#šŸ„½ā”ƒvirtual-reality

1 messages Ā· Page 21 of 1

buoyant jolt
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Usually you only move the XR Rig base and leave the head free to move so it doesn't cause motion sickness

buoyant jolt
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That's assuming openxr of course. I'd also encourage looking at their tunnel comfort example, so if you do try the forced motion, it is a little less uncomfortable

ripe notch
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I'm using oculus

olive escarp
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What is the reccomended particle raycast budget for Meta Quest 2 optimization?

frank sorrel
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can unity be used by airlink on quest 2 or does it have to be corded

narrow briar
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what's the symptom of unity messing up android manifest?

north path
glacial epoch
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Bear with him.

sweet halo
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CommandInvokationFailure: Failed to update Android SDK package list. C:\Program Files\Unity\Hub\Editor\2021.3.37f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\cmdline-tools\2.1\bin\sdkmanager.bat --list

Error: Could not find or load main class Files\Unity\Hub\Editor\2021.3.37f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\cmdline-tools\2.1\bin\\.. Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8

I am building to quest3

sweet halo
gritty heart
buoyant jolt
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It also helps to merge Pico, meta and htcs manifest requirements into one, so you can swap build targets easier.

Unity/openxr makes it extremely difficult to detect which headset it is actually being used on (so not trivial to show the appropriate remotes for tutorials and education projects etc) but you can at least merge the manifests easily.

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You can use a tool from Google to check an APKs manifest post build to see what got kept and removed though

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But apktool works nicely with command line, which is handy to have as a batch file with your other install scripts etc.

sweet halo
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When I build to Quest 3 I get errors such as

Assets\Scripts\xxxx.cs(24,23): error CS0246: The type or namespace name 'xxxx' could not be found (are you missing a using directive or an assembly reference?)

I am able to work in play mode but the build fails
The packages are installed and I checked the manifest.json and the dependencies are there

cloud bronze
sweet halo
cloud bronze
narrow briar
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oculus is trying to be the android app store of the vr market

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looked at the numbers... there are quite a few q2 and q3 out there

sweet halo
cloud bronze
tepid harness
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Idk how I fixed it but I can finally test my vr game

buoyant jolt
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At least that's the only two reasons I can think of atm

narrow briar
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App SpaceWarp works. but objects attached to controllers still move at half framerate. using the same materials as the rest.
Anyone ran into that and found a solution?

frank cloud
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I cannot get Play Mode to work through Quest Link in a fresh 6000.0.0f1 project (URP template), Open XR Meta 2.0.0. When I hit the play button I just see a black window in the headset that shows the Unity logo and says "loading..." (which stays up indefinitely)

It works fine using the MR template project in 2022.3.17f1, which tells me that I have things set up properly on the meta side. In the Link app I have "Meta Quest Link set as the active OpenXR Runtime" checked and "Unknown Sources Allowed". Building and deploying an APK also works in the new 6 setup.

In Unity Project Settings > XR Plug-in Management > Windows tab I have OpenXR checked, and in the OpenXR sub-menu I have "Oculous OpenXR" selected in the "Play Mode OpenXR Runtime" dropdown. I feel like I've tried every option at this point and nothing has made it work!

frank cloud
little ferry
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Hello there, is it possible to give my xrrig a constant height so that no matter tall or short a player is the height will always be the same? if yes please how do i do it?

lusty cargo
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Hello, I'm a student working on a VR project on unity that I want to put on an oculus quest 2.
To put it on the headset I have to change platform and switch to android but when I click on ā€œswitch platformā€ and I select android with an ASTC format I have some of my models that turn purple and it tells me missing prefab, I'm trying to solve the problem because I do not understand why some models work and others do not. I'm fr and not good in english so my language can be bad sry for that

buoyant jolt
lusty cargo
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when i switch and i set the compression to "not override" nothing is purple, should i buil like this ?

buoyant jolt
# lusty cargo when i switch and i set the compression to "not override" nothing is purple, sho...

Why are you using ASTC instead of just leaving it default? Just curious. That'd mess with the textures I'd think. If you do override it, read up and see if you missed some other required steps & make sure you are using an LTS unity version

As for building, if using the defaults works, i don't think I'd be bothered to worry about it to be honest. But that's why i'm asking why you want to enable it in case you need it for something

lusty cargo
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thx for your answer šŸ˜‰

buoyant jolt
lusty cargo
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i work with unity2020.27f1

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thx a lot

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( the project had been started by other students on this version so I continued to work with )

buoyant jolt
lusty cargo
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thank you so much !

buoyant jolt
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And yes, 100%, only upgrade when you have to. Or it'll become a make work project

lusty cargo
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sure šŸ˜‰

lusty cargo
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is that normal that it takes more than one hour ?

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can i reduce the time ?

lusty cargo
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i only have this

narrow briar
buoyant jolt
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We usually do pretty deep testing between Unity versions, so finding something that was stable enough for all platforms always tough

narrow briar
buoyant jolt
# narrow briar seems patched. sounds like 2020 was rough for VR

It wasn't too bad. It was a lot more frustrating in the Unity 5 era. Every platform was building out their own VR frameworks while Unity was just pretending VR wasn't a thing. OpenXR & XRI still isn't quite commercially viable out of the box, but it is an improvement for sure, and getting closer šŸ™‚ 2020 was pretty decent as long as you know what checkmarks to hit for Steam/Vive/HTC/Pico/WMR/etc.

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Now that Unity is separating things again for Apple Vision Pro, and going rogue again - and Oculus starts to do their own thing for more platforms, who knows though XD.

narrow briar
buoyant leaf
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I am reasonably new to unity. I am looking for VR advice from people who have experienced their models via the meta quest VR headset. A few months ago i was trying to find the easiest way to view my blender model in VR. I don't need it to be a game, and it's for personal use only. i simply want to walk around my model in VR in the highest graphics setting possible on quest 3.

What i have tried so far:

After researching via Google it seemed the easiest way is to use an existing app that will allow me to view my model in VR. I discovered VRChat app. So i recently imported my scene from blender into unity, then after alot of work and tweaking, I uploaded to VRChat. However, VRchat is not what i want due to it's memory and graphics limits.

My question:

Is VRChat the only app that makes it easier to view a unity model via quest VR? I don't see any other quest apps out there where you can upload blender or unity models, and view it as designed.

What are my options if i didn't upload to vrchat? I know there are guides on youtube that say how to setup my scene for VR in unity. But it don't say how i view it using quest headset? Would i need to create a game app for a platform like steam to view my scene in VR? It's the how do i get it on the meta quest that i am not understanding. Any advice is much appreciated 😃

buoyant jolt
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If you want to view that experience without a PC, you'll need some extra steps:

  • Build for Android
  • Push build to headset
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And finally, if you want to be able to dynamically load content:

  • Get a model importer for Unity
  • Get a filebrowser UI
  • Add code for browsing
  • View model
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There are probably 3rd party apps that will also let you check out models, but I can't help there, I can only tell you how to build it.

scarlet basin
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have a bit of a weird question, not sure how to phrase it exactly-

is there a way to switch between the full VR/MR experience and a ā€œdockedā€ experience?

youtube VR on the quest basically does what i’m thinking, they have a ā€œimmersiveā€ mode (full VR) and a standalone mode (just an application panel thing, can be used in pass through for example)

is this something that can be done using unity? thanks!

buoyant leaf
buoyant jolt
buoyant leaf
# buoyant jolt Yup or install via ADB or sidequest šŸ™‚

Just read about sidequest. I didn't know about that, seems just what i need! And seems like side quest is free to use, and allows me to upload my builds direct to quest via the sidequest. Also seems like the same method could be used if i wanted to view my project via a wwbpage too. Thanks

buoyant jolt
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I started porting over daggerfall next bc why not šŸ˜„

buoyant leaf
buoyant jolt
buoyant leaf
buoyant jolt
buoyant leaf
buoyant jolt
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I play with a lot of engines all the time though. Next week there is a formal O3DE demo for VR support so I'm definitely excited to check that out

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And WebXR is growing crazy fast

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But I already worked a bunch of 14hr days on client projects this week. A stack more to work through next week. And a new clients flying me to a few places. So I'm definitely feeling tired and old this week šŸ˜„

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But I digress. If you get stuck, just shout, the community here is pretty solid for helping as best they can

buoyant leaf
buoyant leaf
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@buoyant jolt Hello again. I am currently experiencing an annoying issue regarding my unity model. I know its probably not the correct channel to ask, but it seems like you might be able to point me in the right direction of what is going on. I keep getting a red hue being baked into my scene. it appears to be the reflection probe that is causing it. but i am unsure why it causes it.

elder prism
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Hello,anyone knows how to fix UI got blurry when they are in distance on quest3?

elder prism
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oh i figure it out, if you are urp, just set the render scale to max

junior turret
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[epilepsy warning] It's the first time this happen to me in vr, do you have any idea why?

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on a flat surface, it's normal, but on the terrain it's really bad.

junior turret
rigid beacon
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Can someone help me get continuous movement working? I'm using the oculus xr plugin in package manager

north path
cloud bronze
little ferry
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anyone use hurricane vr?

north path
visual junco
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who has a good yt guide to set up a working full body vr player

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because none of the tuts i have found are good as ikt seems

opaque hull
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Has anyone worked in Nvidia CloudXR?
If, please guide me to developing a VR app for oculus quest ?

north path
buoyant jolt
# little ferry anyone use hurricane vr?

Yeah, we tried it on a commercial project. It's really poorly coded. No nice way to reword things or dance around it. If you don't want to build exactly what they included It's going to be a long negative rewriting journey.

I have pretty high expectations on most tools though. Even XRI/OpenXR is (to me) not yet commercially ready and more convoluted than it really should be. But at least OpenXR is adaptable and fixable and improving.

buoyant jolt
buoyant jolt
# opaque hull Has anyone worked in Nvidia CloudXR? If, please guide me to developing a VR app ...

No but I've had companies trying to sell me on their monthly cloud rendering for VR for about a decade. I've never seen a situation where the reduction in rendering time over the web was worth it. If you optimize a project there is really no reason to need that for really anything imo. It solves a non issue for me.

That said, I'm sure they have their own documents on ot. They are pretty desperate to get some kind of use case.

quasi drum
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Has anyone ever dealt with XR Sockets over a network while using Netcode for GameObjects? I am continuously running into the problem that once an object enters the socket it cannot be removed on the host and client side. I am using Client RPC's to change socketActive but it does not seem to be doing much. Been stuck on this for weeks...

devout trellis
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Hello everyone! Does anyone knows if it is possible to reliably start play mode from a Unity project, android build with hand tracking enabled using Virtual Desktop? I wish I could stop using airlink... Thank you!

buoyant jolt
quasi drum
buoyant jolt
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The downside to the XRTK etc is it is very verbose intertwined code that's quite unnecessary for something simple like snapping objects.

quasi drum
buoyant jolt
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But thats only if we want it to stay in a moving snap point. Most of our snap points are static (I.e. position on a table) so just setting a position and rotation is good enough

quasi drum
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Okay! We have just been struggling with game crashes while we deal with udpate... We will give it another try! Thanks for your help!

weary trellis
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Does anyone know how to make snap zones trigger an event? So if I place a key in a key hole and it snaps into the lock, it will then open the door.

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A tutorial video would be very helpful too! Thanks!

dull lake
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I have no clue why this happens, but whenever I grab an object, it goes a noticeable distance above where I grab it

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Here’s a video of it happening

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Another thing I’m wondering, why is the socket blue right there? If the bone is in place; why can I still see the socket outline?

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Alsooo

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Socket can still be seen?

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Even tho the bone is in place

gleaming crow
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Hello everyone! I want to make a unity project in VR where I (player) am going to race against one AI. Whats the best way to create my track?

ivory haven
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How do I connect my vr to my unity thing and download it

dull lake
dull lake
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So my socket for my VR game is set up right where the white object is located, but when I move the object to the socket, the socket than appears way above where it’s supposed to be(as you can see with the blue socket floating way above)

wise warren
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I have a problem where I am not spawning in the scene where my VR rig is positioned - I always get positioned out of place.

I think it has something to do with how the room setup on a headset works, but it should still spawn me in-game wherever the rig is. I am not moving that much around in the space I have mapped out. Any ideas?

dull lake
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@wise warren

wise warren
dull lake
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This script that you’ve created?

wise warren
# dull lake You think you could help me implement it?
using UnityEngine;

public class PlayerTeleport : MonoBehaviour
{
    // Reference to the player's GameObject
    public GameObject player;

    // The position where the player should be teleported to
    public Transform teleportLocation;

    // This function is called once when the scene is loaded
    void Start()
    {
        // Ensure the player and teleport location are assigned
        if (player != null && teleportLocation != null)
        {
            // Set the player's position to the teleport location
            player.transform.position = teleportLocation.position;

            // Optionally set the player's rotation to match the teleport location
            player.transform.rotation = teleportLocation.rotation;
        }
        else
        {
            Debug.LogWarning("Player or teleport location not assigned.");
        }
    }
}
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basically something like that

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get references to the player at the start and where you want them to go

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then just set the player position

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you might want to do it OnLevelLoaded()

ivory haven
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How do I make the build target group contain a definition for vision is

narrow briar
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press the red label and it'll send you to the setting which then will send you to ... that page. @gritty heart might want to review your graph of dependency. also the message is too complicated, just tell us what to press

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pressing fix doesnt fix, edit doesn't highlight what needs to be changed etc...

gritty heart
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I’m out of office this week. @short nova can you take a look at this?

narrow briar
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Sounds like a bug can you report it?

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is there a quick tuto to get hands working without hand controllers on quest using Unity 6 MetaXR 2.0?

north path
narrow briar
north path
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Does require the meta sdk, but it's great for a quick start.
It does kinda lock you into using the meta sdk tho, so depends on your goals

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Otherwise there are many XRIT hand tracking guides which work with OpenXR

buoyant leaf
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I have created an XR application in Unity. And built my andoid project, generating an apk file. I have used sidequest to get that apk file to my metaquest 3. After clicking this file in meta quest 3, and just keeps trying to load the app. But never loads. I have obviously gone wrong somewhere, but not sure how I can find the source of the issue. I have been following guides of Google and YouTube.

ivory haven
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If anyone would like to make a gtag fan game wit me dm me.

ornate questBOT
ivory haven
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Aight mb

buoyant jolt
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It can often be caused by bad libraries, bad android manifest, or Vulcan bugs which needs to be disabled - especially in older unity versions

buoyant leaf
buoyant jolt
# buoyant leaf It shows 3 dots. I am also confused about what is needed to run an app. For ex...

Yeah some of it is because Unity took a good 8 years to add some kind of generalized VR support and needed a third party group to define it for them before adopting it. Lazy I know.

But you usually have two options. Platform specific (I.e. oculus) which will let you access more deeper features. Or a general purpose framework (I.e. openxr) which let's it run on many more headsets but has limitations (like it's difficult to even figure out what kind of headset is connected, so it's hard to show the proper remotes, in a corporate setting for example).

We use OpenXR for Unity and Unreal on top of our own framework so the same game can then be used over the Web, on mobile, on AR etc without rewriting anything.

If you built with oculus and it fell out of favor tomorrow and suddenly Vive 3 comes out, you'll need to rework it. Etc

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Three dots - bad xml or probably Vulcan. You can try just disabling auto graphics API and removing Vulcan from the list under player settings. But using logcat in package manager will probably help.

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As for testing live, your headset needs to act as a PCVR for that. So you need oculus link for steamvr up and running, if that works, Unity will work.

In practice I have a vive for PCVR testing and then do manual build tests on my quest 2/3 and Pico, etc

quasi drum
# dull lake

I would just check how big your sphere collider is and if it is your attach that drags down the white object or whether it just snaps there. If it is your attach, just reposition the socket with a smaller sphere collider to where you want it located

quasi drum
# weary trellis Does anyone know how to make snap zones trigger an event? So if I place a key in...

If you make the snap zone an XR Socket in the events "OnSelect" is called when an object enters and snaps into the socket. You could write a script that has a function get called whenever the socket is placed and activated
https://www.youtube.com/watch?v=VVIwVUmvjHM&t=104s
1:27
It works with GameObject properties but you can also call custom scripts and methods that are attached to Game Objects

In this Unity VR XR Toolkit tutorial, I'll show how to use an Activation Event that will allow you to Turn Light on w/Socket has the electric box attached and off when you remove it. I'll also show how to play a sound as well.

ā–ŗ Art Assets - Polygon City - Low Poly https://bit.ly/3ScOYa1

My discord link
ā–ŗ https://discord.gg/DgUdNDT7KU
ā–ŗ Downl...

ā–¶ Play video
buoyant leaf
buoyant leaf
buoyant jolt
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The rest is just configuring the XR Rig for your game.

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As for slow, you need a VR grade computer to test it properly via editor.

dull lake
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Ok new problem guys. I built and ran my VR game on my oculus but now the scene doesn’t move with my head and it’s very disorienting

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I already deleted the device simulator off my hierarchy so idk what else to do

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Also, not everything in my scene appears in the app when I put on the headset

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  1. Not all of my objects in the scene show up.
  2. I don’t spawn in where my XR rig is positioned in my scene.
  3. The scene moved with my head and makes it very disorienting
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3 main problems^

buoyant leaf
dull lake
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Not spawning where the VR Rig is located is my biggest problem rn

slim zealot
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Hey folks, I'm currently working on a game where players can learn household tasks in a VR environment. I've built a solid foundation for character movement using Unity's XRI system, but now I'm facing a challenge.

I want players to be able to snap two or more objects together, like pipes. I've got the detection working properly, but I'm struggling with XRI integration. Initially, I attempted to create a new empty object with a grab interactable component and parent the two objects to it, while adding their colliders to the collider list of the new grabbable component. However, this approach has several issues, the main one being the need to update the interaction manager, which introduces a frame delay.

Next, I tried using simple interactables on the colliders themselves to handle interaction checks. If a collider is snapped, the interaction is sent to the combined parent. However, this approach also presents challenges.

This problem seems straightforward, but I'm having trouble finding a solution. I'd love to hear how some of you would approach implementing this feature. Any insights or suggestions would be greatly appreciated!

storm ether
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this my settings and what happend ingame it t poses when i walk

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now i tried it like this and it does this

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why would someone even help me

narrow briar
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it's funny how boundaries used to work and then one day no longer could i get the 4 points... maybe oculus removed access in an update

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but i read that oculus store no longer accepts projects using their SDK, only OpenXR

tender glacier
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Hey folks. IĀ“m struggling with the problem of building the (almost) same app for Quest and android tablet from the same project. IĀ“m using the Meta SDK and a script in the MetaXRCoreSDK called "OVRGradleGeneration.cs" always triggers upon build via "OnPostGenerateGradleAndroidProject". Problem is that it injects vr related settings into the android manifest which results in the tablet app instantly crashing. This "OnPostGenerateGradleAndroidProject" runs regardless of any editor or szene settings. I could have XR disabled entirely and build the apk with a single empty scene and it would still corrupt the manifest for the tablet app. šŸ˜“ The Meta SDK is downloaded as a package with dependencies and ist not imported into the /Assets folder so any changes IĀ“d make to the script is reverted immediately. Anyone got an idea how to fix or work around this issue without duplicating the project and removing Meta SDK?

twilit peak
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Is there a template for local multiplayer mixed reality?

tender glacier
# twilit peak Is there a template for local multiplayer mixed reality?
GitHub

Discover is a showcase of the Meta Quest Mixed Reality APIs. This project demonstrate how to use Passthrough, Spatial Anchors, Scene API, Colocation and Shared Anchors. - oculus-samples/Unity-Discover

GitHub

Mixed Reality samples that demonstrate how to enable multiplayer - oculus-samples/Unity-LocalMultiplayerMR

twilit peak
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ty

ivory haven
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!collab

ornate questBOT
torpid ginkgo
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@ivory haven Don't tag people not in conversation with you

devout trellis
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Hello,

I'm currently facing a challenging issue with resource usage on Quest 2 in what appears to be a simple VR scene. Whenever I include an avatar mesh within the viewpoint, my GPU usage spikes to 100%, leading to significant FPS drops. Despite the avatar's mesh already looking quite low in quality, I've tried adjusting the LOD in the avatar SDK used in my project by increasing the value, but this hasn't helped.

Here's a video that shows the performance issue:

Does anyone have insights or suggestions on how to configure settings in Unity to either solve or mitigate this issue? I'm wondering if there might be something incorrect in my project setup or if there are specific settings I should tweak. Any advice on managing GPU resources more efficiently or adjusting avatar mesh quality settings in Unity would be greatly appreciated!

Thank you!

buoyant leaf
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When i play my unity XR app on meta quest 3, my camera position is way too high. Do you guys set start position with a scipt? I can't find any info about this online

tender glacier
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Unity XR must have the same setting somewhere under a similar name.

buoyant leaf
tender glacier
# buoyant leaf Thanks. I will try that. Currently it is floor level

Floor level will move the virtual CameraRig to match the distance between realworld floor and headset. So if you position your camera in the scene at say Vector3.Zero and you stand upright while playing, the camera will be moved up by your full body height from its original Vector3.zero position (:

ivory haven
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I got a problem

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When I try change the material it changed it for all of it

buoyant leaf
tender glacier
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"Device" is equal to "Eye Level"

buoyant leaf
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My current camera y offset is 1.1176

tender glacier
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set it to 0

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imo your cam should not rly move away from the set position once playmode starts

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whatever children are between this xr origin and the camera should have their positions set to 0,0,0 as well (:

buoyant leaf
buoyant leaf
# tender glacier set it to 0

this seems to work. thank you. I know what you mean know about the children. i have hands, but that needs to be re-positioned, as they are too close

tender glacier
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np

narrow briar
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is this your experience that hand tracking is far more laggy than controller?

fair edge
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Hey guys, I'm having an issue with the OpenXR plugin where the allow internet permission keeps getting overridden...any ideas?

sacred badge
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does anyone know how to add multiplayer to a gtag fan game?

dull lake
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I think I have to refresh the cache on my device but I’m not entirely sure

buoyant jolt
dull lake
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And it never updated

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I uninstall from the device and then rebuild on unity

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I never see my changes reflected

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Even when I make super drastic changes, I just don’t ever see the changes reflected on my oculus

buoyant jolt
# dull lake Yeah I do build it each time

That could also happen if you don't increase the bundle code. But the easy fix is to Uninstall it first, then install it. And it sounds like you are already doing that...

How are you installing the APK?

dull lake
buoyant jolt
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You can also use the Meta Quest Developer Hub to install and manage things on your headset if needed... it can help with performance testing too

dull lake
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Meta quest developer hub?

buoyant jolt
# dull lake Meta quest developer hub?

Yeah you can use this to install the APKs manually, access a lot of extra info including logs, but also pull videos etc off the device. Super handy.
https://developer.oculus.com/blog/meta-quest-developer-hub-mqdh-30/

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I'm not convinced it will fix the issue for you though

dull lake
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Unfortunately I can’t try this out until Monday

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But I’ll definitely give it a go

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Thank you!

storm ether
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its stuck on building gradle project

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and is this normal?

summer junco
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unity URP Enable HDR will causes Meta Quest3 Passthrough Invalid. What should I do?

north path
summer junco
north path
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Fair, but the displays don't support true HDR. It's in the color processing which is different.
And AR simply does not support it

storm ether
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unity without errors lvl impossible

trail raft
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Can anybody help me i am trying to add a sound effects to a Plane
Example: player touches a plane where is a grass texture then it makes a grass sound
when player touches stone then it would make a stone sound effect but its all in 1 plane

ivory haven
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Is this player model good

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!collab

ornate questBOT
narrow briar
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The Meta Unity dev forum activity level is pretty much zero so I'll be asking Quest questions here.

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Regarding AppSW, the meta documentation says that "In Unity apps you can still use the Oculus XR Plugin, but have it use an OpenXR backend."

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Which is it?

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oculus plugin is grayed out when openXR is checked so that documentation seems to be in contradiction, and when checking openxr appSW no longer works.

gritty heart
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They abstract anything to do with openxr

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They also support an openxr workflow using a loader that they add but it’s not super compatible with everything even in their tools from last I checked

narrow briar
gritty heart
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Basically the right way to go for now with meta sdk is to use oculus XR plugin

narrow briar
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it's too vague so I'll give you a concrete goal and you tell me wether Unity can handle it without going low level.

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goal: hand + controller mixed, with appSW and foveated

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and if it's possible, which button, plugins, version etc...

narrow briar
gritty heart
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You have to use the ovrplugin for now

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You can’t do app sw with Unity’s openxr loader, at least not yet

narrow briar
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cool, thanks. that's super unclear what can and cannot be done as there are no such thing as this:

narrow briar
narrow briar
gritty heart
buoyant leaf
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Hi everyone. I am trying to create a VR app meta quest 3 uning URP pipeline. I was wondering how I create scenes in the best grpahics qaulity possible. In project settings my quality is set to High Fideliy. And my lighting is direct samples = 64. Indirect samples = 512, Environment samples = 256

outer field
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Guys What is this error and how can I solve this?

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  • There's empty list in XR Select and Hover Filter also I can't find any script about related IXR Filter in component
crude frost
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I'm doing a VR/MR project, where passthru is optional. My client is wanting a fancy transition going into passthrough. Currently it just fades my mesh that acts as the 'world' or 'skybox'. Any suggestions on something animated and mechanical I could do during the transition?

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  • There's empty list in XR Select and
gritty heart
narrow briar
gritty heart
narrow briar
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and how many are you on the xr team?

gritty heart
gritty heart
narrow briar
gritty heart
still idol
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guys i need help. im making a vr game using unity

so far above is what i have, there is a button in the canvas that i have set the onclick to switch scene. how do i make the controller laser able to click on that button

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im using pico 4 btw

gritty heart
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there’s a prefab setup that automatically handles that

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You will need to add a tracked device graphics raycaster on your canvas root. We have samples showing how to do this in the starter assets

gritty heart
# still idol im using pico 4 btw

If they use openxr you should be set but we don’t test on pico devices so can’t really offer any support specific to their hardware

still idol
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so far i did manage to have the controller working, the inputs and tracking are working but im a bit dumb when it comes to making sure the button is clicked when i press trigger on the controller

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the button is for switching scene method, i tried on the unity preview and it work with my mouse cursor tho

narrow briar
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why does Unity have a oculus plugin if they're doing their own? was it not possible to use it and make a layer to get the data to plug into your openXR layer?

gritty heart
narrow briar
gritty heart
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We do put a lot of energy into making sure our first party stuff works well on quest though.

still idol
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hello, i wonder is there a simple way to completely remove the player body collision with an object?

im making a sword in vr where the player can pick up and hit things with. but im facing a glitch where if im holding the sword too close to the player collider. it will glitch

buoyant jolt
buoyant jolt
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And yeah, their forums have been dead for a long time.

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I strongly recommend using OpenXR as much as possible though.

narrow briar
narrow briar
narrow briar
# buoyant jolt And yeah, their forums have been dead for a long time.

yeah it's sad to see.
I banged my head for 2 weeks against Unity rendering, and that 5D matrix of broken things, which got the upper hand. So I finally gave in, with gf who had been insisting for the past 2 weeks to go back to Unrea, both won.
So I took a day off Unity yesterday, downloaded the meta fork of Unreal 5.3, built it and after a few hiccups finally got it running on the quest... and currently in exploration phase.

gritty heart
buoyant jolt
# narrow briar yeah it's sad to see. I banged my head for 2 weeks against Unity rendering, and ...

IMHO, a big part of the problem, was unity as a company just was not prioritizing VR over the last 9 or so years. This resulted in steam, oculus, Pico, Google, Microsoft, razer etc all having no standard to follow - so they all created their own frameworks. By the time Kronos set a standard and unity finally decided to adopt it, all the other frameworks had a good 4 year+ head start. Even today, the samples are missing basic things like fade on teleport & valves, switches, etc as examples. But it has gotten a lot better. I think if it started back then with the team it has now, it would be the ideal framework.

The main problem I see now is just that the rigs and frameworks are overly complicated and things aren't very modular. A lot of bugs with things like hand tracking. Hard to do things like detecting what headset is used. And still reliability issues with shaders and all that - some unfixable if someone used shadergraph and you are on birp. But it's coming along a long way and they are constantly improving (imo)

That said, on unreal, played with gdxr (fun!l but I've been converting over our internal VR framework, and thinking of opensourcing it for unreal. Spent the weekend working on their multiplayer stuff for VR and very happy. Getting android setup was the biggest hurdle.

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The hard part though is yeah, you gotta dive into individual sdks to get at functionality a lot. Part of it too is just not great design work on the standards side.

narrow briar
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I think this vaccuum you're speaking of explains why oculus (let's call it that šŸ˜‰ "opened" their OS to certain vendor, there was too much of a wasted oportunity and we all know they'll end up syphoning for personal info and making a store out of it like google did with android.

like you said a while back, unreal somehow makes everything look nice, and it's effortless, I frankly don't understand it, i mean they use the same blinn phong model as everyone else so maybe it's the LUT?
Speaking of which, LUT that cost 0% gpu is nice to have. U6 finally got to it but it makes Unreal steep onboarding look like vacation haha. Plus did you see the crazy incentive where they oculus pays up to $5M*2% of epic royalties?

Technically, did your company end up using the meta fork as well? I'd say in your business model you don't really need all that extra perf that appSW lends but maybe it's easier.

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GDXR is pretty much what @gritty heart and his team did with XRTK, good stuff.

gritty heart
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Put the camera under a parent game object and move that

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I recommend following some vr tutorials

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I don’t know how your project is setup but it’s worth starting from something simple like a template and seeing how vr works in Unity

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You can’t move a camera directly

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You need to add scripts that handle things like wasd

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It seems like your sample doesn’t include that

buoyant jolt
# narrow briar I think this vaccuum you're speaking of explains why oculus (let's call it that ...

We didn't use the Meta fork but I am greatly considering it.

I am planning to do some youtube videos for migrating projects from unreal to unity and vise versa, specifically for VR.

On the Unity side, I've been pushing hard on multiplayer as well. I just finished photon (weve used that a lot), normcore and fishnet, but have nakama next. I'm pretty optimistic nakama is going to be the winner for us for VR sync. But I also need to fly out to Toronto for a theater AR creation - so been busy planning that out. That ones probably going to be on WebAR though, Web friendly links is very helpful. But yeah my brain is unusually fragmented at the moment šŸ˜„

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I think there is a sample game for this somewhere uno momento - ok you'll need to go through videos. I don't have enough attention span for it šŸ˜„

narrow briar
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I don't think VR is going anywhere until they drop weight down to 100g and ultra comfortable on face, also that flicker that quest does is killing people's eyes

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but yeah webVR is brilliant for enterprise I bet, and multiplayer 2

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u know what blew me away last week? hand tracking, after i used it i just didnt to use controller anymore, even mouse feel wrong

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the feeling of being there is incredible

buoyant jolt
narrow briar
buoyant jolt
# narrow briar Pico does decent hand tracking? I know you use that device a lot.

We are about 30% pico / 70% quest. Picos been getting less reliable though so weve been starting to suggest the focus 3. Pico 4 does hand tracking - its OK. We use quest for the medical stuff (more accurate) but needed me to add our own launcher etc, and self manage the devices. And it's a bit of a battle with meta there

gritty heart
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Hand tracking is great but using rays with it is a massive pain and infinitely less precise than controllers

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You really need eye tracking for hand tracking to take off imo

buoyant jolt
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You also lose all the extra buttons, so teleporting etc gets difficult. I didn't like the gestures system, so I either teleport them by context as much as possible, given them teleport ray targets, or in games give them an actual teleport gun. But it gets messy quick

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The clients don't ever seem to appreciate the effort though and they end up just using the controllers out of habit anyway

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But then that means showing them the right controller models with the right tutorial fly outs etc and that's a whole thing with openxr too šŸ˜„

buoyant jolt
narrow briar
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tuto gets out of hand fast, that's why i cut down on originality

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one of the project had so many unique mechanics that the first 5 levels were all tutos

narrow briar
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given how sensitive my eyes get in vr, i wouldn't want ir shining in them so i'll pass on eyetracking

narrow briar
steel siren
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How do I fix this silly little error

buoyant jolt
twilit peak
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Can specific images or QRs be detected in mixed reality with quest 3?

mortal loom
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i need some help for building a project D:

buoyant leaf
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I want to set my cam height to around 1.7m high. What is the best way to do this using the Character Controller. I was wondering how you all set yours up. If i leave the centre field at 0, then the box appears to be to high. I assume the dimensions of the box would be the same kind of size of an avatar, if i had one in my scene.

stoic locust
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Does anybody know how to cast shadows from a meta avatar?

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I can make everything cast shadows, but my meta avatar won't cast one

still idol
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hey guys i have a problem, so im doing a vr game, when the player is holding the item too close to the "body" it causes the player to move backwards when im moving (sort of glitching)

i cant figure out the problem

bold crest
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on my pc i press play and it plays fine but on vr it just stays loading any ideas? Also I can hear the music

thin lagoon
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Hello Everyone I am new here

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Hope you are doing fine

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I was wondering why firebase is not initializing, Even though I wrote the code well on the project.

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The XR Rig Player move as the camera, but the Hands doese not connect nor move with me

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considering that this only happens in my project, and the XR Rig is copy paste from a brand new project where the XR Rig works perfectly fine.

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Any Ideas?

safe iron
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hello question, does anyone know a good VR tamplate?

fluid grove
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hi, ive put a room with floor in a VR project, i can move objects into the room, but i cannot teleport into the room

north path
north path
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!learn

ornate questBOT
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:teacher: Unity Learn ↗

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

north path
north path
inland wren
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Hello Guys, I'm knee-deep in Unity, cooking up a VR storm for Oculus Quest 3 with URP. Been scouring the web for tips, but nothing's quite hitting the spot.
Any quick tips for optimizing Unity and URP for Quest 3?

rapid basin
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on another note, does anybody know if the Climbing framework in the XRI Toolkit version 2.5.4 works with charactercontrollers without requiring any modification of the script? Or is it best to use a rigidbody instead? (this framework being the Climb Provider and Climb Interactable scripts)

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I've been playing around with CC-based climbing for a couple nights worth of free time and it doesn't seem nearly as "plug and play" as rigidbody-based, but I probably am just missing something that will seem incredibly obvious after pointed out to me...

inland wren
# rapid basin I don't have any general tips but if you provide some specifics, things in your ...

Thanks for the offer @rapid basin. It's not so much a specific issue. But we're trying to migrate our game to Meta's Applab from the built-in render pipeline to URP, while also redoing some of the environments. The project is optimized very well for Quest 2 and the old pipeline. Now, I wanted to update the settings for URP and Quest 3. However, I can't find anything online at all. All the tips are things I've already done. I was just looking for some sort of guideline to save time. Our game is ShotgunSports.

rapid basin
visual junco
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Guys. What server is the best to find developers specifically good at VR lol. It’s quite hard to find some nowadays.

little ferry
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what's the easiest way to make objects grabble in vr and how to grab?

flint sand
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Does anyone know if its possible to use the SteamVR virtual keyboard to modify text in game?

buoyant jolt
buoyant jolt
ornate questBOT
visual junco
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Alrighty

buoyant jolt
ornate questBOT
#

:teacher: Unity Learn ↗

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

buoyant jolt
# flint sand Does anyone know if its possible to use the SteamVR virtual keyboard to modify t...

If it has a widget in their asset for Unity, you should be able to wire it in. But if they do, it probably by default will work for steamvr only. There are a bunch of opensource keyboard projects though, and there is one in the Package Manager / Samples section, I can't remember which of the XR frameworks it is under. But there is one there too. There are also some fun ones on github

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I haven't used steamvr in a very long time though (as a development framework) to be sure, as it's fallen pretty far behind by now and platform specific

flint sand
# buoyant jolt If it has a widget in their asset for Unity, you should be able to wire it in. B...

i guess i dont fully understand, what im looking for is if its possible to call the steamvr virtual keyboard similar to any other platform's keyboard. this would be equivalent to launching the Switch, Xbox, or Meta Quest virtual keyboard when editing a string for example

totally get that just implementing a keyboard in our game directly is an option, but ideally want to avoid maintianing that and the work of implement it

buoyant jolt
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But as long as steamvr is installed, you should be able to invoke it. And it should act as a windows on screen keyboard and input to devices. But that's new territory for me.

flint sand
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yeah, im planning on just having a generic keyboard call that can summon the correct platform keyboard. for example, my project is launching on quest and steamvr -- the quest keyboard has documentation and will be easy to call, but i cant find anything about a generic steamvr keyboard

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i'll investigate further, cant find any steamworks documentation on it :(

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and yes, on screen keyboard with laser pointers or what have you

buoyant jolt
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Looks like: To get the SteamVR text entry to work in desktop mode. point at the text box and select it using the trigger, then squeeze the grip button to bring up the SteamVR keyboard. so there must be a method somewhere that can show how to call up that keyboard. But finding it won't be trivial. Maybe someone else can weigh in that has found it šŸ™‚

flint sand
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yeah its frustrating since most Q&A online involves using your physical desktop keyboard. querying steamvr text entry instead of keyboard seems nicer. appreciate it!

little ferry
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So i started a vr project using units VR template, for my project i was making pickable items......I was able to make the items pickable ....but now i placed hands in the hand controller but when i build its the "Vr controller" that shows it also does not show anywhere in the scene so i don't know how to remove and replace it any help?

buoyant jolt
buoyant jolt
little ferry
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@buoyant jolt

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the first is what the hands look like in the scene and the second is in the build view

buoyant jolt
# little ferry the first is what the hands look like in the scene and the second is in the buil...

Man, their openxr hands thing is brutal. I discovered a bug at 2am that resetting your XR settings will corrupt your Open XR Project Settings file. It looks normal, behaves normal, but hand tracking will never work again until you revert it to the version stored in their template. It's an ugly bug, I haven't had time to report it AND to make it worse their project validate sometimes tells you to reset that file, which breaks it with no errors of course. But it explains why hand tracking has been mysteriously breaking for people.

Anyway, you should only see the controller when lifting a controller. If you see that when lifting your hands, something is wrong with your XR rig or the XR Mangamenent configuration. I'd start with the sample project for OpenXR, XR Hands, Interaction Toolkit and them uhm hands sample for interaction toolkit. Make that a separate project from the templates and use it as a guide to figure out what's happening. It'll also be good to install as a comparison

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You may have just missed the option for XR Manager - Android - OpenXR - Hand Interaction Profile.

little ferry
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oh ok i think i get what you're saying, i didn't even realise i was using openXR because i usually use oculus for xr plug in management

little ferry
buoyant jolt
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Awesome --- looking better !

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Did you follow the instructions in the popup?

twilit peak
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Is it possible to detect images of the real world with quest 3?

north path
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See console for details, just like it says

twilit peak
north path
twilit peak
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Pico 4 has it?

north path
# twilit peak Pico 4 has it?

Nope, unless you manually do it with their enterprise solutions (which has camera support on the CPU).
Hololens and maybe Lynx R1 are the only that support access to the camera feed

twilit peak
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Okeiiii ty

buoyant leaf
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I am having issues with mixed lighting mode for my unity meta quest 3 URP app. My mixed scene mode lights turn on and off depending where i stand. It does this even in forward+ and differed render mode. Forward+ or deffered is not doing what i expect. Anyone else had this issue?

tiny niche
cedar umbra
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Is it possible to both move and rotate, while holding objects in the hands that move and rotate you?

hexed bluff
cedar umbra
gritty heart
stoic locust
cedar umbra
# gritty heart I would definitely recommend grabbing the latest 2022.3.x - .0 is pretty crashy ...

Maybe it's a non-issue, and I don't see it in the "Known Issues", but Unity 2022.3.29 always throws the following error (https://gdl.space/xinuvoliti.coffeescript) when clicking a visible object within the scene during playmode. So I originally moved away from it for that reason. This person (https://forum.unity.com/threads/getting-index-error-in-editor-when-selecting-objects.1592997/) reports the same thing on the 2022.3.20 version that I orignally developed a scene on, then also encountered this issue.

slender lava
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Does anyone know why my right eye shader does not show?

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switching to multi-pass did not work

gritty heart
cedar umbra
# gritty heart I’ve never seen this bug I shared it with the editor team. If you observe it aga...

I'll throw in a bug report. I just now reinstalled Windows, then installed only GPU Drivers (552.44), Meta Quest App, Unity Hub, Unity 2022.3.29, Universal 3D project and a VR project. Meta Quest 3 headset is up-to-date too, debugging enabled, and cable link is USB 3 with 2.3 Gbps bandwidth. I created a project with my usual methods via the Universal 3D template as well as a project with the VR template. Both times, same issue... This issue is only encountered if the headset is actively viewing the scene. Playing the scene, clicking an object in the hierarchy or moving your cursor throughout the inspector window will produce no errors. However, play the scene with headset on, click an object and you'll get three errors, move your cursor throughout the inspector window will produce errors constantly on some sort of frame update I guess; or click an object, then play the scene with headset on, and you'll get three errors, and hovering over the inspector will result in similar previously described behavior. I must be doing something wrong on my end, if no one else is receiving the issue... But after freshly installing things, I don't know what else to check to problem solve. I'll look into if there's some way to factory reset my headset and test before submitting a bug report.

gritty heart
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Thanks for sharing

cedar umbra
# gritty heart Very strange. I’ve never observed this.

Removing the mesh renderer, or emptying the list in the "Materials" drop-down, will prevent the error from happening. Tried with new materials, changes nothing. Tried disabling the component, changes nothing. Factory resetting the headset did nothing.

buoyant jolt
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I can probably patch it pretty quickly if you post it somewhere.

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If, however, you are on URP - I can't help you (I don't know how their shaders work, and we started moving away from Unity before I needed to learn it). And if you used Shader graph and are using BiRP, I can't help you (as for some reason they didn't apply the 3 lines you need for VR and single instancing support).

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Built in pipeline with custom shaders, no problem though

severe saffron
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so hacking together BiRP shaders for VR is easy then? What do you think is key there?

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are there just 3 magic lines?

buoyant jolt
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9 out of 10 times, that's all you need to do

severe saffron
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oh snap that does seem easy

buoyant jolt
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I had to patch about 40 odd shaders a few weeks ago, and all worked perfect after that. Doesn't work on URP/ShaderGraph stuff though. So no chance of fixing the bad shader in XRHands, gotta rewrite that one.

manic hound
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anyone know why when i press play on unity on my quest 2 it doesnt go into vr like 95% of the time

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it works on the odd occasion but most of the time it doesnt

buoyant jolt
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Bad cable (would be my guess)

radiant rain
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im using the meta xr audio sdk to add spatialization to some audio, but after setting it up it doesnt populate a spatializermixer into the audio source

cedar umbra
gritty heart
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Have you tried setting up a new blank urp project with xri 3.0.3, and the starter assets? Wondering if something is wrong with the template perhaps?

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There might well be a bug that no one else has discovered.

cedar umbra
# gritty heart Have you tried setting up a new blank urp project with xri 3.0.3, and the starte...

I did do that. I am going to try and upgrade my BIRP to URP, because I think you can do that? I'll try to find a different method of setting up XRI 3.0.3 in URP than what I have been doing though. My method has been to create the project, install XR Plugin Manager, set up OpenXR, install XRI 3.0.3, delete main camera, right-click in the scene to create the Interaction Manager, then drag the XR Rig from the 3.0.3 prefabs, make a floor with a cube, and click play.

gritty heart
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If you try just the demo scene from start assets and hit play, before deleting stuff, do you have the issue?

cedar umbra
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I also upgraded to Universal URP on my working BIRP project and the errors became present. It's as if it's an issue with the URP materials.

gritty heart
cedar umbra
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It's super odd. Selecting any GameObject with a Mesh Renderer during Play, if and only if the VR headset has been used at least once during Play, and moving my cursor throughout the Inspector, I will repeatedly get the error. Opening up the Select Material window and moving my cursor throughout that will also repeatedly produce the error. Even making an Empty GameObject, adding a custom script that only contains public Material material; in the class, and opening the Select Material window during play, will result in the same spam of errors. Having an object with a Mesh Renderer, that has at least one material accompanying it, selected prior to starting the Play and with the VR headset on when pressing Play, will also produce an error at scene start. This exact same behavior has now occurred on 2022.3.20, 2022.3.23, 2022.3.29, regardless of whether I use the Universal 3D or VR templates. I assume it would affect me on other versions, but I was "safe" on 2021.3.38, and 2022.3.0 while utilizing any template. So long as I stick to BIRP, and avoid URP, regardless of version, the error is non-existant. Not sure what else it could be, considering everything on my PC was freshly installed today.

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Not sure if an entire video of me setting up projects, on Universal 3D and VR templates, as well as facing the error, would at all be helpful. If so, I'd be happy to make them, and upload them.

slender lava
slender lava
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Im not sure im gonna change the code im terrified to mess it up

gritty heart
cedar umbra
# gritty heart With xri we have this scriptable object that auto switches shaders so you don’t ...

Okay I just found that in ./Assets/Samples.XR Interaction Toolkit/3.0.3/Starter Assets/Materials/MaterialPipelineRenderer and it's already set to do it's thing automatically. I set up a new project with the BIRP template, used Package Manager to install Universal RP, and then quickly set that up in Project Settings, didn't manually convert anything, simply started the demo scene with my VR headset on, and I still receive the same error.

gritty heart
stray jay
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Hey y'all, I see that Unity has an XR preset, but all the VR tutorials use the old 3D template with an addon. Is there any reason to use the VR one? How much time/effort do you save?

narrow briar
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speaking of URP, I ran a small test on quest 2 and BIRP is nearly 20% faster, also URP on 2022 is 20% slower than on 2021

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so if URP is causing your grief, dump the darn thing, BIRP just works

cedar umbra
narrow briar
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Quest 2 is super weird by the way, if your stuff doesn't fit the GPU cache you pay heavy tax, so, sticking to ESTC2 and also shrinking your texture matters a lot.

cedar umbra
# stray jay Hey y'all, I see that Unity has an XR preset, but all the VR tutorials use the o...

Using the VR Core template saves a restart when selecting OpenXR within the XR Plugin Management section of Project Settings, and some clicks to set up OpenXR, as well as installing XR Interaction Toolkit from the Package Manager (however the VR Core template uses XRI 2.4.3, so you'll likely want to update to XRI 3.0.3 through the Package Manager anyways). I'm honestly not sure of the time difference, to answer your question. Personally, I enjoy setting it up on my own as it feels like I've learned a bit more about it all (and now I know how to without a tutorial, huzzah huzzah), and if you grab the Starter Assets from XRI 3.0.3, then you also get a great DemoScene from that as well as important assets and components to get your own VR scene running in a few clicks. One thing I've noticed is that the DemoScene in XRI Starter Assets vs the VR Core template are different (not sure if this is template or XRI version induced), and the VR Core template comes with some neat UI interaction setup, and other things probably, that you could learn from. I enjoyed setting it up on my own for the sake of learning, but also appreciated building a VR Core template project to look at learn from and mess around with.

No idea if the below information means there might be "bloat" in the VR Core template (I know TextMesh Pro is something to "install" if you haven't used it in a project yet, but not sure about the rest), but extra stuff to look and is extra stuff to look at I suppose.

./Assets in Non-VR Core Template

Assets
  Samples
  Scenes
  XR
  XRI
Packages

./Assets in VR Core Template

Assets
  Samples
  Scenes
  Settings
  TextMesh Pro
  VRTemplateAssets
  XR
  XRI
Packages
north path
narrow briar
# north path How much difference did you see with ETC2 vs ASTC? And how did you set up URP? I...

enough to notice physically that I didn't bother remembering the numbers. URP vs BIRP was more subtle but the numbers were huge. URP is only interesting to this project if it's faster, which it is on Switch, by 2X, so something is astly different with Adreno vs Tegra, could be the vastly larger bandwidth requirement.
U6 was promising but alpha quality buggy, and gpu resident drawer flickers with APV so there is no incentive to bash head against URP when everyone even Meta uses BIRP.
If I get 2x again I'll change my tune for sure because application spacewarp is not very good and I'd like to hit close to 120 as it's the sweet spot for full presence IMO.
You should make a youtube video with a test project to show your U6 setup because it's very possible that you hit the right button in the right sequence. I usually don't

north path
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Might have some good settings

narrow briar
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cool project. instead of sampling the scene mesh you can calculate distance field by a one pass processing

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vfx graph loves SDF

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there's a fully bursted sdf baker somewhere on unity github

north path
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Yes, also was thinking of that, but I was unsure of how to spawn the particles any other way. I could sample the mesh and spawn randomly in vfx graph, but did not get spawning to work like that.
Maybe SDF has some better functions for that tho. Never really worked with SDFs

slate sable
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I noticed that when dragging my sliders in VR (using XR Inter Toolkit) the knob moves as if the slider was further away from me. Like it doesn't consider the depth where the ray hits the knob. This leads to the knob and the end of the ray interactor not keeping the same position, but much rather like the slider tries to sync the knob position to a ray hit further back. That causes the knob to move about twice as much as it should. Anyone else having this issue or know how to work around it?
Edit: Also, when I move my head while holding the slider's handle, it moves the handle, even though I keep the controllers steady notlikethis

slate sable
# slate sable I noticed that when dragging my sliders in VR (using XR Inter Toolkit) the knob ...

For anyone searching discord for slider issues and stumbling upon this, I found the problem. If you have a camera in your scene besides your VR camera (e.g. to make gameplay recordings on a regular screen look nicer), and you set your Canvas' Event Camera, then you will face this issue. So you can either set the Event Camera to "None", or you have to disable your second camera. I think this must be a bug, because setting the Event Camera is supposed to prevent issues like that, not cause them, right? UnityChanBugged

modest mason
#

Using SteamVR, trying to make a method to have fine control over objects when using the desktop fallback. I have an object with Interactable and Throwable attached to a Hand. I want to be able to use the mouse scrollwheel to move the object closer or further from the camera while held by the fallback hand. I've tried moving the hand as well as the object by changing the transform, but they snap back to the camera right afterward. I'm assuming there's something else I need to call to move it relative to the grab point, but I don't know what. I've tried adding a child object to the fallback hand and using that as the "Attachment Offset" in the Throwable, and adjusting that object's position, but that didn't work either.

modest mason
#

Okay, I think I found a solution. The hand has an Object Attachment Point transform that was empty by default and became itself when the game starts. I made an empty child object and set that point to the new object, which can now be moved without snapping to the "head", and brings the object with it. Is this the way that I'm supposed to move an object like this, or is this a janky hack?

late dome
#

Hi I'm a beginner to Unity and VR development and am trying to use the Meta Movement SDK examples, specifically the Aura Sample, to implement a handtracking and eye tracking logger (print positions of user's hand and eye movements). I'm not really sure which scripts to modify and how to get this information. Would appreciate any help for a beginner with VR development! https://developer.oculus.com/documentation/unity/move-samples/#face-and-eye-tracking-with-aura

regal wave
#

Hi, does anyone know how to read battery level of controllers from the OVR sdk? can’t seem to find any documentation on it.

gritty salmon
#

Hello,
Does anyone know how to fetch geo location of apple vision pro os? We are thinking to create a project like pokemon go, in which an object will spawn at specific geo location(lat, long) in real?

shell kayak
gleaming crow
#

Does anyone know why I can't see XRI default left/right controller while I have the XR toolkit installed?

regal wave
gleaming crow
manic hound
#

doesnt even load into vr anymore at all

buoyant jolt
manic hound
#

I am starting with the console, I press play then my headset screen goes black and then comes back on but its not in vr, also im on a test project but I might just start over and see 😭

buoyant jolt
#

I discovered, what seems to be, a pretty big bug lately. Where Unity corrupts your XRI settings (especially for XR Hands) when you regenerate the XR manager settings (or when the XR Manager Fix tool tries to "fix" your configuration file). So it could be other things getting corrupted in there - even though it "looks" normal. I had to copy it from another project to fix it. It's pretty easy to reproduce that one though.

#

I just haven't had time to log it.

buoyant jolt
manic hound
#

so you recomment not to use the fix tool?

buoyant jolt
#

It's good to use it, but now that I can reproduce it breaking projects, I'd use it sparingly.

manic hound
#

right ill try mess around with it and see what happens

buoyant jolt
#

Anyway, the important part of the console is to see what the XR Manager says when it tries to load the headset.

#

It'll be near the start of the log usually

manic hound
#

i get nothing in the console

#

im gonna make a new project and see if i can get it working

#

Ill see maybe I forgot to turn on developer mode on the quest as well but I need to charge my old phone first because apparently the only way to link a new phone is to factory reset the headset 😭

buoyant jolt
#

Yeah, quest restrictions are fun.

manic hound
#

okay so a genius uploaded a script to github that fixes the exact issue I had.
" Unity 2022.3 appears to not always dispose of the loader in XRGeneralSettings.Instance.Manager. This results in the console runtime error "Failed to set DeveloperMode on Start."
/// This should only be an issue in the editor, so this script stops the XR loader and then restarts it."

little ferry
#

I'm using "XR Grab Interactible" and when i drop grabbable objects the transformation becomes weird but when i pick them up again it goes back to the original transformation, why could this be happening?

buoyant jolt
manic hound
#

does anyone know if I create animations for one of my vr hands but both hands have a similar rig will they work with both? or will I have to do both hand animations twice?

#

for left and right

manic hound
#

why do my touch inputs not return any value?

gleaming crow
#

Is there a reason why my project isn't displaying in my oculus quest 2 even after disabling the simulator?

regal wave
#

Hello Again, does anyone know how to read battery level of controllers from the OVR sdk? can’t seem to find any documentation on it.

little ferry
little ferry
shell kayak
little ferry
regal wave
shell kayak
regal wave
#

Sadly, no. I’ll try this then

gritty heart
buoyant jolt
buoyant jolt
#

So, the latest VR template for 2022, installs the XR Intreaction Toolkit 2.5.4. but the samples from 2.4.3. And ties them into the generic VRTempalteAssets. Updating the XR tookit samples crashes unity and creates broken prefabs. And none of it seems to work with XR hands.

This is an interesting mess - is there somewhere that lists what versions of what are compatible with XR hands?

gritty heart
#

They're in QA right now

buoyant jolt
#

Thank you, I'm having a hard time finding a 2022 stable XR hands with UI and everthing working. I'll keep plugging away at it in the meantime.

gritty heart
#

The VR template won't show off hands though, but you should be able to just swap the rig and have the content work

#

At some point we'll support locomotion with hands, and then we'll have it shown off in the vr template

buoyant jolt
#

Yeah, that's what I thought too. But it requires you to update the XRI samples, which crashes unity and breaks the VRTemplateAssets. And then hands don't work and a bunch of things show script errors.

I'm downgrading the XRI and see if that fixes it though. Just was curious if there is a working hands template with 2022 anywhere I could just grab, but I'll see if I can get around it.

#

Thank you for the guidance

gritty heart
#

Yeah the update template will resolve that for you

#

just gotta stand by!

frank pewter
#

I wanna a course to learn MR

buoyant jolt
#

Ah, I also mistakenly said 2023 šŸ˜„ I meant 2022. But slowly downgrading everything and hopefully I find something that works. I have to get the project out today. Worst case, we have a 2020? 2021? build with hand tracking that works well enough - I may need to drop the whole project down.

buoyant jolt
#

It took me pretty much all day but it looks like I finally figured out what is wrong. Meta Aim Hand isn't tracking on 2022 for me in new projects, and the existing one I upgraded. This makes it seem like hand tracking is working until you try and use pinch gestures etc to interact with objects or UI. I've tried multiple versions of OpenXR, Oculus, XR Hands, XRI, 2022 versions, and even the XR manager. I can make something work by removing those bindings and using any other hand bindings, but then all the binding targets are going to be off or strange. Still investigating.

#

I shall give up for the day and move onto other things, šŸ˜„

gritty heart
buoyant jolt
buoyant jolt
buoyant jolt
#

Also, finally got the handtracking working. It looks like it was caused by that XR Plug-in Manager corruption I came across a few days ago. I'll try and get a bug logged about it šŸ™‚

narrow briar
#

is there a pre-canned way to emulate HMD and controller with mouse and WASD?

buoyant jolt
#

But that's just bc we support desktop, web, vr and ar all in one stack.

little ferry
#

is there a way to have two different attachments on one object? (not a secondary) but one for left hand and one for the right hand

steep hemlock
# little ferry is there a way to have two different attachments on one object? (not a secondary...

I do not think this is possible with 1 XRGrabInteractable since the script does not check which hand is grabbing the object but only the order. However, you could use some masks (to detect the hand) with 2 differents XRGrabInteractable, each with an attach transform and reacting to a specific hand (never tried it before, just an idea).
An other solution would be to create a new script inheriting from XRGrabInteractable and modify the correct method to first check which hand is grabbing and to attach to the correct attach point.

little ferry
gritty heart
# little ferry is there a way to have two different attachments on one object? (not a secondary...

You might find success with the proxy approach I used in this thread. You can add checks for handedness with the interaction manager and move proxy interactors in the right place
https://forum.unity.com/threads/two-handed-weapon-manipulation.1596393/

narrow briar
narrow briar
little ferry
narrow briar
hushed marsh
#

Where would I be able to get help with XR interaction toolkit? I tried the forums. Has anyone here used XR interaciton toolkit for the oculus quest and IAP? I say IAP because is the fastest way to replicate the issue. For some reason the XR interaction toolkit resets the headset rotation if the player starts an oculus payment transaction. Is very jarring because the player is facing one way and the moment they try to buy something their camera changes rotation.

Wondering if anyone delt with something like this. Pausing the game does not do cause this issue. Seems like is OnApplicationFocus only. I can't replicate it in the editor. Maybe is not OnApplicationFocus

fleet copper
#

is there a way to fix the XRI toolkit climbing system to keep velocity on release and also where the player will actually collide with objects while climbing?

hushed marsh
fleet copper
#

of course 😩

#

great. time to go code a bunch of transform logic using a bunch of code that i have no idea how it works

little ferry
narrow briar
#

it's well designed, seems done by production devs

little ferry
narrow briar
little ferry
#

how does this work? when i select multiple i don't see any change

gritty heart
gritty heart
#

If you manually add the general grab transformer you can also configure how two handed rotation works and scaling.

modest plaza
#

no idea if anyone can help me here but is there a way for me to figure out where the mismatch is stemming from for the parameters? thanks

ornate questBOT
sinful tide
#

I just started learning vr in unity, and I used the XR Orgin prefab but I want to know how I can get rid of being able to interact and pick up some objects from far away. Can anyone help me?

sinful tide
#

:(

sinful tide
#

So I learned how to turn it off all together, but IDK how to turn it off on only some objects. I also want to add a max length but its not working for some reason

gritty heart
#

Set that to near and you’ll grab objects from a distance

gritty heart
north path
#

Meta SDK v66 (already updated link + quest 3 to v66 as well, and in link allowed all dev features) broke scene recognition in editor. Anyone else who has the same issue?

Error:

If using Link please capture a scene with the HMD in standalone mode, then access the scene model over Link.
If a scene model has already been captured, make sure the spatial data feature has been enabled in Meta Quest Link (Settings > Beta > Spatial Data over Meta Quest Link).
If using XR Sim, make sure you have a synthetic environment loaded that has scene data associated with it.```
thorny burrow
#

Ok so im having some trouble getting an avatar to Vr Chat to Beat saber.. I have the files but whenever I go into the unity editor to edit the avatar. the editing section of the screen is completely missing.. Any ideas?? (It should be on the right of the screen) but has been missing for a couple weeks now and I kinda just give up. How do I fix this? (P.s my cat walked on my keyboard when this happened and now I cant fix it... Any ideas would be great appreciated!!!!)

crude frost
#

Has anyone else observed this? I can't confirm its related to the XR Interaction Toolkit version. But, its the only difference I see.

I'm using new input system on two projects. Both in Unity 2022.3.17f1. One is using XR Interaction Toolkit 2.5.3, and the other is using 2.5.4.

I'm using the same script in both projets. They do this in awake (the grabs are input action references)

public void Awake()
{
    leftGrab.action.performed += LeftGrabbed;
    leftGrab.action.canceled += LeftCanceled;
    rightGrab.action.performed += RightGrabbed;
    rightGrab.action.canceled += RightCanceled;
}```

In the project with 2.5.3, `performed` is called when I press grip. `canceled` is called when i release grip. In 2.5.4, `canceled` is immediately called after `performed`
tribal monolith
#

i'm making a vrchat world but the skybox is lower quality than the actual texture. how do i make the quality the same as the original texture?

mighty mantle
#

anyone here familiar with the xr interaction system? I just need to be able to get the gameobject that is interacting with any of the xr derivatives of the xrbaseinteractable. specifically, the xr grab interactable and xr simple interactable

balmy gust
#

Did you checkout the interaction samples of your packages? Especially for grabbing things, there are already samples to look into

mighty mantle
#

its more custom stuff im working on. I need to get the actual gameobject in a script that is interacting with an interactable, but methods just like to return an IXRinteractor which afaik can't give me its gameobject

#

the only thing i can sorta do is use the obsolete selectingInteractor which only exists for selecting. I also need to get the gameobject of an interactor that activates the interactable

#

its just a bandaid solution but even that isn't enough

balmy gust
mighty mantle
#

thats actually perfect for selection

#

im not seeing anything for activation though

balmy gust
mighty mantle
#

as in there's several "states" an interactor can put an interactable in: mainly hover, focus, select, and activate

#

by default an interactor bound to a vr controller has select as grip and activate as trigger (i think)

#

so basically i want to do the same things i can do with grip with trigger all bound in some scripts that use xr interactable's data

#

but it looks like the xr interactables don't hold the same data for each "state"

#

basically something like the second half of this doesn't seem to exist at all

{
    if (select && grabPoint.isSelected)
    {
        transform.position = grabPoint.GetAttachTransform(grabPoint.interactorsSelecting[0]).position;
    }

    if (activate && grabPoint)
    {
        transform.position = grabPoint.GetAttachTransform(grabPoint.activatorsSelecting[0]).position;
    }
}```
marble slate
#

Hey uh idk if anyone here has experience with gtag fan games but when i move the hands the arms go crazy. they vibrate and switch from side to side

mighty mantle
#

dont know specifically but based on the description it sounds like weird IK

balmy gust
balmy gust
marble slate
#

I fixed it going crazy but now the limbs are deforming to the IK poles, This happens everytime, This is the first time i've worked on this in a few months because i wasn't motivated BECAUSE of how much i hate IK poles, Do you know what i might've done wrong to get the IK poles screwed up so bad? In blender they work fine in pose mode

#

Ugh IK drives me crazy...

crude frost
#

CTRLZ?

tiny niche
#

probably not something you can just undo. But its high time you start using git

sinful tide
#

Hi, I'm trying to make it so that when I select an object with no collision, I spawns another object and automatically puts it in your hand. I've got the spawning but idk how to force it into the player's hand after. Can anyone help?

#

I have this code ``using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
using UnityEngine.XR.Interaction.Toolkit.Interactables;

public class SpawnCard : MonoBehaviour
{
[SerializeField] GameObject card;

public void cardSpawner(SelectEnterEventArgs args)
{
    GameObject newCard = Instantiate(card, gameObject.transform.position, gameObject.transform.rotation);
    XRGrabInteractable objectInteractable = newCard.GetComponent<XRGrabInteractable>();
    XRInteractionManager.SelectEnter(args.interactorObject, objectInteractable);
}

}

But it gives me the error:

CS0120 An object reference is required for the non-static field, method, or property 'XRInteractionManager.SelectEnter(IXRSelectInteractor, IXRSelectInteractable)'

wise warren
#

does Unity 6 preview not have a VR template? can't see one when creating a new project

balmy gust
wise warren
balmy gust
wise warren
#

I think in the starter assets there is still a demo scene but it's a different one to the template

gritty heart
wise warren
gritty heart
wise warren
gritty heart
wise warren
mighty mantle
#

having a small issue with the xr interaction toolkit right now. I have a simple interactable on an object, along with this script below that uses its activated and deactivated interaction events. For some reason, after the transform is parented to the grabbing object, it seems to just be incapable of running the deactivated event to update the SimpleGrab.Activate() function.
This does not happen at all to another object with the exact same script setup, only that SimpleGrab.useRigidbody and SimpleGrab.throwOnRelease are true for it. Based on console debug messages, the deactivated event simply never happens after the inital grab and the object remains parented forever. I cannot for the life of me figure out why.

Below is the script and a screenshot of the script setup

sinful tide
pulsar arrow
#

hi! so im trying to make a simple vr game thing for a project in college and im using the vr template from the hub and, how do i connect my xbox controller to test out the game? i've been looking at the scripts and the input manager in project settings and im still lost on what to do :')

mighty mantle
#

I doubt anyone can provide a solution to this, but some of my XR simple interactable's don't seem to properly register interactable events at high speeds (like falling for about 2s level velocity). I'd like it to be able to register events while the player is falling/in the air but it seems to be hit-or-miss. The first one in the video below (bolt handle) works perfectly at all times, the second one (the magazine) only works at low speeds. Could anyone explain why? both have the same high-level parent, the only difference is the magazine has a kinematic rigidbody attached. What is going on?

#

btw, all the simple interactables do is run an event to another script in each object, running basically this function with either true or false as is necessary. there is no debug log for the magazine.

{
    Debug.Log("activating");
{```
pine bison
#

I have a state machine that I only want to run when a controller is actively tracking. Anyone know if it's bad to run InputDevices.GetDevicesWithCharacteristics() in Update and we should avoid it?

#

Hm I see there's an Action called InputDevices.deviceConnected, maybe that's better

gritty heart
#

There was a bug with the direct interactor that would cause this. It was fixed I think in 2.5.4. It should also work in 3.x

tepid harness
#

My gt fan game of arms looks like this?

mighty mantle
#

closest thing i can see is that which isn't helpful

#

nevermind i think i found the package manager. it would appear it's out of date lol

gritty heart
#

You’ll also want to make sure you use the sphere optimization checkbox on your direct interactor

mighty mantle
#

is the new xr controller post XRIT 3.0 the action based controller manager? (and its subsequent linked components for my needs)

gritty heart
#

I recommend watching this video to understand what changed in xri 3.0

upbeat holly
#

my continuous move providers seem to be not there when i go to add a component. i only see dynamic move provider. on the xr toolkit 2.5.4

zenith jasper
#

can anyone suggest what are the techniques in vr for implementing recoil on gun

north path
#

There probably are some demos available online

white flicker
#

can someone please tell me how to make physics based grabbing: i want there to be a difference between grabbing a heavy object and a light one

upbeat holly
mighty mantle
#

this morning I updated my graphics drivers. For some reason, geforce experience crashed during the installation. I eventually got it to fully install the new drivers, but not Unity doesn't work, at all. I can't change my view in the scene apart from scrolling (no rotation or movement of the scene view at all), and it's also completely failing to read input from the HMD or controllers. I also have about 30 warnings that most of the scripts used in the XRIT are missing. What is going on?

#

in the sample scene there are 220 warnings of missing scripts

#

and here are the errors and some debug logs that show up

#

additionally it seems portions of some scripts that don't show any visible errors are entirely missing.
for instance, XRSimpleInteractable is just the below screenshot

#

there are no settings, filters, events, etc. that it normally has

mellow vigil
#

Have you tried deleting and reimporting the XR toolkit?

mighty mantle
#

yup

#

and the starter assets as well

mellow vigil
#

Have you added to or edited any of the standard toolkit scripts before having this issue?

mighty mantle
#

no, i dont edit the scripts that come with the toolkit

#

ive been trying to fix this for a while im about to just make a new project and try to salvage what i can

mellow vigil
#

Yeah, maybe start a new project with the same settings for XR and see if you get the errors. It might just be a corrupted download of the package.

mighty mantle
#

its weird because everything was perfectly fine last night

mighty mantle
#

oh and the one time i did get the demo scene to actually work, the ui buttons in one area didn't work at all

dry minnow
#

Does anyone here use Passthrough over Quest Link successfully? For me it's buggy - reverts to a black screen after the first play mode session. I saw some posts here from last year about this same issue.

I'm wondering if folks with Quest 3 don't get the issue. I'm using the Quest Pro

gritty heart
mighty mantle
# gritty heart If you upgrade to 3.0.3 from an older version you may want to delete your packag...

ive been trying to get it work for like 3h now. I've edited some of the scripts in the package even to clear compiler errors and now one of (if not the last) thing to fix is the actual xr interaction manager. since i cant add the script onto an empty manually, and the normal method of adding it in with the right-click menu doesn't seem to work right, i tried dragging the XrInteractionManager script onto it from the packages folder, but i just get this error.
It feels like im just banging my head on a brick wall hoping to get through. I was also using the recommended XRIT version 2.5.4 previously when i was having those older speed-based issues. It's a shame that 3.0.3 won't just work as it is but ive just about given up at this point. I can't even get the camera to move with the HMD.

#

^there are no compiler errors btw.

gritty heart
mighty mantle
kindred lagoon
#

hey! can someone help make crafting to my survival vr game

ornate questBOT
old crescent
#

Hey, I don't have the unity files for these models anymore, Is there anyway to retrieve them from unity itself?

buoyant jolt
#

It'll probably be in fbx format though etc.

kindred lagoon
mild igloo
#

Who here has the magic settings for URP quality settings for URP. I have been trying everything but its not as sharp or crisp as it could be. Its a bit fuzzy

#

Here are my current settings.

mighty mantle
#

using XRIT 3.0.3
how do i stop this from happening? it is imperative for my project i have my near-far interactor's select action trigger set to state, as i need to be able to pick up objects while moving quickly. Apparently however it causes a lot of fighting if two hands are trying to hold to grab the same object at the same time. is there some way to make it so the select action trigger works as state but has to be "reset" by pressing the button again after it has auto-grabbed an object?

#

^this happens on normal grab interactables as well as running select enter/exit events on simple interactables

#

also on the topic of interactables, is there a way to make a socket instantly "select" an interactable object that is being held? as it stands, i have hover socket snapping enabled but it would be better if i didn't have to also let go when i was hovering the socket. I'm sure there's a function i can just override (im already using a derivative socket script for extra socket checks) but im not quite sure what that would be. Currently it only instantly selects it if it is free of any other interactor, like my hands. works great while falling, just not any other way.

north path
# mild igloo Who here has the magic settings for URP quality settings for URP. I have been tr...

SSAO will destroy performance, disable it for VR

For performance depth after transparent could improve performance in 2022LTS
4x MSAA is nice if performance allows it
Disable realtime reflection probes, thats not happening in VR
Use regular shadowmask
Never used camera stacking in VR, but be aware of performance

And the OVRManager has some visual options. Note that quality can be perceived lower if performance is bad. Make sure you run at least at 72 fps native (not over Link!)

gritty heart
gritty heart
# mighty mantle using XRIT 3.0.3 how do i stop this from happening? it is imperative for my proj...

Hmm so the default select mode is too slow for you, and you changed it to state and it’s glitching like this.

Can you describe why the default is too slow? You want to hold grab and have the object selected as your hand hovers it after?

I think what you want is for it to be super easy to grab if the object is not occupied, but not if it is.

This might require more options on the interactable itself, but I’m not sure the best way to do it.

gritty heart
scarlet lion
#

Hey team, I'm trying to debug my project I'm developing for visionOS. To test, I started a totally new fresh project using the Universal 3D template from the Hub, Unity 2022.3.31f1.

I get through the usual setup steps (following this persons's post because they seem to be having similar issues to me https://discussions.unity.com/t/questions-about-apple-visionos-xr-plugin-vr-samples/336375)

and I'm looking at the "Main" scene inside of Assets/Samples/Apple visionOS XR Plugin/1.2.3/VR Sample - URP/Scenes. This scene will build and run on my Apple Vision Pro, but it's not interacting with anything. I can see my hands and debug rays for selection, but no interactions are occuring. Turns out there are missing scripts in this package. I'm seeing "Missing (Mono Script)" warnings on both Ray Interactor objects (children of XR Origin) and on the XR Interaction Manager object (child of XRI).
ETA: I'm targeting VR, not MR with this project.

Is this Apple's fault or Unity's? I'm unable to find any working versions of this package which might tell me what scripts SHOULD be located in those places.

mighty mantle
mighty mantle
# gritty heart Hmm so the default select mode is too slow for you, and you changed it to state ...

the default is "too slow" as in players will probably be picking up ground objects as they run over them quickly, so being able to hold grab and have it auto-select when at the object is great. when the object is already grabbed though, it needs to work as the default method and not have two interactors fight over the interactable every frame. unfortunately the setting is not in the individual interactables, but in interactors instead.

mighty mantle
gritty heart
gritty heart
gritty heart
mighty mantle
#

im looking into forcing select on hover, how would I get a select interactable out of a hover interactable?

{
    if (CanSelect(interactablesHovered[0]))
    {
        interactionManager.SelectEnter(this, interactablesHovered[0]);
    }
}```
something like this seems like the right direction, but interactablesHovered isn't an acceptable argument because the parameters of CanSelect and SelectEnter involve IXRSelectInteractables, but interactablesHovered is a list of IXRHoverInteractables.
mighty mantle
#

actually maybe the problem isn't forcing it to select, i might have to force the hand holding the item to exit select

mighty mantle
#

well, now im not sure what to do because i did just that and it didn't work

Debug.Log(interactablesHovered[0].transform.gameObject.GetComponent<IXRSelectInteractable>().transform.gameObject.name);
interactionManager.SelectExit(interactablesHovered[0].transform.gameObject.GetComponent<XRGrabInteractable>().GetOldestInteractorSelecting(), interactablesHovered[0].transform.gameObject.GetComponent<IXRSelectInteractable>());```
#

well that code isn't as readable in discord, but the debug logs show the interactor object and the interactable object. somehow though, when those same interactors are used as arguments in the select exit function, it says there was no selection to begin with

#

nevermind, solved by switching
interactablesHovered[0].transform.gameObject.GetComponent<IXRSelectInteractable>())
to
interactablesHovered[0].transform.gameObject.GetComponent<XRGrabInteractable>())
for some reason, despite xrgrabinteractable deriving from the base interactable which has a select interactable, the select interactable never considered itself "selected" even though it was capable of linking to the correct interactable

mighty mantle
#

so i just found out about casting to the different xr interactor/interactable types
bruh

outer thorn
#

Greetings, Anyone using the new meta avatars in build ? I have an error where I can't find the oculus id in build. It work in editor

gritty heart
gritty heart
nimble ingot
#

Hi all i have a question about getting input. I’m using the XR system to get input. I have the starter assists downloaded that work with the action system and that works all well and good. But when I try to get positional and rotational input and use that to cast a debug ray, it’s not matching up with the pointing direction the controller asset puts out

#

Here’s what’s happening:

#

The pointer associated with the controller is red and the one I made with a debug.ray is magenta. Here’s the code that generates the ray:

#

private bool controller_ray(out RaycastHit h)
    {
        Vector3 pos;
        Quaternion rot;
        Vector3 dir;

        this.right_hand.TryGetFeatureValue(UnityEngine.XR.CommonUsages.devicePosition, out pos);
        this.right_hand.TryGetFeatureValue(UnityEngine.XR.CommonUsages.deviceRotation, out rot);
        dir = rot * Vector3.forward;
        Debug.Log(pos);

        pos = this.transform.TransformPoint(pos);
        dir = this.transform.TransformDirection(dir);
        Debug.DrawRay(pos, dir * 100, Color.magenta, 0);


        return Physics.Raycast(pos, dir, out h);
    }
#

Id really appreciate help figuring out what I’m doing wrong. Thanks!

#

In the scene hierarchy, the script is bound to an empty game object parented to the XR Origin. Not much else going on

white flicker
#

Attribute meta-data#com.oculus.supportedDevices@value value=(quest2|cambria|eureka) from [:unityLibrary] AndroidManifest.xml:98:13-50
is also present at [:unityLibrary:xrmanifest.androidlib] AndroidManifest.xml:23:13-49 value=(quest|quest2|cambria).
Suggestion: add 'tools:replace="android:value"' to <meta-data> element at AndroidManifest.xml:96:9-98:53 to override.

FAILURE: Build failed with an exception.

can someone please help me fix this?

#

it happens when i try to build

void badge
#

Hello, is there any tutorial, how to prepare project for vr? I have quest 3, and fallow "create with vr" course, but when i want to test game on quest i can only see black screen, and nothing else

gritty heart
open fractal
#

For the life of me, I cant find a normal base outline shader that works on the Oculus Quest (Meta) and am using URP for my game. Does anyone have any suggestions?

buoyant leaf
#

I want to create a start screen for my unity VR app. All the youtube videos I have seen show you how to setup menus that you can point to via VR. Is it possible to have something much more simple. ideally I just want my app to load up a 2D menu, that can be navigated via the oculus joystick and buttons, rather than pointing.

frank ermine
#

So i'm following tutorial for the basic for VR and whenever I looked for the Controller (Action-based). I don't see it

white flicker
#

can somebody help me optimize my game, nothing's going on too crazy with graphics, some realtime shadows with 512 resolution and only 2k textures

#

on quest 3 i get around 70 fps but sometimes it drops to 50

#

i'm guessing physics is the problem, the scene has around 100 physics cubes

#

but it still sits around 80 fps before the cubes spawn

shell kayak
# white flicker i'm guessing physics is the problem, the scene has around 100 physics cubes

The very first thing you have to do when dealing with performance problems is to determine whether it's the GPU or the CPU causing the issue. You mention graphics, realtime shadows, and physics. These elements have different effects on the GPU and CPU. Graphics and shadows mainly affects the GPU, but also the CPU in the form of draw calls and culling. Physics only affect the CPU.

On Quest, the easiest way to determine this is to download the OVR Metrics Tool from Meta. You can get it in the store: https://www.meta.com/en-gb/experiences/2372625889463779/
The metric labeled "APP T" is the App GPU Time, the number of microseconds it took the GPU to process a frame. Unfortunately, there is no metric for CPU time, but you can infer this by comparing the GPU time with the FPS. If the GPU time says 10,000 microseconds, that is equal to 1 million / 10,000 = 100 FPS, meaning the GPU is processing it fast enough to run at 100 FPS. But if the FPS is only 50, that tells you the CPU is dragging the FPS down, taking 1 million / 50 = 20,000 microseconds. Then you know you need to focus on optimizing things that affect the CPU. If you optimize something like texture size, that may lower the GPU time, but the FPS will remain the same, because the CPU is still taking just as long and pulling down the FPS.

The FPS is determined by whichever of the two are slowest. If the GPU time is 5,000 microseconds and the CPU time is 15,000 microseconds, the FPS is going to be 1 million / 15,000 = 66.6 FPS

gritty heart
gritty heart
# white flicker can somebody help me optimize my game, nothing's going on too crazy with graphic...

Profiling is great as @shell kayak says, but if you’re using shadows an and you’re not on urp, you might have a bad time.

On urp, if you use soft shadows make sure the urp config is set to low. On quest the per light shadow quality settings are ignored.

I’d also make sure you’re not using any post processing and check that intermediate textures are set to auto and not always.

white flicker
white flicker
#

add a collider to your floor

white flicker
#

uncheck is trigger breh

#
  • put the collider on the mesh itself not on the whole prefab
#

you assigned the mesh collider on an empty gameobject you need to assign it to a gameobject that has a mesh

#

or assign the mesh in the mesh field

#

and also you should probably uncheck convex as well

#

send a photo of the hierarchy of the prefab

#

yes

#

okay then look at every gameobject in that hierarchy and if it has mesh renderer component then add the mesh collider to it

#

there probably is a way to filter

#

probably

#

ask chat gpt he prob knows

pine bison
#

This collider won't work, because you don't have a mesh assigned

#

If you have a ground mesh, then just slot it into the mesh parameter

#

The ground

pine bison
#

Anything you want the player to interact with, or impact physics, need to have a collider

pine bison
#

If you have a mesh, like the ground, and you add a mesh collider component to it, then it will automatically use the same mesh. That is the easiest way

wise warren
#

anyone know how I can enable developer mode on a meta quest 3 (for use in Unity)
I am using a managed Meta account but the info online says I need to use the mobile app to enable it, but I can't actually log in to the mobile app with a managed account.
(managed accounts are ones under an organisation that uses meta for business)

pine bison
wise warren
crude frost
#

OVRManager>Quest Features>Requires System Keyboard = true

I only have like two input fields in the whole project. Most of the time, no issues. Keyboard pops up like it should when clicking in TMP Input field. But othertimes, I can see the system controller/hands flash visible, but its only for a fraction of a second, and the keyboard doesn't come up. Any ideas on that?

mild igloo
#

Have you guys tried the Meta Movement SDK? Trying to figure out how I can get the gaze direction

mighty mantle
#

trying to write a derivative version of the NearFarInteractor to allow other interactors to override its interactions.
the entire script is below:

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit.Interactables;
using UnityEngine.XR.Interaction.Toolkit.Interactors;

public class NearFarInteractor_Override : NearFarInteractor
{
    [SerializeField] NearFarInteractor overrideInteractor;

    public override bool CanSelect(IXRSelectInteractable interactable)
    {
        //disables selection if overrideInteractor is already selecting
        return base.CanSelect(interactable) && !overrideInteractor.hasSelection;
    }
}

unfortunately, when in inspector, it seems it lost its custom editor and now displays every single variable in the incorrect order, and it's nearly impossible to navigate accurately.

#

normal v.s. my derivative(can't show all of override)

#

i've already written derivative scripts for other xr toolkit scripts, and did not have this issue

white flicker
#

and fps capping at vsync

gritty heart
#

Sometimes it has to reload

mighty mantle
fervent sedge
#

hello folkens!

#

I wonder if it is possible to use quest/pico casting api for our custom applicaiton?

#

so basically, I want my customers can use our application to cast their vr experience to our website!

#

Thank you in advance!

gritty heart
white flicker
#

is there a downside for having high resolution realtime shadows on quest 3? i have the same performance with 256 resolution and 2048

shell kayak
white flicker
shell kayak
white flicker
#

hm okaay

shell kayak
white flicker
white flicker
#

basically the same thing

white flicker
#

soo? should i just leave them at 2048

mighty mantle
#

using xrit 3.0.3: how do i get controller inputs (other than select and activate) to reliably transfer to grabbed objects? such as an object getting an event or running a function when the primary or secondary press buttons are used.
in the same vein, but for later down the development road, how would I get the "value" inputs (float from 0-1) for the trigger/grip, or maybe even the "touching but not pressing" that some devices allow?
I know all these are available as input action references by themselves but they aren't built into interactor-interactable handling as far as i can tell.
I'm mainly looking for a built in method. if none exists currently (which surely there's got to be right?) ill just make a custom script on the controller that goes through the interactor and checks the interactable it is selecting for a matching script to then send and receive extra input data between

gritty heart
neon lodge
north path
tiny terrace
#

hi, does anybody know if theres any "OnControllerConnected" kind of event built in?

cloud bloom
#

Hello! I've a question that revolves around creating a function in relation to the transform of a held object.

The function I'm trying to achieve: As a player, when I tilt the waterpale downward, water comes out

I'm trying to call a function whenever the object is rotated below a specific value. The problem I'm running into is that the orientation of the object affects all the axes.

Is there an easier way to call a function other than specifying values on the rotation axis?

I'll include a few screen caps for example

gritty heart
cloud bloom
gritty heart
glad anchor
#

I'm having trouble generating high quality water

#

For my vr game

gritty heart
glad anchor
gritty heart
tiny terrace
gritty heart
#

Oh it’ll never work on quest

#

This is purely a pcvr solution

cerulean fossil
#

who knows how to fix this error

gritty heart
pine bison
mighty mantle
#

for xr grab interactables, is there a built-in way to have "accurate" throwing?
There's lots of options in the xr grab interactable but no matter what settings I change it's never as good as my calculated physics throwing.
What I mean by this is that, while the player is completely stationary, it does a good enough job of looking accurate, but that's where it ends. Even if the throw scaling is set to 1, and regardless of throw smoothing options, the thrown object does not accurately inherit the velocity relative to world that it had while being held. Now, I'm exclusively using instantaneous movement, so it's possible it's more accurate with velocity tracking or something, but I still feel like it could be better.
My current method just uses simple math to find velocity and angular velocity on the fixedupdate of the interactable and when it is released, it gets that velocity/angular velocity. when scaled to 1, if the player is in free fall the released object has perfect relative movement. if your hand isn't moving at all it stays exactly where you dropped it, like in zero gravity

pine bison
#

Anyone aware of a way to stop this log every second? 🄲 I'd prefer to not have to filter by Unity so I don't miss relevant logs

shell kayak
#

1 irrelevant log per second sounds like a dream

pine bison
#

I filtered by package name in the dropdown to the left of the search bar

gritty heart
# mighty mantle for xr grab interactables, is there a built-in way to have "accurate" throwing? ...

Physics throwing is a complex topic. And I’ll be the first to admit the grab interactable doesn’t handle this the best. Afaik using instantaneous shouldn’t affect throwing behaviour, it just affects how the object moves while being grabbed.

Computing projectile parameters does seem like a good approach. You can definitely override the velocity and angular when the object is released using the select exit params, as it seems you’re doing

mighty mantle
#

is there a good method for getting a socket to only accept an interactable that was just dropped?
As it currently stands, sockets only "grab" things that aren't already selected. I want that to stay, but to also not grab items that aren't being held if that makes any sense. so only select on the event of another interactor releasing the interactable where the socket could select it. I can't quite figure out the logic of overriding the CanSelect to achieve this. It seems like no matter what I do, it either picks up falling items, or won't pick up items at all.

empty prairie
#

hey im trying to upload a vrchat avatar and its saying something with the rig just got this model already rigged and idk what to do

mighty mantle
#

using xrit 3.0.3: continuous turn provider does not work, says action is disabled under input action references during runtime. does not even work in the demo scene
xri default input actions also does not show anything helpful, it all looks normal there

#

also could someone plz explain to me how "handedness" works and how it can be used? can I use different attach transforms depending on the "handedness" a interactable got from an interactor?

mighty mantle
sly summit
#

is google cardboard vr development still possible?

wise warren
#

I am getting this warning whilst trying to build in Unity 6:

#

I set the option to New but the build doesn't work properly - even though I can see the controllers and move around with the rig, an object in the scene doesn't seem to detect it

#

it's as if the rig doesn't exist properly

#

I assume we shouldn't use the Old system, so if I select the New system do I need to make further changes?

#

I'm only using the XR rig prefab from the OpenXr package

#

basically the behaviour I want with the rig is fine through the editor, just not the build (both using New and Both options)

gritty heart
gritty heart
gritty heart
wise warren
gritty heart
#

Alternatively we’re going to release an update to the vr template this week for Unity 6 and it should provide a good demo

wise warren
#

but maybe alternatively I wait for the Unity 6 VR template

gritty heart
wise warren
#

I just thought actually, the game depends on stuff found in a config.ini file, in the Config folder right now, I assume that might not be packaged with an apk file

#

yeah forget the stuff about the Active Input Handling, I think it's the dependency on this ini file

gritty heart
# wise warren 3.0.3

Cool just make sure your starter assets are up to date and if you did any upgrading it’s worth closing using, deleting your package cache folder that’s in the library folder, and then reopening. Just to be safe

buoyant leaf
#

I was wondering if you know any tricks to creating a more realistic grass then this? for the quest 3. I think the quest 3 would struggle to load a 3D mesh grass. I am currently using a high res image of grass, but it just don't look that convincing

astral knot
gritty heart
astral knot
gritty heart
supple roost
#

Anyone here have experience with making physical items?

#

I've created a very rudamentary system by setting velocity to go straight to the hand. It works, but it's kinda shit

            rb.linearVelocity = (targetPosition - grabPoint.position) / Time.deltaTime;
            (targetRotation * Quaternion.Inverse(grabPoint.rotation)).ToAngleAxis(out float angle, out Vector3 axis);
            rb.angularVelocity = angle * Mathf.Deg2Rad * axis.normalized / Time.deltaTime;```
#

What's the next step to making this better?

cerulean fossil
#

how do i redownload ts

uncut plank
#

can someone help me with my gtag rig im having issues i cant rlly explain ive been at this for 4 hours and cant figure it out ping me if u can help

cerulean fossil
#

nah help me fr

#

keep typing

#

help me fr

spice rain
#

Hey guys, I have a question regarding the input actions on my Quest 2. Basically, I want to reference the grab button or any button on my right controller and log something out. I set up the project via the Unity VR core template, and there are XRI default input actions defined, but I have no idea how to use them. Do you guys know how to do it?

uncut plank
spice rain
# uncut plank just mess around with them make a test project then yk yk

I have watched this video. but still can not solve it ._.
https://www.youtube.com/watch?v=SyA4PPiXorI

#unity #csharp #gamedev #input #crossplatform

In this Unity tutorial, let's discover the basics of Unity's new Input System package, how it compares to the old tool, and how we can use it to setup a simple physics-based character controller :)

šŸ‡«šŸ‡· Watch in French: https://www.youtube.com/watch?v=m5ePVtQq-zo
šŸ—’ Text version on Medium: https://med...

ā–¶ Play video
uncut plank
#

im new to it to so idrk i just used valems template and it had it all setup

cerulean fossil
#

bro i cant fix this error

#

C:\Program Files\Unity\Hub\Editor\2022.3.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK\bin\java.exe -classpath "C:\Program Files\Unity\Hub\Editor\2022.3.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-7.2.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "assembleRelease"

cerulean fossil
gritty heart
cerulean fossil
gritty heart
mighty mantle
#

does the locomotion system in the template have a rigidbody controller or only the character controller? my project needs the player to be a rigidbody to work

mighty mantle
#

i understand the character controller, was just wondering if there's any sort of physics based movement controller available or do i have to make one

gritty heart
#

Yeah not out of the box

mighty mantle
#

thanks, ill look into it
does the XR Grab Interactable have any sort of option to retain the secondary interactor's position when releasing the primary? and if not where would I override that function? I can't find anywhere where it decides the transform when there are 2 interactors (not using dynamic attach)
the only problem i have with it is that when holding w/ 2 hands, if you release the primary one the secondary interactor becomes the primary and teleports to that transform.

#

btw very informative stream today

gritty heart
gritty heart
#

Someone else on the forums had a question about the primary and secondary release btw

#

There’s a lot of room to improve grab handling tbh

#

It’s something I want to get to but, not sure when I’ll be able to dedicate enough time to it

vapid seal
#

when i upload my game to applab it says the package name is already in use but its in use for this application

mighty mantle
#

it's all good, so far it's been (mostly) smooth sailing to just override how things work to my liking, i more just want it to be more understandable to people who are newer to the xrit/unity in general

orchid jolt
vapid seal
#

I cant

#

theres already a build there with that package name

#

but fsr is says its in use?

orchid jolt
#

Did you change it?

vapid seal
#

i cant it says I have to use com.GameMasterGX.ScaredChimps

#

because i alr have a build with that package name

#

and its on applab

orchid jolt
#

Then just change the player settings in untiy then

#

Then rebuild it

vapid seal
#

What do you mean?

vapid seal
orchid jolt
vapid seal
#

idk what to change

#

OMG I CAN

#

CANT

#

Im not speechless

orchid jolt
#

I'm not at my computer but you need to change your copany name and game name in the player settings

#

Should be at the top

vapid seal
#

This build has com.GameMasterGX.ScaredChimps

#

when i go to change it, it wont let me

#

@orchid jolt

orchid jolt
#

No for unity

vapid seal
#

bruh can you not read

orchid jolt
#

Sorry if I wasn't clear šŸ˜…

vapid seal
#

I can NOT change the package name for i have a build

#

if i change the package name with a build with that package name, it will tell me to put the package name to com.GameMasterGX.ScaredChimps

#

@orchid jolt

orchid jolt
#

Double check that it's com.GameMasterGX.ScaredChimps then rebuild it, sometimes it breaks and you just need to rebuild the game

vapid seal
#

I rebuilt it 7 times

#

i counted

orchid jolt
#

I would reach out to meta suppor then, if you name is correct and you have rebuilt it it's proably a problem on there side

gritty heart
# cerulean fossil

Those are ovr errors. You probably have some error with your meta integration. We don’t support their sdk here, so you’ll have to seek them out for support.

cerulean fossil
#

ight

pine bison
#

Great work with the livestream today @gritty heart, really interesting watch :)

#

XRIT has come such a long way, really cool to see the multiplayer demo

cerulean fossil
cerulean fossil
gritty heart
#

You should purge it, clear your library folder and reimport everything

cerulean fossil
#

ight, ima try it and come back if it fixes my issue

uncut plank
#

how to i make my game build pc vr and quest 2 quest 1 ect compatible?

cerulean fossil
#

might just be my pc idk

#

ive tried every unity version i can

covert flicker
#

Hi everywhere,

Can anybody help me? I am searching for an introduction to create a patch OBB (opaque binary blob).

The Unity documentation refers to the official Android documentation, but there is still no introduction on how to create a patch OBB. Source: https://docs.unity3d.com/Manual/android-OBBsupport.html

About my application: I am developing a location-based VR application for Quest 3. It’s an interactive film with a lot of film material. My goal is to load the film material into the OBB. It works fine until my film material exceeds 4 GB. I have read that Unity is able to read an additional file called patch OBB, which includes adjustments and additional files.

My previous attempts were to start with two videos. Video A was for main OBB and Video B was for patch OBB. I built my application and extracted the generated main OBB. I replaced Video A with Video B and created a new zip file with no compression and renamed it to patch OBB ([patch].[build version].[package name].obb). My result: I installed the APK with the main OBB on Quest 3. I started the application and Video A was playing. So far so good! But when I copied the patch OBB into the internal storage (android/obb/[package name]) and restarted the application, then only Video B was playing. I was confused because I expected that both Video A and Video B would be playing. Can anybody understand my mistake?

ocean hazel
#

How do I find out which interactor is hovering or selecting my UI?

crude frost
#

I'm using new input system. And I have an input action for controller grip (Action Type: Value, Control Type: Axis). In editor, I have no issue with it. But, on build, it sends errors on performed, and on canceled to logcat. They look like this.

crude frost
stark zinc
#

could someone help me? I am having issues converting my vrchat avatar to VRM format for vtubing. i think it might be due to the new unity version that vrchat uses not being compatible with UniVRM, but i'm not sure

gritty heart
ornate questBOT
buoyant jolt
#

Yeah probably much better to ask there. Also has 3x the members, so a lot more likely to get a response

viscid osprey
#

Hey im having some trouble with my game. When I click on it, it says ' Game could not be opened. Please check the logs.'

torpid ginkgo
#

@viscid osprey Don't cross-post, please. And this is unrelated channel.

viscid osprey
#

soz

glossy tundra
#

Hello guys, i'm using the current IXR 3.0.3, and i have a problem with XR Direct Interactor, unfortunately, i dont know if i'm miss understending something or some of the news updates change something, can anyone help me with that ?

gritty heart
#

If you want to see a good setup all configured you can also grab the vr template with Unity 6 preview

glossy tundra
#

Now i know how interactors know what interactables to interact to, by layers haha

junior quest
#

did you fixed the issue?

sleek blaze
#

Hiya, I'm following a basic tutorial in which they use a component called "continuous move provider(action based)" but i dont have that same option on my XR origin even though I have the XR interaction toolkit downloaded. I cant find anything about this online, did I miss a simple step somewhere?

slate prism
#

@here Any one able to help me ? I need a project template with a vr controller but i cant get it to work. I have a quest 2 headset but i cant get a rig that works on it what should i do ? To be clear i litterally just need a vr player controller but i just cant get it to work

glacial epoch
#

this is literally the easiset find on the internet. there might be problem with your hmd.

glacial epoch
north path
sleek blaze
glacial epoch
#

Reimport the xrit

#

It's not possible if you have the correct ver

cedar creek
#

Hello devs!

I'm reaching out for help because I'm going to be mad. I'm working on a VR project using Unity with the OpenXR plugin and targeting the Oculus Quest.

I want to keep the origin of the scene (0,0,0) fixed because it corresponds to the origin of a motion capture system I'm integrating. This fixed point is crucial for aligning the virtual environment with the real-world setup.

What I'm Trying to Achieve:
Fixed Scene Origin: The (0,0,0) point in the scene should remain static and represent the origin of the motion capture system.
Dynamic Player Position: When the player starts the experience, their initial physical position might be different. I want the scene to maintain its coherence, meaning the player's virtual position should be correctly offset relative to the fixed scene origin.

is it possible?

buoyant jolt
# cedar creek Hello devs! I'm reaching out for help because I'm going to be mad. I'm working...

Yeah we had to create our own utility class to do this. I'm assuming you are trying to deal with the user start position being offset from their room. When you want the experience to start centered on where they actually are.

When the user starts or teleports, you can get the center of the target from the XR Rig. But then, you can also see the offset, based on I think it's the VR Camera. If you apply the negative of that offset to the XR Rig (X and Z I believe, but not Y), then the center position becomes relative to the camera and not the room. Usually I let them move around freely at that point.

But yeah, the downside to the XRI/OpenXR, is it hasn't (imo) been used enough in commercial projects. So it lacks a lot of utilities you'd get from say the VRTK or other frameworks - such as basic things like fading the screen before teleporting which is pretty industry standard everywhere but the XRI. A surprising amount of the tooling is not inheritance friendly, so you usually need to create your entire own X class to make a small adjustment to a utility script. It is getting better... but still on the heavy side for the functionality it provides.

gritty heart
#

The offset issue is an artifact of OpenXR not having a built in local floor recentering capability.

In newer versions of OpenXR in unity, there's a patch that allows recentering to work when the user does it, but there's no control over where the 0,0,0 is placed given that stage mode tracking keeps a persistant origin between reboots.

Luckily OpenXR 1.1 standardized this, and Unity already implemeted the local floor extension that enables the correct behavior, but the runtimes still need to adopt this.

viscid osprey
#

Hey, I've just joined Unity, and I was planning to make a VR game. But when I press 'New Project' and select 'VR'. I then try to connect it to the cloud, but it wont connect. And when I click on the project it says 'Could not be opened. Please check the logs.' But because I'm new, I dont understand them.

gritty heart
#

Also make sure you’re logged into the hub and have a valid license

gritty heart
#

Just a note! The VR and MR templates are now updated to run XRI 3 with Unity 2022.3

storm ether
#

Yo

#

Does anyone know how to install side quest on vr

true pine
storm ether
#

It’s a program

#

Like seperate vr Shop

modest mason
#

Is it Unity related

frigid saddle
#

what do you mean by "on vr", on a vr device? any device or a specific one?
have you tried googling it?

true pine
#

This is not a Unity development question. It sounds like something you should ask in a consumer-VR community - perhaps to the "Side Quest" support channels

storm ether
#

ok first off it’s virtual reality

#

not unity

#

It’s a channel

true pine
#

I think I've found it, and I understand... but this is a channel for developing games and software targeting VR using the Unity game engine

frigid saddle
# storm ether ok first off it’s virtual reality

right, but vr is just a technology.
you'll have to be more specific about what you're trying to install it on
no-one can help you if you don't tell them what you need help with

as many people have told you, this entire server is unity-focused. if your question isn't related to unity, then we don't have the resources to help you, and you'll get better answers elsewhere that is focused on vr or the application you're mentioning

storm ether
#

installing side quest on oculus quest 2

frigid saddle
#

alright, try googling that and if it doesn't yield results try asking in a server or forum focused on vr/side quest

storm ether
#

It’s not that hard

frigid saddle
storm ether
frigid saddle
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no thanks

storm ether
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Are you kidding me

frigid saddle
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i don't dm random people, no im not kidding

frigid saddle
storm ether
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I’ll literally do it and I won’t find what you are claiming to be there

frigid saddle
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yeah... google is much better than that

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were you just googling "sidequest vr" before

storm ether
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Nowhere did I find a link at all for oculus

frigid saddle
storm ether
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I think you are kidding

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Yeah there’s no oculus link on there

frigid saddle
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the entire site is for oculus

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please, put in some effort to your research

urban cloak
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Again this isn't Unity related and not the place for how to install software.

storm ether
frigid saddle
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i know literally nothing about vr and i found these results copying your own message.
if you can't get it from here, i can't help you.

storm ether
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Jesus

urban cloak
frigid saddle
urban cloak
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!kick 709831677769285674 This is the Unity server, for Unity development questions. Not general game software questions. You will have to find an answer on how to play games with side quest elsewhere. Good luck.

ornate questBOT
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dynoSuccess ettels was kicked.

urban cloak
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I'm not going to entertain this further. We can move on.

frigid saddle
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sorry for dragging that on.

mighty mantle
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is there way to change the xr interaction manager's interaction update order? i have a derivative (descendant?) script that would be way easier to finish if i could just make it execute right after its ancestor (is that the right word?)

cerulean fossil
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my probuilder map disapeared?

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and my icons look like this now

gritty heart
mighty mantle
# gritty heart You can see the script execution order of specific scripts. But also, the inter...

thanks, i thought that the xr interaction scripts had their own separate system for that lol.
also, since im back home ive also tried the solution you recommended to me a while ago:
https://forum.unity.com/threads/two-handed-weapon-manipulation.1596393/
was there ever a working solution to not grabbing the object upside down relative to the interactor?

gritty heart
gritty heart
mighty mantle
# gritty heart Im not sure 100% what you mean by problems with grabbing objects upside down. If...

i tried both the general grab transformer and the dual grab transformer. they both have issues
the dual grab transformer is nearly perfect except it grabs the object upside down sometimes
the general grab transformer fixes that, but when i release and re-grab the main hand while holding the second, it incorrectly calculates the new pose. it's very, very wonky and i can't even begin to understand what exactly it thinks its supposed to do. it also has the problem of adding rotation offset as i spin my hand in a circle.
i also tried using both but nothing changed, the results were just whichever was the last in the starting grab transformers list

unfortunately, it seems that once again even ignoring the issues posed here, this method for two-handed grabbing is inconsistent at high velocities. depending on direction, it will sometimes switch which grab point is being selected, or throw the object entirely
i may have to return to the old, but bad, method of just parenting it to the hand object until release, with some simple point-at-the-other-hand code if im holding w/ both

gritty heart
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The regrab issue with the main hand is something we want to improve. It works by setting attach point 0 as the baseline and then attach point 1 is what it tilts towards. The problem is that if you grab with left, release and regrab, the right is now the primary hand, which I agree is wonky.

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Good to know as well for the high velocity issue