to work with Open XR + Unity XR Toolkit or is SteamVR plugin still suggested method in 2024?

mild igloo
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Anyone ever run into this here? I am getting this error when my scene starts. I have a simple OVRCameraRig and nothing else. I can't see hands in editor but I can in build. Also if I enable the HandFilter component then I can see my hands but it freezes if I interact with any interactables/

DllNotFoundException: InteractionSdk assembly:<unknown assembly> type:<unknown type> member:(null)
Oculus.Interaction.Input.Filter.HandFilter.Awake () (at ./Library/PackageCache/com.meta.xr.sdk.interaction@62.0.0/Runtime/Scripts/Input/Hands/DataModifiers/HandFilter.cs:147)

mystic kraken
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Hey! Me and PunMister (PunMister's message: #šŸ„½ā”ƒvirtual-reality message) have had the same issue but as far as I'm concerned no solution has been found. Basically there's these faint horizontal lines that go across the screen in VR. I'm using unity 2022.3.20f1 and building to an APK for Quest 2 if that helps. Posting the original image and one with increased contrast to show them more clearly

buoyant jolt
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Hard to be sure but are you doing any light baking? Wondering if it's compression artifacts

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Although that is more consistent lines

mystic kraken
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Would've hoped I remembered this give me a minute to open the project lol

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Sorry to clarify I am baking lights yes but I don't remember if I'm using compression

buoyant jolt
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If it's not light baked, and it's not diffuse textured, I'm curious if it's related to shadows and URP

mystic kraken
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Oh yes I am. Normal Quality lightmap compression

buoyant jolt
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That should be easy to test though, if you clear the light bake, and the problem stays, we know it's probably not related.

mystic kraken
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Yeah sorry give me a minute I'll build to my Quest with no baked lightmaps

buoyant jolt
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If it doesn't stay, we can check that Generate UV maps is enabled (if you imported the object) and to try disabling yeah compression and redoing the build.

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Urp messes with shadows though and I don't really use Urp, so not sure how to troubleshoot that one

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Quest also does some weird forced compression on textures, which was why I'm wondering if that floor material has any textures on it

mystic kraken
buoyant jolt
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It means light maps, shadows, and textures probably aren't the culprit.

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Without flat out blaming URP, are you using post processing of any kind?

mystic kraken
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Not right now

buoyant jolt
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Is this on like mobile builds, or only over link?

mystic kraken
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Haven't tried link but on mobile builds for the quest yeah

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I can try link rn though

buoyant jolt
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Ok no that's fine e

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I mean you can to be thorough

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But I'm assuming in the editor game view and scene view there are no lines

mystic kraken
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Yeah

buoyant jolt
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If it was link, there are some settings we could try

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So it's rendering, for the full screen, faint lines, only for your app, and only installed on device. I'm assuming they don't exist on any other games.

mystic kraken
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Yeah

buoyant jolt
mystic kraken
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No sorry I was agreeing with you it doesn't

buoyant jolt
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Ok I wasn't sure because of this

mystic kraken
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I'm gonna try link really quickly

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Oh right yeah I get that

buoyant jolt
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Ok. Assuming that works good, it means its something to do with android builds. It could be worth disabling auto graphics setting, and removing vulcan from the graphics list, to see if it's just a vulcan rendering problem but I've never seen this befo4.

mystic kraken
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I suppose it's worth trying that quickly because the oculus software is kind of screwing me over and wont let me connect with link

buoyant jolt
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Anywys it's late I'm out of ideas at this point too

mystic kraken
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Lol no worries I appreciate the help

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Thanks

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You absolute LEGEND I wouldn't've thought of that fix

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So I didn't have auto graphics on but removing vulcan from the graphics list fixed it

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This was so annoying in desaturated areas since it was so visible

visual junco
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Am I allowed to look for future developers?

buoyant jolt
buoyant jolt
ornate questBOT
buoyant jolt
visual junco
buoyant jolt
pure oriole
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why does everytime i compile a unity project for the quest 2 it makes a 2d app

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and not 3d

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what tf did i do wrong

buoyant jolt
sleek venture
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Hello, I'd like to have some assistance in making a decision for myself. I recently started junior programmer pathway of unity and aiming to start VR pathway, after completion of JP.
Must I buy a meta quest headset?
I'm also looking forward to compete AR pathway as well but since my phone doesn't support ARcore I decided to switch to VR learning....

orchid jolt
sleek venture
hollow moss
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hi

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how do i make.. hotkeys?

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its like song in the smoke. theres an inventory slot for quick access using trigger button

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i guess i meant quick access items

storm valley
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Someone please help me fix this fast

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I have a presentation soon and it aint working notlikethis

hollow hill
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did it Ever work?

buoyant jolt
visual junco
weary trellis
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Im trying to make a number lock and I found a video for it but its for 3D and this is the raycaster code.

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How do I change it so it works for VR?

pliant sigil
# weary trellis How do I change it so it works for VR?

You need to be more specific, but seems like you would want to change the Raycast direction - in this case it seems that the raycast comes out of the screen and towards the mouse. Where do you want the raycast to originate from? The player’s vision?

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I also have a question of my own:

It’s about OpenXR/SteamVR/WMR. What are these things? I keep hearing the words ā€œstandardā€ and ā€œruntimeā€ but still unsure about the true meaning. Also, these ā€œstandardsā€ are supported/implemented mostly by development software, like Unity/Unreal, so developers don’t have to deal with OpenXR/SteamVR API calls directly, correct?

untold grail
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Has anyone managed to find a solution for that lovely "Could not find active control after binding resolution" in Unity XR Toolkit with hand tracking?

I only seem to get this error when switching from hands to controllers, not vice-versa. I don't seem to have this issue when using the XR Interaction Hands Setup prefab (as opposed to the XR interaction Setup), but the Hands Setup gives me a bunch of other problems like duplicate/offset hands which I find to be even worse.

I saw that it still seemed to be an issue with both Valem and Shrimp's tutorials, and I'm a bit reluctant to mess with any core/existing scripts until I fully understand what's going on here. Many thanks in advance!

pure oriole
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like what flags do i have to set

buoyant jolt
narrow briar
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how do you profile memory choking on quest?

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one says overdraw, i say bandwidth is the issue

hollow moss
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why? is it because the window doesnt have a back side?

buoyant jolt
hollow moss
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If i remove transparrency i wont see outside, right?

buoyant jolt
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The other option is to change it from transparent to fade or something therein

north path
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How accurate can you get the environment mesh for Quest 3?
Would it be good for environmental effects?

idle olive
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can anyone help? i am using xr to try and be able to grab objects, but the objects i have with the xr grab interactable script are gone when i start the game.

buoyant jolt
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But that's just a guess

fiery vale
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I have a question regarding the Oculus Gallery. Is it possible to somehow open the Meta Quest gallery (where all the images are saved on the headset), pick one, and then spawn into the world? I have tried using NativeGallery and NativeFilePicker, which semi-worked. I was indeed able to pick images, however, only through a native Android-looking window without the Quest UI. And once I picked an image, I was in a black screen until I pressed the home button.

Also, when saving those images in the app, it freezes Unity when the images are loaded (on app start), since the main thread is blocked in order to do so. Does anyone know a better solution or asset for picking images from the Oculus gallery?

crude frost
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I have an Event System with the following components: XR UI Input Module and Input System UI Input Module.

I also have an XR Interaction Manager in the scene with a Player Input component on it, that is also referencing the Input System UI Input Module that is on my Event System gameobject.

When I assign Input Action References in the Input System UI Actions seciond of the XR UI Input Module component, and I hit play, I get four errors like unity Action map must be contained in state. I'd post the other errors here, but now its not giving me errors, its just not letting me navigate my UI anymore with a gamepad (yes, this is an XR project, but also targeting flatscreen, touchscreen, etc)

shrewd sentinel
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hi! I want to have my project render out at a lower resolution to achieve a pixelated look. On flatscreen I see this is often done by using a render texture, but in VR it doesn't seem like it's possible to create a stereoscopic render texture. Is there a way render in lower resolution ||or get a render texture to work in VR performantly, 1 camera per eye sounds expensive||

crude frost
shrewd sentinel
# crude frost perhaps a shader could modify your materials to look pixelated. Otherwise you'd ...

My assets are already pixelated as they're all pixel art textures, so that's not really what I'm looking for. I want the effect of the entire screen being pixelated, so things like edges of geometry would also be pixelated, which can be achieved by 'simply' rendering at a lower resolution giving it a more retro look. Surely there's got to be another way to downscale to another resolution that works in VR right?

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Ideally I'd like to just render out as a lower resolution (over a post processing effect) to reap the substantial performance benefits

stray stump
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hi! did you solve this? We fade to a solid color right now.

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I'd love to compare notes. I started looking at the OVROverlay

celest aspen
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Hello guys, I want to ask if anyone knows how to solve this, my brain is pretty much exploding. So my model is rigged, I don“t see the options like Model, Rig, ... on my animations. Problem is, my model always goes into the floor in the animation, I was thinking of putting the animation type from generic to humanoid. It won“t change anything probably because unity says that the Model already is rigged as humanoid. So I have no clue what to do, maybe someone of you guys knows what to do about it?

slate delta
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would anyone know why when i convert my XR game to an APK, when i sideload it to my quest and start it, i am in the air and can only move my hands around, no moving or anything?

last mauve
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Hey I have my Tracking Origin Mode set to floor but my head is still at floor height for some reason, anyone know why?

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These all have their position set to 0 0 0

clear pendant
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hello how can i make like on monitor the player will see in diffrent camera and vr will see from diffrent camera?

untold grail
shrewd sentinel
crude frost
shrewd sentinel
crude frost
shrewd sentinel
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thanks

scenic scroll
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I am having an issue with PlayerPrefs on my quest headset. It all works fine in the Unity Editor, but when I build and run the app on my headset the playerprefs don't seem to work correctly at all.

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I also have trouble connecting unity to the headset so I can't easily see debug info, maybe I should just bite the bullet and set up an adb connection?

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Or is it possible it's just some stupid security / permissions issue?

buoyant jolt
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That doesn't look like a real log file at all. I don't know what a Unity person said on the forums, but I'm sure it can be built to the headset. Depending on what the actual error is of course.

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But yeah if it is an out of date unity api sdk, you can manually upgrade it via android studio (you want target 32 for quest). If it's an out of date gradle, you can install a higher version as well too

buoyant jolt
north path
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I am looking for a way to have the XRIT grab component grab onto the mesh instead of the pivot. The object is generated at runtime and I have little control over the pivot.
Any ideas?
I already move the object in place so the collider touches the hand, but then it just offsets when selecting/grabbing it

umbral vault
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Hi I am using the xr interaction toolkit. I am trying to test out eye tracking

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I get this error message. I need to use a game object to metaphorically symbolise the eye

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Please could you tell me if this is possible and any tips on how to make this happen please šŸ™

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Thank you!

shrewd sentinel
umbral vault
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I dont have an actual eye tracker yet, so thats why i want simulate one

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Thanks so much @north path

north path
umbral vault
north path
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Nvm, not fully fixed
Help is appreciated

untold grail
# untold grail Has anyone managed to find a solution for that lovely "Could not find active con...

Hey so small update to the "could not find active control after binding resolution" error.

Good news and bad news. Bad news is, I was unable to find a solution to the problem using the Quest Link/desktop play version. Good news is, I set up a Quest build using Justin P Barnett's tutorial, and I seem to be able to switch from hands to controllers there just fine when using the Quest2 Headset as a standalone.

So if anyone else is having this issue, if you build to the headset it should resolve the issue (as far as I can tell from my early tests anyway).

storm ether
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I need help building a toy example connecting two Quest 2s. When I try to create a connection by calling NetworkManager.Singleton.CreateHost() through a simple UI, I get a log saying the connection failed. What am I missing here?

Can send code samples and config ss if pinged.

thorn fractal
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Anyone working with Quest? i got this porblem, where all objects are clipping inside eachother, the further away the more, this only happens on quest standalone tho, on pc it doesnt, might it be a graphics settings issue? Glad for any help!

radiant rain
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Hi, so I have a collider which is a trigger, which responds to my gaze interaction (so when I look at it, it changes color). However, I wanted it to change color when it's within a certain field of view. I've tried the cone cast setting but there are a few random cases where the lines happen to miss the object (from a certain angle). Is there a way to have a cone with volume be the raycast?

scenic scroll
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And maybe scale the collider based on distance from the player?

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(I don't know if that's a good idea, though)

radiant rain
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wish there was a collider that could detect being in the camera fov

scenic scroll
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Nothing you can do with the frustum, eh?

lofty tangle
hearty cobalt
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can anyone familiar with gorilla tag help me out?

radiant rain
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another question - I want to detect when my headset is inside a sphere collider. The rig has a character controller and a cc driver. Can I put a direct interactor on the main camera with a collider, so another collider can detect it

dull lake
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No clue if anyone could help me out here

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I have this skeleton

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And rn it’s all one model

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But I want each bone to be separated so each one can be interacted with

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Anyone know how I could do this?

solid shale
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anyone know how to fix this:

buoyant jolt
buoyant jolt
# storm ether Anyone?

It may help to post in #archived-networking and share what network framework you are using. At the base of it, Quest is just Android in a headset. So anything you are doing for mobile networking would apply. There isn't enough information in your post to provide any guidance though.

buoyant jolt
buoyant jolt
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How is the framerate when you create the build and run it on the headset itself?

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It's hard to say, it could be thermal throttling, or something there-in. We aren't experiencing any issues in that regard BUT about half the team uses a vive/index for editor side, and on-device for pico/quest/focus. The other half use Oculus Desktop => Quest, and haven't shared any issues. I'd take a peek at the performance monitor thing when it is happening and see if it is waiting for the CPU or GPU

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Could be something as easy as a nvidia upgrade though with the unusual behaviour

dull lake
buoyant jolt
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But it'll take a good 20mins

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Its a lot easier to get a pre separated model

dull lake
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Also how do I make separate objects?

buoyant jolt
dull lake
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Ty for the help

narrow briar
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thanks for the tip

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if you're on windows 11, my laptop was sluggish and got better after i deprioritized many windows services in the task manager details tab

frail harbor
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Hey are there any VR devs looking for work on here? I was paying to get a VR framework for my game done but the guy I was paying ghosted halfway through and I’m willing and able to pay for someone to either take over where he left off or start from scratch. DM me for details

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(Also if this is the wrong channel sorry šŸ˜…)

storm ether
ornate questBOT
buoyant jolt
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It's all good, there are some other unity discords you can post opportunities as well šŸ™‚

frail harbor
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Thanks!!

mellow pier
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Hello, can someone tell my why my Hand tracking is so off. and why the ray is always facing the same direction of my room?
unity and all packages are up to date. using HTC Vive Pro 2

untold grail
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Hey, VR folks - so, I was able to get the climb function working with hand tracking (woo!)

However, my playtesters really don't like using the pinch motion to grab or climb objects. They say it's really unnatural and feels strange to them.

Is there a way that I could somehow swap out the "pinch" gesture to use something else instead? Such as a fist or intermediate grab? If so, where would I make those changes? Thanks in advance!

narrow briar
untold grail
narrow briar
ruby flicker
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this thing

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i just wanna make a game.

buoyant jolt
ruby flicker
buoyant jolt
narrow briar
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I don't know how you can find the time to help so many people during the day @buoyant jolt

storm ether
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idk how to fix

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i looked on the burst form and online and no one has the error that i have

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i am using unity ver 2023.3.0b10

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burst ver 1.8.13

buoyant jolt
north path
storm ether
storm ether
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i also kinda need a working build in the next day

delicate jolt
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I'm not sure if anyone can help, but I'm a beginner with unity and game designs (working in cyber security) but I'm working with Meta Avatar SDKs, I found they dont provide any meshes nor any colliders or anything for their avatars, I'm trying to put a watch on the wrist, so I attached it to the lower left arm joint and calculated the distance where it needs to be sat which worked great. Now I need to position the watch so the arm is exactly in the middle, then shrink it's scale based on the distance from the bottom face of the watch to the shirt and from the bottom strap to the bottom of the shirt.

private void AdjustWatchPosition()
{
    // Cast rays upwards and downwards from the watch position
    RaycastHit hitBottom;
    RaycastHit hitTop;
    if (Physics.Raycast(watch.transform.position, Vector3.down, out hitBottom, maxRaycastDistance, detectionLayer) &&
        Physics.Raycast(watch.transform.position, Vector3.up, out hitTop, maxRaycastDistance, detectionLayer))
    {
        // Get the positions of the top and bottom hit points
        Vector3 bottomPosition = hitBottom.point;
        Vector3 topPosition = hitTop.point;

        // Calculate the midpoint between the top and bottom positions
        Vector3 midpoint = (bottomPosition + topPosition) / 2f;

        // Set the watch's position to the calculated midpoint
        watch.transform.position = midpoint;
    }
    else
    {

        Debug.Log("No object detected above or below the watch.");
    }
}
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The current code has this effect:

daring drum
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Does anyone know how to make hands collide with walls? im trying to make a door but my hands just keep phasing through it becuase they dont collide? how do i stop this? (an example of what i want is in the game: Ghosts of Tabor. Can someone please help?

mystic oar
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Is it the model or hands?

lofty tangle
north path
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Keep googling :P
And start from a fresh IK rig to build it up until it breaks

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Could it be throttling?
I assume this is standalone VR.
How are the power levels and temps

slate delta
storm ether
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theres no google results

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for the error code

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none

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at all

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i tried rebuilding

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still has te error

north path
north path
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Delete the library folder, but I doubt it is going to help

storm ether
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my lighting

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it takes 4 hours

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dude

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ughghghgh

north path
# storm ether you bitch

Please don't call people who spend their free time to help you a bitch. Otherwise I'll ping moderators
Clearing cache, well, clears cache.

Lighting data should be stored in the project files tho

storm ether
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well my lighting doesn't bake now

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my scenes way too light

urban cloak
# storm ether you bitch

If you can't be civilized here, then don't bother posting. And stop spamming single word lines too while you're at it.

storm ether
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😭

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my lights wont bake

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it stays bright

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YES

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I FOUND MY LIGHTING DATA IN MY RECYCLE BIN

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HELL YEAH

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@north path the lighting was n my asset folder

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but it got deleted

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how?????

north path
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If it was in the recycling bin you might have deleted it by accident in file explorer.
Not fully sure, but usually if Unity deletes something it is filly deleted

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Also I am not going to continue helping, good luck with the project

storm ether
split trellis
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hiiii...im working with photogrammetry, and i needed to export the model from Metashape to Unity. This is how it looks on Metashape vs Unity. I exported the model with 50 textures of 4096x4096. I am also attaching my Unity settings cause I was trying to look for solutions on forums and it said to put compression to "None" and other things that I tried, but i cant see any changes. Is there anyway I can improve the quality? or make it look more like in Metashape?

soft summit
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Hey everyone, a bit of a stumper for you all. I wanted to get URP-based bloom working on the Apple Vision Pro, and it works fine in the editor.

But running it on the headset or the visionOS simulator introduces a weird blue-ish light/texture that shows up on a portion of the right eye of the headset, everything else is fine.

The blue-ish light/texture isn't showing up on screenshots for whatever reason so my description will have to do, but just curious if anyone here has run into such issues before for post-processing effects in VR?

I'm not using a camera stack or anything fancy, just a main camera with post-processing enabled to see a global Bloom volume.

north path
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Did you measure it in OVR metrics?

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Seems like the weight paint is not setup properly

waxen parrot
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XR Interaction toolkit. Changing input action type from Vector2 to button giving exception cant read Vector2. Any way to change teleport input from Vector2 to button.

mellow veldt
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Hello, I'm using the default Unity VR scene, and when grabbing an object it seems to lag a bit behind from the controller. I have set the movement type to be instantaneous, with no smoothing and I just can't figure out what is causing it.

cosmic relic
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When using the OVRVirtualKeyboard I can't get it to spawn infront of my input device. Best I can do is stuck to a ray from my hand. Anyone have this issue?
Also in the logcat I see a ton of this error:
2024/03/15 17:05:35.483 19963 19984 Error Unity at UnityEngine.TouchScreenKeyboard..ctor (System.String text, UnityEngine.TouchScreenKeyboardType keyboardType, System.Boolean autocorrection, System.Boolean multiline, System.Boolean secure, System.Boolean alert, System.String textPlaceholder, System.Int32 characterLimit) [0x00000] in <00000000000000000000000000000000>:0

buoyant jolt
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That looks pretty good to me from your samples, and if you are going to Quest, it won't let you go above 4K textures anyway and will downscale them

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You can also try unchecking mipmaps and point texturing, it'll make it sharper but at a sacrifice of hiding pixels. Might be worth a toggle.

Also don't forget to mark as static and bake the lights on it, and bake a reflection probe if using PBR texture maps as that impacts the final render too. Unitys always (to me) had a soft diffusion that I see in renders though versus substance/blender/metashape etc.

hearty cobalt
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im using photon vr and i keep getting this error:

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ive already checked in the photonvrmanager the head has been assigned

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(very clearly)

mystic oar
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šŸ’€

orchid jolt
# hearty cobalt im using photon vr and i keep getting this error:

I would check were the error is in the code and see what can be causing it. I know that for the VR manager it does a few checks to make sure the object is valid so it could be failing one of those. I’m not at my computer but I could take a look around the script and see what could be going wrong in about 1 day if you still can’t figure it out by then

hearty cobalt
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alright

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im going to try to reimport photonvrmanager

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it worked! but now i have a new problem..my player model spawns away from my actual player rig

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and it doesnt react with the either of the controllers

orchid jolt
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I really don’t know what could be wrong šŸ˜… I just started working with multiplayer so I only know basic stuff. My guess is the controllers aren’t assigned correctly

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If it’s still not working I would make a test project and just do the bare minimum to test it

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Too see if it always breaks or if something is wrong with your package

hearty cobalt
hearty cobalt
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I'll reinstall the package to be safe

orchid jolt
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But that’s just my guess

hearty cobalt
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Could be

orchid jolt
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Like I said I’m not a professional so take everything I say with a grain of salt šŸ˜…

hearty cobalt
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seemed to work tbh, i reimported the package and the original model for the player works fine. ill let yk once im done added my player model

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yep, and its fixed.

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wish id knew it'd have been this easy 🤣

tired burrow
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i having this error, dont know what to do

split trellis
fathom vault
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the xr ray things never work for me, even when i set them up like everybody else does

buoyant jolt
cosmic mural
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working on built in render pipeline, trying to make a transparent shader graph and in editor it works fine but when i build it to meta quest it doesn't render. it does in multi pass but in single pass it doesnt 😦 is there any way around it?

steep hemlock
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You probably deactivated the light toggle in your scene view (top part of the view, third icon between the draw mode and the Gizmos settings). It basically means that you will not see the changes you are doing on this object in the scene view unless you activate the light toggle.

tiny river
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any advice for this error

buoyant jolt
ornate questBOT
buoyant jolt
#

But I'd check the error that says to click on it to read the console log for more details, the errors probably in that one

smoky wharf
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im stuck at this screen

inland burrow
orchid fossil
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This is setup correctly but suddenly my Hands just stopped working? they both just stick at 0,0,0 now

hollow moss
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hi pls help

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i thought i asked here already but searching back it seems i asked somewhere else

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how do i make hand tools?

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e.g. press a to hold stick, press b to hold gun. press again to switch back to hand

buoyant jolt
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!learn

ornate questBOT
#

:teacher: Unity Learn ↗

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

buoyant jolt
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Tutorials cover input and OpenXR @hollow moss - there are a lot or ways to tackle that

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I'd encourage to minimize button use though. It's much more realistic to reach down and grab the sword, etc

hollow moss
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theyre going to use it through out the game

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like hl:A, song in the smoke, and many other games players have the option to sort of quick access certain tools

hollow moss
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ive made it already last time

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but then the normal bugged

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the tp ray never disappears

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my method was to disable the normal hand and enable my tool hand

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and when reenabled, the bug happens

buoyant jolt
orchid fossil
hollow moss
#

how do i fix tp ray not disapearing after i disable and enable my hand?

#

i can give more info inc. code. if someone is interested

buoyant jolt
orchid fossil
#

Vive Cosmos

#

its weird though it was perfectly fine

#

then something both oculus popped up and boom forever broken

#

it was roughly when this came up

#

Found the issue

#

Metas a Cuck
pardon my french

That being added screwed EVERYTHING

hollow moss
#

how do i fix tp ray not disapearing after i disable and enable my hand?

#

wait muting video

#

Im going to sleep. More info tomorow

orchid fossil
#

Hey, ive been rigging this character for VR Controllers and this has happened to the poor forearms 🤣
can someone help please

pliant ridge
#

why can't i test my game in vr mode using unity with steamvr

north path
orchid fossil
# north path How are you rigging it? How is the rig setup and which IK solution do you use?

im using a 2bone Constraint for all 3 parts of the arm and then controlling the Tip using a "Avatar Controller"

using UnityEngine;

[System.Serializable]
public class MapTransform
{
public Transform vrTarget;
public Transform IKTarget;
public Vector3 trackingPositionOffset;
public Vector3 trackingRotationOffset;

public void MapVRAvatar()
{
    IKTarget.position = vrTarget.TransformPoint(trackingPositionOffset);
    IKTarget.rotation = vrTarget.rotation * Quaternion.Euler(trackingRotationOffset);
}

}
public class AvatarController : MonoBehaviour
{
[SerializeField] private MapTransform head;
[SerializeField] private MapTransform leftHand;
[SerializeField] private MapTransform rightHand;

[SerializeField] private float turnSmoothness;

[SerializeField] private Transform IKHead;

[SerializeField] private Vector3 headBodyOffset;

void LateUpdate()
{
    transform.position = IKHead.position + headBodyOffset;
    transform.forward = Vector3.Lerp(transform.forward, Vector3.ProjectOnPlane(IKHead.forward, Vector3.up).normalized, Time.deltaTime * turnSmoothness); ;
    head.MapVRAvatar();
    leftHand.MapVRAvatar();
    rightHand.MapVRAvatar();
}

}

Not to sure what to show you sorry

orchid jolt
#

You could probably go to a photo editor and up the brightness then export it then reimport it

#

If it’s a material you could add a white emission to make it brighter

narrow briar
#

attaching target no hint to the vr hand transform

orchid fossil
#

go one step at a time: first do the 2

hollow moss
#

for now im not gonna disable it anymore (in my game), ill use body socket inventory instead.

hollow moss
ruby flicker
#

this thing?

north path
ruby flicker
#

ok

ruby flicker
north path
#

Read what the errors say and google the errors.
If that does not return anything send it here.
We cannot magically know what the error is

ruby flicker
#

ok

ruby flicker
north path
#

Send the full error and no need to double ping me (:

ruby flicker
#

ok.

ruby flicker
# north path Send the full error and no need to double ping me (:

Exception while marshalling C:\Program 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
Exception while marshalling C:\Program Files\Unity\Hub\Editor\2022.3.20f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platform-tools\package.xml. Probably the SDK is read-only
Exception while marshalling C:\Program Files\Unity\Hub\Editor\2022.3.20f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platforms\android-31\package.xml. Probably the SDK is read-only
Exception while marshalling C:\Program Files\Unity\Hub\Editor\2022.3.20f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platforms\android-32\package.xml. Probably the SDK is read-only
Exception while marshalling C:\Program Files\Unity\Hub\Editor\2022.3.20f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\tools\package.xml. Probably the SDK is read-only (theres 3 error)

wise warren
#

is this expected behaviour:
In Unity play editor, I can only see my hands when normal Steam is open in the background.
If it's JUST steamVR open, I can't see them.

I thought you only need steamVR open and not the normal steam dashboard?

#
  • because when the game is built, and I only have steamVR open, it's fine
pine bison
#

Open Editor.log after building and find the build report. It lists the assets in your game sorted by size

north path
buoyant jolt
buoyant jolt
# ruby flicker this thing?

The error on the right says you have an androidmanifest.xml I your project that specifies quest support. Current meta SDK (finally) adds that to the manifest. So it is getting conflicted. You just need to remove that line from your manifest, which is probably in /plugins/androjd

ruby flicker
#

im kindoff new

buoyant jolt
#

No worries, not your fault, it's a bad system caused by meta being lazy in the past. It's something you just learn over time.

#

But search your project heiarchy (not scene) for the word 'manifest' and open those in visual studio.

Look for any that have a matching line saying quest|quest2. That line can be deleted.

Make sure to backup the file or have source control in place in case you break something

#

The way it works is unity needs to merge all the manifest files together into one final one for android builds. And if it gets two files with a different answer, and it isn't sure what to do, it'll stop and abort the build process. Meta arbitrarily made everyone include a rather pointless tag in their manifest files ages ago without telling them or putting it in their SDK, which caused quite the mess in the past and this is just a long extension of that problem.

ruby flicker
#

so i need to change 1 bloc.note?

buoyant jolt
#

I'm not sure where that comes from

#

In guessing you created a template or downloaded one when you made your project.

ruby flicker
#

yeah, i needed to add the oculus support template to see whats wrong and fix it

#

and im getting 3 more errors

narrow briar
#

do these manifest problems happen at submission? for me it worked out of the box

buoyant jolt
#

It'll block you at applab upload if the api or manifest settings they want are missing

narrow briar
buoyant jolt
#

You just drag the apk/obb into mqdh, select where to upload it, and it'll mention if there is a problem

#

Then once uploaded and all is good, it goes through their automated checks and makes sure it reaches all the desired framerstes etc

narrow briar
orchid jolt
#

I would just lower the vertex count on some models

#

Or see which models have the most vertex’s and make them less detailed to see if that fixes it

buoyant jolt
#

It's because DAZ models are meant for photography type things, not for games. They are terribly optimized.

#

Blend shapes and animations have very little difference in project size (megabytes). But a poorly optimized model will have a ton of massive textures and bad model practices. It's most likely the meshes and the textures.

gray prawn
#

I'm trying to enable foveated rendering. It's activated in the Oculus XR plugin settings. The docs says to set OVRPlugin.foveatedRenderingLevel = OVRPlugin.FoveatedRenderingLevel.High;. But where? I'm new to Unity..

pliant ridge
#

why is only my left eye rendering hands

buoyant jolt
# pliant ridge why is only my left eye rendering hands

Probably the shader on it isn't compatible with the rendering. If this is only in the editor, it might render fine on the headset as a standlone experience. But in BiRP, switching from forward rendering to deferred might fix it in the meantime (at a performance cost)

pliant ridge
#

which broke it

buoyant jolt
pliant ridge
# buoyant jolt Yeah that's what I was thinking

but now for some reason i'm getting these weird warnings
'Enable Input Actions' is enabled, but Select, Activate, and/or UI Press Action is disabled. The controller input will not be handled correctly until the Input Actions are enabled. Input Actions in an Input Action Asset must be explicitly enabled to read the current value of the action. The Input Action Manager behavior can be added to a GameObject in a Scene and used to enable all Input Actions in a referenced Input Action Asset.
UnityEngine.XR.Interaction.Toolkit.XRBaseController:Update () (at Library/PackageCache/com.unity.xr.interaction.toolkit@2.5.3/Runtime/Interaction/Controllers/XRBaseController.cs:303)

#

it's weird

#

idk how to fix

#

any idea?

#

how to fix?

#

hh

compact cove
#

I'm using Unity 2022.3.4f1 with the Inbuilt Render Pipeline, and I'm projecting a RenderTexture onto the Unity Terrain, on PCVR and Quest 2 it works fine, but on Quest 3 it has weird artifacting issues and I don't know why. I'm not using occlusion culling and it's just the act of projecting the rendertexture onto the terrain that seems to cause this.

Anyone know how I can fix this? Thanks

orchid fossil
#

How can i best align the VR controller hands with the avatar rigged ones?

narrow briar
#

@buoyant jolt which version control do you use?

buoyant jolt
narrow briar
#

it handles binary file collisions ok?

#

or lack of lock

buoyant jolt
#

so now it just treats it the same as any other asset for versioning

#

what are you looking into?

narrow briar
#

we're using perforce, since we may combine unity in the mix, i was wondering what works better with Unity in a team

#

i personally use git on a home server for my own projects, but this would be a few people on one common repo

#

so perhaps Plastic makes sense to avoid the hassle

buoyant jolt
#

Plastic they rebranded to unity version control, but some folks seemed to really be liking it

narrow briar
#

it's super clunky and definitely won't allow collisions but also reverting isn't as easy as in git

buoyant jolt
#

Hmm interesting

narrow briar
#

and as you know, when moving fast, you need to go back and forth a lot

buoyant jolt
#

Yeah definitely, and you do want to encourage experimentation

narrow briar
#

but that's my first experience with p4 and the other guys know since they're all AAA veterans but not expert, no sysadmin to baby sit us

#

p4 integration in unreal is crazy good

#

i mean you can diff a BP and you'll see the before and after as BP graphs

buoyant jolt
#

Haha yeah, hmm I'll have to keep that in mind, as we are moving a bunch of stuff to Unreal. Trying to get our stuff moved to GDXR

#

Oh darn yeah that would be super nicen

#

I think that alone sells me on it šŸ˜„

narrow briar
#

it's next level, i mean when i saw that i was like : oh yeah that's a tool for pros

#

haha yes, just make sure you have someone solid to set it up, it's like enterprise software from the 90s

buoyant jolt
#

Haha fair point!

lilac garnet
#

Hey, couldnt find anything on this anywhere, maybe someone here has an idea for me? I'd appreciate any guidance.
My basic setup:
I have an application where you can at runtime plug in a vr headset, press a button and go into VR (while ideally the screen should keep displaying the same), I'm using OpenXR, unity 2020.3 and a Meta Quest 3 with quest link for development

My problem is the following:
The UI setup is a little finicky so i'd prefer changing it as little as possible, currently it's set up to render as Screen Space Overlay on Screen 1, but when the headset detects user presence it takes the UI, stops displaying it on the PC and instead displays it on the headset where it doesnt render anything useful and just clutters vision. Is it possible to tell the canvas to not render on my VR device and instead just on regular displays somehow?

lilac garnet
#

I figured out a workaround

  • i now have an overlay camera without clearing, that renders only UI
  • My canvas renders to ScreenSpace - Camera and targets that overlay camera)
buoyant jolt
#

That will definitely help. For characters, we mostly use iClone, as it generates reasonable enough characters for us with blendshapes and rigs. It's meant for games, so its a bit more predictable. It IS expensive as hell.

You could use a DAZ model, but when someone creates chainmail in daz (for example) it is usually made up of millions of rings, which translates to say 100 million polygons - just for a shirt. And with Unity you really want to keep your characters below 200K at the very highest.

This isn't quite the same issue with Unreal, provided you are able to get the nanite/VR working properly for you.

What I would suggest though, is to bring those models into something (like Blender) and actually do some polygon counts on the meshes. You can also do this in Unity, I have a little utility class somewhere for that I can dig up if it helps. But if you look you might get lucky and find out it is just one shirt or one item causing the majority of the problems

orchid fossil
#

How can i use "SuperSampling" in unity to crispen the VR quality
Currently some text is just not reasonably readable

buoyant jolt
#

Text is always a bit difficult, as different headsets have different resolutions. Depending on your headset and framework there are different ways (if you google antialiasing oculus framework for example - you'll find the info), just keep in mind antialiasing will have aperformance impact.

orchid fossil
#

This app has this to control such info
is there a way to use this in Unity?

buoyant jolt
#

That would likely be only in the SteamVR / OpenVR (not OpenXR) SDK for Unity

#

You'll need to dig a bit to find that info for Unity though I imagine

tropic cape
#

I'm having issues with grabbing objects. When I grab my object with my right hand, it snaps to the correct position, but when I grab it with my left hand its hover outside of the hand.

#

Do I need 2 attach points?

#

Is that even possible?

#

Also, I want the object to be able to interact physically with the enviroment, and heard that means I need to use velocity tracking, but velocity tracking is super laggy.

tropic cape
#

And making the movement type instant

shut cave
#

I'm a VR developer and currently using the focus 3 headset with Business Streaming / Steam VR. I'm trying to create a custom safety boundary effect when players get with in proximity to the boundary set during installation. My question is how do i get the boundary data so that I can apply a mesh to the boundary points? Is this a Vive question, SteamVR or unity. Thanks!

narrow briar
#

what are the obstacles in using nanite in VR?

pseudo pulsar
#

Got a simple login page but the input field is not responding properly in a Quest 2 build. Selecting and using the input field works fine in the editor but not in the build. Haven't been able to find any concrete solution online. Anyone got some insight?

astral knot
#

I'm playing around with the XR Interaction Toolkit 3.0.1. When I move the player around using the XR Device Simulator, the Character Controller stays in place at the starting origin. Is there something I'm missing?

orchid fossil
#

Hey, i was wondering if anyone has used the "Vive Hand Tracking SDK" and could help me set it up

I added the "Gesture Provider" to the camera But then it begins to crash Unity every time i load the game
šŸ™‚
Any help would be much appreciated

astral knot
#

Anyone else having trouble getting the XR Interaction Toolkit working in 2023? I'm getting this error when installing "Library\PackageCache\com.unity.xr.management@4.4.1\Editor\Metadata\KnownPackages.cs(12,70): error CS0117: 'BuildTargetGroup' does not contain a definition for 'VisionOS'"

unique ember
astral knot
# unique ember lol for me it doesn't even detect my quest 2 controllers, head tracking works fi...

I think 3.0.1 was intended for Unity 6. I installed Unity 6 and 3.0.1 was the default XR Toolkit Installation. 2022 and 2023 seem to still be on 2.X.X. I believe if you install the default XR Toolkit in 2022 first, then upgrade it to 3 it should work. XR Toolkit in 2023 seems broken, it gives me an error for VisionOS. I submitted a bug report for that issue.

I'm getting tired of Unity's QA measures when these new releases come out. I had to roll back to v20 of 2022 just the castle asset from Nature Manufacturer's asset to work properly. If I hadn't invested in so many assets I would've jumped ship and tried UE 5.

unique ember
#

yea UE5 is instant when it comes to VR dev, much easier than what im trying to achieve on Unity. Im not even sure why some scripts / prefabs are missing in my project

tropic cape
#

How do I know in a script when my hands have grabbed a certain object (Using tags if possible)

orchid fossil
#

How can i make this buttons (UI buttons) clickable on Press with the Vr hand

buoyant jolt
#

The openxr hands demo can interact with UI with both just fine. Some cleanup required.

orchid fossil
#

by "openxr hands" do you mean the actual assigned models? as thats what im using and the Interaction toolkit?

#

nodemo

buoyant jolt
orchid fossil
#

oh awesome lemme test then
i should be able to just touch it?

#

nope :/

unborn blaze
#

Oculus plugin or OpenXR for a new VR project? Targeting quest devices.

frank oasis
untold grail
north path
#

Just found out that Unity 6 beta 12 supports GPU occlusion for single pass VR!
That's very nice

cedar creek
#

does anyone have problem importing starter assets from xr interaction toolkit? in particulare a sort of error " could not parse innput actions on JSON format............."

north path
#

Share the full error if google did not help

cedar creek
#

here the full error:

Could not parse input actions in JSON format from 'Assets/Samples/XR Interaction Toolkit/3.0.1/Starter Assets/XRI Default Input Actions.inputactions' (System.InvalidOperationException: Failed to add object of type InputActionReference. Check that the definition is in a file of the same name and that it compiles properly.
at (wrapper managed-to-native) UnityEditor.AssetImporters.AssetImportContext.AddObjectToAsset(UnityEditor.AssetImporters.AssetImportContext,string,UnityEngine.Object,UnityEngine.Texture2D)
at UnityEngine.InputSystem.Editor.InputActionImporter.CreateInputActionReferences (UnityEngine.InputSystem.InputActionAsset asset, UnityEngine.InputSystem.Editor.InputActionImporter+AddObjectToAsset addObjectToAsset) [0x0004b] in .\Library\PackageCache\com.unity.inputsystem@1.8.1\InputSystem\Editor\AssetImporter\InputActionImporter.cs:186
at UnityEngine.InputSystem.Editor.InputActionImporter.SetupAsset (UnityEngine.InputSystem.InputActionAsset asset, UnityEngine.InputSystem.Editor.InputActionImporter+AddObjectToAsset addObjectToAsset) [0x00006] in .\Library\PackageCache\com.unity.inputsystem@1.8.1\InputSystem\Editor\AssetImporter\InputActionImporter.cs:147
at UnityEngine.InputSystem.Editor.InputActionImporter.CreateFromJson (UnityEditor.AssetImporters.AssetImportContext context) [0x0018c] in .\Library\PackageCache\com.unity.inputsystem@1.8.1\InputSystem\Editor\AssetImporter\InputActionImporter.cs:108 )
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

old bronze
#

Heyy, just migrated a project from Mac to Windows. Same editor version
All the same files, including the Library folder

And im getting a whole load of errors, mostly saying :
"Type '...' already defines a member called '...' with the same parameter types

The namespace '...' already contains a definition for '...'

I already tried deleting the library folder, for project to regenerate it
Thank you so much in advance

#

Using Oculus SDK, all packages are up to date

old bronze
#

Also i just realized, ALL of my scripts are "missing or have compiled errors" my external tools are set up well, i can click any script and it opens it in visual stuido code, with all necessary plugins, i can edit and save the script, however it never changes that "missing" status

untold grail
#

More of a general VR question than a unity one admittedly. But has anyone had an issue where hand tracking suddenly stops working, but only in quest link mode?

It works fine after I build my unity game and in the default quest scene, but it won't switch to hand tracking when running on the link

flint star
#

Does anyone know if it’s still possible to design for the oculus go? I tried downloading an old version of unity from 2019, and even that is giving me issues 😭

flint star
flint star
untold grail
tropic cape
#

People are upgrading to the Quest 3 and want to get rid of their Q2

#

I've seen some for as low as $100

#

Which is a damn good deal for a working Q2 and controllers

#

Just make sure to get the correct charger, you don't wanna melt the charging port.

urban cloak
#

@lost prism !collab

ornate questBOT
buoyant jolt
buoyant jolt
#

Although I do have one client that still uses the go, as they prefer it for 360 videos.

clear mortar
#

Hi! Sorry for bothering, but what is the solution for re-centering on app startup? I also ran into this issue

#

If anyone else knows a solution for re-centering in OpenXR on startup please let me know! šŸ˜„ Using Quest 3

hidden hinge
clear mortar
foggy prism
#

Can anyone help me? Ive done the XR Plugin Management then installed the XR Interaction Toolkit package. I tried doing a xr rig but it didnt have any controllers. I tried to make the controller gameobject, but i didnt see a XR Controller script.

#

I also installed the starter assets

#

Oh, and the version is 2022.3.2f1

#

Nevermind, found the solution

#

i needed to install xr interaction toolkit again

orchid fossil
#

Hey,
my game seems to be capped at a round 60fps No matter what i do

how can i fix this
My pc is not struggling at all and its a perfect 60 all the time

orchid jolt
#

I think it's just to save performance since VR games are very performance heavy

#

So I don't think is too much of a problem

orchid fossil
#

i used to get 90 solid and thjen it just stopped

crude frost
orchid fossil
#

so make a build and go off that FPS?

crude frost
#

i would. just to be sure.

orchid fossil
#

Thanks

orchid fossil
#

yea found it

#

unity editor just stupid

vestal geyser
#

Can someone help me eith these errors?

clear mortar
#

88 is not enough for a 90 vsync

#

30 60 90 120 are vsyncable if I rmember correctly

buoyant jolt
vestal geyser
neon frost
#

Hey everyone, I am having some troubles moving images on my Canvas, that I want the person that uses my VR app to see all the time in their view, no matter where they turn their head to. I managed to put the images on the canvas and make the canvas follow the camera as desired. But when I change the rectangular transforms of the images on the canvas, they move in the scene but they do not move in the game (XR device simulator, and on the VR itself) How can I adjust the positions of these images on my canvas? They are currently right in the middle of the canvas and I would like to slide them to left or right a bit.

buoyant jolt
#

The error you have now just says the build failed due to 2 errors, read the details to find out more.

buoyant jolt
neon frost
untold grail
# vestal geyser

If you look to see what errors are preventing the build, it will tell you what item(s) its having trouble with

I just got that one myself, and it turned out to be related to URP

#

But its hard to say what it would be for you because it's different for every project I imagine

crude frost
#

Pretty sure I asked about this last week. But, someone the other day challenged me to try the XR Templates in Unity again, and that they "work great" right out of the box.

But, this here is 'game breaking' for me. If I can't figure out how to make this 1.3 meter character controller walk under a 2 meter overhang, I can't use this. And I want to, because it would speed up new projects drastically. Anyone know how to fix this issue?

slim chasm
#

I have my vr controller working, and I can walk around, but I'm EXTREMELY short when I load the game in, I can go below the floor if I crouch to the ground. While playing, I have to switch the tracking mode to device, then back to floor, then it works. I don't know why I have to switch it mid game then back to fix it once, how do I just fix the problem?

buoyant jolt
slim chasm
#

The starting pivot is above the ground.

#

When I play the collider sits perfectly on the ground, but the camera doesn't.

buoyant jolt
slim chasm
#

The Character Controller Driver I'm using automatically adjusts the height.

#

It sets to around 0.3 when Istart the game, which is really weird.

buoyant jolt
#

Yeah, I'm not a big fan of them stuffing the character controller into the XR Rig. It'll cause forced motion, which is pretty much VR 101 don't do.

slim chasm
#

I wonder why it works though when I switch the tracking mode back and forth mid game?

#

It probably recalculates...

#

I also have the height set to infinity, so it's not a maxing out problem.

buoyant jolt
#

I wouldn't be surprised if it's an xrtk openxr issue. It has some poorly designed areas. And the oculus floor / device level stuff has always been a bit problematic. And they only recently stuffed that controller in there. And in 3.0 they are redoing the entire locomotion system again... so I could see it being some kind of bug. But hard to say without replicating it and seeing what's up

#

I'm trying to not complain because at least they are trying now šŸ˜„

crude frost
tardy lynx
#

Hey guys! I am working on a MR game with oculus sdk, whats the best way to test multiplayer builds?

crude frost
tardy lynx
crude frost
tardy lynx
#

sorry am not able to find disable scene capture

tardy lynx
#

nvm figured it out, thanks a lot :P

buoyant jolt
orchid jolt
#

+1 for parallel sync, it's really nice for testing multiplayer games

tardy lynx
#

one more question, is there any way to setup dummy room or do i need to create one by myself when the game begin?

unique ember
#

Hello, I wanted to ask is it better to use Meta's VR build blocks to make a VR game, or use Unity's default XR package? I want to make a short adventure type game that wouldn't involve sophisticated mechanics but rather beautiful shaders, environment and that kind of stuff

errant spear
#

šŸ‘‹ I'm using the xr interaction toolkit, I'm looking to make a debug.log play when you hover over a specific cube. I've assigned a script on "Hover Entered" for the cube, yet the script does not run. Any ideas?

orchid jolt
errant spear
#

Ah

orchid jolt
#

Where is says "No Function" you need to click that find your scirpt that you refferenced then find the function you want to call

#

If that makes sense

errant spear
#

Oh so I cant just have it in start

#

I thought it'd just init the script

orchid jolt
errant spear
#

Ohh

orchid jolt
#

You need to create a custom function

errant spear
#

K so if I were to name the function "Glow" for example. How would I make that function inside of the class?

#

Haven't dinked with functions yet

#

Is it just a public void?

orchid jolt
orchid jolt
errant spear
#

Ah ha it worked!

orchid jolt
#

and void is the return type

errant spear
#

Okay so it only ends up running once, after I remove my hand from the object and enter it again it doesn't end up re-running

#

Is Hover Entered not the appropriate call?

orchid jolt
#

Maybe, I haven't messed around with that type of stuff

errant spear
#

Oh crap I retract that statement? It just runs when I start the game..

orchid jolt
#

Do you still have the stuff in Start?

errant spear
#

Oh nevermind I left the script somewhere else haha

#

Yeah it's still not running the function

orchid jolt
#

I don't think that's right

#

Let me find a refernce image

errant spear
#

Okay

orchid jolt
#

It should look something like this

#

But Game Manager is replaced with Print and CheckScore is replaced with glow

errant spear
#

Hm yeah.. It's not displaying a function in there

orchid jolt
#

Try referncing the script again

#

Becasue it should show Print instead of GlowItUp

#

Although I might be wrong

errant spear
#

I ended up changing the naming*

orchid jolt
#

Ah

errant spear
#

Yeah still no functions

#

Really odd

orchid jolt
#

Ya if you can send me a video of what you are doing so I can try and figure it out

#

It's a little bit hard to explain šŸ˜…

#

Sorry about this

errant spear
#

Thanks for helping

#

Going in and naming it GlowItUp still results in the same issue

#

Perhaps thats not the correct call

#

Doesn't really explain why it says no function though

orchid jolt
#

Oh did you put the script on the object

#

Then drag that object into the reference thing

#

That should work

errant spear
#

Hmm I'll give it a shot

#

omg

#

Thanks bff

#

Works wonderfully

orchid jolt
#

Awesome, sorry it took so long for me to figure it out

errant spear
#

No problem man

tribal spire
#

this "haptic events" tick box never works for me (XR Ray Interactor)

#

any special setup needed for UI?

vestal geyser
#

i found something in the project validation and i says [compatibillty] build target(unkown) is not supported, can someone help?

storm ether
#

I'm following Valem Tutorials' video for XR Hands-based teleportation: https://www.youtube.com/watch?v=gg1eiCrY0e8&t=314s

However, I can't find bindings for Meta Aim Hands in the Input map. Please help – I'm using XRI 3.0.1.

In this tutorial, we will learn how to teleport using hand tracking and gesture detection.

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

ā–¶ Play video
#

Case in point..

deep jolt
#

i installed xr plugin management and xr interaction toolkit but i dont have xr controller (action-based)

honest pebble
#

Hey so I'm working on a VR game that needs to have good accuracy on controller speed to calibrate damage for swinging melee weapons.
I made a custom velocity tracking script. It works fine but I noticed the velocity values I get are very different when I do Oculus-Air-Link and play windows build of the game, and when I play on a native oculus quest2 build. The quest2 build the speeds are much less.
Is there some like "extrapolation" of the controller positions when using air link or something? Or something else thats different between openXR and oculus?

crude frost
pallid sundial
#

does anybody know, when a gameObject is attached to a socket, what method that manages that? That makes the gameObejct to be able attached

north path
pine bison
storm ether
storm ether
pine bison
dusky lily
#

can someone help me, i go to build my game it loads and after it loads i go to my folder and nothing is there
and right after it builds my pc freezes for a second

gritty heart
gritty heart
gritty heart
storm ether
gritty heart
storm ether
gritty heart
# storm ether How so?

Well if you inspect the XR origin rig for controllers, there’s a few parts in charge of locomotion.

  • the action based controller manager that turns input actions on and off depending on what you’re doing
  • the locomotion providers
  • the teleport interactor which uses input actions managed by the action based controller

If you create a gesture that fits into the input actual used by teleport, which is a vector2 afaik, you’ll be able to configure your rig for hands in the same way as its configured for controllers and teleport should work.

You may need to create a custom input device that reads your gesture’s events, or you can use the custom input readers (see xri 3.0 docs) to push the data through.

#

In xri 3.0 all input fields on interactors are input readers which means you can override the data field and set it to object, and then any monobehavior or scriptable object that implements IInputReader can trigger input

#

We have a sample on the hands rig on the near far interactor for hands to control how pinch release works

storm ether
storm ether
gritty heart
#

Tho we don’t have any teleport sample with it

#

But yes you can trigger the teleport input actions via a script, especially if you use a custom input reader

#

I really recommend exploring how input readers work in 3.0

#

It’ll unlock a lot for you

#

That code you linked btw is specifically for ugui interaction. Has nothing to do with teleport

storm ether
gritty heart
storm ether
gritty heart
#

Because we built teleport in kind of a shitty way tbh. We’re planning on streamlining it.

gritty heart
#

It lets you modify input data read by interactors without modifying the interactor code or writing a full custom input device

#

Tho a full custom input device is the best solution to this problem

storm ether
#

What I think might work is manually invoking the InputActionReference's performed action/event from the gesture event. The action mappings are public so I don't need reflection for it. Alternatively I could expose the underlying call via reflection.

#

Or just making it public by modifying the interactor code (opposite to using Input readers) since it's just part of the sample code, so it's editable.

gritty heart
#

You’re doing more work by avoiding input readers lol

storm ether
#

On a different track: can I seemlessly switch between controllers and hands for input? Might just be a use case issue for me in that scenario.

storm ether
storm ether
dusky lily
gritty heart
#

You can even set it to manual to debug in the inspector

storm ether
#

imo I need to perform the action through an input value reader

storm ether
#

I think I need to modify the StaticHandGesture script to perform the respective action when the gesture is detected.

#

In which case I could extend IXRInputButtonReader and perform the checks there.

gritty heart
#

I have an example using the IInputButtonReader interface in a script in the hands demo scene

#

But yes glad you're diving in

storm ether
gritty heart
#

You have to write an update loop that checks the change in IsPerfermed state

#

Again, please look at how the hand demo scene handles this with its custom input reader

storm ether
storm ether
#

@gritty heart I modified the script and added IXR*Reader to it. Which object/component should I provide this input reader to now?

gritty heart
# storm ether <@134314775071948800> I modified the script and added `IXR*Reader` to it. Which ...

Ok so now that you have the data, you can route it into the interactor that needs to read it. The teleport interator is the one that I believe requires it.

You may need to also handle some custom logic in the action manager component on the root of the controller to mediate the actions turned on and off according the other interactors being used. It should be easy to modify that script locally since it's a sample script, and instead of turning off the input action when it would for the teleport actions, you can enable/disable the input reader monobehavior component.

#

(though just be sure to reset isperformed and such as needed

storm ether
#

Yeah, that's the kick: Controller Onput Action Manager doesn't support InputReaders. Modifying the script was inevitable.

gritty heart
#

That script is a sample script tho

#

vs the core xri interactor components

#

heres were to slot it in btw

#

well thats for nearfar

#

I dont have the teleport open

storm ether
gritty heart
#

you can dump the activate one which I dont think is used

#

just set it to unused

storm ether
#

That's okay, let me get to it.

honest pebble
honest pebble
storm ether
# gritty heart Ok so now that you have the data, you can route it into the interactor that need...

Just checking if this is valid or not:

void SetupInteractorEvents()
{
    if (m_NearFarInteractor != null)
    {
        m_NearFarInteractor.uiHoverEntered.AddListener(OnUIHoverEntered);
        m_NearFarInteractor.uiHoverExited.AddListener(OnUIHoverExited);
        m_BindingsGroup.AddBinding(
            m_NearFarInteractor.selectionRegion.Subscribe(OnNearFarSelectionRegionChanged));
    }

    if (m_RayInteractor != null)
    {
        m_RayInteractor.selectEntered.AddListener(OnRaySelectEntered);
        m_RayInteractor.selectExited.AddListener(OnRaySelectExited);
        m_RayInteractor.uiHoverEntered.AddListener(OnUIHoverEntered);
        m_RayInteractor.uiHoverExited.AddListener(OnUIHoverExited);
    }

// !!!!!! CHECK HERE !!!!!!
    var teleportModeAction = GetInputAction(m_TeleportMode);
    if (teleportModeAction != null)
    {
        teleportModeAction.performed += OnStartTeleportWithContext;
        teleportModeAction.performed += OnStartLocomotion;
        m_StaticHandGesture.gesturePerformed.AddListener(OnStartTeleport);
        teleportModeAction.canceled += OnCancelTeleportWithContext;
        m_StaticHandGesture.gestureEnded.AddListener(OnCancelTeleport);
        teleportModeAction.canceled += OnStopLocomotion;
    }

    var teleportModeCancelAction = GetInputAction(m_TeleportModeCancel);
    if (teleportModeCancelAction != null)
    {
        teleportModeCancelAction.performed += OnCancelTeleportWithContext;
    }
// !!!!!! END CHECK !!!!!!
    var moveAction = GetInputAction(m_Move);
    if (moveAction != null)
    {
        moveAction.started += OnStartLocomotion;
        moveAction.canceled += OnStopLocomotion;
    }

    var turnAction = GetInputAction(m_Turn);
    if (turnAction != null)
    {
        turnAction.started += OnStartLocomotion;
        turnAction.canceled += OnStopLocomotion;
    }

    var snapTurnAction = GetInputAction(m_SnapTurn);
    if (snapTurnAction != null)
    {
        snapTurnAction.started += OnStartLocomotion;
        snapTurnAction.canceled += OnStopLocomotion;
    }
}
gritty heart
storm ether
#

Except I can't add the Locomotion callbacks to the CustomStaticHandGesture script – different delegate signatures

gritty heart
#

I get its annoying tho

#

My team is working on doing this more natively btw

#

We just haven't gotten around to shipping it

#

teleport with hand gestures is 100% coming

storm ether
#

Not quite... the locomotion callbacks rely on action contexts.

void OnStartLocomotion(InputAction.CallbackContext context)
{
    m_LocomotionUsers.Add(context.action);
}

void OnStopLocomotion(InputAction.CallbackContext context)
{
    m_LocomotionUsers.Remove(context.action);

    if (m_LocomotionUsers.Count == 0 && m_HoveringScrollableUI)
    {
        DisableAllLocomotionActions();
        UpdateUIActions();
    }
}
gritty heart
#

I know its tedious tho

storm ether
#

the locomotion users set must become aware of the input reader

storm ether
gritty heart
#

The action manager handles some of the load but the interactor itself needs the input to say -> select

#

The ray interactor on the teleport object fyi

storm ether
#

Does it? I could bypass that component entirely I'm guessing.

#

The gesture detection happens completely separately from the input system as it is

gritty heart
#

If you wrote your own teleport system sure

#

But the teleport logic with interactors relies on reading input data

storm ether
#

I see. It must be linked to the body transform stuff.

#

anyhow I just noticed a hashset being used where an int would suffice

gritty heart
#

Feel free to post your feedback on the forums btw

#

This discord is fine for fast coms, but most of the team only monitors the forums

storm ether
gritty heart
#

Good luck

storm ether
#

Didn't work as per usual lol

#

I swear I had the teleportation elements popping up on my hand earlier today, but those weren't there this time around

#

I'll focus on something else, my brain feels fried

gritty heart
#

Sorry to hear

#

thats a shame

storm ether
#

No worries, I'll return to the problem some other time. Might just end up not having teleportation for fun!

severe saffron
#

fancy material on those characters?
10 skinnedmeshrenderers may be enough to lag quest

buoyant jolt
#

You might need to check the profiler / stats pane while looking at them to see. Could be shaders, could be lighting, could be the animation. The only way to know for sure is to catch it where you can see the stats then disable elements one at a time to figure it out.

#

40K tri's should be fine.

#

What does the stats pane show when you look at it?

#

If the poly count and batch count is reasonable, that'll suggest its code or shader

#

I'd just open the stats pane. hit play, and look at the model and see what the numbers say.

#

Yeah all the stats matter together, one that is a good and one that is a bad stats pane might help

#

At least it lets us rule things out

#

There are some extra influences, shaders and lighting can also do that.

#

Batches are good though

#

and 720K to 1.2M would make a diffefrence but not earth shattering

#

This only happens on the Quest itself right that it goes slow?

#

I think it might be good to check the Unity Log on the Quest and see if the shader is generating a error and spamming the evice maybe?

#

f:\Android\SDK\platform-tools\adb -d logcat -s Unity I use ADB for it, but you can use Logcat from the Unity Editor / Package Manager to see the logs in real time

#

It can be very helpful for mystery errors

#

Probably t he shaders as well. I had to rewrite about 80 shaders for BiRP VR support this week, including a bunch of particle packs off the store

#

But its a guess wthout looking. It could be a few things

#

I'm not sure, I don't really trust asset packs to be honest

#

But we don't do a lot of low poly unless it is for experimenting

quasi jolt
#

Hi everyone, I want to ask you a question. Does anyone before tried to test VR app in HTC vive focus 3 without building?
I'm still a beginner in VR and Unity. I was following the VR project setup tutorial (VR development pathway) to do that but nothing showing in the headset when I hit play.
I tried to install WaveXR plugin but that didn't work too, even building the app failed. Isn't OpenXR plugin enough to do that as mentioned in the tutorial?

north path
#

That works if they have an openxr plugin for standalone I think.
By default standalone doesn't always work sadly

storm ether
#

Can anyone help? im on 2022.3.20f1

north path
#

Are there any script errors?
Are OpenXR and XR Managment up to date?
Deleted library folder to clear caches?
Tried 2022.3.22 already?

storm ether
north path
storm ether
#

true

unique ember
#

Any idea why do I keep getting these errors whenever I leave the "Hand Visualizers" component turned on? The most interesting part is that it worked fine with it until out of random it started throwing these errors and makes VR very laggy... The hands have also disappeared except for VR controllers models

gritty heart
#

I would check the project validator in the XR settings

#

Also do a reimport all

quasi jolt
north path
#

And then fix that instead of trying to fix a workaround

wooden canyon
#

Hella, i created an 360 stereosdkopic Video using rendertexture.
5760x5760.

Everything is Fine, but:
Die Part were the left und right end of the Videos wraps together (you know what i mean? šŸ˜‚) there is a line flickering from top to bottom.

How can i fix this?

wooden canyon
storm ether
north path
#

And deleting library can help with up and down grades

#

And you can check files of you dont know

storm ether
storm ether
#

nvm im not fellin it

#

idk i might change editors

north path
#

Particles should work
Vfx graph only works with Vulkan not OpenGLES
Custom shaders mostly work as long as they support single pass rendering

buoyant jolt
# wooden canyon Hella, i created an 360 stereosdkopic Video using rendertexture. 5760x5760. Ev...

I'd have to see it to know why, sorry! We have also been moving to Unreal, so my last few 360 things have been over there as combined interactive experiences...

The two things I can think of though is some platforms are capped at 4096x4096. If it's coming in as a video clip, make sure to check transcode (option in Unity when the video clip is added there) and go for a coffee (it'll need a good 20mins). If creating it as a web experience, you use it as a URL to play (not an embedded clip). In which case I like to cut it up so it's easier to stream in over the web.

I recommend cutting a short video clip of 5 seconds, and using that while you are experimenting and debugging.

#

The Unity Particle Demo (asset store, with fire and smoke) system works fine (i just added it to a quest 3 demo project). I had to rework about 80 shaders from different projects last week to add VR support. Lots of the assets in the store use custom shaders which need to be updated for it.

#

If you are on URP though, your options are even more limited.

buoyant jolt
#

No it's a full thing. Unity has a particle demo thing in the asset store with about 20 effects. It's a great starting point and free.

#

All the assets there work great on quest.

#

Ah, I don't support URP. You are on your own šŸ™‚

#

My apologies I should have checked if you are using URP

#

We don't use URP, as it breaks a lot of shaders, and in my original benchmarks we found it to be less performant on the Quest 2. That was last year though, and it had a lot of performance issues with Vulcan at the time.

#

Without going into a lot of detail, I'm just wrapping up moving our templates to unity 2022. But stayed on the built in. We aren't seeing a reason to move to URP yet. But we probably will next year if we are still on Unity for our VR projects

#

I'm finally seeing positive results in benchmarking, but it doesn't solve a problem for us at the moment. I have a whole team though, so unity versions and pipelines need to be carefully considered as they have a sweeping impact

#

Long story short, we aren't using URP for anything, and I can't help much there I'm afraid

#

The stats from GDC show though about 50% of their VR projects are using URP/HDRP. So they are pushing hard to move the rest of us over.

gritty heart
#

URP has a lot of efficiency gains for batching in particular (SRP batcher is great).
It's also required if you want to use Unity's native mixed reality tooling, and if you care about vision pro, URP automatically converts to reality kit so you can do volume and unbounded mixed reality content.

buoyant jolt
gritty heart
#

Genereally the recommendation is to use Shadergraph for custom shaders on URP, but yes you can totally write shaders by hand and convert existing ones

#

Anything made with shadergraph automatically supports instancing though

#

Even entity instancing if you care about ecs graphics

buoyant jolt
#

I'm not sure how long we are staying with Unity at this point, but I think if someone is planning to go Unity 6 and on, getting a URP workflow will be a must

buoyant jolt
unique ember
gritty heart
unique ember
#

This time controllers started missing after 30 minutes, then I restarted SteamVR and it works again

#

Weird.

gritty heart
#

Yeah steamvr can be funky

crude frost
tribal spire
#

hey, does anyone know how to get this menu to not pop up each time I click "Play"

buoyant jolt
tribal spire
#

yes, first off, thats the screenshot from the documentation - here is mine:

#

I don't have enough understanding about how these plugins interact. In the current configuration, the "play" mode in unity editor works fine

#

The prompt that "oculus must be added to the active loaders" is strange. When I press fix, it enables both Oculus and OpenXR in my plugin in manager. By default, I can't even get into this configuration (its greyed out). So I'm not sure why the fix prompts me to do that

#

after clicking both fixes, it looks like this:

#

and the controller tracking gets into a strange state. The models are not tracked, but I can see the position values of the transform changing in the inspector. I think since by default this is greyed out, this is some sort of invalid configuration.

buoyant jolt
#

Sorry busy household šŸ™‚ in the screen shot its just complaining about arkit

#

But I think thats the wrong sceenshot.

But yeah, I normally don't enable Oculus and OpenXR, that would behave odd. Normally I add openxr, and the oculus controller bindings. I'm not sure what's up

tribal spire
#

Yes my understanding was open xr with meta plugin enabled was correct configuration. (The ar kit screenshot was not mine it was from the documentation. I included it as a generic example of the menu)

#

Anyways, I’ll look into the error later but for now is there any way to stop it from popping up

buoyant jolt
#

Not that I know of, you could try the ignore build errors check mark. But you are in new territory for me in that regard:)

tribal spire
#

already tried that

#

thanks

tribal spire
#

too many packages with similar names, im getting lost in the sauce

gritty heart
#

I recommend pulling down the Mr template to get a good sense of how to configure things to get meta specific features working in OpenXR

stark shoal
#

Any ideas on how to do pose detection like Rumble VR? My initial thought was having reference points but there’s most likely a better way

storm ether
#

@gritty heart will be revisiting the teleporto thingo again today

pale bronze
#

Hey dev community!
Where do you guys put Player's scripts? is XROrigin gameObject the place for that? should "Player" be a parent of the XROrigin that has all its scripts?

wooden canyon
deft tartan
#

heyy
i need help with a project
how can i add hand tracking in unity for a Google Cardboard VR project

#

if someone can help please guide me

#

its for a Hackathon

buoyant jolt
#

Or a leap motion would do it too

north path
#

There is an sdk I saw last year that implements camera based hand tracking on mobile. Not sure how it combines with cardboard, but it worked with ARCore

deft tartan
#

For mobile VR dev
What should I Learn

stark shoal
# north path And rumble vr does it how?

It’s a bit tough to describe but when you make a certain pose with your hands and HMD then it triggers some code. In rumble’s case, that summons things

true meteor
north path
untold grail
fiery vale
#

I have a question about the Oculus Interaction SDK.
Does anyone know how to adjust the sensitivity for recognizing an** index trigger press**? Currently, you need to press the index trigger completely down to select something in the ui.

I discovered that changing the AXIS_AS_BUTTON_THRESHOLD value from 0.5 to something close to 0 in the OVRInput class allows me to adjust the sensitivity. But that's definitely not the right solution, considering the OVR class is a core component and not something to mess with.

Is there maybe an alternative solution?

visual junco
#

hey simple thing but does anyone know why i cant find the XrController (Action based). ive found it in previous projects ive created but in this new one (and i was following steps) i cant find it. it's not there when i try search it and add it to my empty left hand

short nova
short nova
visual junco
short nova
#

Then yes, absolutely. You can edit the manifest and drop it to 2.5.3

visual junco
#

yeah i wouldnt really want to use xri 3.0.1

short nova
#

We'll be releasing some fixes in a 2.5.4 patch fix very soon and then we have a minor version bump with 2.6.0 which includes a virtual keyboard sample and teleportation for climb interactables.

visual junco
#

because im quite confused

short nova
#

If you import the Starter Assets sample from Package Manager, there are some prefabs that have everything wired up and ready to go.

visual junco
short nova
#

The XR Origin (XR Rig) prefab shouldn't require any modification to use. What steps were you following? I might be able to help with modified instructions.

#

You can drag the XR Origin prefab into your scene at the root.

visual junco
#

you see in his tut he used controller action based and then applied the xr controllers default left/right. for me since now i dont have controller action based idk where things shall go its abit new. sorry also for disturbing you if i am

short nova
#

Ah, I'm very familiar with that series. We reviewed it to try and make the setup process more streamlined, even in XRI 2.5.3 where you no longer have to construct the XR Origin yourself. It's still good from a learning perspective.

#

Just a tip to avoid frustration: If do decide to change your project manifest to use 2.5.3, I recommend deleting the Samples\XR Interaction Toolkit\3.0.1 folder before doing so and reimporting the Starter Assets for the older version so you don't have compiler issues and/or possible editor crashes.

#

If you are going through his tutorials, I would recommend downgrading so the content is still relevant to your learning. Unfortunately, XRI 3.0 just released last week so there is not much content readily available in terms of tutorials since it is so new.

visual junco
#

wait

#

yeah it keeps shutting down openxr

#

dont know why

slate delta
#

Hello, my friends open xr does not want to work. she presses play, with all of the correct settings, and it does not open in VR.

north path
slate delta
#

Thanks though.

narrow briar
#

writing shader in URP is not fun, shadergraph doesn't support tons of things.

buoyant jolt
# narrow briar with tons of objects URP delivers. otherwise core is fine and has less edge case...

The last benchmarks I ran were pretty bad for it with Quest and Pico support. But I see a slew of bugs they've patched around vulcan since, and the new benchmarks I'm seeing from third party finally look promising. That said though, built in can be optimized just fine for VR, so it still comes across as a bit of a make work project to me. I think the limitations outweigh the benefits in a lot of cases. I did see some stats from unity suggesting that there is a 50/50 split now specifically in VR for URP/HDRP vs BiRP

narrow briar
#

for those going SRP i recommend evaluating ASE

narrow briar
#

i'd say if you have 300 moving objects onscreen and can't be bothered writing your own draw indirect instancing then URP is the way. in unity 2020.LTS+ at least it was stable on Switch flavor of vulkan

supple roost
#

Do people actually fking use the interaction SDKs for games?

#

Like, completed games

#

Obviously the bigger studios don't but even indie games, if you're actually trying to make a game with some decent interactions...

buoyant jolt
buoyant jolt
supple roost
buoyant jolt
gritty heart
buoyant jolt
#

But, it is very much a toolkit. I think lots of people are building on top of it too.

#

Typically you can use it along side other frameworks too. So VRIF, AutoHands, VRTK, etc. Which gives you a lot more specific functionality if you want to go deeper.

#

But yeah, my general advice, is to treat all the frameworks as a prototyping start off. I'm very picking about things like comfort settings, and interactions. But what helps a lot is to use it as a stepping stone but extend it out to have your own focus and brand and style. With 2.x, it definitely isn't client ready. I think 3.x is a huge step forward but we do a lot internally that isn't in there and probably won't be (because it doesng make sense in all projects). So you'll kind of start creating your own ready to go stuff on top.

#

If you do a fair amount of VR, I do recommend creating your own template for things on top of OpenXR or XRIT.

You also need to get and maintain stable unity versions for cross platform, templates for AR/VR/Web. It can be a lot to do, but makes it easier to do projects consistently and quickly. But I digress.

narrow briar
#

Are writing them by hand or using material editor?

#

at least ASE provides, in all pipelines, SSS, UI and adaptive tessellation

#

If you do a fair amount of VR, I do

#

for those interested in gfx performance, render pipelines and engines, here's a first video in a series. It's on an old proto made in 5.4, revived in 2022 BIRP and being ported to Unreal 5.4 https://youtu.be/Z0Z4mBhOxHw

This is to show the early port of my physics shoot'em up to Unreal 5.4.

I'm evaluating switching over to Unreal, seeing the pros and cons.
Crank material emissiveness to 100x and see the environment light up - Lumen is something else!
Nanite makes it easy to add assets, here, the brain is 30M poly and I didn't have to downres and bake delta nor...

ā–¶ Play video
#

not VR but it gives an idea of how much legroom BIRP has on a low end graphics card (about 3x the speed of a quest 2)

buoyant jolt
#

DAS GRINDMACHINE - Unreal 5.4 vs Unity 2...

#

General populas question... are people still experimenting with VRIF? I was debating bringing it into our sample project (mostly for the valves / levers and basic weapon style interactions). It feels better than writing that myself. I'm pretty sure I'll be bringing in autohands anyway and I know some people are having a good experience there. I have debated just adding both to our template - but not sure if VRIF is being used enough to warrant it. This is more for our general sample template, not our lightweight one.

narrow briar
buoyant jolt
#

But it does help me answer it I think in context, thnk you

#

We originally went from VRTK -> OpenXR (our custom framework on top), then finally -> OpenXR & XRI (our custom framework on top). We've been very happy with that. But sometimes I wonder if we are in our own bubble too muhc and missing out on something good

supple roost
#

Maybe it started when I was delving into the code... lol.

#

The tracked pose driver is 600 lines long and can be entirely accomplished with this

    private void OnEnable() { Application.onBeforeRender += UpdateHead; }
    private void OnDisable() { Application.onBeforeRender -= UpdateHead; }
    [BeforeRenderOrder(-30000)]
    private void UpdateHead() {
        head.localPosition = controls.Head.Pos.ReadValue<Vector3>();
        head.localRotation = controls.Head.Rot.ReadValue<Quaternion>();
    }```
#

After reading a bunch of the code I just don't trust it to be the backbone of my project

#

I like to code my own interaction system. It's dead simple, really.

#

There's only 2 scripts involved for the core of it

#
public interface IInteractable {
    public Hand Interactor { get; set; }
    public bool PreventInteraction { get; set; }
    public void OnPicked();
    public void OnHold();
    public void OnDropped();
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public enum Side { Left, Right }
public class Hand : MonoBehaviour {
    public Input input;

    public Transform holdPoint;
    public IInteractable held;
    [SerializeField] Side side;
    [SerializeField] GameObject vis;
    [SerializeField] float grabThresh = 0.5f;
    [SerializeField] bool hideOnGrab;

    private Controls controls;
    private void Awake() { controls = new(); }
    private void OnEnable() { controls.Enable(); }
    private void OnDisable() { controls.Disable(); }

    public void Tick() {
        if(input.grip.DidPass(grabThresh, input.lastGrip)) {
            Collider[] overlap = Physics.OverlapSphere(holdPoint.position, 0.05f);
            foreach (Collider col in overlap) {
                if (held == null) {
                    if (col.TryGetComponent(out IInteractable interactable) && !interactable.PreventInteraction) {
                        if (interactable.Interactor) interactable.Interactor.Drop(); // Release if other controller is holding it
                        held = interactable;
                        held.Interactor = this;
                        held.OnPicked();
                        vis.SetActive(false);
                        break;
                    }
                }
            }
        } 
        else if (held != null && input.grip > grabThresh) { held.OnHold(); } 
        else if (held != null && input.grip.DidFail(grabThresh, input.lastGrip)) { Drop(); }
    }

    public void Drop() {
        vis.SetActive(true);
        held.OnDropped();
        held.Interactor = null;
        held = null;
    }
}```
#

Then you can implement that for any interaction you can imagine

#

But yeah I've only gotten into VR a few weeks ago so I haven't touched on rigidbodies or whatnot, but theoretically that system can be extended to work with anything.
I think I just see tutorials for Unity VR like how to set up a basic object you can grab, how to do this and that which is all very very basic and the XRI covers, but even (still super basic) stuff like you see in the 2 handed grab tutorial by Valem already cross into weird workarounds territory.. it just doesn't feel like something you could extend into a system for complex interactions in a complete game.

mighty arrow
#

In my project I need to check if is the xr camera initialized in the XR.CoreUtils.XROrigin class. But I did not find a public accessor for m_CameraInitialized variable. Am I missing something? If not, could you please add a public accessor for the future releases.

silent gulch
visual junco
#

hello. so i was watching the part 3 of how to make a vr game with valem tut and i was up to the part where he added a continuous provider (action based). (im using xr toolkit by the way) and for some reason whenever i start my game i just get teleported up. like idk why. i have my player model abit above my map ground but whenever i start the game im just up in the air. would anyone know why??

errant spear
#

Anyone know how what interactable event is called when you use the rigger while holding the objecct? (XR Toolkit)

errant spear
supple roost
#

What do you mean?

errant spear
#

Do you use the XR Interaction Toolkit?

#

How do you detect when the player uses the trigger whilst holding the gun?

#

It's done using tthe interactable events right?

supple roost
#

No. That video is with a project that does not have the XRI toolkit installed. I provided all of the scripts involved in what you see (Well, except the magazine, rounds, and firearm reciever)

errant spear
#

Ah oh okay

supple roost
#

So you're not actually reading input off directly from the input system, but rather the input system saves input into the hand framely, and objects being grabbed by the hand can read the input of it's interactor

#

Works very well for compartmentalization. hell, you could add a third hand if you wanted to.

crude frost
#

I'm trying to write a json Application.persistantDataPath, but I keep getting an error that I don't have permission to access that path. I've seen the popup to grant the app permission, but it still doesn't work. Any ideas?

narrow briar
#

you beat me on simplicity. love your style

woven portal
north path
#

<@&502884371011731486> thats a Ruby and shell file. I don't dare click the link

drowsy tusk
#

Literally just bad extension recognition due to those being logs

buoyant jolt
untold grail
#

Apologies if this is a dumb question, but was the Autohands plugin compatible with hand tracking, or is it just for controllers?

wraith tangle
#

Hey, im making an open world VR story game and im wondering if I should add motion blur, and if its even good for Vr games in general?

buoyant jolt
oblique sierra
#

I have spent the past 4 days fixing the XRKnob script from the XRI Toolkit. It now works with two hands at once. I am new to coding, so sorry if it has bugs, but I will post it on the official Github for yall to use soon, if I can. I may have to put in the issue request about this.

Here is the Github link for the fix:
https://github.com/Unity-Technologies/XR-Interaction-Toolkit-Examples/blob/76e449f15089b0667c2d7dd0ba274c1714e709a9/Assets/XRI_Examples/UI_3D/Scripts/XRKnob.cs
(Has slight bug where it messes up rotation when you let go of a hand)

GitHub

This repository contains various examples to use with the XR Interaction Toolkit - Unity-Technologies/XR-Interaction-Toolkit-Examples

plucky pollen
#

im very late but make the sphere colliders on another layer and make them smaller than the hand

mystic kraken
#

Turning is a bit borked for me
I have a locomotion system and a snap turn provider. It works but for some reason when I snap turn it turns then instantly snaps back to the original rotation. 50/50 chance it'll snap turn properly and not go back. Any suggestions?

#

Made sure it was none of my logic and disabled all my stuff so it was only the base XR origin active

#

Okay so update it works but only if I set my rigidbody to kinematic

crude frost
#

Does anyone know, with the Complete XR Origin Setup Variant in the VR Core Template, how the Turn Provider knows whether to use smooth turn or snap turn?

untold grail
crude frost
untold grail
# crude frost But, when they are both on, it defaults to Snap Turn. Thats why I was wondering,...

Not that I'm aware of off the top of my head. I think theoretically you might be able to set it up to switch between snap turn/continuous if you hold down another button along with the analog stick. Or possibly depending on the pressure/speed of the analog stick.

I've mostly been focusing on using hand/gesture control though, so I'm afraid I haven't had much of a chance to play around with that myself yet

neon frost
#

Hey everyone, I have done something to my Canvas and now ı can't adjust the positions of my images in my UI layer in my VR app. I am using XR device simulator to test it. I can use rectangular transform to drag the images around, but when I hit play, they are always in the same place. What might be the issue?

#

I want them to look like this in UI, but they look like this, clipping into each other.

swift stream
#

How to fix??/

livid river
# swift stream How to fix??/

on the top right of ur screenshot click the button right of the ? icon. and select a preset for the controller u want (left or right). if there are no presets you may have unistalled the plugins or need to import starter assets again from the openXR plugin samples. once you reinstall you will still probably need to do the first step

#

Guys i have been working with openXR 1.4.2 and everything was working. I had to update to 1.10 because XRHands requires 1.6+ to work. However, for some reason when i install the openXR 1.10 and set up all the things in the XR plugin management it doesnt go in vr mode when im connected through a quest link on my pc. it works if i go back to 1.4.2. Same issue if i build it. If i change from openXR to oculus on PC it works but i want to implement it with openXR. any idea why this is happening on this version?

#

also i tried 1.6.0 and 1.8.0 still the same issue with 1.10

gritty heart
# swift stream How to fix??/

This looks like an import error. Can do reimport all. Otherwise you can pull a valid version from the xri samples. The starter assets should have you covered

warped rover
#

Hey, when making vr games, how do you guys add emphasis to certain things? For example in a flatscreen game you could add camera shake to explosions and such. While I don’t really experience vr sickness, I imagine that could feel awful for some people in vr, so what ways do you guys go about achieving such an effect without making players vomit?

gritty heart
livid river
crude frost
#

with an XR Grab Interactable, How can I make it not clear parent on grab?

Edit: I found the Grab() method and just commented out the SetParent(null) line.

Edit 2: NVM. It won't let me overwrite the script.

Edit 3: I just wrote a simple script that if parent is ever null, to just put it back.

gritty heart
#

But yes we’re aware the parenting thing is annoying

#

I think it’s on the list of things to address

pure olive
#

I've tried everything, looked at so many resources, but can't find out a solid method for:
There's a gun, and it should respond to trigger and primary button, and it should share left/right inputs

Currently I think you can only get the trigger to work, by defining the activate interactable, but using this same simple system you can't use primary/secondary buttons as input (or joystick etc)

So yeah I'm completely lost, and I'm a hairs away from implementing some janky manager that might work like so:
-left controller picks up gun, tells manager that it is holding the gun
-gun realises it's been picked up, asks the manager whether left/right controller is holding it
-gun uses left/right inputs (so four input actions would be put inside the gun script)

but that's super messy and gross. there's no proper way of doing it? is a better method for getting interactions on objects regardless of handedness in the works? or am i missing something blatantly obvious?

gritty heart
#

Input readers also make it way easier to handle input for custom scenarios like this

pure olive
#

but when an interactable is picked up by a interactor, how can the interactable know the interactor that picked it up and thus the handedness? XRDirectInteractor interactor = GetComponent<XRDirectInteractor>(); didnt work

gritty heart
pure olive
#

sorry but I'm still super lost, can you please explain step by step how to set up the interactor/interactable's select entered events etc such that your gun script for example can know the interactors handedness?

gritty heart
#

If this is too confusing I recommend reading about unity events in general and how they work

pure olive
#

Thank you very much, when I go back to giving it a shot I hope it works. Again cheers!

visual junco
#

hey does anyone know why my human model (from blender) goes down when i press play. im following valem tut on how to get a full vr body with IK working but whenever i press play my model goes down and it messes up the feet and everything

visual junco
#

for references

#

see whenevr i click play my model just goes down

manic saffron
#

Hey guys, I have an animated humanoid avatar that moves a bit during play. I am using quest 3 and want to add interactions such that I can select this moving model and place it in different location. How complex is it? Is it feasible to do it? So far I've tried using UI Helpers and Collider with rigid body but it does not look so great.

pallid sundial
#

Hey guys, i have a problem in my apk build for my quest 2. The case is, all of 3D obejct, world canvas and other stuff is kinda blurry in the buld version. From afar it looks blurry, but when i come closer to the model, it gets clearer. Is there a solution for this graphic error?

#

this only happens when i run the build version, when im debugging using linked in quest, all the asets are HD

narrow briar
manic saffron
fossil thorn
#

Im using the XR toolkit and im using a character controller but it seems to just override the height to some really small number so whenever I try my game im legit very small. Any ideas?

#

not sure what I am doing wrong

#

it came back to my project and now it has this problem. ive not done anything different :/

#

the height is set to 2 in the editor but when I run the game, it sets it to that

#

Im following valem tutorials on youtube. And ive followed it to a T so im kinda lost now lol

short nova
fossil thorn
#

not to be silly, but where is that again šŸ˜‚ I had a lot of uni work to get through before coming back to this

#

wait found it, project settings

#

one second

short nova
#

Should be the component a level up: XR Origin (XR Rig)

fossil thorn
#

oh right my dumbass thought you meant some project settings lol

#

1 second again

#

this what you mean no?

#

theres a fair few components

short nova
#

Yep, so the top one XR Origin is set to Tracking Origin Mode: Floor. Try setting this to Device and adjusting the Y offset while you are doing your in-editor testing. This value I believe is applied to the Character Controller

fossil thorn
#

would this not allow for any kind of height? like i wanna accomodate a wide range of heights if possible. ill try device rn though and get back to you

#

it seems to have some affect yes

short nova
#

But yeah, the Character Controller height is directly driven under the hood by the current position above the origin (typically 0,0,0) due to how tracking is pulled

#

The reason is so that when someone shorter or taller is playing in VR, their real height is reflected in the character controller

fossil thorn
#

guess I could have a setting for user height rather than doing it dynamically?

#

like what if somebody crouches when it uses device if you get me

#

will it not decrease height a lot or?

short nova
#

That's sort of what the Y Offset value is for when setting the origin mode to Device.

fossil thorn
#

oh right. The tutorial I was following said to use floor. Im not sure why if device seems to be better

short nova
#

That's something fairly common (seated vs standing) that we don't have built-in.

fossil thorn
#

i guess if its seated gameplay, I could say the height is some static offset

short nova
#

Yes, the tutorial is correct for the most part, but some VR hardware only supports a specific mode, so the XR Origin will actually check what is available and automatically set it in the component at runtime.

fossil thorn
#

oh very interesting!

#

so best bet is to just use device then rather than floor

#

so will device essentially just say, no matter how tall a person is, their in game height is some x?

short nova
#

So it's always good to test against both floor and device depending on your application to ensure it works for both.

fossil thorn
#

well floor, it makes me right on the floor lol