#🥽┃virtual-reality
1 messages · Page 20 of 1
Yeah, so Device mode is essentially using the device as the 'source of truth', so if you want the ground to be a specific height, you will have to set a Y offset to simulate where the ground is.
this seems like a better thing for me. Im making a uni project right now and im making it a seated experience. So device is the best for this then?
I swear the floor mode was working for me before which is quite interesting to be fair
Yeah, device mode will make it easier to control the height off the floor so in-game you can provide a menu to adjust the floor height for people who want to stand.
Ill deffo just use the device mode then. Legendary. Thank you for the help
Floor mode *should *work fine if you are playing to the actual device in editor or for an actual build.
No problem, happy to help. Good luck! 🙂
this is using floor btw . as you can see, im legit on the FLOOR lol
this is me sat in my chair
so yeah, i think device will be the goto for me
Interesting... what device are you on?
I'll take a look at it on our side as well, see if we can replicate this. Floor mode should put you at the correct height. Is this through Oculus/Meta client or SteamVR?
Oculus/Meta client
i just click the play button in unity while the headset is on me
no steamvr involved.
Hello, me again. Im trying a teleportation anchor, when my ray from the hand intersects, the mesh of the thing that im using to teleport to is showing at the end of my ray, making a weird duplication effect
Also the ray flickers between colours of being in the thing and not
as you can see with the mesh being shown at the point of the intersection
excuse me, do you guys know how to make the graphic of the build apk a lot more sharper? I have an issue where between debug mode and build mode, there's a gap of the resolution. On debugging, the graphic is okay, but on building the apk and then run it, theres significant changes
You are probably testing in a higher fidelity graphics mode (check the Project Settings > Quality tab) instead of the mobile one. But even then, I've found there is always some kind of trade off, as the Quest 2 especially kind of does funny things with textures and it is an Android device at the end of the day, and has some limitations to it. But it is hard to say without seeing more of your settings and how much of an issue it is
this is the setting ive implement
im gonna show you how it looks in build mode (.apk), wait
if you look at the window, its kinda wavy
at the last seconds
hi!
im curious how you would manage focus states within ui canvases ( like knowing if a certain canvas is active and if you tap anywhere else, you hide it )
^could anyone help
zbr the character doesnt have any rigidbodies attached to it? if so, make them kinematic, so they dont move
So I go on the model and add rigid body to it? Or??
nah nah don't add a rigidbody; i thought it might have one because if your model is falling then I'm assuming it has gravity/physics, which is what rigidbodies do
actually though looking at the tutorial, what your character is doing might be normal. when in play made and he has "fallen", grab the character or root bone (often hip), and try moving him around and see if he works properly
This is currently how I'm handling left/right inputs for an interactable that could be used with either hand, and it's kinda messy.
Is there a better, simpler method, or is this going to be good enough?
https://hatebin.com/clqkwnmpgo
Alright then if so, how do I make it so it stays straight up because if it keeps falling down it kinda makes it difficult for the player to actually play the game.
And it’s so confusing because in valem tut this isn’t happening and idk why for me lol😭
ah nvm i can probably just do something like
triggeractions[]
update
triggervalue=triggeractions[hand]
which should be clean and effective enough
I'm not sure; maybe try,
in the root character there should be an animator component with a pre-assigned avatar
try removing the avatar, so that you still have an animator component but it is empty
@pure olive has it ever happened to you??
Can you also check your XR Origin component in the main XR Origin rig? There is a Tracking Origin Mode that might be set to Floor instead of Device. Changing it to Device might help lift the head object off the ground and create a better starting position for your IK driver to work from.
yep its already on device. its so strange. been following and everything working it just goes down (the model) and messes the legs
Does it move instantly or does it fall down with gravity?
as soon as i press play the model instantly goes down. its as if its point was set there.
Do you have a Camera Y Offset set on the XR Origin?
on the xr rig or my player model
xr rig
Okay great, and what about the Camera Offset object that is a child of that one? Does it have a Y value set?
You might make sure it's set to the same value while testing in editor, just to make sure the 'head' is off the ground
Hmmm.... when you hit play, can you see where the main camera/head is in the scene? Is it also on the floor or in the air where you expect it?
wait yk what my probllem is correct?
just making sure we are both on the same page
Yes, the IK model is crumpling to the floor
oh ok ok!
I'm just verifying that if the IK head is pointing to the main camera object that the camera is actually in the air, not also on the floor
for the xr rig the head is in the air
when i press play
Okay, so what does your IK object configuration look like for the head? How are you getting the pose data to move it?
when im looking through the Human model armature, i csnt seem to find the head part of the model...?
but i got a head ik
so nvm
if this doesnt help let me know where to go and i'll take a screenshot and send it
Is there a component that drives all of the IK values? Can you send a screenshot of that?
that controls all of it
What about the VR Character IK object that is the parent of that?
I see... do you know how the XR-specific transforms are mapped into the IK rig? It looks like there is an IK Target Follow VR Rig script on that last image that might reference the actual transforms it follows. Either that or it's in the foldout under transforms for the Bone Renderer
What asset does this VR IK Rig come from?
i think i got it by the animation package or soemthing
@short nova rememebr i was watching valem tut. so the info will be way better tan me telling you most likey
just to let yk
anybody have a solution for this?
FinalIK has a solid VRIK system, worth checking out for sure!
Waiiit what
Your model works for it
It doesn’t just crumple down ?
Ive gotten it to work with some characters yeah
It’s because when you debug on link you’re running on at a higher base resolution. The default is more than the panel resolution. On a native build the default is lower than the panel resolution. You can adjust the render target resolution and raise the super sampling levels to compensate for this, at the cost of a hefty performance premium.
Hiya. Do you know why my player model falls down when I press play. Like it goes down instead of standing up straight
Sorry I can’t say
I'd check that you have colliders on your floor. The new XRI has a character controller which will move with physics
Anyone here used the Unity terrain system on Quest? We're loading a scene with terrain from an addressable package online, and the terrain loads, but the terrain collider doesn't work. The same scene runs on Windows when we test with Link
my floor has a mesh collider
Have you tried making a new project with just the bare bones to see if this still happens? Like just the XR origin and IK body and a ground plane?
No. What happens if it does still happen or not
This is so strange. Haven’t seen it happened to others
Hi, im currently trying a little something. The thing is: I want to use the Quest 3 (using meta xr sdk) as a fixed screen. No position tracking, no rotation tracking, nothing. The "no position tracking" part is easy, its just a checkbox in the OVRManager but the "no rotation tracking" part seems to be different. If I disable rotation tracking using code in the OVRManager I can still move my head, the game just doesnt render outside the "0 FOV". ChatGPT also doesnt really help. Any Ideas? (Please ping me if you have)
Hi, is there an event or anything where I get notified when the recenter was executed on any VR/XR platform. I'm using OpenXR and also using VR and AR with Quest 3 and also support other VR platforms. The goal is when a user executes the recenter that the player is also placed on a certain spot again so we don't have to implement an extra recenter button.
Why? At this point why even do VR?
If you want a "fixed screen" effect with VR, you can put a canvas element as a child of the HMD anchor so the canvas will perfectly follow head rotation
However, disabling HMD tracking entirely really defeats the entire point of VR (in my opinion, at least) and can cause osme serious motion sickness
its a nice and big screen strapped to your face :) the motion sickness part is a huge point, but i dont intend the player to move (sitting stationary)
Are you trying to port an existing consol game to VR or something?
Hello, shader appears as magenta color on vr(quest 3 multipass) but are fine on the unity editor
You might even want to consider an AR/MR solution that anchors your screen like a TV in the room
Hey, what's the best solution for fast moving collision detection? I'm doing a golf game and can't get consistent collision between golf club and the ball. I've tried
- Distance check - nope, club movement skips the threshold distance
- Rigidbody and colliders (continuous dynamic and box collider on club face + continous and sphere on the ball) - works meh, and only when the colliders are big enough, which then registers hits when swinging near the ball. I've tried basing the coliders size on velocity magnitude and this works between some velocity range but not super fast movements since the collider gets super big, and if it's smaller then it won't register at all..
- Raycast and Boxcast - same thing, it will either skip the detection or hit if I make the collider big enough, which again works up to a point since for super fast movement you need super big collider and that is too noticeable. Also tried making the box/ray cast longer the faster you swing . But I think it doesn't work
- Changing the fixed timestep to something like 120+ fps also didn't help
There is this other VR golf game, where if I swing as hard as I can, it will always detect the hit and I'm wondering how are they doing that.
How would you try to solve this?
I only care about consistent and somewhat precise collision detection. The actual ball force or direction afterwards is something else
does anyone know why my model does this as i press play. its been like this and i still haven't figured out why. I've been watching Valem Tut on "Complete VR Body Setup - Arms and Legs IK with Hand Animation" and with the legs or body i dont even know it doesnt keep it up and just does the slpitd
just a thought, but why not store a series of transforms each frame snapshotting the current gold club head position and then you can interpolate between the transforms to see if the ball was between them
dont even need scale / rotation so it would just be a list of float3
I recommend doing a sphere or box cast and using the previous frames position to the current frame position. You’ll sweep through the delta between frames and catch everything.
If the delta is below a threshold like 1mm, you can do an overlap sphere
hi. quick question. so someone made the human model for me on blender and made cloths for it. but fo you know it isnt like attached properly to the model when i add it to the unity scene
or anyone
not VR related, ask there #🔀┃art-asset-workflow
Hi
This question has been asked before but i cant find any offical documents from Meta about it.
Is it Not possible to live debug in Unity for a Quest 3 Standalone App on a MacBook with a M2 Chip?
That would make the developement on Mac pretty much unusable and just pain
When putting on my oculus headset my game view becomes grey and I get the following error.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)```
I am on urp and using post processing
Since Oculus discontinued support for Mac years ago, no it's not possible
They dropped the support? Why can i still get the developer hub for mac? https://developer.oculus.com/downloads/package/oculus-developer-hub-mac/?locale=de_DE
Dropped support for Link I mean. The developer hub is a different program
i see thanks.
Does it make a difference for developing a standalone app for the quest 3? Like could i use the link on a windows maschine to live debug whats happening?
Well. You can use oculus link on windows to run the game directly in editor. This means you can test interactions and features. But it’s not representative for the performance you get for a standalone build, so you still need to build regularly to keep an eye on the performance
But yes it definitely speeds up iteration a lot
i see
but the functionallity/feature set itself is the same for when testing it in the editor vs running it nativly, right?
Yes
No it is. Even other people were trying to help me. You just gotta go back
my god, thank you, I feel so stupid not thinking about this. I literally just reversed the boxcast to be in direction of last frame position and it works like a charm
You need to look on the console for details, that's just a generic error
You'll see a bunch of errors in your console log, and you'll want to find one that has a bunch more inside the body of the error. The real error is inside there hidden away
To elaborate on what the previous poster says, if you can't see the console for some reason, you can find it under Window > General > Console
Hey does anyone have any good ideas to speed up air link on a meta quest 2? Trying to start XR design in unity and spend 8 hour just trying to make it not laggy enough to work, ended up getting a cat 7 ethernet cable and fixing the camera, and it worked, after 8 hours of hell i got the controllers movement, not buttons and the XR orgin camera to work, but , i run a 1650 laptop with 32gb of vengance ddr4 and a intel 7 the fact that its literally not compatble makes no sense to me as a 1050 can run it atleast lmao, anyways how to i speed up airlink? Cause it eithsr that pr buy a desktop..
Can you not get a link cable?
Thats the thing, brorrwed my buddys doesnt natively suppoet the graphics card
Its a 1650? Should be supported right lmfao
But air link just barely works
We checked the graphovs card list and it was on there, its like a 800$ laptop and no matter what u tell me man i dont belive ots a "hardware" issue they black that shit with software 100%
Like dude when i tried to connect it via cable that shit was so laggy and broken It ACUTALLY FUCKING DIPLAYED VIA CABLE (non supported) for like 3 seconds e9th really laggy interaction then 8 hours of trying to get that display again only to realize that the orgin camera stopped displaying fixed that after 2 hours then realizing IT WAS THE FUCKING INTERACTION TOOLKIT or some shit, ave mever wanted a train to come hit me so badly befoee
But im stuck on airlink, if im ever gonna avutally use that pc to work on stuff it atleast needs to be smooth, which it is for 5 minutes then the wifi just outright dies, no fiber but i have a ph9one in and internet in both going to my router so max speed i can get there cat 7 cable
LIKE WHAT DO THE UNITY GODS WANT ME TO DO FFS😵
So assistance before possible self seppuku would be nice lmfao😅
Oh and wifi doesnt die, it just gets so close to diying youd think it its going into cardiac arrest so.
You could try virtual desktop that seems to work for me
Airlink is very buggy but Virtual Desktop is the smoothest
Although working in unity kinda sucks tbh using that
Theres nothing that uses the casting part of your vr? Like being able to run the stream on one part and run the controls on another server
Eh probally not ill just have to se what peoole come up with
I just dont wanna drop 25 on vd if i cant use it for vd amd its still laggy yknow
Unity
Ya thats really strange, so why dose the link cable not working? Does the oculus app say it dosen't work or something
Also what cable are you using
Ye the occulus app says nk native support
Because I would try to get the link cable working as that would proably fix all your problems
What's NK?
My buddys works for his quest 3 on his pc
Its my cockblocked graphics card
No
Nk is no lol
Ye it told me no native graphics card support, but i can use everything through air link?
The graphics card should work, because I have a 1660 super and it works just fine
I feel like that should work
So i basically buy a desktop or suck metas cock for better airlink lmaoo
Not much options
Nah man it doesnt!
You could try virtual desktop and see if that works, if not just refund
We went on the offical meta card its lited there as unsupported
Ye i guess
Waiting 9n payday after dropping 60 bucks on a 50 ft fucking cord
Fucking living room routers
Or you could use the XR simlator when building the game and testing then just build it every once and while to test
Ill have to get some info on that i mean i never heard of the sim an i could use it but i like the visual debuging and edits you can do in vr
Basically see your code in reality right
Kinda silly a 1050 will support but a laptops 1650 wont, man no was its "hardware"
Gotta get somone to explain it to me cause i dont get thaf crap
I actually really like the XR simulator, it's nice for just small tests when you don't want to put on the headset
I would also try reaching out to meta support
You got thier contact? Out and about atm lol
Much appreicated
Is there like a stand alone xr simulator app for oclus on sidequest or somthing? Be pre sick if somone made that just cloud upload the code and assest and play on a standalone
Messaged oculus lmao not sure what the reply will be tried my best to not sound pissed and tired after a day of hell
I don’t think so because for it to run on quest standalone it needs to be an .apk file, so you would have to build the game every time you update something which would take forever
Awe shit
Could make somth8ng that ports a unity file directly into a apk?
Or run it through a emulator make it like a gameboy game or sum shit lmfao
You need to build either way, so why not just build and run?
Guess so all im trying to do is get the actual vr game stream all the cod8ng and all the "funn" stuff i do directly on pc
Only thing i even want the freedom of linking to a pc is the workflow to be able to game tesy in vr
That's all perfectly supported as long as you have the hardware to run it
I know, thought i did but apperently not
It can run through air link but rough as heck
Just word to ne how a old scjool 1050 will get the job done but not a gtx 1650 in a laptop just doesnt make senss
All im really trying to get is the stream, like of someone made a mod for the casting where it picks up the unity signal from your pc and diplays the screen i dont know what even possible but man it was dissapointing
Like 850$ laptop and thats not supported, kinda silly
Had the pc before the quest just thought it would have maybe more plugins for game dev in unreal an unity like displaying a stream i dunno just really hope theres a better way to link or display some day or it get optimized to hell
That is literally what Oculus Link does
That's the same
But ive tried everything. Eveything man
Still runs ass
I had like 100mbps or some crap on my wifi with a cat 7 cable
Windows laptops need to be listed as VR Ready to be able to run good enough
Makes sense
So are they just software blocking them cause thwy cant optimize the games to work on really old cards? Cause i mean a game looks crappy enough anything can run
Dont undertsand why they wont just let me run it like crap corded, it would be better than the ups and downs from ethernet or wifi
No there's no software block, it just comes down to the hardware. The same applies to Air Link and your network hardware
Interesting i mean after upgrading the ram to vengace ddr4 32 gig i can run baldurs gate in ultra im like almost 100% sure the card could do it, i jjst dont get why it cant yknow? Like what in the hardware is limiting it vRam? Just new to all this stuff really didnt want the first night to he debugig hell where at the end of it it just. Works
Or why i cant altreast try to do it at the cost pf the safety pf my computer?
Never really understood why i cant just throw it on anways yknow itll just run like ass like the wifi stream, but mayyybe a little less and ill take that over the constant highs and lows of my wifi
Im mainly looking to work with extrmely simple low polly models and put all my work into a phyisics engine based on the bonelabs one and just add on to it continuously
So why i need to be able to run the graphics if im onky usuing like 25% of them
That i dont get, shouldnt hardware limitations be based on what ur computer can run? Even like ass? Instrad of just not running atall, i mean then atleast that gives the community the ability to optimize it for thier ass pc
Dont get it man, donr think i ever will
Please. does anyone know why my model just goes down as soon as i press play. ive been trying for a days and idk. ive tried re doing it constantly and im watching valem full body vr tut
Have you tried a different model?
so i got two off sketchfab and i went to mixamo so it can rig it. do u think it can be that?
Maybe, I would try like the defualt model that comes with Valems tutorial, or find one on the unity assest store
kk let me try
@orchid jolt yeah man idk now. its happening with even models from the site valem used? what the hell is going on man
why does this have to happen lol
Have you tried making a new project and just doing the IK tutorial
I would try that then
Hey just letting you know everything working with VD puts qiest link to shame, im havint a problem getting the xr org8n and controllers to work properlly in vr desktop, it was working normally in quest link unity XR could move controllers and head bit janky but it worked, after mov8ng over to virtal desktop its almost like it changed the inputs to be able to run VD but its fucking with all the cam controls
Any ideas?
No code edited or chanfed to my knowlege, do i have to get a VD Xr support plugin? Or run it in fullscreen somehow to inky get the vr input, very new to this so paitence and help is much aprrectaied
The XR interaction toolkiy is set to use xr device in sence checked instaiane in editor is checked xr interaction is set to xri default input actions with a input and xr inteactiin monitor followed a tutoiral and like rebuilt it 4 times have no idea what im doing wrong, the controllers are moving the headset view like a mouse, think its VD and unity fighting over inputs? Dunno
Ya VD is really buggy when working with virtual desktop I think it's cause it's using steam VR which can mess stuff up. Idk how to fix it so I am not much help sorry
If you are having a problem with virtual desktop, I'd contact the company selling it. They probably have a discord or something.
Hi, I am trying to create an environment that has an animation, it works correctly in a desktop version but when I use Oculus quest 2 the animation does not play. the environment is also extremely laggy. has anyone had this issue before?
I'd start with checking the device logs, it might just be something broken in build that was fine in editor
hello. does anyone know how to make a full body vr like bone labs for example. ive got a model and its rigged but i want it to be the model for players to move around with
I know this may seem like a pretty stupid question but, I'm trying to make it so my character can go through a for example, a cube. I've tried turning on isTrigger in the box collider but since I think since im using VR it doesnt work the same, its for my trigger that triggers an animation. I've already set that up I just need to know how to go through a cube!
Does anyone know of a video that would help out with setting up a playermodel for the XR Origin?
Looking to do a vrchat type setup with the bones
wha'ts the least broken version of unity for VR? 2022.3.23 streaming stutters at 10fps
seems to be a known problem with 2022... https://forum.unity.com/threads/is-anyone-else-getting-terrible-vr-performance-with-2022-lts-fixed.1446334/
2021 LTS was very stable for us. I started moving to 2022 and have us on the new version - upgrading our framework was definitely a chore. But now after all that there is a good chance the team will end up on Unreal anyway, so now started working their GDXR.
For 2022, I'd say we are hitting framerate targets just fine - but we are also using BiRP instead of URP
FinalIK worked good for us for rigging and avatars
in apk build there are zero framerate problem, only in stream
I was susprised how slow vfxgraph is, framerate tanks real fast. I start to wonder if URP isn't slower than a heavily nerfed unreal 4.27
i'm about to give up on convincing the team to move to unity... unreal saves so much grief in term of rendering alone
Yeah, I added the spline package to a project. Their sample comes with a shader that generated 65K shader variations and triggered a whole slow down on project build times. Sometimes vfx & shadergraph run terribly
haha! the spline package has a few hilarious threads on the forum. how terrible it is
I think that even the XRtk doesn't use it, they wrote their own
We have a big incentive to go the other way. We do non games and Unity is forcing us to Industry pricing (5k/yr per dev) due to their rule about charging us based on our clients income now... Compared to free with unreal. I'm hesitant but the cost savings is enough to put the whole team into training and still come out cheaper.
Yeah! To be fair, the XRTK is handy. Complexly written but definitely something I'm missing from unreal
on my end 1/3 of the team is unreal and as hard asd I tried, I'm running out of good argument, i start to sound like a car salesman
does unreal new licensing hit you with a 1850$/seat/year fee?
as non-game studio
I haven't played that, but I'd take a peek at FinalIKs VRIK as well. There are some other free alternatives. But full body rigging actually worked pretty well for us last time we touched it (a few weeks ago)
Only if you are >1m in revenue
But unity is charging us 5,000/yr/seat regardless of revenue. So I'd happily pay if I need to
well i already got the a model and got it rigged. should i just watch finals vrik vid then
And check around, any good VR IK system should work! There are some free ones too
Thanks alot!
wow! yeah no contest
We've also been debating some open source alternatives. Donating 1k/yr/dev would mean a lot more to them plus they would be excited to see it being used for medical recovery/teaching etc.
But I digress
you meantioned a few, hopefully you'll get the motivation and time to do that write up you were talking about
On the slowness topic ... if you are using URP & 2022 --- make sure you are on the latest URP. It finally has some much needed fixes for Vulcan. It was actually performing worse in benchmarks for quite a while (~10% worse), but now we are seeing a stronger boost with URP for once (~40%) which is a huge improvement.
that's the anoying part about Unity's code:
summaries on built in events - useless, adds fat to the script
damn, that's scary that things devolve on new releases... i mean ok ue5 is far slower than ue4 render wise but maybe that's the price to pay for the new goodies, even not using them
How would I go about spawning a grab interactable object in the players hand if they interact with something? Similar to how grabbing ammo from your shoulder in half life alyx works.
Im having this issue when I play with my vr headset it automatically shuts the program down and it gives this error
eject object, instantiate, attach... depends on how you implement interaction, really
Does anyone know of some post processing that is compatible with VR?
I tried using the unity package in default render pipeline, and for some reason in my build it blanks out my left eye camera. Even if I don't have a post-processing aspect enabled, just having the package downloaded causes this.
To switch between interactors, should I set related objects to Set Active False?
Why do you want to switch between them? The interaction group on the controller root manages them for you.
Also in xri 3.0, near and far are unified into the near far interactor
Because the functionality of the controller changes depending on the current tool that the player selects.
Ok. Well you can just turn off the game object if you want.
If you only have one interactor at a time you may want to get rid of the interaction group
I do recommend xri 3.0 for this kind of stuff though because you can customize the near far interactor a lot more easily than the direct and ray interactors
But what you want should be doable
I didn't understand benefit of interaction group when I added that.
Okay thanks.
It mediates between the interactors you have in the list, by priority. Poke, then direct then far.
If something higher in the list selects, then the lower stuff is blocked. It’s also how the ray turns off when you hover something nearby.
I want to be able to cast a ray from the camera, where the users head is looking and have that ray interact with things. How would I go about it? Just like the thing from this? https://docs.unity3d.com/Manual/CameraRays.html or is it more in depth than that
I was interested in this too! I think I understand how to attach the ray to the head, but not exactly sure how to do things like give the head-ray behavior/triggers that are distinct from the hands
(I don't want my head ray to do the same thing as a hand hover, for example)
I saw that theres a preset for gaze ray in the ray interactor in the XR section
my idea would be to do like an on hover event or something. and like count how long that has been going for and after x time, activate the thing
Yeah! I'm actually doing something very similar in my own project.
Right now, I've kind of made a "cheat" version by having an invisible cylinder attached to the camera, which tracks the player's head position. So I can use it to trigger events when the player "looks" at certain objects.
Its definitely not ideal though, since it can't adjust dynamically based on distance like a ray. So very interested to hear if you get this figured out!
I got some basic hover working
just need a XR ray interaction and then use the gaze interaction preset
and then you can use it like any other ray
@untold grail dont want you to miss it
Oh thank you! I'll give this a try later
I know you can change the ray to be a different type so it can be a cone too so it can be closer to a cylinder and also easier to use
Tongue asmr
ah crap my bad
I think you can accomplish this much more efficiently with the Vector3.Dot() function, it's typically used to find out whether an object is within the line of sight for AI by checking if the value is above a certain amount. You can do this here to get your cone shape.
Looks like whatever the XRT is doing isn't too responsive or reliable, god forbid the XRT does anything right.
Just something to keep in mind if this is critical for gameplay
Theres a gaze interactor in XRI that should be able to handle this
Dot is fine but it will also report false positives for things that are occluded. My advice would be to gather targets with dot and then raycast against them to ensure they are visible and not occluded
this is what I have found. its pretty good!
ty btw
I know this may seem like a pretty stupid question but, I'm trying to make it so my character can go through a for example, a cube. I've tried turning on isTrigger in the box collider but since I think since im using VR it doesnt work the same, its for my trigger that triggers an animation. I've already set that up I just need to know how to go through a cube!
Yup, that's the idea 🙂
VR doesn't change anything except for where the character's hands go. Don't think of it as someting separate.
You still collide with the cube when istrigger is enabled? Can you send a video?
ok im logging into unity right now
this is my trigger btw
wait lemme make a better video
I need to see the components on the object you're trying to move into it
like the player components?
it goes thru
Then it has something to do with your player.
This is called bisecting, you will find that you can find the source of most problems in computers this way 🙂
Show me the player components
While you're at it, remove the box collider entirely. It's a long shot, but I want to be absolutely sure that the trigger box is the one somehow causing collisions
ok i deleted it
Now try
it lets me go through it but it doesnt trigger the animation
Well yeah
Okay
This is fking weird, put the collider back where it was. Now remove the XR Rig from gorilla rig and see if you can go through
Ignore any errors that might arise
nope doesnt let me thru
Now try removing the player
Basically the idea is to keep removing stuff until it works
You saw that it worked with a regular rigidbody ball, so it's not magic blocking you from passing the trigger
One of your scripts in the rig, is somehow preventing you from crossing over
well it lets me through
but doesnt activate the animation, not sure if thats my fault or not tho
The issue you're trying to solve right now is your character colliding with a trigger. Forget the door.
So it lets you pass the trigger without the player script?
yep
Awesome. Go there and look for bullshit that might be causing this
Is it a monobehaviour or inheriting something else?
idk but my only guess is the capsule collider
Your ball had a collider too. It shouldn't interact with a trigger.
true]
Start removing stuff from your script until it works.
I ask this because I highly doubt you accidentally coded a collision system
If its inheriting from something else then that might be the cause
its these two
I mean stuff from your code, not the inspector
@hearty cobalt Dude... you coded your own collision system and you're confused why you collide with stuff 🤣
Include checks for whether the collider is a trigger or not.
well im going to be completely honest and say i did not code this 👍 gorilla tag open source locomotion
Oh, well there we go
You'll have to actually understand how that code works. So get reading, and then modify it for your purpose.
If that fails, you can make your own detector script that doesn't use Unity's colliders but rather predefines a shape in the inspector. Better to do the first, though.
Good luck.
alr ty
@buoyant jolt might want to hold off onswitching from BIRP to URP, it's a nightmare to get streaming working: sometimes it works other times you get 5fps
might be faster in build but not worth the hassle
single screen URP is super fast so they prob broke something that made it incompatible with the oculus app that does the streaming
u6000 has zero problem tho...
but that means new license
Thank you for sharing - I'd be suuuuuuper annoyed 😄
aaaaand you want to heart the funniest part?
You know, in xri 3, you can make a caster for the near far interactor that works this way. I think our cone casting logic is rock solid but if you insist on dot product, it’s really easy to spin up a custom caster and do it, for gaze or controller input.
Have you filed a bug for this? It’s worth looking into
i have sent the project on a few other reports, but you can do it easily: on win10 bring in xrtk 301 in 2022.3.18 and up
got so bad that instead of questlinking i'd been iterating builds - now that i need to speed up pace i'm back to QL and noticed that the controllers stay at 0,0,0... any setting you think i missed?
bah it's working now: i toggled on/off a few openxtfeatures so here's a bug for you
(back on BIRP, framerate is so smooth)
I test with air link in the editor and my framerate is fine. I’ve done builds to Android too - no problem. I just haven’t done windows pc -> air link as a standalone build
Are you submitting the depth texture? It could be related to that
Also urp perf is bad if you have any post processing on
Or if you have intermedia mode texture set to always, instead of auto
You also have to use the low end preset which doesn’t have AO
The default Android urp settings give you tearing - it’s a know unfortunate issue
cool thanks i'll look at all these params, zero post effect, might have depth on, i'll pull the URP commit
Yeah dig through the urp quality settings
Make sure you’re using the lowest tier
And turn everything off
You should be getting better perf than with birp
i'm in fact using the default xrit 3.01 settings, wanted to take it for a spin
Xri doesn’t affect your urp settings.
build speed is fine, btw, it's airlink or quest link that's bogging, fine in unreal 4.27 so that's not the link
Grab the vr or mr template though - they have great urp setups
You should be able to clone vr template and go
It doesn’t have xri 3.0 yet though. Working on that
where are those templates?
On the hub. Just grab latest 2022.3 and they’ll be there
that's what I was using.
had to reimport the samples with XRIT 3.01 because it broke a bunch of stuff
using grip to trigger buttons is weird, btw, every game i've played and the ue ones i've worked on all have trigger to interact with buttons
Yes 3.0 is a breaking update
Well have a vr template update soon
But in the interim just use the urp settings
how do you switch to 90Hz? Application.targetFrameRate = 90 doesn't do shit
on quest 2
You need the meta quest OpenXR package
https://docs.unity3d.com/Packages/com.unity.xr.meta-openxr@2.0/manual/features/display-utilities.html
Unity.XR.Oculus.Performance.TrySetDisplayRefreshRate(90);
I like the simplification you did with v3
it's more Unity like
you only prefab what you reuse and the roots of demoscene aren't reused, only their components
this is how we organize scenes:
blaser, singlebuttons etc... are reusable, not their groupment so you don't pack them together
That’s great! I also really like the simplification in xri 3
yeah it's close to what we do
the climbing: can you explain why, when i release both hands i don't fall?
also i recommend switching all rigids to continuous and simulation mode to Update. quest 2 has enough cores to handle that and Oculus boots your app if you drop below 72Hz anyway 😄
Yeah it was intentional. It locks vertical motion until you hit the stick. It’s been on the list to make it an option to control.
Sim mode to update causes variable frame time for physics which can lead to imprecision
But I’m sure there are benefits. You can also turn on rigidbody interpolation that helps
what i'm saying is on quest you won't have that because you need to hit 72hz or your app gets kicked out
That’s true
for other targets though it's a thing so you're right, it's better to set fixedupdate time to something ridiculous like 1/100
BIRP gives me relaly solid framerate, might stick to it, you get what % boost from URP?
Thank you for sharing - I'd be
The big differences with urp:
- forward+ you can get more lights, - the Srp batcher is much more efficient than the birp one (this alone can get you some free fps)
- urp has a temporal upscaler - though I’m not sure it’s compatible with quest
- Application space warp (currently requires a custom urp)
Debug log what is happening?
% boost?
i know URP very well due to spending a few months optimizing a game that barely ran on a 2060 down to a switch, but was warned that it tanks on quest 2 due to many new bugs since 2020
One of the big bugs was a shadow regression that was fixed. At this point it should be very useable
Idk exact numbers
Check your scripts, there's an error. Or are you using libraries that are supposed to be used on editor only?
which version of unity+ urp doesn't stutter in quest link? on the xrik samples (keeping it simple)
Have you tried just running the VR template with 2022.3? It shouldnt stutter on link.
The stutter is from your urp setup most likely as I explained yesterday
You have to assign the right pipeline asset for your quality setting associated with your platform.
it stutters to 5fps
that's why i went back to BIRP
Honestly, something may be wrong with your setup. Do you have insane super sampling on link?
I run the VR template with URP at full framerate
over air link
it's the stock v2 template
same with v3 vrik but as you said it doesn't change render settings
🤔 what version of oculus desktop? gpu, driver version?
i think it's a urp problem because birp is smooth, so is unreal
I really don't know what to tell you
Works fine for me
Im on a Quest 3, auto res settings, tested on 2080, 3080 laptop. Latest NVIDIA drivers
you have a q2 to test?
yes Ive used it too and it works fine
ive been trying to fix this VRIK thing for like a week https://www.reddit.com/r/VRGaming/comments/qugnrp/i_made_unity_physics_vr_assets_that_help_create/
We're trying to make a cloud transition in VR by having clouds surround the POV of the player and transition into a new scene. How would we do that? We're following this storyboard and my team is kinda stuck on how we can execute this. Any ideas?
does anyone know how I can make a script that detects if your arms are swinging and increases your speed? I haven't been able to find a tutorial that actually does it correctly and isn't outdated (like blade and sorcery running if you know what i mean)
even with latest nvidia driver 2022.3.18 bogs down in questlink
2021,2018 and 6000 are fine in urp
We do this a few ways, one is just a shader. One is a textured screen fader. And the other is a vfx geometry thing.
The lazy approach would be an inverted sphere with a cloud skybox. You may need to create a new skybox shader based on the normal one to add a colour. Or you could just jack up emission.
So I have an interactable object, I want to run a script when one of its events is fired. How do I go about this? It seems like broadcast message may be the only way? idk tho
Ah I think I found the answer. I need to make my own script that inherits from an XR interactable
Weird honestly. I still think there’s something wrong with your setup
No you can use the intersection events on the interactable. If you want to do it with code just create a script with a reference to the interactable and add listeners to its events
is around 100k verts good enough for quest 2?
depends on the rest. quest GPU is unified, ALUs allocated to whatever load you send
so if you have heavy compute, 50% of the ALU might be allocated to that, leaving you with 50% of a gpu (it's smarter than this but ballpark is that), if you have post process and that eats up tons of bandwidth or many ALU for fragment stuff, same.
in other word you can't think of it in term of hard workload for vertex, frag, compute, it's all one pool that's being used
so you'll need to benchmark heavily
Weird honestly. I still think there’s
got it
Either manually modify all the queries to include QueryTriggerInteraction.Ignore , or set this settings checkbox to false
Hey guys. My project runs at 90 FPS in an empty scene when my headset is enabled. 700 FPS with a regular camera. What gives?
I thought that VR was supposed to cut your frames by only half 😆
It also sounds like vsync might be enabled.
Or the target framerate is being set.
You don't usually want 700fps in VR, as you'd just be burning up batteries on mobile VR
Not mobile
well maybe
I'll see if VSync is ticked
What is the overhead? I have my own custom tracked pose drivers and don't use any of the XRT crap
something weird's going on with 2022 VR template and XR-IT. Hand controllers stop moving, it happened after switchng to 3.01 i think.
So I check the input debugger and get position and rotation in the device, but nothing from XRI Left/Position in the input map. The input debugger doesn't show mapping validity, off course so maybe something there got corrupted.
So I bypass trackedPoseDriver with just this
I think it's correct, not even sure that these need to be enabled and disabled but new input being ... what it is this can't hurt
result = nothing comes through
and for the Lolz, here's new input system in all its glory
... uh what?
you know what, i'll nuke all this and redo the input, i think XRIT 3 corrupted these inputs
i think fallback means if one input doesn't feed data the next one takes over, probabaly to handle controller vs hand gesture (although these should be the same, no?)
wow after redoing left and right controller all hell broke loose
did i do something wrong? the mapping is the same, i just removed fallback and redid the controller mapping, it should not be this brittle
You need to replace the XR Rig in the scene, and replace the samples folder with the 3.0 starter assets. The Input setup has changed a lot
We are working on a template update soon though
i did that already.
it's an input issue introduced by v3
I think something got corrupted by your upgrade. Did you try deleting your package cache folder and doing a re-import all? I've upgraded the template locally and didn't run into your issues.
Do you have multiple interaction managers in your scene? If so that can cause issues. The referencing of the interaction manager should be automatic
dont think so but will check
Also make sure youre not spawning a reference to a game object in your scene, but a proper prefab. Your issue sounds like you're calling instantiate on a live game object.
I am creating/looking for an IRL community of people interested in Extended Reality and Neurotech in San Francisco. If you're in or around the city and interested, send me a message.
2020.3.48 empty new project with Core VR template starts with a compile error
which then gets resolved but builds fail 100%
that's before upgrading XR packages and after
although it looks like an android problem, i figured updating XR wouldn't hurt
Definitely looks like an android minimum API level issue. Have you tried bumping the API level in Player Settings to see if it goes away?
that?
yes
that's not it, and it's now broken even 2022
all the android build tools are local to the unity editor tho
You cannot do builds in 2022 as well? Same project or new project?
empty with vr template and same
i have a hunch about that, some of the Java SDK path needed for unreal collide
I can test a clean build on my end. Which version of 2022 is it?
thanks. 2022.3.19, .23 does the same and so does 2020.3.48
but hang on, i removed all Android and Java from my machine, path gone, reinstalled the USB driver ... i bet you that was a dependency, Java ... ya know
if so, that's a bug in the build, some path not being absolute to the install directory
yep, that did it
I have a question about using the XR Device Simulator. When the controllers are not engaged in the simulator, I move with the W,A,S,D keys and the capsule collider doesn't seem to move with me. So basically, I can move around the scene without any collisions. The collider only moves with me when I have the controllers engaged, i.e., when I hit tab. Is this a bug or am I missing something?
Hey guys, I'm working in the Meta All In One package and I'm using hand tracking. I'm trying to create a darts game where you just throw darts at a dart board. I have everything set up and it's working fine but I'm not able to get enough velocity while throwing the dart. I've set the weight lower, I've removed drag, etc. Does anyone have any advice on how to make the dart throw feel more realistic?
My first idea is to apply a force to it when the hand releases it but I can't find anywhere in the docs or online how to get the throw event to trigger something like that with Hand Tracking rather than a controller.
Any advice would be appreciated.
gesture recognition lags. you can check for acceleration reversal as a launch signal instead
Is there anyway you can link me to some documentation about that?
@narrow briar what is a launch signal
How do people optimize URP for Quest 2? Built-in won't allow me to do an outline post process very easily.
Is it worth making your own vr system or just using the xr public one
For a somewhat beginner into vr dev
I would say use XRI. Making your own VR system can be good in someone ways but it’s easier to just use XRI in my opinion
For a beginner I'd definitely start with the XRI.
It give you a lot of really nice tools and basic scripts, but it's also pretty customizable. So its is a great way to experiment without necessarily having to start completely from scratch.
Something like
if ((velocity.magnitude - oldVelocity.magnitude) < 0 && Vector3.Dot(velocity, oldVelocity) < Mathf.epsilon)
{Throw(velocity);}
oldVelocity = velocity;
Always better to make your own but XRIT is a good start and who knows, maybe you'll be ok with its quirks.
Just know that if you need to change anything, you'll have to parse through extremely verbose code where 600 lines does this:
just be aware that the Input System is extremely buggy in non-c# mode
Right I understand this but what I don't understand is how to know when this is occuring, how does this become triggered? I don't know how to subscribe to anything like an "Onthrow" or "OnRelease" action when using hand tracking for quest. Can you direct me?
I am not using controllers.
I don't know your code, I do everything custom to avoid that sort of stuff. if you're using XRIT ask @gritty heart
I'm using Meta All In One package on the Quest 2 so it should be pretty common. I don't have any custom code.
Do you know anyone who's an expert, or at least really experienced, with Meta Unity package?
@narrow briar
you're using a framework for interaction, no idea how they handle that, @buoyant jolt and @supple roost might know
Thansk for the recommendation
Meta have their own forums to ask that sort of question
https://communityforums.atmeta.com/t5/Developer/ct-p/developer
We have a couple of games where we cheat the physics a bit. One specifically is for playing with a dog 🙂 it's a cute game
Anyway, for the Frisbee, I apply a temporary declining multiplier to the velocity and countering gravity slightly after a user releases it, depending on the angle they launch it. It helps make up for the lift you get from the wind. Works beautifully but you'd never know about it.
For a dart, I'd probably track the last X frames as an average out, and on release, multiply the velocity based on that average.
That'll get you a pretty smooth throw velocity
You don't want to rely on a single frame with their hand tracking if you can avoid it
Also lots to do with hand posing for the release. But in one of our monster games I just track knuckle angles. If you want to do it different, in your case, you could track finger distance to determine the pickup and throw if you wanted. But the Meta examples should show the proprr way with good reliability.
You'd think there would be an "on release" functionality haha. Ok thanks for the advice.
Tracking how far away the fingers are to see if it's held or not seems like a complicated way to solve what should be a fairly simple issue. I'll look into it.
So every single one of your interactable objects has a reference to the hands and they're just always looking to see if they're in the hand? @buoyant jolt
Well, you have to keep in mind, I've worked on many many projects, but only a very small subset with the Meta Quest SDK (as I like cross platform toolkits). !we used it briefly between the VRTK and OpenXR era and needed our own abstraction layer to make framework switching easier... These days I prefer the open hand and openxr. The last time I used the oculus specific SDK, I used it for a physio recovery project. And at that time I didn't have any issues getting their on release stuff out of the box.
The custom hand stuff I mostly did during our early meta quest era when their hand sdk was in its infancy
So for me, whipping up our own interaction stuff was usually quicker than doing it the proper way as it was so early on. I highly suspect you can get it out of their SDK now somewhere
Long story short I absolutely think there is a smarter way.
But for what you are doing, I'd just smoothly multiply the velocity on release.
@buoyant jolt I feel like there has to be a way to simply know when the object is being released but I've scoured the docs and googled and it's just not that straightforward 😂
@buoyant jolt I'm gonna be looking at this issue later on today I'll update when I've got a fix
In 2020.3.48 , the hand controllers are at the proper position in editor but they're offset by a bit in quest, using Input System. Any setting to correct that?
the head is correct
xr grab interactable LastSelectExited()?? https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@2.3/manual/interactable-events.html
@frank oasis that's for XRIT I'm using Meta All In One package and Hand Tracking
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I use the [BuildingBlock] Find Spawn Positions component to place objects onto a table upon start. The geometry is loaded from a database, so the bounds are not known beforehand. Often the objects spawn inside of eachother or inside of the table. Does anyone have any idea for a quick fix?
using unity open xr I get really annoying and obvious blue rings around my view on my quest 3
going down the rabbit hole... OpenXR is not 1:1 with vendor API and until recently was not recommended as it also introduced 100x latency. so perhaps that version of unity had a more 'alpha' version of it.
it's working now by switching even quest build to it
but it wouldn't surprise me that it's the cause for trigger missing events on q2 and not on desktop
(i'll end up going native, i can smell it 😆)
is there an XR Interaction Prefab, that has fake hands around a generic XR controller, that animate the fingers to the buttons pressed on the controller?
You can correct the transforms in the rig and apply offsets as you see fit. The controller models have a 5 cm offset on them that you should remove if you’re using the oculus sdk. It’s the difference between OpenXR and oculus XR
Can you file a bug report for this?
we're talking at leas ta meter offset in the vertical axis, seems more like a bug, but i just swtiched the oculus build to openXR and that fixed that
thx tho
Haven’t seen that before. 2020 isn’t supported anymore unfortunately. If you spot that bug in a newer version please file a report.
Glad OpenXR solved your issue for now though.
that's too bad it's no longer supported, it's such a solid release.
Yeah I mean - Unity can’t maintain all versions indefinitely. All lts versions are supported for 2 years.
I think 2022.3 is quite solid though, but I understand if it’s too late to upgrade some old projects.
that reminds me that i need to send you guys a repro for the questlink framedrop in 2022!
Hey, working with Oculus quest 2,
Recently migrated the project from Mac to windows, with Version Control
Installed the proper version, with Android SDK and NDK, with all the proper set up
Plugging in the headset with USB-C cable, allowing date transfer, clicking Build
And just when its about to finish building, if fires these 2 errors
I already tried reinstalling the version, and even separetly installing the Android SDK, but nothing seems to work
any help is incredibly valuable :>
Note : I open the project with Android platform selected, but i also tried Windows
where are the a b x y buttons in the default XRI input map? I can't find them and the naming is horrendous
turns out it's not pre-created, you have to add new inputs for that -.-
another Note, the last process during building, after which the errors appear is : Copying APK to device
It's missing the Android SDK (installation issue). You did try and reinstall the SDK or probably through Android studio, so you are on the right track. But it isn't seeing the folders it expects at the path in the preferences pane. You are on the right track.
You can also manually run the command shown in the debug message via command line to see what ADB and Android are saying.
For what it is worth, on 2021 and earlier, we found that openxr & the xrtk, you couldn't reposition controllers because of how it does the line renderers and raycasts out of the box.
To complicate matters the Quest controllers are 30 degrees off. And OpenXR (or at least the one it uses) can't give you the headset name or controller name. Making it impossible to show the right controllers and manage controller offsets.
I know that the offsets are fixed and finally adjustable in 2022 and the latest XRTK. But there are still some big issues to look out for in 2022. We finally have something stable but had to strip out some features- as it seems there are some known unresolved issues with the graphics pipeline that are breaking some common method used by all the day/night assets in the store fronts for mobile devices. I did some ugly hacks to get one working. But they (each asset owner) keep pointing at some specific known unresolved issue.
At any rate, 2020 was very stable. 2021 lts was stable. And we finally cleared a 2022 build as stable with issues.
I do not recommend 2022 if you support Pico headsets though or want to use third party weather systems or complex skybox systems on mobile headsets. And 2021 maybe still has the offset issues (ill check later). But I haven't seen it a meter off, just incorrect rotations myself.
I spent over 7 hours trying to fix, and just few minutes ago I managed to do it, as you said by pasting the ADB command, seeing that it returns that such file already exists, so I run a command to delete it. Now I’m finally good, still thx a lot tho hahah
I probably fixed it the same minute you started typing the help message 😭 still really appreciate it
No problem! Android builds are fun 😄
Dude, I can't use XRTK. code is crazy. my 🧠 can't handle this many indirections
Offset issue was either IS or OpenXR being forever alpha. it's solved now. like when i dropped Mac and Linux support because they complain too much, i don't see myself supporting Pico unless sales > 10%, then i'd #ifdef offset
IS lag seems better in 1.5 with the USE_OPTIMIZED_CONTROLS flag
thanks for the heads up, much appreciated as i know it takes a lot of time to validate Unity versions 😅
Do you guys put Apple Vision Pro stuff here, or somewhere else?
I'll stick with 2020 and will backport my voxel stuff. I sure miss the new Job Mesh API but I value dependability more.
Yeah the Pico issue is a firmware one. You need to use firmware 5.0 by design from Pico, or it will crash regardless of the sdk/openxr for Unity 2022 and later.
But they only released firmware 4.8 to North America.
So no matter what you do, if you use 2022 and North America Pico- they will just get an instant launch crash.
It's a known issue, by design, with the Pico team.
Anyway I digress, just saying it's best to hold back on 2022 if you do cross platform client stuff
does anybody know how to make it so an interactable object doesnt snap to my hand when i hold it? i want to hold it where i grab it, not have it snap to the middle of my controller.
I love how I show off one little code doodle I've been working on for a few days and I get tagged as a knowledgeable person or something 😆
I usually see it in #🤯┃augmented-reality rather than here
Does anyone here have any experience with hand motion smoothing. I am currently trying to implement it using the One Euro Filter, but it doesn't work. If I attach the smoothing script to my controllers, that have the XR Input stuff, it simply doesn't work. If I attach the script to my physics hands, that the rig uses, it works, but as soon as I start moving, they fall behind because they're in world space. Any ideas on how I could prevent this?
You can use dynamic attach. It’s a checkbox on the grab interactable
ok thanks.
Are you using hand tracking? If so the hand package had a post process feature that we use to implement the one euro filter already.
Xri 3.0 lets you control the transforms in the rig directly. It’s totally possible to add smoothing scripts there. We add stabilization to ray interaction already though.
I'm using regular controllers
What are you trying to accomplish with smoothing? XRI should take care of that in a good way for you out of the box.
Well I don't use XRI
Ok well you can use a tracked pose driver with the pose, and then have a second game object that holds a reference to the transform of the first, and uses that reference to compute the smoothing
Hello has anyone every used Unity Dialouge System by Pixel Crushers? I am have serious trouble getting the response panel visble in my Game. When the User Clicks on the Talk button, the button disapears for a few seconds however the UI Bubble Pannel and the Response Panel Does not Work. If anyone could Private Message me or just reply to this message I'd would be elated for the help!
im so happy about how this turned out, i will make a tutorial on this tomorrow
wrong image lol
also i think the lightprobes work pretty well on the model
In Unity, it seems to not add the references when I add XRI default input actions to my Input Action Manager, what could I do?
I am using XR grab interactions and me and my friend are wondering how we can make the secondary button do the same function as activate, In simpler words instead of on interactable events using Activate to do a function (the trigger button on quest controller for XR) I am wondering how to re assign activate to be activated by a different XR call (for example the Secondary Button or "B" Button on the XR controller
basically I am trying to make a object you grab and when you press the secondary button on your controller it can do a selected function to the selected gameobject
keep under 100k around 10-30k is lag free
31-100k will need occolusion culling
You should be able to add fallback bindings to the activate input action. You can edit the default input action map that comes with the starter assets to do this.
https://developer.oculus.com/documentation/native/pc/dg-performance-guidelines/
This second link has clearer batch and vert targets, which is what I use when benchmarking the teams effort
https://developer.oculus.com/documentation/unity/unity-perf/
Provides VR performance optimization information, including info on hitting frame rate and common causes of performance problems.
Overview of performance requirements and recommendations for Meta Quest Unity apps.
So what my question is, is it calling the trigger function in the script or is it calling something from a preset? I found where I can be able to change some of the inputs, this helps a lot but there is no way to have another Activate function with a different Input.
ty!
Oh yes we only have 1 activate. I thought you only wanted multiple buttons for a single activate.
You might be better served with a custom component alongside an interactable that listens for select entered, then enabled input actions as you see fit, and disables them on select exit.
How can I do that? I see to the fact that I only have about 2,000 hours and it is nowhere near close for me to figure any of this out 😂😭
- write a script that holds a reference to your interactable and to the different input actions you want
- in your on enable code, bind to the select entered and exited events on the interactable with simple callbacks in your script.
- bind to the is performed action on your input bindings
- on select entered enable the input actions, diable on select exited
With this you’ll get the is performed calls only when the object is selected and then you can do what you want
Could I pay you to do so? I just don’t have the time to do it
Sorry I can’t take money like this. I work for Unity.
Well thanks for your time man! I’ll try my best to use the advice I gave me
Good luck!
Hello guys, I started using XR Toolkit 3.0.1 and I have a problem that when I create an XR Rig instance and then change the scene, the lasers of both controllers are stuck at some point. This is probably related to NearFarInteractor.cs. Has anyone had a similar problem and know how to fix it? Restarting objects and components does not help :/
I'm having the folliwing problem in VR with HDRP
I have a DrawRenderersCustomPass that draws a World Space Canvas on top of everything else. The Canvas has a UI mask on it. I'm having an issue with it though. When looking through the Canvas, the world that is rendered behind the Canvas is lagging behind when the camera moves or rotates. It is almost as it is rendering the previous frame. Here are my custom pass settings:
This only seems to be a problem in VR for some reason
Anyone know what could be causing this?
I recommend grabbing the prefabs from the starter assets sample. Don’t configure them yourself
When I press play on playmode in my game, my Main Camera's position moves to 0, 0, 0 and won't move when I try to move it. How can I fix this?
That same problem after changed scene
Your interaction manager and event system may be getting destroyed and it’s causing issues. You may have to mark them as don’t destroy on load
Now it just goes down.
I make one game object which is spawned when the client is connected to the server. It is NetworkObject which has an inside XR rig, event system and interaction manager
That might be your issue. If any interactable is still in the scene it’ll create a new one and you might get issues as a result.
I recommend not destroying the manager and event system. The ideal is to put them in an additive scene that doesn’t get unloaded.
Load that first and then load your main content
Checkout this ridiculous contraption I made for VR development
Any info on installing the ADB server to get profiler?
The only error message in the console doesn't say how
CommandWithNoStdoutInvokationFailure: Unable to start ADB server. Please make sure the Android SDK is installed and is properly configured in the Editor. See the Console for more details.
I think that's the solution:
allowed USB on the quest but stuck here
solution: 🥁 disconnect and reconnect the quest
Hi everyone,
I have questions about XRI 3.0.1, I would like to be able to teleport with a certain position of my hand (I have already done the pose and when it is detected it setsActive(true) my Teleport Interactor) so I have the pose of detecting except that I would like to validate my teleportation when my hand closes these fingers (like the Valem video)
Anyone have any information?
Yes probably it's that works, thanks for explain me. Btw. for multiplayer I should have one UnityEvent and one InteractionManager per player or it's should be one for world?
One per world
Well locally you need one in each player scene
Thanks for helping 🙂
No worries
I get a CS0122 error from the XR Interaction Toolkit package. Here's a picture:
What could I have done to get close to fix this? I also get a few others of the same errors.
Your starter assets might not match with your xri version. I recommend upgrading your samples.
What editor version are you using?
2023.2.1f1
Ah. So that version is not really supported. Is there a reason you can't use the 2022.3 LTS?
Unity 6 is still in beta, and you're using an end of life tech stream
because this happens
Weird. Can you try installing the latest 2022.3?
.8 is quite old
ok i will see
works now
this issue isnt vr but could the 2023.2.1f1 version be making me problems in the build working differently than the editor
I'm trying to get my project to run on oculus quest 2 at a lower frame rate. I tried modifying the TrySetDisplayRefreshRate function in OculusPerformance.cs, but changes I make to that file get undone automatically. anyone know why, or an easier way of doing this?
Don't know how to explain my problem but when I'm testing my game in vr, if I look at specific areas my game will freeze but my controllers move fine
My XR Origin won't move when I move, how can I fix this?
Anyone know where the Edit > Project Settings > XR Plugin Manager has been moved to in Unity 2023? It's gone. Also I get this error when installing the latest versions of the XR Interaction Toolkit and XR Plugin Manager: 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' Anyone know how to fix it? Thanks.
I recommend sticking to 2022.3 lts if you’re working on XR. Unity 6 has not yet been validated for all packages yet
Guys i am using meta open xr feature with xrit. when i start with my normal VR scene, it works fine but when i transition to MR scene (which has ARfoundation setup) and come back to VR, the enitre scene is stuck to my head and moves with it. it's as if no inputs are being detected.
The same happens if i start with an MR scene and go to VR in the same app session.
I have tried and checked all rig components including input managers, project settings, etc. The same works without any problem in other projects if i am using all vr or mr scenes.
I guess there is some issue with AR session/inputs/scene transition.
Any help would be appreciated.
My XR Origin won't move when I move, how
Have you tried the Mixed reality template? It includes a demo for transitioning to and from mr
I have a question, can a socket interactor able to show hover mesh if the XR grab interactable object doesnt have a mesh renderer?
No I dont think so. Youre welcome to implementing your own socket interactor to do that.
So this is actually a bug that we’re going to fix asap with the XR plugin manager that doesn’t guard the Vision Pro build target properly.
The bug doesn’t exist on Unity 6 beta or 2022.3
I wanted to ask for some advice on a VR build for a meditation experience. I wanted to replicate an environment similar to the video below and make it for the Meta Quest 2. What would be the best way to replicate the grass while still being efficient for the Meta Quest 2? Would it be a stylized shader graph or something else? I tried using a prefab painter to paint some grass prefabs from an asset pack but they significantly hindered performance and dropped framerate
A demonstration of a music therapy breathing component augmented using virtual reality (VR).
Music therapists often using rhythmic breathing as a way to center, help reduce acute anxiety, and help lower heart rate. I set up a rhythmic visualization set to 60 BPM with textual cues. Music therapist provides live musical support on guitar follow...
do you use any third party bloom for quest 2?
a mix of DrawMeshInstanceIndirect and compute shader is the fastest you can get
Probably best to search it up on YouTube. There are a ton of videos on grass rendering performance tips and tricks
This one is a bit cringy but a good take on a process for it.
https://youtu.be/Y0Ko0kvwfgA?si=9Hgwu9RlniSsTNyV
An overview of my grass rendering explorations and an implementation of billboard grass, a common technique used in nearly every single video game.
Support me on Patreon!
https://www.patreon.com/acerola_t
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Code: https://github.c...
is vulkan fast on q2/2020.3? i keep reading that GLES3 is faster
We found in 2019 -> 2021, there were a lot of Vulcan bugs that would cause problems for the Quest. It also seems to be what was giving URP some pretty unfavourable performance results for a while. I finally re-enabled it in our 2022 framework
thanks, did you find 2022 to be superior to 2020?
i think vulkan 2020 doesn't support tesselation, object just won't show up and i'm tracking the source
for those who got application space warp working, what are the benefits and drawbacks?
I've been chasing this one for a while. I was wondering why Oculus v OpenXR had offset controller...
super hacky, is that uniform in recent versions of XR? I'd rather not noodle with offsets like it's 1969 😄
Holy shit, you're a genius
2022 definitely has its issues. There seems to be some core GPU bugs that have gone unresolved for a long time, and the latest shader graph breaks on older shader graph shaders, etc. Pico doesn't work as it requires a firmware update that isn't available in NA, lots of quirks. But I was pretty happy with how it was working out. The new compositor layers (experimental) break things (I.e video playing) if you add those, and can't be used for much that is useful (I.e. compositor between scene loading, which is the reason most of us would want to use it). Lots of shaders, like the OpenHands shaders, don't work in VR forward rendering for built in. But after rewriting a good 40 shaders I'm pretty happy and we could start using 2022 for production clients (minus pico) now if we want.
I got everything working quite reasonably well with 2022. But it was a lot of work.
Last item for me for our framework update is to figure out a solution to detecting the headset (as openxr likes to just list the headset as a OpenXR compatible device). Which i need to show the proper controllers.
That's been a problem for a long time, but not sure if it was ever improved in 2022. I'll hopefully know today:)
i'm not surprised. scene/asset loading in unity is very bad. could not play video without stutter for example. async is one stream only or you lose old streams silently
I switched my BIRP project to URP and gained realtime shadow + bloom so that was good. but is pixelated so i think it does a resdown by default. never seen that on Switch unless adaptive resolution is set in c# so im not sure what's going on
but still plagued by 1m offset in controller if switched to Oculus so i'm stuck in OpenXR which means no application space warp for this project 😑
or will just dig into the xrtk code because i really want to push this thing to do crazy visuals
@gritty heart which part of xrtk3 code base handles offset compensation?
Open up the near far interactor on the rig. See the interaction attach controller
Everything is built with interfaces so you can replace the attach controller or the curve visuals
Oh the offset you mean for the controller itself
There’s no code that does that
The controller model prefab just has an offset on it
You can move the transforms used by the interactors. Xri just uses transforms moved by tracked pose drivers
no i mean in the code. i don't want to add xrtk to my project because its too opaque so i need to do that offset thing in my own code
i'm talking about vertical offset, rotation offset is done in prefab at 88 degrees
There’s no offset code
The interaction code just reads whatever transform you give it
let's step back. i get a 1m coordinate offset in build vs desktop using the oculus plugin (openxr is fine) - when reading directly from the input system. that offset doesn't exist when i used unity xrtk so there is something in xrtk compensating for the wrong numbers that input system gives
Ah you know what it might be - the input actions doing fallback
Check the default action map
There are multiple poses that can represent the same transform, depending on what’s available
that?
yeah
never used fallback. 2020/IS 1.8.1 doesn't have fallback so I added the extra bindings as is... building the test to see if this works 🥁
I tried application space warp yesterday, is that expected that some materials don't show up?
i mean maybe special flags need to be added to output motion vector?
Check your urp shader stripping settings
Meta also has its own shader stripping built in the meta sdk
oh ok, never dug into that, where is it?
The root graphics option also has settings
Application space warp is a custom urp implementation though
yes i had to pull that off github
is it also a github special in newer version of unity? i saw an option in the stock VR template
(have to say, unity has one thing going for it over unreal: super fast build time)
Nah they dont maintain custom unity versions, but they may require a specific version that they test against
practically? need to pull a custom version of URP off their github or not
URP yes, editor no
If you want specific support on Meta's tech though, their forums would provide better support. I can help with Unity's tools and OpenXR.
why was the fallback node added to the input system? seems that fallback is the default behavior when you add multiple binding
So it solved your issue? This is the way that it was easiest to add given how xr input is built
Anyone using ver 3 of xrit? I am facing some tracking loss issues when transitioning bw MR and VR scenes.
No it didn't, I added these and offset is the same but now the controller disappears unless i raise my hand to the ceiling 😆
It could be your AR session. When it gets destroyed it causes issues. Try keeping it alive in a base scene
oh. i thought destroying it was the trick.
"given xr input is built" - can you explain more what you mean?
Well we support different interaction profiles that expose poses that are not always available. There are different modalities (hands vs controllers), and different backends (oculus xr vs openxr). Having fallback poses with processors that can apply offsets is the way to go for easy of use.
I need some help fixing an issue with my fullscreen Render Feature using URP.
Blitter.BlitCameraTexture draws objects twice for each eye. I see an object between the two eyes as it should be, but then it is duplicated to the left or right depending on the eye.
Woops it was because it was meant to work with multi pass not single pass
Hi. I've got a problem : I want to use Meta XR Plugin on Unity. Or, when the headset is plugged to my computer, the game take around two minutes to open (It's when there's Application.EnterPlayMode). How can I solved this please ? I used the last version of Meta XR All-In-One Plugin (because others crashed) and I'm in the 2022.3.25 : however, I've tried multiple version, search for answer on the Internet and tried to resolve by myself. Unfortunately, nothing was fix
Hey y'all -
How do I record Mixed Reality (Virtual & Passthrough footage) with Boundaries DISABLED on the Meta Quest 3?
I have a huuuge spatial data playspace mapped out and want to record the gameplay - I need to have Guardian boundaries disabled in order to play the game, currently the default for recording Mixed Reality Capture requires boundaries enabled - I imagine there must be a work around, does anyone know?
how can i fix this error here? it wants me to update the andriod sdk but i have no clue how to
nvm fixed
Hey friends. I was wondering if there was a good VR gizmo and debugging solution available. it's getting real tiring peeking into the nosehole for information.
I'm not sure what you mean, but if you need, you can create gizmos or use the simulator in a bind. Most of the work I do, I don't need to test with the headset. But I definitely do and want to when its time to check the interactions
@gritty heart stutter on link is back in latest 2022, logged as IN-74270
You said you’re using studio drivers though right? You might have to check if meta properly supports that.
- studio driver means game driver that was thoroughly tested
- how would you explain that 2022 is the only release that's stuttering, of any engine i use
When I'm using XR Interaction Toolkit, it shows Missing Input Action Reference in my controllers in the XR Origin. What do I do?
Crap... I'm late.
Many sleepless nights went into our R&D for making great two-handed guns in VR. This is a brief overview of our process and how we ended up doing it.
Watch live development at http://www.twitch.tv/stresslevelzero and join discussions or ask questions at http://discord.gg/stresslevelzero
You can get your own professionally built custom gaming P...
Watching this video now... it came out almost 7 years ago
I remember being 13 and absoluely fascinated by boneworks, this guy was making the cutting edge of VR technology when I was 11 years old
I'm only now reconstructing the very basics of what this dude made, over half a decade later
Have you tried using a pc that uses game ready drivers?
Have you tried clearing your library folder and freshly importing the toolkit and its samples?
yep, it's what this one used to have
again, this is clearly a problem with 2022 so i don't understand why you keep kicking the buck back to drivers
I recommend trying the game ready drivers to see if you can repro the issue then.
Because QA reviewed your issue and could not reproduce it.
The other thing I recommend trying is turning off hardware accelerated gpu scheduling (hags) in the advanced driver settings. I’ve personally observed some stutter with metas openxr runtime when it’s enabled.
I haven't tried for the library, but for the importing of the toolkit yes.
The problem is probably with the samples. Make sure you do a clean install of those and do a reimport all in your project.
How would I do that?
- delete your samples folder (or just the xri samples)
- close unity
- delete your library folder
- reopen
- import xri package samples (starter assets)
Already done. It's fixed, thank you so much!
What grass rendering asset do you guys use?
dude ive watched about a million different videos to try and start making a vr game but i keep getting error notifications. Does anyone know a way to fix this? sorry if its a vague question
We can't help if you don't state the error @lone otter
How would you make a GUI in VR? When I add TMP Text in my VR Canvas, it decides not to show on my end. What I mean by that is my canvas is linked to my camera and my XR Origin is setup with everything, but the text is just not visible.
I recommend downloading the vr template. It has many examples of ui
Where would I find?
In Unity 2022.3 when you click new project, the template is there
From the hub
is there an API in OpenXR 1.8 to return guardian boundaries?
I see it's possible with OVRManager.boundary.GetGeometry but it seems deprecated after 2019
Oh, thanks, will try @gritty heart
something that returns boundary even in quest link. seems not supported in the openxr backend
seems to not work in OpenXR backend. Is the solution to go full on Oculus backend? https://forum.unity.com/threads/quest-2-openxr-boundary-points-dont-change-on-recenter.1538962/
Also, would space UI. Generally you don't want to try and stick it onto the camera
Like a bad sticky note you can't focus on that won't go away.
I set the thing to world space, and it's set to be connected to the camera, I'll try to link an image
Is it not supposed to be connected to the Main Camera? I'm new to developing with Unity, sorry about that
No worries, the problem isn't the connection, it's the scale and space
Try setting it to a world space of 0,0,0. And reducing the scale down to about 0.001, 0.001, 0.001
And a width of something like 800x400
Hi! I 've created a curved UI canvas for my app, and it works great, except that dropdown options and some small buttons are very hard to click. Interaction is set up with PointableCanvasModule and OVRInteraction (mainly ray interactions, except for keyboards).
When I hover over a button and press the trigger, it highlights the button and, once I release, activates the button - as intended. But, for dropdowns and small buttons, once I press trigger, it does highlight, but - if I move the controller even a tiny bit - it deselects. So, I have to keep the controller real steady if I want to interact with the dropdown or button.
Any button I manually create is fine, but buttons from pre-made UI like dropdown options and the aforementioned small buttons from an asset are affected.
Just the position if it is not a child
Alright
There's a problem. My text isn't showing up under the camera when I go to the Game tab. What would I do there?
Is the canvas in the view?
when i click on "oculus" in XR Plug-in Management nothing happens. Any way to fix this?
Then it is not visible, as it's not in the camera view. It has to be in front of the camera
Anything in the console?
Can you install it via package manager?
If I disable the OpenXR plugin, nothing gets rendered in the headset; everything is pink or missing; keeping both active seems to work seamlessly. What gives? What's the way to fix this step?
I’ve found that message is not always true
If it builds and runs I ignore that screen because I can’t trust it
yo, im attempting to use this coin asset for my vrchat avatar and this green bit seems to be invisible to me, anyone what it is and how i could see it?
for extra context: it's an animated coin, so it would trade places with the palms and shift in the hand.
I just discovered that frame stutter was caused by Phase Sync. Phase Sync assumes that your frame will be ready to be transferred to the display at a dependable tick and that's how it can gain 0.5ms over normal latency (transfer and flicking the LCD I assume). But if your frame is late, it'll still transfer the old one and for some reason also Oculus frame warping. So you end up with the same frame at the same head pose twice instead.
I found a similar issue in the forums: https://forum.unity.com/threads/solved-vr-and-list-of-buttons-on-go-quest-difficult-to-click.768665/
But that solution uses OVRInputModule.
I fixed it! The dragThreshold in the EventSystem has to be cranked up to 100.
Oh interesting, didn't expect that. Thanks for letting me know!
Interesting thanks for tracking this down. I’ll pass it along.
hi everyone, someone had some issue with decal feature in URP when used with VR?
Decal projector works fine in play mode via Meta Quest Link but in build the decal have a strange effect (video)
Someone know how to fix?
Can you file a bug for this?
This looks like z fighting. Quest on Android uses lower precision depth buffers, so that could explain why it's only happening on device. No idea if it can be fixed though.
not the quest link frame stutter, in build. U6 no longer has that option
Right, I saw you said it was in build. Still good thing to flag
@gritty heart is there a way to get the guardian in Oculus XR?
idk. I dont work with oculus xr. Only Openxr, and I dont think theres an extension for that
oh i see. can you ask the person who does?
Thats a question for meta's forum honestly
boundary is needed to better integrate with the real world
you mean meta forum for unity?
how do you access room geometry in AR application?
didn't see API in the documentation
"unsupported"
and box need special setup. no way we'll subject players to that. i thought there was a workaround to get guardian
new Oculus apps can't make calls to the native Oculus API? but unity OpenXR no longer returns guardian so.... solution? https://developer.oculus.com/documentation/native/android/mobile-ffr/
Describes the use of fixed foveated rendering in Native integrations.
dose any one know too make it so a part of the model is invisble too the owner but not other players im using photon for context
Definitely post that on meta's forum
FFR same or does your team do that?
Unity works to expose features that Meta exposes via openxr. If Meta deprecates something, its not something we necessarily have visibility into
There are roadmaps to improve Unity's support of Meta's vendor specific openxr extensions, but if youre running into issues with the Oculus XR plugin, that's really an issue with meta's tools that we don't really have that much control over.
do you have a sort of spreadsheet of what you guys handle and what's meta's domain?
for example FFR might be openXR, not sure
this way i don't keep bugging you for meta stuff
and only bug you for openxr stuff 😉
Not exactly, but generally, I'd recommend looking at the OpenXR website and seeing if there's a cross vendor extension for a feature. If there is, then it's on us to make sure it's well supported.
If the extension has the word META or FB, then it means only meta supports it. The Meta OpenXR Feature package is where we're trying to bring features only meta supports to unity in a sort of cross platform way - through AR Foundation or xr loader plugins and such.
It turns out that there's very little that's a cross vendor extension
The consortium moves very slowly
Thanks! I'll do that.
it's interesting this mix of open and closed, i've only done consoles and iOS which have centralized information, so it's a bit of a egg hunt
Definitely
The complexity matrix is staggering
Generally meta is quite good at publishing their extensions, but theyre pretty much just function headers, so you dont know exactly how they work, and some of it requires specific handling in your vulkan renderer, or some boot config to enable - its complicated.
Hi, I'm using the Complete XR Origin set up, and in the tutorial it has the rays that are supposed to allow for button clicking.
For some reason, in my game, the beams are much shorter and not highlighting the buttons I placed. Is this a part of the package I'm missing? I've tried redownloading it and it's done nothing :/
Do you have a tracked device graphics raycaster on your canvas? You need to be using that and not the normal graphics raycaster. See how the canvas is setup in the starter assets demo scene.
I do, and I'm going to try just saving most of the canvas involved in the tutorial and rewriting it to see if that will save me some time. Good point in rechecking the canvas in the starter demo though, thank you!
i'm glad you and your team make this easier.
Cheers! It’s not easy but doing what we can 🙂
Does anyone have any advice on reducing the time it takes to build and run a scene on the Meta Quest 2? I've tried to Build and Run but unfortunately it takes forever to build as is stuck on "importing assets" for about an hour even though there's not that many assets in the hierarchy. Is this because I still have a lot of assets in the project in general?
There are guides for this but
- check your shader stripping settings, and how many material variants you have
- enable incremental compiler
- disable “optimize mesh data” in your player settings if it’s enabled
I'll keep that in mind, thank you
adding to what pvncher, might be mesh optimization if it's on it'll take forever , also if some assets are maya files it takes much longer on certain versions of maya
Because QA reviewed your issue and could
Has anyone experienced the Object Reset Plane script in the XR Interaction Toolkit behaving differently in new releases? Switched to 2022.3.25f1 and it no longer behaves correctly. Objects respawn for maybe 1 frame at their original position and then move back to the dropped position, repeats every check duration
I’ll take a look. Thanks for flagging
I was slightly off, it actually only resets once. Happy to include a video if it would be helpful. Not throwing any errors in the console.
Seeing similarly strange behaviour when I reset objects based on Y threshold; objects become ungrabbable, though this might be another issue
Sure a video can help
We did change it recently but it could have introduced other issues
This is in the Sample scene with the default ObjectResetPlane setup. On XR Interaction Toolkit 2.5.2. Haven't updated the toolkit, just the editor
Ah if it’s on xri 2.5.2 it’s still the old code… I think maybe 3.0 will possibly fix your issue then
I think what’s happening is that velocity isn’t being set to zero properly
3.0 should fix your material troubles too
Ok I can try that, it wasn't an issue in the previous editor version so would something have changed there to cause?
It’s definitely possible the editor had a change that broke our script
Well give it a look
You can play with the object reset plane script tho btw
It’s just a sample
yeah I might have a different issue, altering object positions is making them ungrabbable
I wanna test my game but it won't let me load in the game
Uh when I go to Unity
and click the play button and pause button it will load in pc but not vr like airlink or steam vr
I guess u should structure your questions better mate. Anyways, check if your pc is link supported.
seems to be some connection problem with hmd
yeah same thing
if it is not having a proper graphics card, nothing's gonna work.
First time it worked
u mean the steam vr sdk, right?
But not my other vr games
yeah I think so
oh. then maybe a project bug.
I use 2022
Probably
My Firs time making Vr game worked
But not my newer projects
delete library, retry
Which Libary? sorry I'm dumb
He ment the library folder in your project folder. That can help with some issues.
In general Unity and Meta have had some projects. I suggest to use the latest unity version and oculus (or openxr) xr plugin
Then in the meta link software make sure your drivers are updated. I am personally on the latest test channel
And make sure your quest is updated as well to the latest firmware
This is mostly for oculus runtime, as I do not use SteamVR at the moment
alr thx
Quest is updating
So I found the issue
I see a orange triangel when I enter playmode in Unity
Are you using openxr? If so, make sure that meta is your default openxr loader. If you use virtual desktop on the same computer it tends to override that value. Also try closing unity and reopening it.
Thx for reply but I use Airlink
Right but you should still ensure your default OpenXR loader is meta.
ohh alr
This?
Wait
That's a program silly me
i did even have openxr installed
Uh what the flip
No you don’t need that
It’s in your oculus app settings
On the pc
There should be a tab that asks you what your default runtime is
The OpenXR settings for the standalone build target in Unity also have an option for this
Well its a possible cause
I would also recommend just pulling down the VR template with unity and seeing if that works for you. Its available on the unity hub
Its possible your project is not properly configured, and the vr template can serve as a reference.
Yea probably
Hey hey,
it has been already some hours now and I am struggling to find a solution to an XR problem. I would like to limit the movement of the in-game Camera to a circle around a certain point. How I expect it to work, is whenever the player physically goes out of the circle, the in-game XR camera remains at the border of the circle. Then when you go in the opposite direction, you move again in the circle independent of the real world position.
Could anyone give a hint on how to solve this? How to restrict tracking? It would be much appreciated!
I am currently trying to run a test build for an environment made in Meta Quest 2, however it failed with a compiled list of 126 errors, a lot of them having to do with shader compiling and temp asset creation. Could these be because I marked a bunch of objects that depend on these shaders as static and then enabled static batching? Any help would be appreciated, thanks
Send the full errors. Warnings should be fine
Also HDRP does not work on quest 2 natively, only Windows. In case that is the issue
Hello everyone!
I'm thrilled to have joined this vibrant community! I'm currently developing a virtual reality application, envisioned as a virtual studio space, designed to run natively on the Meta Quest. In this app, I'm looking to enable participants within the VR environment to view a live video stream broadcasted from my computer using the RTMP protocol.
Does anyone have experience integrating a video player that supports live streaming via RTMP into a Unity VR project for the Meta Quest? Specifically, I need to embed this player as a texture on a material for an object that simulates a TV screen. Any guidance, advice, or references to similar projects would be immensely appreciated!
Thank you all in advance for your help and support!
Is there anyone developing Quest applications on Linux who could share some experiences? Compiling APKs is painful. Seems like SteamVR could be used as an OpenXR runtime, so does the official team have any plans to support Linux now?
I'm a beginner, and I'm in the Input manager in Project Settings and I don't know how to add an Axis for moving around with the joysticks. Would the 3rd axis be a way to do that since it would be moving all the way around?
Yeah we use an expensive asset from the asset store for it. No real issues or concerns. But I think its called FTME something something
Hello! thanks for reply. Could you please check if the name you provided is correct? I was not able to find it on the asset store. Thanks!
I'm doubting it now hah, it's FMETP, but we might be using that for device to device. I can't remember what we used for RTMP, we needed it for a live streaming app for twitch and liveedu but it was so many years back I'm doubtful now if we used something else
Thanks for helping, unfortunately that environment's peformance in VR was way too poor, so I just went ahead and started a new one. I'd be spending more time trying to optimize and salvage than just making a new environment altogether
hey can anyone help Im currently working on tutorials for Vr projects for a class now when I run it in unity using the XR Device Simulator the mirror im trying to put in works perfectly. But when I try it in a vr headset the mirror doesnt work.
in openxr mode all oculus options are ignored?
the controller 1m offset? that was due to this:
I would recommend to use URP and not HDRP. HDRP is super hard to optimize for VR
Yeah that's not viable no matter how hard you try haha
I'm having an issue with the Oculus Integration package and Canvas cylinders rendering both the flat and the curved canvas. Have upgraded Editor versions and now the curved canvas isn't rendering, just the flat. The material is using a shader labelled Hidden/ImpostorToAlphaMask.
For support with the oculus integration, you’ll need your refer to meta’s support forum
https://communityforums.atmeta.com/t5/Developer/ct-p/developer
still struggling to test my game but not working cuz idk
For some reason my objects in VR, whenever I grab them, make a 180 turn and look the other direction. How do I fix this?
Enable dynamic attach on your grab interactable
Where’s that at
which editor version did you upgrade from and to?
what is the Inputsystem.pollingFrequency set to by the XR package?
default is 60, which is half of quest max and VR usually run at 72+ so...
My xr grab interactables won't work, at first they did but idk what I did wrong for them to stop working
Hello everybody. New user here. I would like to request some help. I was given a unity project that works for the Magic Leap with OpenXR. This project I have to make work with the Quest Pro.
I have imported an XRI interaction ready prefab that works (the main triggers perform clicks). Now I need to bind the inputs which work on the Magic Leap controller to also work on the Quest Pro controllers, and I have no idea how. For example, I need the side triggers to show and hide a specific canvas menu, where should I look to define that - on the canvas prefab, or on the controller prefab?
PS. my unity knowledge is very limited so I might not the appropriate technical dictionary
Take a look at the vr template to see how it works
https://docs.unity3d.com/Packages/com.unity.template.vr@8.0/manual/index.html
Hey, im having difficulty getting the grab interactable to work. Ive used the vr starter template from unity hub and added the XR Grab Interactable script to a prefab but it doesnt grab at all. Is there something I need to add to the Left/Right controller thats different to the vr basics course project?
Edit, nvm I think i added some components to the prefan parent null bc an instruction said to but added it to the actual mesh and it works now
Is there any place to download the XRI Default Input Actions file? No matter what I try it just doesn't download with the toolkit
It’s included in the starter assets sample
This is what the documentation says, and what I thought as well, but it seems for me it's just not there and not including itself in the greater download
is this something that's already happened to others in the past and has a documented fix?
Edit: seems to be there now after just reinstalling Unity
It can happen that stuff is missing after an upgrade. You’ll just have to do a reimport. If that doesn’t work deleting your package cache in the library folder helps.
Hello i am trying to add XR Controller(Action-based) following a tutorial, but Its not showing up. I have installed the input system
this has been deprecated, try using the XR Direct Interactor component
Could someone help me or send me a tutorial on how to test my VR game on my headset?
I have an oculus quest 2
Bro seriously paste this line on yt or google
https://learn.unity.com/ the VR section will help you
Hi all, I'm trying to launch an app from an app on the Meta Quest. Both apps are made in Unity, and I'm looking around on the internet (stack, forums, etc), but they're not clear on implementation. What I basically want to do is to launch an app made in Unity, from another app made in Unity on the Quest (both installed locally). I am assuming I have to provide the package name and an "intent"? I'd appreciate any insights or helpful info, thank you! 🙂
I did shut up
Valem has some of the best tutorials on YT. Might wanna look him up.
Launch a Unity app from another Unity app on Meta Quest
What's a way I can record VR devices (head and hands) to create an animation usable for NPCs?
oculus quest 2 controllers are not tracking correctly, a ray comes out but the controllers are stuck under the camera. I've set up VR before and this hasn't happened, unsure why it's happening now
curious if anyone has seen vfx graph perform on-par with shuriken on a quest... I've gotten dismal performance thus far
I have a script that uses mouse and keyboard I wanna change those inputs too oculus controller inputs, how would I do that?
u you use a script something like this if u r using XRIT.
So here I have defined input actions for A,B buttons. The XRI Default Input actions already define it for alomst every others.
Lmk if you find a better, more quicker, and optimised way.
I've got this really weird issue where I can run my game in the unity editor with no issues using Oculus quest link but if I build the game into an APK and sideload it onto the headset, running it on the headset plays the game as a video instead of it being an actual game? 😅 Like I can't walk around or interact with the game etc
You need to setup the android manifest file
Running from the editor works as a PC VR experience. On device runs as an android app. Good for basic testing but very different from installing and using it
Describes required Android manifest settings for apps running on Meta Quest headsets.
Now to make it tricky, sometimes unity embeds a manifest and sometimes it doesn't. And it's always only partial. So you'll need a few attempts to get it right depending on your versions of everything
Ooo I see, thank you very much I will investigate 🫡
When I test my VR game, the whole world turns with my head
Also I have my settings set to snap turn, but this is continuous movement
The entire scene moved along with my head
Faced this a few days ago and couldn't solve. What is your scene setup like? Are you switching bw mr and vr scenes? I was doing that and the solution was to sleep unsleep the hmd by pressing the power button.
I’m like fairly new so you’ll have to bear with me. Later today I’ll try remove the device simulator from the hierarchy entirely and see if that works
I’ll also play around with the input manager
I'm trying to use XRI default input actions but everytime I mention an action in my script, there is an error saying it cant find the action
Using multiple scene is a great way to better organize and optimize your VR game. But how can you go smoothly from one scene to another without breaking the player's immersion ? This is what I'll show you in this unity VR tutorial.
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For anyone that has experience with scene transitions, what would be the best way to go about making a scene transition that fades to white on a timer? I'm making a scene where after a soundtrack finished playing, I want the user to fade to white into a brand new scene. Should I use an OnTimedInterval script combined with the one in the video?
No worries, that's pretty standard in all the VR toolkits except for XRI :D. There are lots of samples to do this. But https://github.com/OSVR/Unity-VR-Samples/blob/master/Assets/VRSampleScenes/Scripts/Utils/VRCameraFade.cs
https://developer.picoxr.com/document/unity/screen-fade/
Etc
Osvr, Pico, Meta frameworks all have them. Just gotta grab one and use it.
The Pico one is what we use
Thanks a lot for sharing this. For the script from the GitHub page, do we attach that as a component to the XR Origin or the main camera child of the XR origin ?
Usually, you just attach a screenfader script to the camera. That can then be called to fade in and out. You'll usually have a SceneLoader script somewhere with an IEnumerator for scene loading, that loads a scene additively, waits to complete, fades, then triggers the load. And reverses it on a scene starting up. That'll give you the fade to white in and out at each scene transiton
I'll experiment around with it, thanks again
Does anyone have a working android manifest file that works? Have tried this one and a couple online but none of them have worked 😢
there’s not a camera under your xr origin?? You’re gonna need to give us a bit more to work with if you want help
I'm trying to play a main camera animation in VR, but the animation doesn't seem to play. I think it's because the head movements override the camera's new position and rotation. is there a way to temporarily disable the input to the headset just while the animation plays?
If you don't mind making someone get sick, you can disable the tracked device component to stop the camera from overriding you