#š„½āvirtual-reality
1 messages Ā· Page 21 of 1
gotcha, thank you
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
I'm using oculus
can unity be used by airlink on quest 2 or does it have to be corded
works fine
what's the symptom of unity messing up android manifest?
As low as you need it. Do you use it?
If you do not know, put it at 16 or something low to make sure Unity does not allocate memory for it.
In general it does not use much performance if no particles with physics are used
Bear with him.
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
fixed by changing
set DEFAULT_JVM_OPTS=-Dcom.android.sdklib.toolsdir=%~dp0\..
to
set DEFAULT_JVM_OPTS=-Dcom.android.sdklib.toolsdir="%~dp0\.."
in the .bat file
yeah this is an extremely annoying issue
There are usually three. The app won't run at all. The app launches but 3 dots appear and it doesn't start. Or the app runs but it runs as a non VR app on the device.
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.
You can use a tool from Google to check an APKs manifest post build to see what got kept and removed though
Describes the Android manifest requirements for uploading a build, and how to modify the manifest in Unity, Unreal or native development.
For analyzing the APK, there are 3 built in ways I know of (apktool, android studio and classy shark), I like this one the best
But apktool works nicely with command line, which is handy to have as a batch file with your other install scripts etc.
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
It's not related to Quest, check if your script inside "xxxx.cs" is also named "xxxx", such error is usually caused by typo in class name or namespace
I understand this point, but if this was the case, it shouldn't work in play mode too right?
But it works there as intended
Is the script inside folder named "Editor" or the script contains ifdefines? "#if UNITY_EDITOR"?
i didn't know htc had an android headset
oculus is trying to be the android app store of the vr market
looked at the numbers... there are quite a few q2 and q3 out there
It is inside the folder 'Scripts' Directory and there is no ifdefines
could the error be related to assembly references?
Yeah, it has to be something that is not included in build, so assembly references are probably the culprit
Idk how I fixed it but I can finally test my vr game
I'd be guessing without seeing the full path, but the only reason it would be different is if it was excluded by the build process and missing, or conflicted with something and was removed.
At least that's the only two reasons I can think of atm
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?
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!
The OpenXR Runtime Debugger log looks almost identical in the two projects up until the "xrLocateSpace = XR_ERROR_TIME_INVALID" line seen in the pic.
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?
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 āswitch 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
Assuming OpenXR, You can change it between floor and device at the XR Rig. From there it'll stop tracking the distance from the floor and you can manually specify the height
when i switch and i set the compression to "not override" nothing is purple, should i buil like this ?
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
on some videos they said to change the compression mode and since I'm a beginner I followed without thinking too much but since it seems to work if I leave it at default it suits me š
thx for your answer š
No worries, you can ignore them. ASTC requires Vulcan support, and a lot of Unity versions have broken Vulcan support for Quest. So I generally recommend avoiding it for the moment. But a youtubers gotta tube I suppose:D
You'll be fine without it. Depending on your Unity version, building with it, may also have worked fine on the actual device after.
i work with unity2020.27f1
thx a lot
( the project had been started by other students on this version so I continued to work with )
Gotcha! Perfect, yeah just keep it default in that case. The Vulcan bugs weren't resolved until recently in 2021 and 2022
thank you so much !
And yes, 100%, only upgrade when you have to. Or it'll become a make work project
sure š
i only have this
what do these vulkan bugs look like? been using ASTC in vulcan 2020.3.48...
Sorry, crazy day, its probably patched in 2020 by then in that case which is good. You'll know if you hit it, you'll get a black screen / hear all the sound, and the log will be full of rendering errors
We usually do pretty deep testing between Unity versions, so finding something that was stable enough for all platforms always tough
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 š 2020 was pretty decent as long as you know what checkmarks to hit for Steam/Vive/HTC/Pico/WMR/etc.
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.
haha yeah it's mad out there, like a clock is ticking and everybody wants the world to themselves
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 š
Well, given you are in a Unity chat, and Unity supports VR "out of the box" - the quick answer would be...
- Drag in an OpenXR template into a scene
- Drag in your 3D model
- Connect your headset via Link
- Press Play
That'll get you started. Then questions about how to move around and whatever will help you decide if you want to do more than that.
If you want to view that experience without a PC, you'll need some extra steps:
- Build for Android
- Push build to headset
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
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.
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 ādockedā experience?
youtube VR on the quest basically does what iām thinking, they have a āimmersiveā 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!
Thanks for the detailed response. I will try this. Does push build to headset mean building an android app? That you can download from quest store?
Yup or install via ADB or sidequest š
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
No problem! You can also grab my terrible port of Doom from Itch for free using Sidequest š
I started porting over daggerfall next bc why not š
I will defo have a look. Is you port of doom vr playable?
It's OK, I badly need to improve it. Definitely on my todo list. I'd say fun for 5 mins then mmm
How long you been learning unity for?
I've been using Unity FT as my day job for about 13 years now š
Wow a long time then. I've been learning for about 2 months. It's vr that got me interested, as exploring models i created is awesome. But certainly a learning curve. Ultimate goal is to create an explorable world for quest and pc. I am good with wordpress, so hopefully the build will easily integrate with that too
Definitely doable! The whole thing can be a bit life consuming but totally worth it :D.
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
And WebXR is growing crazy fast
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 š
But I digress. If you get stuck, just shout, the community here is pretty solid for helping as best they can
Yeh, it's defo consuming my life already š¤£. Thanks for the advice, much appreciated
@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.
Hello,anyone knows how to fix UI got blurry when they are in distance on quest3?
oh i figure it out, if you are urp, just set the render scale to max
[epilepsy warning] It's the first time this happen to me in vr, do you have any idea why?
on a flat surface, it's normal, but on the terrain it's really bad.
Can you make a epilepsy warning for this video?
Can someone help me get continuous movement working? I'm using the oculus xr plugin in package manager
What did you already try?
Are you using XRIT?
Looks like it may be caused by camera controller trying to position and set rotation to your camera on uneven ground, which Is being overriden by VR camera, your camera should be in a parent object, or change the logic of your walking controller
not openXR but this gives me an idea thanks
anyone use hurricane vr?
I have in the past. They have a nice discord for questions about their tool as well
who has a good yt guide to set up a working full body vr player
because none of the tuts i have found are good as ikt seems
Has anyone worked in Nvidia CloudXR?
If, please guide me to developing a VR app for oculus quest ?
Check the FinalIK VRIK demo scene
There also is integration from VRIF if you have that
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.
FinalIK, any IK really. No idea on tutorials, you'll need to Google for that I'm afraid
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.
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...
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!
Usually you limit the XR interactions to the local player only and disable them for the local player on object x while it's in use.
I'm attempting to create a cooperative nursing simulation where one nurse may place a medical instrument in one socket location and need to be grabbed by a different nurse, how would you do that instead of using sockets over the network?
We do a ton of multiplayer education and health. Once a player takes ownership, disable all XR interactions on the object for the other players until they let go. I wouldn't use the default sockets for that, its tied to the local XR instance with some really wonky code. And it's a lot easier to just create your own layer for holding devices in place.
The downside to the XRTK etc is it is very verbose intertwined code that's quite unnecessary for something simple like snapping objects.
That is very helpful thank you! I actually attempted that as we have some sockets attached to objects with animations which led to me updating some positions every frame and it actually worked but would crash the programs on the Meta Quest 2's that we develop on, do you have any low cost ways of snapping in those objects that you have implemented before?
We don't really do anything fancy with snap points, just parenting or setting positions in Update/LateUpdate
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
Okay! We have just been struggling with game crashes while we deal with udpate... We will give it another try! Thanks for your help!
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.
A tutorial video would be very helpful too! Thanks!
I have no clue why this happens, but whenever I grab an object, it goes a noticeable distance above where I grab it
Hereās a video of it happening
Another thing Iām wondering, why is the socket blue right there? If the bone is in place; why can I still see the socket outline?
Alsooo
Socket can still be seen?
Even tho the bone is in place
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?
How do I connect my vr to my unity thing and download it
Tons of tutorials online
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 itās supposed to be(as you can see with the blue socket floating way above)
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?
Iām having this problem too! Pls lmk if you find a solution
@wise warren
probuilder
right now I am just going to try a script where on play it teleports the rig to where it's supposed to be - seems to be working but the issues are so intermittent it's hard to tell
You think you could help me implement it?
This script that youāve created?
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.");
}
}
}
basically something like that
get references to the player at the start and where you want them to go
then just set the player position
you might want to do it OnLevelLoaded()
How do I make the build target group contain a definition for vision is
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
pressing fix doesnt fix, edit doesn't highlight what needs to be changed etc...
Sounds like a bug can you report it?
Iām out of office this week. @short nova can you take a look at this?
Sounds like a bug can you report it?
is there a quick tuto to get hands working without hand controllers on quest using Unity 6 MetaXR 2.0?
Using Meta's building blocks you'll get there quickly
what are those?
Google them
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
Otherwise there are many XRIT hand tracking guides which work with OpenXR
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.
If anyone would like to make a gtag fan game wit me dm me.
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Aight mb
It sounds like a few things. When it launches, does it show 3 dots or a black screen? You can also use logcat or adb to read from the device to see the error.
It can often be caused by bad libraries, bad android manifest, or Vulcan bugs which needs to be disabled - especially in older unity versions
It shows 3 dots. I am also confused about what is needed to run an app. For example, what is the difference between selecting OpenXR and Oculus for the build. YouTube videos are providing me different advice. I also cannot test my project live within Unity. Actually i shows the view from the cam, but i cannot control it via keyboard. But then again, i probably wont as this is for vr
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
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.
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
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
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.
āŗ Art Assets - Polygon City - Low Poly https://bit.ly/3ScOYa1
My discord link
āŗ https://discord.gg/DgUdNDT7KU
āŗ Downl...
this is good info. thank you. i will try everything you said
I am able to view live via unity now. I runs very slow, and i seem to be up too high, and cannot travel via controller. I also have some errors. The graphics API was already disabled
Yeah it's saying you didn't configure the XR manager in player settings properly.
The rest is just configuring the XR Rig for your game.
As for slow, you need a VR grade computer to test it properly via editor.
Ok new problem guys. I built and ran my VR game on my oculus but now the scene doesnāt move with my head and itās very disorienting
I already deleted the device simulator off my hierarchy so idk what else to do
Also, not everything in my scene appears in the app when I put on the headset
- Not all of my objects in the scene show up.
- I donāt spawn in where my XR rig is positioned in my scene.
- The scene moved with my head and makes it very disorienting
3 main problems^
thank you. i managed to get it playing through unity live. And have added hands and locomotion. I am just uploading via sidequest. Hopefully it will work. I am assuming once it is on meta quest 3, i should be able to play it without the quest link being attached
Not spawning where the VR Rig is located is my biggest problem rn
Yessir
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!
this my settings and what happend ingame it t poses when i walk
now i tried it like this and it does this
why would someone even help me
it's literally called "building blocks" š thanks. i'll test a few
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
but i read that oculus store no longer accepts projects using their SDK, only OpenXR
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. š 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?
Is there a template for local multiplayer mixed reality?
https://github.com/oculus-samples/Unity-Discover
https://github.com/oculus-samples/Unity-LocalMultiplayerMR/tree/main/colocation-sample-pun2
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
ty
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@ivory haven Don't tag people not in conversation with you
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!
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
You might try to set the tracking origin to "Eye Level"
Unity XR must have the same setting somewhere under a similar name.
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 (:
I do not have eye level. I am using the general XR Origin plugin
"Device" is equal to "Eye Level"
thank you. when i test this live in unity, using my headset. it is still very high. is that normal? do i need to install as apk onto quest to really know for sure?
My current camera y offset is 1.1176
set it to 0
imo your cam should not rly move away from the set position once playmode starts
whatever children are between this xr origin and the camera should have their positions set to 0,0,0 as well (:
thank you. you are literally the only person i can ask for this advice, so its much appreciated lol. Very hard to find this info on google
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
np
is this your experience that hand tracking is far more laggy than controller?
Hey guys, I'm having an issue with the OpenXR plugin where the allow internet permission keeps getting overridden...any ideas?
does anyone know how to add multiplayer to a gtag fan game?
Whenever I make chances to my game, literally none of them are reflected on my headset
I think I have to refresh the cache on my device but Iām not entirely sure
If you are building it as an apk, you need to build it each time. If you run it via link, it should show the updates when you stop and press play again
Yeah I do build it each time
And it never updated
I uninstall from the device and then rebuild on unity
I never see my changes reflected
Even when I make super drastic changes, I just donāt ever see the changes reflected on my oculus
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?
I just have my headset plugged in, then I uninstall the projectoff the headset, go back to unity into project settings and click build and run. It asks me to save the file to my computer, I choose a location, then it starts to build
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
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/
I'm not convinced it will fix the issue for you though
Unfortunately I canāt try this out until Monday
But Iāll definitely give it a go
Thank you!
unity URP Enable HDR will causes Meta Quest3 Passthrough Invalid. What should I do?
Don't use HDR. Quest doesn't have HDR output either
Quset can output HDR Color, I've already tried
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
thank it is useful
unity without errors lvl impossible
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
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The Meta Unity dev forum activity level is pretty much zero so I'll be asking Quest questions here.
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."
Which is it?
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.
Itās the oculus XR plugin. Itās only openxr because they hot swap the ovrplugin DLL. Itās a setting in their tools. I think itās just the default honestly.
They abstract anything to do with openxr
They also support an openxr workflow using a loader that they add but itās not super compatible with everything even in their tools from last I checked
Ok, what does it mean for me. Do I have to do some low level stuff like in Unreal?
No. I canāt really coach you on this workflow tho
Basically the right way to go for now with meta sdk is to use oculus XR plugin
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.
goal: hand + controller mixed, with appSW and foveated
and if it's possible, which button, plugins, version etc...
the oculus plugin that comes with unity in the UPM doesn't do mixed hand/controller tracking
It does just not with the Unity hands package.
You have to use the ovrplugin for now
You canāt do app sw with Unityās openxr loader, at least not yet
cool, thanks. that's super unclear what can and cannot be done as there are no such thing as this:
I've always wondered why there is a toggle for ASW but no warning when the URP stack isn't supporting motion vector output to the proper format expected by the plugin.
and so i'm on the same page, what you call the OVR plugin is what meta calls the MetaXR plugin, right? and that means all your XRTK won't work but i can excise your cool math
I guess? They changed the name it seems. Itās a DLL that has all of metas features exposed through it
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
Guys What is this error and how can I solve this?
- There's empty list in XR Select and Hover Filter also I can't find any script about related IXR Filter in component
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?
- There's empty list in XR Select and
You could setup a blendshape that animates during the transition. The blendshape is black mesh that the passthrough writes to and you can unfold it nicely
cool thanks for confirming. why are you guys not... working together? so much waste
We are working with them, trying to get all their stuff working via openxr. But it takes time. Meta has a lot more developers working on their tools than Unity does, and they want to have control over their sdks, so they push out their own stuff, with high velocity, and we don't always know what's coming.
and just piggy backing your stuff on theirs isn't possible? have users download their plugin and yours is just a wrapper
and how many are you on the xr team?
Dont want to get into the specifics of team comp
I mean a lot is possible, but using xr hands with their tech is an exercise in frustration until we work out some issues.
unity's become so opaque in the past 5 years
I don't really agree. I'm trying to help you out with a plugin that isn't supported by us, and you want to know exactly how many people are working on xr at Unity.
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
im using pico 4 btw
Grab the starter assets samples in xri. I recommend 3.0+
thereās a prefab setup that automatically handles that
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
If they use openxr you should be set but we donāt test on pico devices so canāt really offer any support specific to their hardware
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
the button is for switching scene method, i tried on the unity preview and it work with my mouse cursor tho
You did bring team size difference with meta so that makes sense to bring numbers
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?
The oculus XR plugin is what exposes the hooks to the engine that meta needs to build their ovrplugin which the meta sdk uses.
It predates the OpenXR plugin package, which is the recommended approach going forward
so you chose to force meta to match your openXR interface instead of building an openXR wrapper to match theirs, probably because of team size difference.
Well we build a solution thatās cross platform for all vendors, and itās up to them to make their features work well with it. Meta can support everything via the Unity openxr loader, it just has to be prioritized for them.
We do put a lot of energy into making sure our first party stuff works well on quest though.
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
We are using OpenXR for our Picos, so it's just making sure the canvas is setup properly. But with either one, just follow the tutorial for UI, and make sure you have a proper event system
Yeah, they've been renaming everything from Oculus to Meta, but otherwise is more or less functionally unchanged. A few things definitely breaking on the way š
And yeah, their forums have been dead for a long time.
I strongly recommend using OpenXR as much as possible though.
It seems like an unusual situation. Such vendor specific implementation is usually seen on console where the vendor hires unity to develop integration. You see oculus willing to stir their boat to match yours?
that's the thing, I tried mixed input once and can't get it out of my head because it fits the whole game so well. and only meta (the obfuscation of this word by facebook makes me hurl) plugin implements it
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.
Meta is definitely interested in helping their developers ensure their apps can work on other platforms, and theyāve done a lot to push OpenXR forward. A lot of the original standard is their code.
So yeah they had to do their own thing while unityās openxr loader matured but itās coming along well and work is underway to make it support everything. It will take time though.
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.
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.
I think this vaccuum you're speaking of explains why oculus (let's call it that š "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.
GDXR is pretty much what @gritty heart and his team did with XRTK, good stuff.
Put the camera under a parent game object and move that
I recommend following some vr tutorials
I donāt know how your project is setup but itās worth starting from something simple like a template and seeing how vr works in Unity
You canāt move a camera directly
You need to add scripts that handle things like wasd
It seems like your sample doesnāt include 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 š
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 š
Oh dude you love testing new stuff uh. I think I about reached saturation this month lol
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
but yeah webVR is brilliant for enterprise I bet, and multiplayer 2
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
the feeling of being there is incredible
Yeah absolutely, we almost exclusively do hand tracking enabled & multiplayer experiences. I love hand tracking.
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
Hand tracking is great but using rays with it is a massive pain and infinitely less precise than controllers
You really need eye tracking for hand tracking to take off imo
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
The clients don't ever seem to appreciate the effort though and they end up just using the controllers out of habit anyway
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 š
I definitely think eye tracking is greatly under valued too.
tuto gets out of hand fast, that's why i cut down on originality
one of the project had so many unique mechanics that the first 5 levels were all tutos
given how sensitive my eyes get in vr, i wouldn't want ir shining in them so i'll pass on eyetracking
i was wrong they don't use blinn phong and that's why URP looks so terrible https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf?t
How do I fix this silly little error
I can't read that very easily, I'd grab a proper screenshot, and the full console logs. It looks like it's telling you to check a log file.
Can specific images or QRs be detected in mixed reality with quest 3?
i need some help for building a project D:
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.
Does anybody know how to cast shadows from a meta avatar?
I can make everything cast shadows, but my meta avatar won't cast one
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
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
Hello Everyone I am new here
Hope you are doing fine
I was wondering why firebase is not initializing, Even though I wrote the code well on the project.
The XR Rig Player move as the camera, but the Hands doese not connect nor move with me
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.
Any Ideas?
hello question, does anyone know a good VR tamplate?
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
There is the new URP demo with a VR scene
XRIT has samples as wel for more complex interactions
What did you do to set it up?
Did you check the docs?
Maybe follow the vr learning path on unity learn
!learn
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Then the code is not right ey (;
Best to ask this with your code next to it in #archived-code-advanced
How is the player set up?
Are the gameobjects next to the camera?
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?
I don't have any general tips but if you provide some specifics, things in your project you want to optimize/think you could optimize better/etc I and others here could provide plenty of advice
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)
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...
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.
Just looked it up, it took me a second to find due to all the existing things with that name (something to consider if you care about marketing/SEO in the future). How far along are you in migrating to URP?
Guys. What server is the best to find developers specifically good at VR lol. Itās quite hard to find some nowadays.
what's the easiest way to make objects grabble in vr and how to grab?
the Meta Interaction SDK is generally a good starting point with good in engine examples if youre developing for quest on pc
Does anyone know if its possible to use the SteamVR virtual keyboard to modify text in game?
I'm not a URP fan, but it's primarily just material changes. Optimization otherwise is pretty much the same between BiRP and URP.
!collab I'm not sure where someone would go to do hiring for VR though.
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Alrighty
I recommend using OpenXR and the XR Interaction Toolkit to get started. Use the !learn tutorials they will walk you through it. Once VR is up and running, you can add a Simple Interactable thing and a rigidbody to any object to make it interactive
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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
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
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
Yeah unfortunately the steamVR keyboard only exists with steamVR. So porting to quest, Xbox, switch it won't exist. It needs to have steam vr installed on the device as a service, or the keyboard ripped from the package and manually added to your game and rewired.
I assume you are talking about an onscreen keyboard
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.
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
i'll investigate further, cant find any steamworks documentation on it :(
and yes, on screen keyboard with laser pointers or what have you
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 š
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!
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?
I'm curious how it works out!
I'm sorry, I don't really understand your question & problem well enough to advise
hold on lemme take screen shots of my issue
@buoyant jolt
the first is what the hands look like in the scene and the second is in the build view
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
You may have just missed the option for XR Manager - Android - OpenXR - Hand Interaction Profile.
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
this is what i've been able to do
Is it possible to detect images of the real world with quest 3?
Nope
See console for details, just like it says
Are you sure?
Yep, quest has no image detection
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
Okeiiii ty
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?
sounds normal, you could limit the scene to 4 lights in total and it should go away
Is it possible to both move and rotate, while holding objects in the hands that move and rotate you?
Thank you
This is default behavior with XRI 3.X
I read about that earlier, but was unable to figure out how to add 3.0.3 to my Unity 2022.3.0 project. Thankfully the changlog (https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@3.0/changelog/CHANGELOG.html) lets you add them directly to the editor. Thank you!
I would definitely recommend grabbing the latest 2022.3.x - .0 is pretty crashy with openxr
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.
Does anyone know why my right eye shader does not show?
switching to multi-pass did not work
Iāve never seen this bug I shared it with the editor team. If you observe it again be sure to report a bug in the editor
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.
Very strange. Iāve never observed this.
Thanks for sharing
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.
It looks like your grass shader isn't set up for single pass. Is this using the build in pipeline? Do you ahve the shader file?
I can probably patch it pretty quickly if you post it somewhere.
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).
Built in pipeline with custom shaders, no problem though
so hacking together BiRP shaders for VR is easy then? What do you think is key there?
are there just 3 magic lines?
9 out of 10 times, that's all you need to do
oh snap that does seem easy
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.
anyone know why when i press play on unity on my quest 2 it doesnt go into vr like 95% of the time
it works on the odd occasion but most of the time it doesnt
Bad cable (would be my guess)
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
Built-In Render Pipeline has no issues, so I can run Unity 2022.3.29 with BIRP, but not URP. I'll wait to see if the bug report gets attention, and continue to work on BIRP for the sake of learning. Thanks for your help!
I could be a package cache issue and something not importing right.
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?
There might well be a bug that no one else has discovered.
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.
You also need an event system for ui but that sounds reasonable.
If you try just the demo scene from start assets and hit play, before deleting stuff, do you have the issue?
If you're talking about VR Core, yes. Issues on that too, even without deleting anything.
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.
Xri has some tools to swap materials. I recommend doing a reimport all after you switch pipelines. Can also delete your library folder for good measure
Converted my material with the Edit > Rendering > "Conversation Thingy"... Still had issues.
Then I reimported all, and still had issues.
After that I closed the project, deleted the Library folder and still had issues.
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.
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.
It is urp, i fixed it by switching to multipass for both the oculus and the monitor. Im not sure if this will mess up with the quality
The problem is I donāt know where is output and input because the shader is not mine
Im not sure im gonna change the code im terrified to mess it up
With xri we have this scriptable object that auto switches shaders so you donāt have to convert them. Itās just for materials in the samples though
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.
Ok good to know. So thereās just definitely a bug with urp
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?
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
so if URP is causing your grief, dump the darn thing, BIRP just works
this is actually nice to know, thank you!
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.
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
How much difference did you see with ETC2 vs ASTC?
And how did you set up URP? In my testing they perform similar (or better with big scenes in Unity 6 with gpu resident drawer and native render pass), and then I personally pick URP for the added features
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
Thanks for the response, I very much understand your usage of BiRP in that case. Also Unity 6 definitely is a bit buggy still, but I have switched over to it with some of my projects already without that much drawback.
I got a video on I think 2021 for Unity setups (player settings and VR settings), but did not cover Unity 6 or URP yet. Added it to my to do list :P
https://github.com/smitdylan2001/SlapSurround
I think this one performed quite good on VR, but I needed VFX graph so had to use URP
Might have some good settings
cool project. instead of sampling the scene mesh you can calculate distance field by a one pass processing
vfx graph loves SDF
there's a fully bursted sdf baker somewhere on unity github
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
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 
all you'd need is control thickness https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@12.0/manual/Block-SetPosition(SignedDistanceField).html
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? 
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.
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?
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
Provides an overview, instructions, FAQ, and other information about body tracking for Movement SDK for Unity.
Hi, does anyone know how to read battery level of controllers from the OVR sdk? canāt seem to find any documentation on it.
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?
Probably the same way as on iOS. But note that the AVP doesn't have GPS. It might be able to use location data from a paired iPhone for improved accuracy, but otherwise won't be more precise than within 100 meters.
Does anyone know why I can't see XRI default left/right controller while I have the XR toolkit installed?
You need to import the starter assets in the samples section in the package manager for XR interaction toolkit
Thank you! Worked like a charm ā
i tried with air link too but still no success
doesnt even load into vr anymore at all
I'd start with the console and see if it is recognizing VR. I'd check the XR Management settings. And I'd check a new test / demo project for VR.
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 š
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.
Yeah the good news is you seem to be seeing something. It's hard to say for sure without seeing if an error appears in the console log or the XR config.
so you recomment not to use the fix tool?
It's good to use it, but now that I can reproduce it breaking projects, I'd use it sparingly.
right ill try mess around with it and see what happens
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
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 š
Yeah, quest restrictions are fun.
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."
https://github.com/dorkbot/Dorkbots-UnityUtils/blob/main/Dorkbots/XR/EnableXR.cs
heres the script for anyone in the future having the same issue
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?
Do the objects have a uniform scale? I.e. (1,1,1) or a wonky scale? I.e. (8,2,0.5)
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
Is there a reason why my project isn't displaying in my oculus quest 2 even after disabling the simulator?
Hello Again, does anyone know how to read battery level of controllers from the OVR sdk? canāt seem to find any documentation on it.
yh they did because i found out that the scale changes when it becomes a child of an object, but i've fixed the issue now thanks
can't you just read it from the quest? or meta quest dev hub
I think they mean so they can visualize it in their game.
@regal wave You want OVRInput.GetControllerBatteryPercentRemaining
oh ok hmm that's cool š¤
Yeah, Iāve tried this but it returns a zero float most of the times
Are you testing in a build?
Sadly, no. Iāll try this then
Hey for those interested, our XR talks from GDC are now available on Youtube.
https://www.youtube.com/playlist?list=PLFg9suyZ1OnI2HreqpoBoXsrbpfDZES7L&si=-XUEh25j0bBOyInt
Awesome š definitely going ot check out a few of these
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?
We're in the middle of upgprading those templates
They're in QA right now
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.
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
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
I wanna a course to learn MR
Ah, I also mistakenly said 2023 š 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.
2022.3 is a great target
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, š
It should work with the openxr plugin. The mixed reality template is configured to use it in 2022.3, I recommend trying that.
Also you might have something stake in your project. I recommend deleting your package cache.
Thank you - good ideas, I'll give both of those a go. I'm hoping to not give up on it yet tonight š
Just wanted to say, it's my first time using it. The MR template looks F amazing. 
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 š
is there a pre-canned way to emulate HMD and controller with mouse and WASD?
It's a bit convoluted, there is an XR device simulator. You could toss a small character controller on the top of it...
We have a toggle that moves us between VR, Desktop, AR etc. And then an abstract thing we call aliases that follow the active one. So the head alias always goes to the right spot for each platform etc. But that's definitely gross overkill
But that's just bc we support desktop, web, vr and ar all in one stack.
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
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.
oh ok thanks, funny things is i also thought about the first idea, i was doubting the possibility but i'll give it a try šÆ
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/
i see, nothing pre-canned. i thought the emulator module would handle input remapping for us, given the name. do you now what it does?
use autohand, if you don't mind another framework.
hmm alright will check it out thanks
free?
no, if you're looking for free then UltimateXR does that.
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
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?
I think the climbing is not based on physics. Is just translate. So you have to add your own logic to add physics/velocity. Or do it based of the position movement
of course š©
great. time to go code a bunch of transform logic using a bunch of code that i have no idea how it works
i have hurricane vr, the only reason i didn't use it because the set up process for grabbing is too long and my project timeline is very short with a lot of assets
ultimate XR not hurricane.
it's well designed, seems done by production devs
yh i know i was making a point, hurricane is good too but ayt
ok, since you're talking about it, how did you deal with jittery physics in hurricane? autohand is dialed to a T
haven't experienced "jittery" physics in hurricane š¤
how does this work? when i select multiple i don't see any change
Turning on rigidbody interpolation probably helps there
Single means that if a second hand grabs the object itāll replace the first hand.
Multiple means both hands can interact. Be sure to enable dynamic attach on the grab interactable. If you donāt have that set itās gonna feel weird unless you manually setup attach transforms.
If you manually add the general grab transformer you can also configure how two handed rotation works and scaling.
oh i see that's cool thanks
noted šÆ
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
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
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?
:(
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
Go into the grab interactable and change the āFar Attach Modeā
Set that to near and youāll grab objects from a distance
I donāt think we have a max length option but itās not a bad idea to add support for that
I got it thanks :D
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.```
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!!!!)
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`
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?
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
Did you checkout the interaction samples of your packages? Especially for grabbing things, there are already samples to look into
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
did you check out the docs? https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@2.0/api/UnityEngine.XR.Interaction.Toolkit.IXRInteractor.html not familar with that class, but GetAttachTransform might already give you what you need probably?
what do you mean with activation exactly?
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;
}
}```
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
dont know specifically but based on the description it sounds like weird IK
Then probably store the grabPoint as a reference as long as you are hovering it? or something similar
Also wrong parenting of joints, hands, objects or just bad tracking can cause this. Check the samples for the packages you use to see if you are missing something
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...
CTRLZ?
probably not something you can just undo. But its high time you start using git
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)'
I tried to follow this but it's outdated because I am using xr interaction toolkit 3.0.3:
https://www.reddit.com/r/Unity3D/comments/10z4qjj/comment/j81x75f/?utm_name=web3xcss
does Unity 6 preview not have a VR template? can't see one when creating a new project
Did you import the relevant packages? There used to be samples you can checkout.
yep, these are the only templates I get with android and windows modules installed:
Are you missing anything specific. You can just add the xr origin thing by asset create menu.
yeah so I installed the xr packages anyway in a 3D URP project, that's fine, would just be nice to have the template there so everything is preconfigured
I think in the starter assets there is still a demo scene but it's a different one to the template
Itās coming. Weāre in final testing stages for it. We had to update the vr template for xri 3.0
ah, thanks for confirming. do you know what window you aim to releasE?
Hopefully any day now
sweet. would this be with a new ver of U6 or would existing vers be updated?
Iām not sure honestly. It may require a new patch release for the hub to pick up on it.
no problem. great to hear it'll be soon anyway
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
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
There is no vr is unity 6 preview, but just make it in 3D, itās very easy if you use the xr interaction toolkit and install the starter pack
Itās coming soon!
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 :')
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");
{```
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
What version of xri are you using?
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
My gt fan game of arms looks like this?
just got back from work. how in the world do i check what version im using? i think i installed one post 2.5.4 but for the life of me cant figure out where it would show up.
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
Yeah try the patch and see if it helps
Youāll also want to make sure you use the sphere optimization checkbox on your direct interactor
is the new xr controller post XRIT 3.0 the action based controller manager? (and its subsequent linked components for my needs)
Action based controller is gone in favor of direct input bindings using the input reader components
I recommend watching this video to understand what changed in xri 3.0
Deep dive into this comprehensive spatial app network and learn about what's new with XRI 3.0.
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
can anyone suggest what are the techniques in vr for implementing recoil on gun
Either an animation or decouple the gun from the hand in a way and add physics
There probably are some demos available online
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
im still having issues with this, ive looked into the documentation and it says this feature should exist on 2.5.4, so i have no clue what to do https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@2.5/manual/continuous-move-provider-device-based.html
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
Have you tried deleting and reimporting the XR toolkit?
Have you added to or edited any of the standard toolkit scripts before having this issue?
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
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.
its weird because everything was perfectly fine last night
i set up a new project, reinstalled xrit 3.0.3, set all the settings to the correct things, and the demo scene actually worked when i switched the play mode openxr runtime to oculus openxr.
i dont know what changed but the second time i ran it i had all the same problems before.
here's the error list:
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
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
If you upgrade to 3.0.3 from an older version you may want to delete your package cache in your library folder and reimport the samples in the project
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.
My rec is this.
- Delete all the xri samples from your project
- Close Unity
- Delete the package cache folder from your library folder
- Reopen your project
- Import starter assets sample
- If still not working do reimport all
tysm! demo scene works now, even the ui sample!
hey! can someone help make crafting to my survival vr game
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Hey, I don't have the unity files for these models anymore, Is there anyway to retrieve them from unity itself?
Probably. If you click on the model and select the mesh in the inspector, it'll show you where the model is saved
It'll probably be in fbx format though etc.
Wdum?
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.
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.
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!)
The reason itās not selecting is because the Interactable have nothing else selecting it. Iād recommend extending or making your own socket interactor if you want it to work this way.
I think itās the ācanselectā property that you want to override
Hmm so the default select mode is too slow for you, and you changed it to state and itās 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 Iām not sure the best way to do it.
My coworker proposed the following for this
"I think it would just be an override of XRSocketInteractor to remove the !interactable.isSelected part:"
"public override bool CanSelect(IXRSelectInteractable interactable)
{
return base.CanSelect(interactable) &&
((!hasSelection && !interactable.isSelected) ||
(IsSelecting(interactable) && interactable.interactorsSelecting.Count == 1));
}"
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.
canselect just returns a bool, doesn't actually select the object. ill look into it more later.
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.
that works for not allowing multiple objects to be socketed at once, but doesn't actually force the socket. that method is still useful though, so thanks!
yes if it's false it'll block selection
There's a manual selection api in all interactors that you can try
yeah fair enough. It might take some code change to get it exactly as you'd like though. I'm discussing it with the team.
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.
actually maybe the problem isn't forcing it to select, i might have to force the hand holding the item to exit select
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
so i just found out about casting to the different xr interactor/interactable types
bruh
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
You can cast the hover interactable into a select interactable.
lol yeah that was my immediate suggestion. Just saw this.
Hi all i have a question about getting input. Iām 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, itās not matching up with the pointing direction the controller asset puts out
Hereās whatās happening:
The pointer associated with the controller is red and the one I made with a debug.ray is magenta. Hereās 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 Iām 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
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
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
Grab the vr template from the Unity hub with Unity 2022.3. Itāll just work and you can go from there.
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?
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.
So i'm following tutorial for the basic for VR and whenever I looked for the Controller (Action-based). I don't see it
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
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
Itās been removed from XRI 3.0.
Input is handled with button readers now on interactors directly.
Iād recommend just grabbing the starter assets and using the preconfigured prefab, instead of trying to build your own rig.
Profiling is great as @shell kayak says, but if youāre using shadows an and youāre 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.
Iād also make sure youāre not using any post processing and check that intermediate textures are set to auto and not always.
Got it, thank you
thanks to both of you! i am on urp and the soft shadow config is set to low
add a collider to your floor
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
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
Anything you want the player to interact with, or impact physics, need to have a collider
Here's a tutorial about colliders https://youtu.be/S0MXZ6AXzTE
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
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)
The only way with a regular headset is via the app, so I would expect the only way on business headsets would be through the business console or something
supposedly you can use the meta quest developer hub desktop app as well but I can't sign into a managed account through that.
I did look around the business console thing they have, honestly can't see anything. I would think by default any account under that business license should have developer status...
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?
Have you guys tried the Meta Movement SDK? Trying to figure out how I can get the gaze direction
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
thank you, the problem was vulkan, cpu was at 30% while gpu at 100. i switched to opengl and now i have a much more respectable 70% gpu
and fps capping at vsync
Try clicking away and returning
Sometimes it has to reload
i cannot believe it was that simple 
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!
I had the same freak out many times lol
is there a downside for having high resolution realtime shadows on quest 3? i have the same performance with 256 resolution and 2048
The same FPS doesn't mean the same performance. Have you checked the GPU time difference in the OVRMetrics Tool?
time i havent checked but usage is the same
The usage percentages are not very precise. You can't trust them to make decisions about performance.
hm okaay
around 9500
Which shadow resolution is that? And how does it compare with the other resolution?
2048, I'm gonna test 256 tomorrow, it's 3 30 am
and 256 is like 9400
basically the same thing
soo? should i just leave them at 2048
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
Weāre looking to make a sample for this, but unfortunately there isnāt a built in 1 click way to do it.
With input readers itās easy to poll input, and with interactable event args you can grab the handedness of the interactor and then pick the correct input to refer to
How did you get v66 , the latest is v65
Sorry I meant v65
hi, does anybody know if theres any "OnControllerConnected" kind of event built in?
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
Iām pretty sure thereās an example of exactly this in the xri examples repo.
https://github.com/Unity-Technologies/XR-Interaction-Toolkit-Examples
Hot dang, thanks for the link! I'll take a look at it now
Note that weāre gonna update this repo to xri 3.0 soon. Itās still on 2.5 for now
HDRP has a water system. It should work with vr but itās gonna be expensive to run everything
https://blog.unity.com/engine-platform/new-hdrp-water-system-in-2022-lts-and-2023-1
So the game is solely underwater would it work for that?
I mean yeah the water system handles that well, but again itās very post processing heavy, so it might be hard to run bell.
Water is a tricky thing to do nothing efficiently and and aesthetically
hdrp on vr especially meta quest is an overkill
who knows how to fix this error
Try upgrading to the latest 2022.3 version, and ensure you properly check all the Android options
Use this https://docs.unity3d.com/2021.3/Documentation/ScriptReference/XR.InputDevices-deviceConnected.html and then check what was connected via device.characteristics
if((int)(device.characteristics & InputDeviceCharacteristics.Left) > 0)
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
Anyone aware of a way to stop this log every second? š„² I'd prefer to not have to filter by Unity so I don't miss relevant logs
What filters do you have there? My logcat always has hundreds of logs per second from all kinds of random systems, also when my app is running, so I have to filter by Unity.
1 irrelevant log per second sounds like a dream
I filtered by package name in the dropdown to the left of the search bar
Physics throwing is a complex topic. And Iāll be the first to admit the grab interactable doesnāt handle this the best. Afaik using instantaneous shouldnāt 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 youāre doing
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.
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
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?
now have an overloaded method to fix this
is google cardboard vr development still possible?
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)
You can create a target filter that handles this logic and add a reference to it in the socket interactor
I think you need to toggle a box in the action manager (canāt recall exact name), on the root object of the controller. It toggles input actions according to whether youāre locomoting or interacting
Have tou tried running xri? Our samples should work fine. Iāll inquire into the openxr provided rig
what do you mean running xri sorry?
Install the XR interaction toolkit, then install the starter assets sample and then grab the XR rig from there
Alternatively weāre going to release an update to the vr template this week for Unity 6 and it should provide a good demo
that's the one I'm using
but maybe alternatively I wait for the Unity 6 VR template
Are you using xri 3.0?
3.0.3
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
Cool just make sure your starter assets are up to date and if you did any upgrading itās worth closing using, deleting your package cache folder thatās in the library folder, and then reopening. Just to be safe
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
Does anyone know if Unity's OpenXR implementation use the multimodal feature from Meta? I'm not sure if I should use Meta's SDKs or OpenXR for designing a game that works with Hand Tracking and Controllers. Thanks.
https://developer.oculus.com/documentation/unity/unity-multimodal/
Describes the multimodal feature, which lets you use hands and controllers simultaneously.
We don't support it yet unforunately
Thanks for letting me know
Fyi to everyone here, Iāll be going live tomorrow to talk about XR interaction. Iāll have the editor open and weāll be taking questions
https://www.youtube.com/live/ZcXnoKTNsIg?si=KawsDH7M79s6VqlW
Join us Live on Wednesday at 12pm ET for a stream you won't want to miss!Learn more about XR at Unity: https://unity.com/solutions/xr
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?
how do i redownload ts
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
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?
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 :)
š«š· Watch in French: https://www.youtube.com/watch?v=m5ePVtQq-zo
š Text version on Medium: https://med...
im new to it to so idrk i just used valems template and it had it all setup
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"
Upgrade your version of Unity to the latest lts
i did that with multiple unity versions
Right but this log is with a very old version of 2022.3 lts. If it happens with the latest we can look into a bug report.
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
It usees the character controller, so no, but you can push objects with it
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
Yeah not out of the box
You could use something like this alongside xri though
https://assetstore.unity.com/packages/tools/physics/vr-physics-player-controller-185521
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
You can grab a reference to the released interactor on select exit. The interactor object in the args has a transform you can access
Glad you appreciated it
Someone else on the forums had a question about the primary and secondary release btw
This is gonna be a long one I guess. For context what I'm trying to create is a 2 handed gun system where you can grab onto the handle of the weapon...
Thereās a lot of room to improve grab handling tbh
Itās something I want to get to but, not sure when Iāll be able to dedicate enough time to it
when i upload my game to applab it says the package name is already in use but its in use for this application
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
That just means that someone is already using your game name for the build thing so you need to change it. Like the Com.CompanyName.GameName You just need to change the Game Name
I cant
theres already a build there with that package name
but fsr is says its in use?
Did you change it?
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
What do you mean?
How do i change them
I am new to Android and Unity.
I do not see an option to set the "package name" when building for Android.
Where is this setting?
Thanks
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
This build has com.GameMasterGX.ScaredChimps
when i go to change it, it wont let me
@orchid jolt
No for unity
bruh can you not read
Sorry if I wasn't clear š
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
Double check that it's com.GameMasterGX.ScaredChimps then rebuild it, sometimes it breaks and you just need to rebuild the game
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
Those are ovr errors. You probably have some error with your meta integration. We donāt support their sdk here, so youāll have to seek them out for support.
ight
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
Ty!
btw it did happen with the latest version
this is a different error
Right but if you have a config issue with your ovr setup thatās probably the problem
You should purge it, clear your library folder and reimport everything
ight, ima try it and come back if it fixes my issue
how to i make my game build pc vr and quest 2 quest 1 ect compatible?
when i cant click on the "Alias" my game wont build
might just be my pc idk
ive tried every unity version i can
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. Itās 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?
How do I find out which interactor is hovering or selecting my UI?
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.
The Quest has 2 controllers, which both are being used to interact with the UI.
The Haptics events on the XRRayInteractor do not trigger. All of the...
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
Have you tried going to the vr chat discord? Youāll probably find better support there
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
Yeah probably much better to ask there. Also has 3x the members, so a lot more likely to get a response
Hey im having some trouble with my game. When I click on it, it says ' Game could not be opened. Please check the logs.'
@viscid osprey Don't cross-post, please. And this is unrelated channel.
soz
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 ?
If you upgraded to xri 3, you should replace your XR origin rig with the one provided in the samples
If you want to see a good setup all configured you can also grab the vr template with Unity 6 preview
I walked through the setup in this live stream if youāre interested
https://www.youtube.com/live/ZcXnoKTNsIg?si=OZ0RbHjYqKWk0i0L
Join us Live on Wednesday at 12pm ET for a stream you won't want to miss!Learn more about XR at Unity: https://unity.com/solutions/xr
thank for your response, i indeed did use the new vr template, but its doesn't have a direct interactor on any scene of the samples, so i get lost a litle bit, but i found the error, its layersmask that i miss check, now its working!! thanks
Now i know how interactors know what interactables to interact to, by layers haha
did you fixed the issue?
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?
@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
are you not using unity template for VR?
this is literally the easiset find on the internet. there might be problem with your hmd.
hey you can just Add Component and add this to your scene. also, dont forget to turn on the continuous settings on different controller componenets (left and right)
I think I used the meta sdk to generate a manifest, and updated unity.
You can generate a manifest in another project as well and then copy it as well
it doesnt show up when I search for it :/
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?
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.
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.
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.
Try setting it to not connect to cloud maybe?
Also make sure youāre logged into the hub and have a valid license
Just a note! The VR and MR templates are now updated to run XRI 3 with Unity 2022.3
"Side Quest" is a very generic term. You'll have to be more specific
Is it Unity related
what do you mean by "on vr", on a vr device? any device or a specific one?
have you tried googling it?
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
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
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
installing side quest on oculus quest 2
alright, try googling that and if it doesn't yield results try asking in a server or forum focused on vr/side quest
I tried to but people donāt know how to make an unexpirable discord invite link
Itās not that hard
googling this exact message brought me to the sidequest website where download links for oculus were presented
well I didnāt see a link for oculus can you dm it to me
no thanks
Are you kidding me
i don't dm random people, no im not kidding
i literally googled this exact message
Iāll literally do it and I wonāt find what you are claiming to be there
yeah... google is much better than that
were you just googling "sidequest vr" before
Nowhere did I find a link at all for oculus
Again this isn't Unity related and not the place for how to install software.
Then tell the member who sent me here to read the rules and donāt send me here
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.
Thank you for not trying to kick me out of this channel.
Jesus
They misunderstood you because they had the logical assumption your question was Unity related. This server isn't for you.
i kinda was, but you didn't take the hint
!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.
ettels was kicked.
I'm not going to entertain this further. We can move on.
sorry for dragging that on.
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?)
You can see the script execution order of specific scripts.
But also, the interaction manager does pre process for all scripts before process.
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?
This is gonna be a long one I guess. For context what I'm trying to create is a 2 handed gun system where you can grab onto the handle of the weapon...
Yeah it would be good to have an option to sort the scripts better. Itās always a cost between complexity, performance and cudtomizability
Im not sure 100% what you mean by problems with grabbing objects upside down. If you use the general grab transformer with first hand point towards second for the rotation mode, and you have dynamic attach, you can grab an object from any orientation.
That thread is mostly for solving grab ordering issues btw. Still something being considered
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
The offset issue you found is actually fixed in 3.0.4. I detailed a fix in that thread but I have an even better one landing in the next patch.
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.
Good to know as well for the high velocity issue