#🥽┃virtual-reality

1 messages · Page 20 of 1

fossil thorn
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like, my hands are easily going through the floor the height is that small

short nova
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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.

fossil thorn
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I swear the floor mode was working for me before which is quite interesting to be fair

short nova
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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.

fossil thorn
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Ill deffo just use the device mode then. Legendary. Thank you for the help

short nova
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Floor mode *should *work fine if you are playing to the actual device in editor or for an actual build.

short nova
fossil thorn
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this is using floor btw . as you can see, im legit on the FLOOR lol

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this is me sat in my chair

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so yeah, i think device will be the goto for me

short nova
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Interesting... what device are you on?

fossil thorn
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meta quest 3

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doing pcvr with a cable into my pc

short nova
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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?

fossil thorn
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Oculus/Meta client

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i just click the play button in unity while the headset is on me

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no steamvr involved.

fossil thorn
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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

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Also the ray flickers between colours of being in the thing and not

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as you can see with the mesh being shown at the point of the intersection

pallid sundial
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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

buoyant jolt
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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

pallid sundial
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this is the setting ive implement

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im gonna show you how it looks in build mode (.apk), wait

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if you look at the window, its kinda wavy

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at the last seconds

subtle nest
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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 )

visual junco
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^could anyone help

pure olive
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zbr the character doesnt have any rigidbodies attached to it? if so, make them kinematic, so they dont move

visual junco
pure olive
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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

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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

visual junco
pure olive
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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

visual junco
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@pure olive has it ever happened to you??

short nova
# visual junco ^could anyone help

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.

visual junco
short nova
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Does it move instantly or does it fall down with gravity?

visual junco
short nova
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Do you have a Camera Y Offset set on the XR Origin?

visual junco
short nova
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xr rig

visual junco
short nova
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Okay great, and what about the Camera Offset object that is a child of that one? Does it have a Y value set?

short nova
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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

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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?

visual junco
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just making sure we are both on the same page

short nova
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Yes, the IK model is crumpling to the floor

visual junco
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oh ok ok!

short nova
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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

visual junco
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when i press play

short nova
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Okay, so what does your IK object configuration look like for the head? How are you getting the pose data to move it?

visual junco
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but i got a head ik

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so nvm

visual junco
short nova
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Is there a component that drives all of the IK values? Can you send a screenshot of that?

short nova
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What about the VR Character IK object that is the parent of that?

short nova
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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

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What asset does this VR IK Rig come from?

visual junco
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@short nova rememebr i was watching valem tut. so the info will be way better tan me telling you most likey

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just to let yk

pallid sundial
north path
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FinalIK has a solid VRIK system, worth checking out for sure!

visual junco
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Your model works for it

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It doesn’t just crumple down ?

north path
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Ive gotten it to work with some characters yeah

gritty heart
visual junco
visual junco
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Oh man

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This sucks

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Idk what’s happening

buoyant jolt
pine bison
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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

orchid jolt
visual junco
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This is so strange. Haven’t seen it happened to others

tidal sigil
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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)

summer crypt
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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.

scenic scroll
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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

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However, disabling HMD tracking entirely really defeats the entire point of VR (in my opinion, at least) and can cause osme serious motion sickness

tidal sigil
scenic scroll
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Are you trying to port an existing consol game to VR or something?

pulsar verge
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Hello, shader appears as magenta color on vr(quest 3 multipass) but are fine on the unity editor

scenic scroll
edgy schooner
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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

  1. Distance check - nope, club movement skips the threshold distance
  2. 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..
  3. 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
  4. 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?

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I only care about consistent and somewhat precise collision detection. The actual ball force or direction afterwards is something else

visual junco
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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

scenic scroll
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dont even need scale / rotation so it would just be a list of float3

gritty heart
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If the delta is below a threshold like 1mm, you can do an overlap sphere

visual junco
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or anyone

visual junco
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nvm

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i just dont know why my model is doing the splits man

spark quartz
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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

cosmic pilot
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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
pine bison
cosmic pilot
pine bison
spark quartz
pine bison
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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

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But yes it definitely speeds up iteration a lot

spark quartz
pine bison
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Yes

visual junco
edgy schooner
stoic olive
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im getting this error alot could anyone help me out?

buoyant jolt
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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

untold grail
lusty gazelle
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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..

orchid jolt
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Can you not get a link cable?

lusty gazelle
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Thats the thing, brorrwed my buddys doesnt natively suppoet the graphics card

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Its a 1650? Should be supported right lmfao

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But air link just barely works

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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%

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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

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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

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LIKE WHAT DO THE UNITY GODS WANT ME TO DO FFS😵

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So assistance before possible self seppuku would be nice lmfao😅

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Oh and wifi doesnt die, it just gets so close to diying youd think it its going into cardiac arrest so.

orchid jolt
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You could try virtual desktop that seems to work for me

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Airlink is very buggy but Virtual Desktop is the smoothest

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Although working in unity kinda sucks tbh using that

lusty gazelle
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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

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Eh probally not ill just have to se what peoole come up with

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I just dont wanna drop 25 on vd if i cant use it for vd amd its still laggy yknow

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Unity

orchid jolt
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Ya thats really strange, so why dose the link cable not working? Does the oculus app say it dosen't work or something

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Also what cable are you using

lusty gazelle
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Ye the occulus app says nk native support

orchid jolt
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Because I would try to get the link cable working as that would proably fix all your problems

orchid jolt
lusty gazelle
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My buddys works for his quest 3 on his pc

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Its my cockblocked graphics card

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No

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Nk is no lol

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Ye it told me no native graphics card support, but i can use everything through air link?

orchid jolt
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The graphics card should work, because I have a 1660 super and it works just fine

lusty gazelle
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Kinda bull lmao

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Nah i got a laptop 1650

orchid jolt
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I feel like that should work

lusty gazelle
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So i basically buy a desktop or suck metas cock for better airlink lmaoo

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Not much options

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Nah man it doesnt!

orchid jolt
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You could try virtual desktop and see if that works, if not just refund

lusty gazelle
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We went on the offical meta card its lited there as unsupported

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Ye i guess

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Waiting 9n payday after dropping 60 bucks on a 50 ft fucking cord

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Fucking living room routers

orchid jolt
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Or you could use the XR simlator when building the game and testing then just build it every once and while to test

lusty gazelle
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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

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Basically see your code in reality right

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Kinda silly a 1050 will support but a laptops 1650 wont, man no was its "hardware"

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Gotta get somone to explain it to me cause i dont get thaf crap

orchid jolt
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I actually really like the XR simulator, it's nice for just small tests when you don't want to put on the headset

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I would also try reaching out to meta support

lusty gazelle
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You got thier contact? Out and about atm lol

lusty gazelle
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Much appreicated

lusty gazelle
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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

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Messaged oculus lmao not sure what the reply will be tried my best to not sound pissed and tired after a day of hell

orchid jolt
lusty gazelle
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Awe shit

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Could make somth8ng that ports a unity file directly into a apk?

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Or run it through a emulator make it like a gameboy game or sum shit lmfao

pine bison
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You need to build either way, so why not just build and run?

lusty gazelle
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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

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Only thing i even want the freedom of linking to a pc is the workflow to be able to game tesy in vr

pine bison
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That's all perfectly supported as long as you have the hardware to run it

lusty gazelle
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I know, thought i did but apperently not

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It can run through air link but rough as heck

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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

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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

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Like 850$ laptop and thats not supported, kinda silly

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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

pine bison
lusty gazelle
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Oculus link? Man i got this like a week ago

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I know air linl

pine bison
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That's the same

lusty gazelle
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But ive tried everything. Eveything man

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Still runs ass

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I had like 100mbps or some crap on my wifi with a cat 7 cable

pine bison
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Windows laptops need to be listed as VR Ready to be able to run good enough

lusty gazelle
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Makes sense

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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

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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

pine bison
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No there's no software block, it just comes down to the hardware. The same applies to Air Link and your network hardware

lusty gazelle
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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

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Or why i cant altreast try to do it at the cost pf the safety pf my computer?

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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

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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

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So why i need to be able to run the graphics if im onky usuing like 25% of them

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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

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Dont get it man, donr think i ever will

visual junco
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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

orchid jolt
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Have you tried a different model?

visual junco
orchid jolt
visual junco
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@orchid jolt yeah man idk now. its happening with even models from the site valem used? what the hell is going on man

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why does this have to happen lol

orchid jolt
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Have you tried making a new project and just doing the IK tutorial

orchid jolt
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I would try that then

lusty gazelle
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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

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Any ideas?

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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

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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

orchid jolt
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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

buoyant jolt
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If you are having a problem with virtual desktop, I'd contact the company selling it. They probably have a discord or something.

ripe notch
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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?

buoyant jolt
visual junco
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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

hearty cobalt
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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!

errant spear
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Does anyone know of a video that would help out with setting up a playermodel for the XR Origin?

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Looking to do a vrchat type setup with the bones

narrow briar
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wha'ts the least broken version of unity for VR? 2022.3.23 streaming stutters at 10fps

narrow briar
buoyant jolt
buoyant jolt
errant spear
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👌

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gotcha ill check it out

narrow briar
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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

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i'm about to give up on convincing the team to move to unity... unreal saves so much grief in term of rendering alone

buoyant jolt
narrow briar
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I think that even the XRtk doesn't use it, they wrote their own

buoyant jolt
buoyant jolt
narrow briar
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does unreal new licensing hit you with a 1850$/seat/year fee?

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as non-game studio

buoyant jolt
buoyant jolt
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But unity is charging us 5,000/yr/seat regardless of revenue. So I'd happily pay if I need to

visual junco
buoyant jolt
buoyant jolt
# narrow briar 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.

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But I digress

narrow briar
buoyant jolt
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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.

narrow briar
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that's the anoying part about Unity's code:

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summaries on built in events - useless, adds fat to the script

narrow briar
exotic patrol
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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.

shadow ermine
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Im having this issue when I play with my vr headset it automatically shuts the program down and it gives this error

narrow briar
untold grail
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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.

swift stream
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To switch between interactors, should I set related objects to Set Active False?

gritty heart
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Also in xri 3.0, near and far are unified into the near far interactor

swift stream
gritty heart
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If you only have one interactor at a time you may want to get rid of the interaction group

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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

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But what you want should be doable

swift stream
gritty heart
fossil thorn
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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

untold grail
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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)

fossil thorn
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I saw that theres a preset for gaze ray in the ray interactor in the XR section

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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

untold grail
# fossil thorn I saw that theres a preset for gaze ray in the ray interactor in the XR section

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!

fossil thorn
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just need a XR ray interaction and then use the gaze interaction preset

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and then you can use it like any other ray

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@untold grail dont want you to miss it

untold grail
fossil thorn
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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

supple roost
fossil thorn
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ah crap my bad

supple roost
# fossil thorn I got some basic hover working

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.

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Looks like whatever the XRT is doing isn't too responsive or reliable, god forbid the XRT does anything right.

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Just something to keep in mind if this is critical for gameplay

gritty heart
gritty heart
fossil thorn
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ty btw

hearty cobalt
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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!

supple roost
hearty cobalt
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ok im logging into unity right now

hearty cobalt
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wait lemme make a better video

supple roost
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I need to see the components on the object you're trying to move into it

hearty cobalt
supple roost
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Well yeah

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Try to spawn a rigidbody ball, see if that goes through

hearty cobalt
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it goes thru

supple roost
# hearty cobalt 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

hearty cobalt
#

gorilla rig

#

gorilla player

supple roost
# hearty cobalt this is my trigger btw

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

hearty cobalt
#

ok i deleted it

supple roost
#

Now try

hearty cobalt
#

it lets me go through it but it doesnt trigger the animation

supple roost
#

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

hearty cobalt
#

nope doesnt let me thru

supple roost
#

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

hearty cobalt
#

well it lets me through

#

but doesnt activate the animation, not sure if thats my fault or not tho

supple roost
#

So it lets you pass the trigger without the player script?

hearty cobalt
#

yep

supple roost
#

Awesome. Go there and look for bullshit that might be causing this

#

Is it a monobehaviour or inheriting something else?

hearty cobalt
#

idk but my only guess is the capsule collider

supple roost
#

It is inheriting from capsule collider?

#

No it's not

supple roost
hearty cobalt
#

true]

supple roost
#

Start removing stuff from your script until it works.

supple roost
#

If its inheriting from something else then that might be the cause

hearty cobalt
#

its these two

supple roost
#

No, what does it say up top

#

: MonoBehaviour, or : Something Else?

supple roost
hearty cobalt
#

lemme check

#

MonoBehaviour

supple roost
#

Okay

#

So just start removing code

#

Send it to me too, I want to see

hearty cobalt
#

ok

#

lemme find it in explorer

supple roost
#

@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.

hearty cobalt
supple roost
#

Oh, well there we go

supple roost
hearty cobalt
#

alr ty

narrow briar
#

@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

buoyant jolt
narrow briar
gritty heart
# supple roost Yup, that's the idea 🙂

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.

gritty heart
narrow briar
narrow briar
#

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)

gritty heart
#

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

narrow briar
gritty heart
#

Make sure you’re using the lowest tier

#

And turn everything off

#

You should be getting better perf than with birp

narrow briar
gritty heart
narrow briar
#

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

gritty heart
#

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

narrow briar
gritty heart
narrow briar
#

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

gritty heart
#

Well have a vr template update soon

#

But in the interim just use the urp settings

narrow briar
#

on quest 2

narrow briar
#

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

gritty heart
#

That’s great! I also really like the simplification in xri 3

narrow briar
#

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 😄

gritty heart
#

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

narrow briar
gritty heart
#

That’s true

narrow briar
#

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?

narrow briar
#

Thank you for sharing - I'd be

gritty heart
north path
#

Debug log what is happening?

thin pasture
#

can someone help me with that

narrow briar
#

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

gritty heart
gritty heart
pallid sundial
# thin pasture

Check your scripts, there's an error. Or are you using libraries that are supposed to be used on editor only?

narrow briar
gritty heart
#

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.

narrow briar
#

that's why i went back to BIRP

gritty heart
#

I run the VR template with URP at full framerate

#

over air link

narrow briar
#

same with v3 vrik but as you said it doesn't change render settings

narrow briar
#

i think it's a urp problem because birp is smooth, so is unreal

gritty heart
#

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

gritty heart
sage elm
#

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?

analog elk
#

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)

narrow briar
#

2021,2018 and 6000 are fine in urp

buoyant jolt
fossil thorn
#

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

fossil thorn
#

Ah I think I found the answer. I need to make my own script that inherits from an XR interactable

gritty heart
gritty heart
white flicker
#

is around 100k verts good enough for quest 2?

narrow briar
#

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

white flicker
lone knoll
supple roost
#

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 😆

buoyant jolt
#

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

supple roost
#

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

narrow briar
#

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

white flicker
#

bumping this

#

still haven't fixed...

gritty heart
#

We are working on a template update soon though

narrow briar
#

it's an input issue introduced by v3

gritty heart
#

Do you have multiple interaction managers in your scene? If so that can cause issues. The referencing of the interaction manager should be automatic

white flicker
gritty heart
viral monolith
#

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.

narrow briar
#

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

short nova
short nova
#

yes

narrow briar
#

all the android build tools are local to the unity editor tho

short nova
#

You cannot do builds in 2022 as well? Same project or new project?

narrow briar
#

i have a hunch about that, some of the Java SDK path needed for unreal collide

short nova
#

I can test a clean build on my end. Which version of 2022 is it?

narrow briar
#

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

rapid pumice
#

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?

snow bolt
#

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.

narrow briar
snow bolt
#

Is there anyway you can link me to some documentation about that?

#

@narrow briar what is a launch signal

plucky kestrel
#

How do people optimize URP for Quest 2? Built-in won't allow me to do an outline post process very easily.

errant spear
#

Is it worth making your own vr system or just using the xr public one

#

For a somewhat beginner into vr dev

orchid jolt
#

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

untold grail
#

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.

narrow briar
narrow briar
narrow briar
#

just be aware that the Input System is extremely buggy in non-c# mode

snow bolt
narrow briar
snow bolt
#

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

narrow briar
snow bolt
#

Thansk for the recommendation

gritty heart
buoyant jolt
# snow bolt Hey guys, I'm working in the Meta All In One package and I'm using hand tracking...

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.

snow bolt
snow bolt
#

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

buoyant jolt
# snow bolt So every single one of your interactable objects has a reference to the hands an...

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.

snow bolt
#

@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

narrow briar
#

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

snow bolt
#

@frank oasis that's for XRIT I'm using Meta All In One package and Hand Tracking

north path
#

!collab

ornate questBOT
north path
#

Post under non commercial collab

north path
#

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?

exotic patrol
#

using unity open xr I get really annoying and obvious blue rings around my view on my quest 3

narrow briar
#

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 😆)

crude frost
#

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?

gritty heart
gritty heart
narrow briar
#

thx tho

gritty heart
narrow briar
gritty heart
#

I think 2022.3 is quite solid though, but I understand if it’s too late to upgrade some old projects.

narrow briar
old bronze
#

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

bold parrot
#

where are the a b x y buttons in the default XRI input map? I can't find them and the naming is horrendous

bold parrot
old bronze
buoyant jolt
#

You can also manually run the command shown in the debug message via command line to see what ADB and Android are saying.

buoyant jolt
# narrow briar we're talking at leas ta meter offset in the vertical axis, seems more like a bu...

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.

old bronze
#

I probably fixed it the same minute you started typing the help message 😭 still really appreciate it

buoyant jolt
#

No problem! Android builds are fun 😄

narrow briar
#

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

narrow briar
safe sigil
#

Do you guys put Apple Vision Pro stuff here, or somewhere else?

narrow briar
#

I'll stick with 2020 and will backport my voxel stuff. I sure miss the new Job Mesh API but I value dependability more.

buoyant jolt
#

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

slate delta
#

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.

supple roost
pine bison
uneven stirrup
#

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?

gritty heart
gritty heart
#

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.

uneven stirrup
gritty heart
gritty heart
# uneven stirrup 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

regal path
#

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!

storm ether
#

wrong image lol

#

also i think the lightprobes work pretty well on the model

slender echo
#

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?

proven radish
#

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

proven radish
#

31-100k will need occolusion culling

gritty heart
buoyant jolt
# white flicker is around 100k verts good enough for quest 2?

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/

proven radish
gritty heart
#

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.

proven radish
gritty heart
# proven radish How can I do that? I see to the fact that I only have about 2,000 hours and it i...
  • 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

proven radish
gritty heart
proven radish
tulip geode
#

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 :/

tropic garden
#

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?

gritty heart
# tulip geode

I recommend grabbing the prefabs from the starter assets sample. Don’t configure them yourself

slender echo
#

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?

tulip geode
gritty heart
tulip geode
gritty heart
#

Load that first and then load your main content

iron current
#

Checkout this ridiculous contraption I made for VR development

narrow briar
#

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

narrow briar
#

solution: 🥁 disconnect and reconnect the quest

cerulean portal
#

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?

tulip geode
gritty heart
#

Well locally you need one in each player scene

tulip geode
gritty heart
slender echo
#

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.

gritty heart
cursive needle
#

what is this error

#

i tried downloading XR

gritty heart
cursive needle
gritty heart
#

Unity 6 is still in beta, and you're using an end of life tech stream

gritty heart
#

.8 is quite old

cursive needle
#

ok i will see

cursive needle
#

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

ripe notch
#

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?

jagged ridge
#

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

slender echo
#

My XR Origin won't move when I move, how can I fix this?

astral knot
#

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.

gritty heart
glacial epoch
#

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.

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My XR Origin won't move when I move, how

gritty heart
pallid sundial
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I have a question, can a socket interactor able to show hover mesh if the XR grab interactable object doesnt have a mesh renderer?

gritty heart
gritty heart
olive escarp
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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

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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...

▶ Play video
narrow briar
#

do you use any third party bloom for quest 2?

narrow briar
buoyant jolt
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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

Twitter: https://twitter.com/Acerola_t
Twitch: https://www.twitch.tv/acerola_t
Discord: https://discord.gg/FxGQvbfm6Y
Code: https://github.c...

▶ Play video
narrow briar
#

is vulkan fast on q2/2020.3? i keep reading that GLES3 is faster

buoyant jolt
narrow briar
#

i think vulkan 2020 doesn't support tesselation, object just won't show up and i'm tracking the source

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for those who got application space warp working, what are the benefits and drawbacks?

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I've been chasing this one for a while. I was wondering why Oculus v OpenXR had offset controller...

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super hacky, is that uniform in recent versions of XR? I'd rather not noodle with offsets like it's 1969 😄

supple roost
buoyant jolt
# narrow briar thanks, did you find 2022 to be superior to 2020?

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.

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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.

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That's been a problem for a long time, but not sure if it was ever improved in 2022. I'll hopefully know today:)

glacial epoch
#

Have you tried the Mixed reality

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I have a question, can a socket

narrow briar
narrow briar
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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 😑

narrow briar
#

or will just dig into the xrtk code because i really want to push this thing to do crazy visuals

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@gritty heart which part of xrtk3 code base handles offset compensation?

gritty heart
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Everything is built with interfaces so you can replace the attach controller or the curve visuals

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Oh the offset you mean for the controller itself

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There’s no code that does that

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The controller model prefab just has an offset on it

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You can move the transforms used by the interactors. Xri just uses transforms moved by tracked pose drivers

narrow briar
narrow briar
gritty heart
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The interaction code just reads whatever transform you give it

narrow briar
gritty heart
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Check the default action map

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There are multiple poses that can represent the same transform, depending on what’s available

gritty heart
narrow briar
# gritty heart 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 🥁

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I tried application space warp yesterday, is that expected that some materials don't show up?

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i mean maybe special flags need to be added to output motion vector?

gritty heart
#

Meta also has its own shader stripping built in the meta sdk

narrow briar
gritty heart
#

The root graphics option also has settings

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Application space warp is a custom urp implementation though

narrow briar
#

is it also a github special in newer version of unity? i saw an option in the stock VR template

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(have to say, unity has one thing going for it over unreal: super fast build time)

gritty heart
narrow briar
gritty heart
#

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.

narrow briar
#

why was the fallback node added to the input system? seems that fallback is the default behavior when you add multiple binding

gritty heart
glacial epoch
#

Anyone using ver 3 of xrit? I am facing some tracking loss issues when transitioning bw MR and VR scenes.

narrow briar
gritty heart
glacial epoch
#

oh. i thought destroying it was the trick.

narrow briar
gritty heart
plucky kestrel
#

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.

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Woops it was because it was meant to work with multi pass not single pass

plain notch
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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

opaque cargo
#

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?

zealous mauve
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how can i fix this error here? it wants me to update the andriod sdk but i have no clue how to

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nvm fixed

supple roost
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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.

buoyant jolt
narrow briar
#

@gritty heart stutter on link is back in latest 2022, logged as IN-74270

gritty heart
narrow briar
slender echo
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When I'm using XR Interaction Toolkit, it shows Missing Input Action Reference in my controllers in the XR Origin. What do I do?

supple roost
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Crap... I'm late.

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Watching this video now... it came out almost 7 years ago

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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

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I'm only now reconstructing the very basics of what this dude made, over half a decade later

gritty heart
gritty heart
narrow briar
#

again, this is clearly a problem with 2022 so i don't understand why you keep kicking the buck back to drivers

gritty heart
gritty heart
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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.

slender echo
gritty heart
slender echo
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How would I do that?

gritty heart
# slender echo 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)
slender echo
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Already done. It's fixed, thank you so much!

supple roost
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What grass rendering asset do you guys use?

lone otter
#

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

north path
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We can't help if you don't state the error @lone otter

slender echo
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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.

gritty heart
slender echo
gritty heart
#

From the hub

narrow briar
#

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

slender echo
#

Oh, thanks, will try @gritty heart

narrow briar
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something that returns boundary even in quest link. seems not supported in the openxr backend

buoyant jolt
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Like a bad sticky note you can't focus on that won't go away.

slender echo
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Is it not supposed to be connected to the Main Camera? I'm new to developing with Unity, sorry about that

buoyant jolt
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And a width of something like 800x400

slender echo
#

Alright, one sec

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Where is the world space option?

quiet jetty
#

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.

north path
slender echo
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Alright

slender echo
north path
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Is the canvas in the view?

slender echo
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What do you mean?

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I can say the HUD is the same position as the camera.

lone otter
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when i click on "oculus" in XR Plug-in Management nothing happens. Any way to fix this?

north path
north path
storm ether
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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?

crude frost
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I’ve found that message is not always true

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If it builds and runs I ignore that screen because I can’t trust it

spice yarrow
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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?

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for extra context: it's an animated coin, so it would trade places with the palms and shift in the hand.

narrow briar
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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.

quiet jetty
# quiet jetty Hi! I 've created a curved UI canvas for my app, and it works great, except that...

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.

quiet jetty
north path
gritty heart
quiet nymph
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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?

shell kayak
narrow briar
gritty heart
narrow briar
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@gritty heart is there a way to get the guardian in Oculus XR?

gritty heart
narrow briar
gritty heart
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Thats a question for meta's forum honestly

narrow briar
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boundary is needed to better integrate with the real world

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you mean meta forum for unity?

gritty heart
narrow briar
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how do you access room geometry in AR application?

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didn't see API in the documentation

narrow briar
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"unsupported"

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and box need special setup. no way we'll subject players to that. i thought there was a workaround to get guardian

wary wraith
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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

gritty heart
narrow briar
gritty heart
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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.

narrow briar
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for example FFR might be openXR, not sure

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this way i don't keep bugging you for meta stuff

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and only bug you for openxr stuff 😉

gritty heart
# narrow briar do you have a sort of spreadsheet of what you guys handle and what's meta's doma...

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.

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It turns out that there's very little that's a cross vendor extension

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The consortium moves very slowly

narrow briar
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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

gritty heart
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Definitely

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The complexity matrix is staggering

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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.

tepid oasis
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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 :/

gritty heart
tepid oasis
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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!

narrow briar
gritty heart
olive escarp
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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?

gritty heart
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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
olive escarp
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I'll keep that in mind, thank you

narrow briar
narrow briar
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Because QA reviewed your issue and could

subtle onyx
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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

gritty heart
subtle onyx
# gritty heart 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

gritty heart
#

We did change it recently but it could have introduced other issues

subtle onyx
subtle onyx
gritty heart
#

I think what’s happening is that velocity isn’t being set to zero properly

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3.0 should fix your material troubles too

subtle onyx
gritty heart
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Well give it a look

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You can play with the object reset plane script tho btw

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It’s just a sample

subtle onyx
gritty heart
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Have you tried xri 2.5.3?

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We fixed a bug with grabbing

tepid harness
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I wanna test my game but it won't let me load in the game

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Uh when I go to Unity

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and click the play button and pause button it will load in pc but not vr like airlink or steam vr

glacial epoch
tepid harness
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I use AIrlink

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And SteamVr

glacial epoch
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seems to be some connection problem with hmd

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yeah same thing

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if it is not having a proper graphics card, nothing's gonna work.

tepid harness
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First time it worked

glacial epoch
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u mean the steam vr sdk, right?

tepid harness
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But not my other vr games

tepid harness
glacial epoch
#

oh. then maybe a project bug.

tepid harness
#

I use 2022

tepid harness
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My Firs time making Vr game worked

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But not my newer projects

glacial epoch
#

delete library, retry

tepid harness
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Which Libary? sorry I'm dumb

north path
# tepid harness 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

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This is mostly for oculus runtime, as I do not use SteamVR at the moment

tepid harness
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alr thx

tepid harness
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Quest is updating

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So I found the issue

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I see a orange triangel when I enter playmode in Unity

gritty heart
tepid harness
gritty heart
tepid harness
#

ohh alr

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Wait

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That's a program silly me

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i did even have openxr installed

#

Uh what the flip

gritty heart
#

No you don’t need that

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It’s in your oculus app settings

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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

tepid harness
#

ohh

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And then I won't have that error no more?

gritty heart
#

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

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Its possible your project is not properly configured, and the vr template can serve as a reference.

tepid harness
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Yea probably

wide pelican
#

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!

olive escarp
#

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

north path
devout trellis
#

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!

elder prism
#

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?

slender echo
#

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?

buoyant jolt
devout trellis
buoyant jolt
olive escarp
dawn whale
#

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.

narrow briar
#

in openxr mode all oculus options are ignored?

narrow briar
#

the controller 1m offset? that was due to this:

north path
pine bison
#

Yeah that's not viable no matter how hard you try haha

subtle onyx
#

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.

gritty heart
# subtle onyx I'm having an issue with the Oculus Integration package and Canvas cylinders ren...

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

tepid harness
#

still struggling to test my game but not working cuz idk

dull lake
#

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?

gritty heart
dull lake
narrow briar
narrow briar
narrow briar
#

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...

jagged ridge
#

My xr grab interactables won't work, at first they did but idk what I did wrong for them to stop working

sick cypress
#

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

old ether
#

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

rapid basin
#

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

gritty heart
rapid basin
#

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

gritty heart
leaden narwhal
#

Hello i am trying to add XR Controller(Action-based) following a tutorial, but Its not showing up. I have installed the input system

torpid flicker
dull lake
#

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

glacial epoch
rapid basin
rapid pumice
#

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! 🙂

dull lake
rapid pumice
#

Launch a Unity app from another Unity app on Meta Quest

supple roost
#

What's a way I can record VR devices (head and hands) to create an animation usable for NPCs?

ripe notch
#

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

frank cloud
#

curious if anyone has seen vfx graph perform on-par with shuriken on a quest... I've gotten dismal performance thus far

jagged ridge
#

I have a script that uses mouse and keyboard I wanna change those inputs too oculus controller inputs, how would I do that?

glacial epoch
loud sequoia
#

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

buoyant jolt
#

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

#

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

loud sequoia
dull lake
#

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

glacial epoch
dull lake
#

I’ll also play around with the input manager

jagged ridge
olive escarp
#

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?

buoyant jolt
# olive escarp For anyone that has experience with scene transitions, what would be the best wa...

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

GitHub

Contribute to OSVR/Unity-VR-Samples development by creating an account on GitHub.

#

Osvr, Pico, Meta frameworks all have them. Just gotta grab one and use it.

#

The Pico one is what we use

olive escarp
buoyant jolt
olive escarp
#

I'll experiment around with it, thanks again

limpid kiln
#

how do i fix this?

loud sequoia
frank oasis
# limpid kiln

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

ripe notch
#

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?

buoyant jolt