#🥽┃virtual-reality

1 messages · Page 22 of 1

gritty heart
#

I think we have to rework throwing altogether too tbh.

mild igloo
#

anyone have any tips for getting this line to work with the Quest Pro in Unity?

if (CurrentInputDevice.TryGetFeatureValue(CommonUsages.eyesData, out Eyes data))

I am using the Meta XR core and eye tracking is working but I want to get info from the data but can't because it treats the Quest Pro as if eye tracking is disabled. Event though I have verified if works via the manifest in the project and the build settings and config. I also decompiled the APK and verified there as well .

gritty heart
glossy tundra
#

guys, i get a really weird bug crash in unity 6, and my project doesnt open anymore, always crash instantly when openned, i'm downloading the project again to test if solves the issue

glossy tundra
#

someone knows if DrawGizmos can be releated, i discover that the scene was the problem and i revert scene file to an older version and work

mild igloo
gritty heart
#

Theres an example of a custom input device in the xr hands package, with the meta aim features being lit up through a custom input device

glossy tundra
# glossy tundra someone knows if DrawGizmos can be releated, i discover that the scene was the p...

Yes, the problem is the drawing gizmos 😅 , watch out for that guys, because if you made a mistake on that, it doesnt get any errors, and the current scene that you are working on have the script that use draw and crashes, when you try to open the project again unity will open the current scene, and you can`t do anything because it crashs on load, so you will need to use UVCS to revert the file at the point that you removed the script of the scene.

weary trellis
limpid narwhal
#

On the component XR General Grab Transformer....
What does "Allow One Handed Scaling" even do? 🤔

Two handed makes sense and works fine, but one hand?
How do you scale something with one hand? 🤷
I can't figure it out.

hexed bluff
#

If you "click in" on the left hand thumbstick it will change between position mode and scale mode, letting you control the local scale of the with forward/backward on the joystick. I don't think this works with XRI 3.x

limpid narwhal
#

Holy smokes -- you're right.
Dang, thanks!! 👍

uncut plank
#

For some reason when i click start to enter playmode the game doesnt start on my headset i have the headset on any everything but it doesnt start the game in the headset? litterly 2 days ago it was working and i didnt change anything but add 3d models???

mighty mantle
#

how do you add listeners to xr interactables/interactors?
primaryInteractable.selectEntered.AddListener(???);
replacing the "???" with any function in the script shows this error and I can't for the life of me figure out how to get it to be happy with me
Argument 1: cannot convert from 'method group' to 'UnityEngine.Events.UnityAction<UnityEngine.XR.Interaction.Toolkit.SelectEnterEventArgs>'

#

basically just want it to do this

#

but during runtime

mighty mantle
hexed bluff
#
void Start()
{
  m_Interactable.hoverEntered.AddListener(OnHoverEnter);
}

void OnHoverEnter(BaseInteractionEventArgs args)
{
  // Hover Here
}

That should get you started. You can extrapolate that for Select, and Activate. Don't forget to add a RemoveListener as well!

gritty heart
#

Same for interectable affordance provider

uncut plank
#

peaks at 11

#

it all started when i first imported my 3d models from blender

mighty mantle
feral gazelle
#

Hello everyone.

Need an advice on something. Is there a tracker that works with quest 3 in standalone mode without PC connection or external base stations? Looking for a solution to implement full body tracking.

vivid condor
#

Does anyone know why The "Menu" interaction works for the Meta Quest 2 but not on the Meta Quest 3 / Pro?
(XR Interaction Toolkit: 2.3.2 - starter Assets)

Note: I don't have a Quest 3 to test it, this is knowledge from one of my testers.

coarse escarp
#

hi having a bit of trouble getting a reading from a trigger, I have setup a mapping for trigger and its a value of type axis but not working out how to read it now

wise warren
#

I have a scene with the VR rig at a specific location. When I play this build on the MQ3, I am always out of position and I think it's because the room scale setup always messes with it, so I don't actually spawn into where the rig is in the scene in Unity. Anyone know the best way to try and fix this? I tried a script that teleports me when the scene loads but it still doesn't spawn me where I want to

#

the script works fine in the editor though, takes me to the right position

wise warren
#

maybe something to do with this?

undone lance
#

Hello, I was wondering if anyone has any knowledge of glb files in VR.
I'm downloading avatars at runtime, in a VR app, Oculus Quest 2. When it is downloaded, it makes the screen go black for a few seconds. The logcat doesn't produce any errors, it just seems to refresh itself when it does the download. Someone else enters the room, their avatar starts downloading - I get black screen for 2-3 seconds too of course. Everyone gets it, it's not a random occurrence.
I've worked previously with fbx files only and never had this issue, so I'm wondering if it has something to do with the fact its a glb file and/or the textures?
The Gltf Asset component on the avatar prefab (which accepts the downloaded glb file with the avatar model in it) looks like this.
The URL is empty, because that comes in from a database after you enter the room.

undone lance
#

Also, during the download I get this warning. Could this be related?

azure apex
#

Do anyone have experience with dragging UI elements on VR on World-Space Canvas? I keep getting funny positions - like I am dragging in mid quarter space of canvas and element is moving all around... I have created forum thread - if someone can help?
https://forum.unity.com/threads/dragging-canvas-elements-in-wold-space-canvas-positions-not-updated-properly.1605138/

safe iron
#

does anynone have a code for hand animation

buoyant jolt
chrome tusk
#

Is there a trick or setting somewhere to getting a Post-process volume to work on an OVRCameraRig? I've got the layer set up on my CenterEyeAnchor camera, everything looks great in the scene view. Just testing Ambient Occlusion and Vignette right now. But when I hit play I'm not seeing the effects applied on the headset. Checked quality settings and not seeing anything in there.

chrome tusk
#

disregard, everything I'm reading says post processing = bad for vr

glossy tundra
#

Hello guys, someone knows if its possible to override the movement type of grabinteractable if he was on a socket ?

buoyant jolt
gritty heart
chrome tusk
errant spear
#

'-' Following this first video, and my controllers dont seem to be tracking but my headset is. Does anyone have any ideas? https://www.youtube.com/watch?v=HhtTtvBF5bI&list=PLpEoiloH-4eP-OKItF8XNJ8y8e1asOJud

The first episode of the tutorial series that will teach you everything about VR development.

❤️ Support on Patreon : https://www.patreon.com/ValemVR
🔔 Subscribe for more Unity Tutorials : https://www.youtube.com/@ValemTutorials?sub_confirmation=1
🌍 Discord : https://discord.gg/5uhRegs
🐦Twitter : https://twitter.com/valemvr?lang=en
👍 Main Chann...

▶ Play video
gritty heart
errant spear
#

I had to enable and disable my oculus link, my controllers weren't working at all lmao.

errant spear
#

Alright so next issue (if anyone knows) I've got a basic blendtree setup with some hand animations, and I'm trying to create a "thumbs up". Using the current script, I'm only getting the "Grip" and "Trigger" values. Does anyone know how I could obtain whether or not someone's finger is pressing or on the "A" or "X" buttons?

#

From what I see there is no support for checking buttons being pressed / held down in the xri default actionproperty

#

Unless I'm just blind

#

And is there even a way I can add a 3rd parameter?

errant spear
#

Omg I finally managed to get the primary touched value working for Oculus controllers only, but I dont know how to incorporate it with my blend tree as it only allows me 2 parameters

quasi drum
#

I am attempting to change a child TMP_Pro component over the network of an object that I am instantiating and the spawning over the network. The object can get instantiated and spawned by either the client or the host and I want the text to update for both... Any suggestions on how to do that or resources that talk about it?

wild patio
#

why do i not have the continous move provider

#

and i dont have xr interaction manager

#

what do i do

gritty heart
# wild patio what do i do

Close your project, delete your package cache in your library folder, or the whole library folder. Reopen Unity, and if it’s not there reimport your xri package and samples

wild patio
#

how do i remove cache

gritty heart
warm verge
#

Does any one have a sample project for eye gaze / eye tracking for XR Interaction Toolkit?

The sample provided by XR doesn't have a working sample for eye tracking. I have tried to create a demo myself, but I cannot get the gaze interactor to center to the main camera and the documentation is not much help.

chrome badge
#

i creating a vr game right now and i want to add a player model i can play with how do i do that

buoyant jolt
#

If you want it moving to your movements you probably want existing VR avatars or finalik. If you want it other characters, add the animation system. If you want it multiplayer, it depends on the framework, but normcore is an easy way to do a simple start (until you need to sync a variable mind you)

ebon palm
#

hello I am making a simple VR project and I made the environment for it

but I am not how to setup the player camera

i do not have a VR headset is there a way to play test with mouse and keyboard?

dry vapor
#

Hi, im working with the XR interaction toolkits hand tracking, and for some reason i can only interact with objects using a pinch pose, and i cant figure out how to make that a grab pose instead

buoyant jolt
gritty heart
warm verge
gritty heart
warm verge
chrome badge
near radish
#

I recently started using XR Interaction Toolkit instead of Meta SDK, but I found that when I grab my controller while using hand tracking, my hands are disabled.
Is there any ways to show my hands & controllers at the same time?

thin wedge
#

Hello Everyone! Im currently going through a build error that says "A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade". Im not sure what to do, as i went through unity forums i did not find a solution. Please help when avaliable .

warm verge
warm verge
# gritty heart Hmm it’s possible there’s a bug with rig setup for eye gaze, especially moving t...

My issues have flipped lol. I was able to get the gaze to work by changing the prefab to have its material be a child of the XR Simple Interactable, rather than on the simple interactable.

I am using ignore tracking state and whenever it is not tracking it works perfectly fine.
Whenever it is tracking the beam seems to be flipping to the opposite angle.

I have attacked a video showing this, the first half is with no eye tracking only headset tracking, the second is with eye tracking.

warm verge
warm verge
#

Eye Tracking Fixed!

strong quail
#

I want to make a VR game, but I am still new to unity. Should I learn things regarding VR first thing, or just focus on the basics?

orchid jolt
glass geode
#

Hi Guys, I want help with IAP in oculus developer hub, Can someone suggest a video for that?

near radish
north path
ornate questBOT
#

:teacher: Unity Learn ↗

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

tiny niche
hidden carbon
#

Hi, Im working on a VR project and I need to make a simple basketball hoop. Can anyone help me how do i go about adding a projectile ray that shows where the ball will hit(eg the basket). Im using unity OpenXR

orchid jolt
# hidden carbon Hi, Im working on a VR project and I need to make a simple basketball hoop. Can ...

https://m.youtube.com/watch?v=p8e4Kpl9b28&pp=ygURUGh5aWNzIGxpbmUgdW5pdHk%3D
This should work or at least get you on the right track

Trajectory prediction lines are everywhere in puzzle games and you even see them in action games to simulate grenade throw arcs etc.

This is a new method recently made possible with the addition of Multi-Scene Physics. We now have the ability to simulate frames into the future using the in-built physics system, taking into account the physics ...

▶ Play video
hidden carbon
#

idk how to take the movement/force of hands and plug it into the projectile motion equation and render a curve based on that

orchid jolt
#

Oh yeah I don't know what to do for that, sorry!

agile eagle
#

Hi! So I'm working on a university project where I am making a VR game in Unity. The game runs fine through the editor and play mode connects everything correctly, but when I make a pc build and run the .exe it just opens in a window on the headset and doesnt actually play in VR. I have tried both OpenXR and Oculus in XR Plug-in Management and I have tried different cables. (Also restarted Meta Quest Link, Unity, PC, Headset, etc.) Any help would be appreciated!

kind niche
agile eagle
#

I would like to run the game on the PC and play it on the hmd because it runs better and allows us to have more assets. (also avoids android build limitations)

uncut plank
#

DOES ANYONE KNOW WHY MY META QUEST APP DOESNT OPEN GAMES ANYMORE... i go into vr click launch on gorilla tag or any game. and it just sits on loading... better yet when i try and open my unity projects it doesnt even open up loading... it just doesnt launch anything.. less than a week ago this was working any help? i wont be on so dm me with responses if u can. (i have tries uninstalling reinstalling checking for updates checking for windows updates ect. i have tries using it on a quest 2 and a rift s both with the same outcome

chrome tusk
#

friendly reminder to back up your project... like right now... just do it. thank me later CatRainbowJam

pine bison
fresh sierra
#

Hello, i am pretty new to making vr games in unity and i was just following a tutorial (https://www.youtube.com/watch?v=HhtTtvBF5bI&list=PLpEoiloH-4eP-OKItF8XNJ8y8e1asOJud this one to be specific) and at 10 minutes and 47 seconds into the video he adds a action based controller script but i dont have it even though i installed everything correctly i am also on Unity 2022.3.21f1 i hope that helps if anyone found a solution please contact me thank you.

The first episode of the tutorial series that will teach you everything about VR development.

❤️ Support on Patreon : https://www.patreon.com/ValemVR
🔔 Subscribe for more Unity Tutorials : https://www.youtube.com/@ValemTutorials?sub_confirmation=1
🌍 Discord : https://discord.gg/5uhRegs
🐦Twitter : https://twitter.com/valemvr?lang=en
👍 Main Chann...

▶ Play video
eager ledge
#

is there a way to get a SteamVr Player in unity working on a meta quest 3 standalone? or is there a workaround to get this working?

fresh sierra
mild igloo
#

Anyone know if it is possible to launch a vr app in the background?

eager ledge
pine bison
#

You would have to move all the logic across. It's probably easier to just make it from scratch

eager ledge
#

oh hell noo😭

pine bison
#

SteamVR is just incompatible with native quest. You can move across both ways on PC via workarounds, but there's no such option natively

eager ledge
eager ledge
#

anyone?😭

mellow vigil
#

It is possible but SteamVR would need to be running/controlling the input for that map to be applied. I dont believe there is a way to override the standard oculus input system in standalone mode other than what people have mentioned above.

eager ledge
#

Then i have to get my Laptop with me everytime😭

rich ridge
#

Does anyone know of a good template for multi-user VR?

  • specifically one that could be modified to be a persistent space for multi-user interaction with 3D models (.fbx for instance). Maybe with Photon or some other multi-user backend.
gritty heart
buoyant jolt
gritty heart
buoyant jolt
#

Tl;dr: just not personally interested on it. It's expensive compared to our self hosted, it's slower to develop with, not as well documented, not used enough in the industry, not enough regional control, distrust of unty licensing, and locked to a single engine and cloud service.

Having a working template is going to help though. And having it built into the engine will too. But I think it's just a lot easier to get going, especially for new devs, with photon and normcore. And photon does have a decade of support. More experienced devs are likely to roll their own, or use something like fishnet where they have more control. So it kind of is missing an audience imo.

buoyant jolt
#

Original unet was decent until it was killed off though. But I think unity should spend its time helping make things like photon better instead of competing with them

cursive timber
#

who wants to help me with a game that im develiping

#

DM me if you want to help me

ornate questBOT
buoyant jolt
#

Although I think unity is shutting those down soon

gritty heart
# buoyant jolt Tl;dr: just not personally interested on it. It's expensive compared to our sel...

There’s a few things worth noting

  • a lot of the services are being streamlined. It’s complex now because it takes a lot of glue code but that’s being made a lot easier
  • the template has a 1 click setup that includes all the services
  • it’s possible to replace individual parts of the stack with self hosted stuff. In particular the transport layer is modular and replaceable, while still using ngo for the actually building your netcode
  • netcode for entities is pretty sweet has client side prediction with rollback out of the box.
buoyant jolt
# gritty heart There’s a few things worth noting - a lot of the services are being streamlined....

To be fair, a lot of that can be countered or counter claimed though. Normcore offers object persistence out of the box, most claim client side prediction built in, and almost all of them are better suited for custom server integration.

Benchmarks seem kind of all over, so it's hard to say for sure which is best. I'm expecting UGS to win out in the long run though just because it's baked into the engine. I just hope they keep in mind it needs to be usable by new users.

#

I think my responses are predictable though 😄 love the engine, lots of awesome staff, just not the company. And I always encourage people to explore the options available

#

Anyway, I don't want to drag out UGS and netcode in the VR channel. I recognize a lot of hard work is going into it

cursive anvil
#

rn im using unity for a gtag fan game i am wroking on and so far this engine is alot better than unreal engine

buoyant jolt
#

Absolutely the engines great, especially for XR and mobile

tight current
#

can someone help me change the target sdk for android from 34 to 32

chrome badge
#

can someody text me private if they can help me creating an vr game?

magic crane
#

hi, i'm now doing school project and basically i need to deal with stuff other people did. long story short In my vr game I need to scale whole level down because i look like a toddler. Is there any way to achieve it painlessly?

#

I've tried parenting it to an object and scaling down, but terrain gets distorted

gritty sphinx
#

Hi everyone, would anyone be able to help me with this problem? https://forum.unity.com/threads/articulation-body-with-xr-grab-interactable.1604487/
tl;dr: I'm looking for a stable way to grab one end of a robot using my VR Controller without the robot's articulations exploding. I've tried using Joints and Articulation Bodies but it either doesn't work or the whole physics just seem to explode.

gritty heart
# gritty sphinx Hi everyone, would anyone be able to help me with this problem? https://forum.un...

Just replied. unfortunately its not something we have components for out of the box.

I spoke about how some of this is built and works in the XRI livestream
https://www.youtube.com/live/ZcXnoKTNsIg?si=TjqIvfwVHKOY0Y2j&t=2158

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

▶ Play video
#

Its unfortunate I dont have a better answer for you atm

gritty sphinx
gritty heart
ornate questBOT
buoyant jolt
#

If i remember and come across the code for it I'll post it on git for you

narrow briar
#

what's your favorite tool for convex meshcollider decomposition?

#

(just discovered that many MANY physx api calls only handle convex meshes)

gritty heart
narrow briar
narrow briar
#

V-HACD is super tempermental

#

with holes

#

and when you increase alpha beta to get holes you lose asymetry in other areas

#

CoACD would be awesome, do you know who handles physics 3D or even mesh at Unity?

#

maybe the robotic team

#

much better

gritty heart
#

nice

gritty heart
narrow briar
stone escarp
#

can anyone give me a idea for a bizzare gun i should add to my game

pine bison
robust dagger
#

Hello, i am doing a work project where i need a tutorial room/main menu in one scene and the application in another, however the button that is meant to call the scene loader does nothing when on quest 2, but in the editor it works just fine, anyone know what might be the issue?

I am using UI with a button on it, the button is using On Click () to call the AppLoader() function, and i have the relevant scene in the sceneToLoad variable

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class LoadApp : MonoBehaviour
{
[SerializeField] Object sceneToLoad;

public void AppLoader()
{
    SceneManager.LoadScene(sceneToLoad.name);
}

}

manic warren
#

hey guys, I'm trying to lock my Meta Quest users roomscale thanks to stage tracking mode, but since OpenXR If I push Meta home button, it recenters. Can't bypass that except if I roll back to Oculus integration. Am I missing something ? Regards !

hallow maple
#

Hi ! Is there a way to have an ui in overlay with an Oculus ? It worked well on my editor but nothing on my headset ? maybe a setting to fit the screen to activate ?

uncut plank
#

can someone please help me ive been stuck on this for 3 weeks. its somthing to do with vr - - ok so i have my headset on i open up unity. i press play. the game doesnt load up in my headset. part 2. i think i messed somthing up in my project. i go over to valems template https://github.com/ValemVR/VR-Game-Jam-Template and install a fresh project. i go into the xri test scene. click play. STILL NO GAME LOADING HELP ME PLEASE

GitHub

Starter Project using Unity XR Toolkit created for VR Jam 2023 - ValemVR/VR-Game-Jam-Template

gritty heart
uncut plank
#

The thing is less than a month ago it was working fine

gritty heart
uncut plank
#

Alright

#

Does the vr option have all settings done and have xr interaction toolkit

gritty heart
#

Yes

#

the mixed reality option too if you prefer that

#

the mixed reality one also adds hand tracking

chilly stirrup
#

is there a way of setting the offset of the tracked pose driver itself?
looking to do some puppeteering and I have the OpenXR part working with vive trackers and index controllers (using the null driver so no headset as a reference)
I can't think of a good way to "calibrate" my IRL space to my virtual one
the idea I had was to set an offset to the IK rig so they would line up but I don't know how to do that

gritty heart
chilly stirrup
#

I was looking at that earlier, seems to be a candidate
I'm assuming I'd have to write it as I don't see one (there's Invert, Scale and Normalize)
if I can find a way to change the offset value in runtime I'll commit to it

tidal spire
#

I am having problems using scripts to increase the velocity of the player, in this situation I am trying to allow the play to jump in the air on a button press as well as forward velocity. In the script I also use multiple debug.log to see if all is correct, the console brings all appropriate responses from the script however nothing happens. I do not have kinematic set on the rigidbody for the player and gravity applied has been set low for testing, any help would be appreciated.

pine bison
pine bison
tidal spire
#

I use the character controller on the XR origin to control moving, I also tried using rb.AddForce before and it still came back the same

#

***cs
Vector3 jumpDirection = controller.transform.forward * forwardForce + Vector3.up * jumpForce;
rb.AddForce(jumpDirection, ForceMode.VelocityChange);
Debug.Log("Jumping with force: " + jumpDirection);


supple roost
#

I wonder how H3VR does VR stocks?
The objects are all physics objects, how would you guys make it lock to your shoulder like that?
It's not a mount point either, you can put the stock anywhere on your shoulder

uncut plank
#

is there some sort of setting i may have changed

#

Setting that I may have changed that goes over to multiple unity projects

#

im about to just uninstall unity and reinstall it... i dont want to do that cause i have a ton of work done on my project

uncut plank
#

ok

supple roost
#

one second

supple roost
#

show me all the settings

uncut plank
#

ok

#

@supple roost

supple roost
#

All of the settings in that dropdown...

uncut plank
#

this?

supple roost
#

I can't see what you're showing

uncut plank
supple roost
uncut plank
#

when i build the game and port it to quest 2 it works

#

but on oculus link it doesnt open

#

even if i build the game

supple roost
#

shit i dunno

uncut plank
#

😭

#

should i reinstall unity

#

and restart everything

supple roost
#

That might work, but I vaguely remember an issue like this but I solved it by switching some stuff there

supple roost
uncut plank
#

ok

supple roost
#

Oh and try a few options here

#

I think what's happening is that it doesn't want to initialize anything

#

When it was doing it for me I just said fuck it and used steamVR to test

uncut plank
#

i alr tried that

#

steam vr didnt launch it either

supple roost
uncut plank
#

yea\

#

but not the application

supple roost
#

and it just didn't say Now Playing somebullshit?

uncut plank
#

oh wait

#

u ment switching the openxr thing

#

mb i though u ment before switching that

supple roost
supple roost
#

using steamVR worked for me

uncut plank
#

lemme try it

supple roost
#

what do you have Play Mode OpenXR Runtime set to?

uncut plank
#

idk

supple roost
#

No no

supple roost
uncut plank
supple roost
#

Your shit is so long god damn

#

Yeah try steamvr there

uncut plank
#

ok

#

steamvr dont work

supple roost
#

I have a feeling it has to do with quest link being terrible

uncut plank
#

yea

supple roost
#

have you tried doing a total reset for the quest and PC?

#

(pc just in case)

uncut plank
#

i tried reinstalling quest link

#

i use rift s

supple roost
#

Headset restart

uncut plank
#

i dont think u can reset headset

#

ive tried with my other headset

supple roost
#

Oh shit that was before they added all the useless stuff

uncut plank
#

and it didnt work either

supple roost
#

Okay so not a headset issue

#

Yeah unity reinstall time

uncut plank
#

oof

#

ill do that tmrw

supple roost
#

rough. Good luck man

uncut plank
#

i wanted to restart anyway

#

all good cya man ima go sleep before i get yelled at for being up

tidal spire
#

I am having problems using scripts to increase the velocity of the player, in this situation I am trying to allow the play to jump in the air on a button press as well as forward velocity. In the script I also use multiple debug.log to see if all is correct, the console brings all appropriate responses from the script however nothing happens. I do not have kinematic set on the rigidbody for the player and gravity applied has been set low for testing, any help would be appreciated.
Script was too large for discord, so had to use a website.
https://gdl.space/raw/izaruxokak

supple roost
#

Why is my resolution so visibly low? It's a quest 3

#

Also my FPS is locked to 60

gritty heart
#

For res there’s a drop down by the game view to adjust that’s if you’re on a laptop it my default to low res mode

supple roost
#

shouldn't it conform to my headset

gritty heart
#

Well the res in your gameview is probably for 1 eye buffer, not both. It also shouldnt affect what you see in the headset indeed. Check your quest link settings to affect your res there maybe?

supple roost
#

let me see

gritty heart
#

Sorry I don’t know what’s up

#

I recommend trying the vr template in the hub with 2022.3 or Unity 6 and seeing if you can repro the issue there

hybrid adder
#

Hey all! im currently trying to adapt the XRJoystick script from the interaction Toolkit v2.3 demo into a better joystick, and ive ran into a weird problem where the rotation goes past the max angle and locks out the value for that axis to the extreme in the distance that it is in.

for context, this is the joystick (to help yall remember)

ideally id like to just apply a fix to it but i dont understand the math behind it all that, so if needed ill swap to a joint based one, but id like some help attempting to solve the problem first!

#

the code was directly ripped from the interaction toolkit demo, and you can take a look at it here

uncut plank
#

im gonna go crazy

tidal spire
#

I am having problems using scripts to increase the velocity of the player, in this situation I am trying to allow the play to jump in the air on a button press as well as forward velocity. In the script I also use multiple debug.log to see if all is correct, the console brings all appropriate responses from the script however nothing happens. I do not have kinematic set on the rigidbody for the player and gravity applied has been set low for testing, any help would be appreciated.
Script was too large for discord, so had to use a website.
https://gdl.space/raw/izaruxokak

uneven stirrup
#

I get this rendering issue when using a camera that doesn't render XR (a spectator camera). I'm using URP, this only happens in build

#

it's the colors btw, they are not supposed to be there and don't show up in VR

sterile grotto
#

im working on a unity 3d game to run on google cardboard. when I run the game on my pc it works fine, but when i build and run on my phone the camera/player are in a different position. how can i fix this

quasi jolt
#

Hi all, I'm working on VR app that will work later on pc-vr on vive focus 3. I have an issue in the controllers buttons (ex. primary btn & secondry btn) not working when clicked, but the trigger & grab buttons are working. Any one knows why this happening? I'm already using OpenXR and Vive openxr plugin

supple relic
#

do we have an expected time for XRI Multiplayer Demo Scene?

ivory lodge
#

is it possible to make a game using bolt?

hidden carbon
#

Hi, whats the best way to create a throwable ball ? For game like a basketball?
The default xr grab interactable and general grab transformer react either non or too violently to controller/hand movement/force when throwing at a steep angle

magic slate
#

Hey I can’t seem to find documentation on this, i am trying to make a room scale vr game where the player does not use the control but instead walks around a large room that I have. How do I make sure the player is affected by gravity when they move around? If they go over a hill, I need the character to move up with the curve of the hill.

chrome tusk
chrome tusk
mighty mantle
#

any way to render a camera on one eye only? as far as I can see camera xr target eye only has options for neither or both.

uncut plank
#

can someone help me with my vr unity project. its not opening in the headset. i have tried building the game then running it and i think all my settings are fine. im using the default freshly booted vr game core.

#

when building the game in android then booting it to quest it works fine but when i use playmode or build it in windows mode it doesnt work

wanton stag
#

i want to build n run

tardy lynx
#

hey, i am using OpenXR, the first pic shows the position of cam in editor, but as soon as i play the game it adds offset which u can see in second pic. Tried to rotate and position the rig but it seems like the offset is added with respect to camera rig.

hidden carbon
supple pewter
#

hi

#

nice to meet u

#

can u help me?

#

I need a vr-game project

buoyant jolt
ornate questBOT
buoyant jolt
supple pewter
#

what mean?

buoyant jolt
# supple pewter what mean?

It means if you are looking for people to work on a project for you, that you need to use the forums. Which are being shutdown soon.

#

But if you have a specific problem, people are more than happy to help

supple pewter
#

thx

#

good

#

I need vr game with agents

#

understand?

buoyant jolt
uncut plank
#

HOW COME i build and run my game and it doesnt boot up in my headset. BUT WHEN I SEND IT TO SOMEONE (The same build... IT LOADS ON THEIR HEADSET dhjgndrghdrn
i have legit been trying to fix this for 2 weeks

gritty heart
buoyant jolt
uncut plank
#

and we have the same meta quest settings

buoyant jolt
uncut plank
#

This is the exported game and its not working on my pc but it works on others pcs

buoyant jolt
#

Running it over Link requires you to have a VR capable PC and treats it as an Oculus Rift. What you need to do, is make sure you are running Oculus Desktop, link is connected and working. Do any other games work? And if they do, and it still doesn't run, you may need to check your player.log and see what the error is

uncut plank
#

all other apps work

buoyant jolt
#

Thats good

#

That helps

uncut plank
#

its only my unity projects that dont work

#

ive downloaded other vr unity games from itch

#

and they work

buoyant jolt
#

Windows %USERPROFILE%\AppData\LocalLow\CompanyName\ProductName\Player.log

uncut plank
#

alright lemme try

vast thorn
#

Hey, I've just created a new VR project on Unity 6.0.2 with Meta SDK 66 and there is no tracking on hmd or hands

#

I see that people are already reporting this on forums

#

anyone found a fix?

uncut plank
uncut plank
#
[Subsystems] Failed to initialize subsystem OpenXR Display [error: 1]
[XR] [9364] [15:53:33.827][Error  ] xrPollEvent: XR_ERROR_FUNCTION_UNSUPPORTED
buoyant jolt
uncut plank
#

yea

#

isnt that smtin to do with xr runtime?

buoyant jolt
#

Is this happening in the editor or when you run the exe or both

uncut plank
#

both

#

btw the project was working less than a month ago perfectly fine

#

ive tried creating new projects and stuff both with the same outcomes

#

im going to go eat instructions would be appreciated ur the first one to actually take time and help me @buoyant jolt

buoyant jolt
uncut plank
#

ooooooooof ok

#

should i contact meta?

sand parrot
#

I'm using the Hexabody plugin's Spinning Elevator script, does anybody know how to change the axis it spins on?

wise warren
#

has anyone experienced the quest 3 messing with the skin weights for meshes on models?

#

like, almost forcing the weights down to 4 bones rather than unlimited

buoyant jolt
wise warren
#

I have it set to unlimited in Quality. When I stream through the editor it looks perfectly fine as well

buoyant jolt
#

Like it looks hard coded to 4 to me.

wise warren
#

right, so building to android just ignores what you set in the build settings?

buoyant jolt
#

Which can be set under skin weights with a default of 4.

wise warren
#

okay, so on the rig tab for the model I did set it to 32

#

even tried 255 which is the max

buoyant jolt
#

Ah, in that case I have no other suggestions, those are the two spots I know of.

wise warren
#

no worries, thanks for having a look

#

maybe my model is just too intensive

severe hinge
#

Hi. Just got here and figuring stuff out. Working with unity VR and Oculus 2. How do I find the way to increase run acceleration with the hand increase of speed and vise versa to slow a character down?

tired ferry
#

I kinda don't get it

severe hinge
#

How do I implement a sprint speed from the normal speed. So doing X makes the toon sprint and stoping X makes him walk again.

tired ferry
#

what movement component are you using? ActionBasedContinuousMoveProvider?

#
    public bool sprintNow; // This is a field, move this before your class

    void Update()
    {

        ActionBasedContinuousMoveProvider actionBasedContinuousMoveProvider = new ActionBasedContinuousMoveProvider(); // A variable to assign ActionBasedContinuousMoveProvider, for my code I added it, if that component does exist for you, just assign it into this variable
        //actionBasedContinuousMoveProvider.moveSpeed = 1; This is how you can set movement speed
        // Now let's set sprint mechanic
        if (sprintNow)
        {
            actionBasedContinuousMoveProvider.moveSpeed = 3; //Example
        }
        else
        {
            actionBasedContinuousMoveProvider.moveSpeed = 5; //Example
        }
    }```

This code I have written changes the movement speed, you can set the bool to true if player wants to sprint, this code is quite not optimized because it does run with Update method, you can use events which does not overload CPU with useless calls and jobs
severe hinge
#

Some back ground. My 13 year old wants to make a game. I just downloaded unity yesterday per his request and we have it linked to the oculus 2. So we are leaning as we go. He’s planing on getting movements down, then a map, then multiplayer.

#

So where would I load the code above?

hexed bluff
# severe hinge Some back ground. My 13 year old wants to make a game. I just downloaded unity y...

Unity just released tutorial video 2 days ago on building in VR. I'd definitely check it out: https://www.youtube.com/watch?v=DhqCLamOIQk

In this video, we'll be looking at how to set up the Editor for VR development, installing the XR Interaction Toolkit 2.5.x for Unity 2022 LTS, and how the VR sample works.

You’ll learn how you can build your project from scratch using the prefabs included in the sample to speed up the creation of your project, how you can create interactivity...

▶ Play video
severe hinge
#

Awesome. Thanks so much for the help all.

inland burrow
#

Hey, building a table top VR game here.
We need to spawn the whole map in front of player and somehow not get reduced Frame Rate.

When we spawn the map FPS goes down to 40-50 but we have to render whole map at once.

Any hints for optimization? We are using URP and Bakery to bake lights on prefab level.

pine bison
meager falcon
#

Hey. Anyone developing for Quest 3 and having problems with hard z-fighting?
In Editor it looks good but in build on quest 3 the z-fighting of sprites in front of geometry is horrible 😄

mellow pier
#

Hello i have a small but anoying error. I have set up a simple scene using the guide on the website and in the editor can see my Hands. Gave them a new Material so they dont have the "ghost hands" anymore. Like i did in another projekt. But in this case i cant see my hands while runing the projekt.
Everything else works fine, i can grab objekts and interact with other stuff, so i know the tracking works and the hands are on the right position but i cant see them and idk why.
I guess its a super simple solution and a classic case of "too obvious". But maybe another pair of eyes can find it and help me.
Thanks!

buoyant jolt
severe hinge
#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public bool sprintNow; // This is a field, move this before your class
public class NewBehaviourScript : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{

}

}
// Update is called once per frame
void Update()
{
ActionBasedContinuousMoveProvider actionBasedContinuousMoveProvider = new ActionBasedContinuousMoveProvider();
if (sprintNow)
{
actionBasedContinuousMoveProvider.moveSpeed = 3; //Example
}
else
{
actionBasedContinuousMoveProvider.moveSpeed = 5; //Example
}
}

#

@tired ferry Hi, added in your code above but seem to keep getting some small errors. Do you know what we are missing? Thanks.

buoyant jolt
ornate questBOT
buoyant jolt
#

And you'll want to post the actual errors you are getting

severe hinge
buoyant jolt
#

I think you are missing a final } but hard to tell

tired ferry
#
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class NewBehaviourScript : MonoBehaviour
{
    public ActionBasedContinuousMoveProvider actionBasedContinuousMoveProvider; // Assign your actionBasedContinuousMoveProvider component here
    public bool sprintNow; // This is a public field, nevermind it must be inside a class
    void Update()
    {
        if (sprintNow)
        {
            actionBasedContinuousMoveProvider.moveSpeed = 5; //Example
        }
        else
        {
            actionBasedContinuousMoveProvider.moveSpeed = 3; //Example
        }
    }
}
#

@severe hinge this should fix it

#

I messed up the code

#

I tried coding without a IDE

buoyant jolt
#

No, it's one too many after the Start

#

Yup that one looks right to me

severe hinge
#

Thanks. We’ll give it a try.

tired ferry
#

updated code

severe hinge
tired ferry
#

using UnityEngine.XR.Interaction.Toolkit;

At the top to import package

#

Containing that class/component

severe hinge
#

cool, all errors gone so giving it a try

severe hinge
#

Errors below once we started up the oculus 2 link

#

showing code below used:

#

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

public class NewBehaviourScript : MonoBehaviour
{
public ActionBasedContinuousMoveProvider actionBasedContinuousMoveProvider; // Assign your actionBasedContinuousMoveProvider component here
public bool sprintNow; // This is a public field, nevermind it must be inside a class
void Update()
{
if (sprintNow)
{
actionBasedContinuousMoveProvider.moveSpeed = 5; //Example
}
else
{
actionBasedContinuousMoveProvider.moveSpeed = 3; //Example
}
}
}

buoyant jolt
mighty mantle
severe hinge
tardy verge
#

which game is it?

torpid ginkgo
#

@severe hinge Don't post off-topic images here.

severe hinge
severe hinge
severe hinge
# tardy verge which game is it?

Apologies for any confusion. My son is wanting to create a VR game and we are trying to figure out how to make the character go from normal speed to a sprint and back again.

mighty mantle
cerulean fossil
ivory lodge
#

anyone know how to make vr games using bolt

buoyant jolt
#

Also make sure you have the latest bolt, there was a must upgrade a while back

storm ether
torpid ginkgo
#

@storm ether Stop cross-posting. Post a clearer question instead.

storm ether
#

I'm not cross posting I was finding the lighting channel because it wasn't on my scroll down lsit thing

torpid ginkgo
#

@storm ether You've spammed several channels with links today

storm ether
#

links?

tired ferry
#

update momento WHY

crude frost
crude frost
# ivory lodge Visual scripting tool

So Bolt was purchased by Unity, right? And its now called 'Unity Visual Scripting'. I think i tried it once...and it may be helpful to some folks, but I'd never recommend it to anyone. Unless you just really really need to see things visually, and you don't want to take the leap to a more intuitive visual scripting tool like Playmaker or something.

If you're just getting started, and you really want to do coding, Visual Studio with intellisense has come a LONG way, and makes it super easy to get started with coding, because Intellisense can help auto fill your lines of code. ChatGPT is also super helpful to get you started. It can tell you whats wrong with your code, suggest optimization steps, and even teach you what different things mean.

Another thing to consider is what you plan to do with your VR project. There are a LOT of things you can accomplish without a single line of code.

gloomy bloom
#

How can I restrict two-handed rotation (using XRI Toolkit v3) to one axis only (Y-axis)?
I want to be able to rotate placed objects using both hands but only vertically

#

I've just started the VR Template and I played around with v3 a bit but couldn't figure it out. I'm using the XR Origin prefab from the template with near-far interactors

mighty mantle
# gloomy bloom How can I restrict two-handed rotation (using XRI Toolkit v3) to one axis only (...

restricting interaction axis is something ive done, but i didn't do it in the way you might expect
i use a grab interactable that acts entirely normal, except it teleports back to the starting location when it is released
then use a custom script to change the transform of the object you really want to interact with accordingly. that lets you limit translation and rotation along any axis you like, by just telling it to go to the transform with constraints

#

.
anyways, does anyone know a fair bit about how unity cameras display to the headset? I'm trying to do something fairly specific to achieve a certain effect. I want to render a secondary camera (with the same transform as the HMD-displaying camera) to a render texture on a plane or other object which covers the entire view of the main camera. this is to achieve the effect of an opaque helmet with external cameras that let the player "see" through it. it is only for a transition from helmet display to real eyes, and will not be rendering in that way the entire time. it just needs to look believable enough to make the transition not too jarring.
My only issue is I have no idea how to get this working for vr. It's simple enough for first person games on desktop, but due to vr having realistic perspective I have no idea how to get it to work correctly. Any advice would be greatly appreciated.

#

^ for context the point of this is to have a realistic way to have a minimalized hud in vr, plus game balance reasons

agile fiber
#

How to fix the issue of the camera being offset from the center when you play?

#

I have a physics rig and it is really bugging me

#

It causes the player to go crazy with the collider when you get into the headset.

quasi jolt
pine bison
proven radish
#

Anyone know how to fix where the ambient occlusion sampling just kinda makes VR look like a vintage movie?

#

it would be a joy if someone could help me with this (I am using URP)

#

I don't know if I should buy any atm but if I do need to buy one from asset store, recommend me an optimized one

mossy finch
north path
proven radish
#

im just playing around with it

#

I dont care what the fps is, its an experiment so I just want to figure out how to get rid of the lines

north path
#

Start with high quality and turn it down untill it is gone I guess

proven radish
#

alr did

#

just stays there ig

#

I need to up my video quality, but it runs smooth somehow

#

I can pass along the settings if you want?

north path
#

Which Unity version is this?

proven radish
proven radish
north path
proven radish
proven radish
#

turn on after opaques if u want but it makes it look lower quality if its off

north path
#

Different method, radius, falloff and strenth could definitly help. Maybe changing the source as well depending on your render path

proven radish
#

i will try an asset from the store later if i dont fix this

remote nebula
#

My completing domain will not load

worthy mortar
#

any way i could put multiple usages/inputs in the select/activate/ui usages?

#

say if i wanted to select with grip OR trigger

#

how would i do that?

mossy finch
#

Anyone have any experience with the XR Ray Interactor? I'm checking to see if there's a way to make it Push a button directly when pushed (instead of released) before going and writing a band-aid for that on the button.

true merlin
#

I am pretty new to unity i am developing a vr game and i need some steering in the right direction would anyone be able to direct me to a channel that is for help it would be much appreciated or would anyone be able to help me here. thank you

waxen parrot
#

I need help, anyone know how to get headset(HMD) remove and wear event in XR interaction toolkit

frank oasis
#

A not so simple method would be to modify the code of the xr controller (action based) component to allow for more than one input per action

frank oasis
wary flame
#

Im trying to make a VR Hand setup, but "XR Controller (Action-Based)" Is not appearing, How can I fix this or make a working hand?

frank oasis
frank oasis
#

It should be there

wary flame
#

Im making a new project and following a new tutorial

#

Ill let you know if anything goes wrong.

wary flame
#

I quit 💀

frank oasis
#

try different tutorials, make sure everything is up to date, Unity version is 2022 LTS etc

white flicker
#

will these affect performance? please ping me if you have an answer

meager falcon
white flicker
#

are they worth keeping?

meager falcon
#

or which is your target and lowend device you want to support?

#

in the end, you could check how it affects the performance on your device if you turn it on and off. 🙂

white flicker
meager falcon
#

in this case, try a build on quest 2.
It always depends on your project/scene etc.
I recommend to download the OVR Metrics Tool from the quest store and check how many milliseconds a frame renders with and without postprocessing.

#

if you are on a stable 72fps you are fine ^^

white flicker
#

alr, ty!

gritty heart
# white flicker alr, ty!

The problem with post processing is not the individual effects, it’s the blit you have to do at the end to blend the output of the post process into your frame.

On quest 2 you’re going to struggle with any post processing at all. It’s recommended that if you do color adjustments, you add some global shader variables and modify all the materials in your level, rather than doing post processing

#

On quest 3 you might be able to get away with it, but the resolution is higher and you pay a cost per pixel with post processing

#

You’re sacrificing a lot of headroom that could be spent on higher resolution or refresh rate, or even scene complexity and dynamic shadows, in an effort to modify the colors

white flicker
cursive sphinx
#

Hey, on Quest, I can't save my preferences.json anymore to UnityEngine.Application.persistentDataPath; I get "Access to the path /storage/emulated/0/Android/data/ is denied". Used to work fine, but apparently Android changed write permissions. Is there any other place where I can write to on my Quest, and also access the file via the file system? Or another strategy to save and access data?

buoyant leaf
#

In my Unity VR scene, there is a red line that does not go away. This does not appear to be part of my controller setup, as I can move the interactor rays (which are set to white colour). Does anyone know what this red line is? I have played around with the settings, and looked at documentation, but just cannot figure this one out

wary flame
buoyant jolt
# buoyant leaf In my Unity VR scene, there is a red line that does not go away. This does not...

That looks like a stray line caster. There is some very questionable code in some of the XR Rigs in earlier unity versions, especially when you have both hand tracking and controllers enabled as it kind of randomly will turn one or the other off in a weird state.

That said, do a search for:
t:LineRenderer in your inspector at play time and see if you have one in your scene that's at 0,0,0. Alternatively do a search in your code for Debug.DrawRay if it's only in the Inspector view.

buoyant leaf
buoyant jolt
scarlet dawn
#

So im trying to make a right hand cosmetic in my game and I put it on the players right hand in the player scene

#

but when the player clicks the button ingame its very off

#

like this ^^

#

any ideas on what i did wrong here?

ivory lodge
#

Is it possible to make my own vr rig of sorts using visual scripting

frank oasis
frank oasis
scarlet dawn
#

I deleted the pink sphere things on the hand 😭

#

any ideas on how to get them back?

tawny pond
#

How did you get them there in a first place? If it is an existing prefab, you can reset to the prefab.

#

Controllers not tracked

limber granite
#

Hello everyone. I have a question. I'm currently using Meta Quest all-in-one SDK in Unity. What I'm trying to do is too make piano keys intractable with the hand-tracking. I put the sounds and box colliders on the keys. The problem that I'm facing is when I press on them using hand tracking, it does not work. Is there a way to put on the default hand a collider to make it collide with the other object?

slow bison
#

Hi I had an error building a project it said I was missing a ndk for Android but I downloaded the ndk while downloading the original editor

#

Please assist me

north path
#

Did you install both android submodules from the hub?
In preferences - external tools, is 'installed with Unity' checked everywhere?
Did you update Unity already?

#

@slow bison

buoyant leaf
#

Has anyone here created a Unity VR app/game for the Meta Quest, for free public download? If so, then I was wondering how easy was this for you? Does meta only accept games from major brands? or can anyone upload an app/game if it is made to a certain standard? Also, I would assume side quest is a much easier route.

frank oasis
#

and yes sidequest is much much easier to get into

buoyant leaf
# frank oasis do you mean applab or meta quest store

meta quest store, or whatever you guys recommend for a starter like me. I am very new to game development and unity. It is just a hobby, but would love to eventually upload content to meta for free public use. But I also want to be realstic as I know i'm not a major game developer. So was wondering if it may be possible for me to upload my own app one day to meta, and what might be the best route for someone like me.

frank oasis
#

however, recently meta sent an announcement that applab apps/games are being moved onto the public store so they are discoverable

orchid jolt
frank oasis
orchid jolt
#

But AppLab is getting removed in a month but it will still be easy to get your game on the horizon store. It’s just a few more VRCs

buoyant leaf
slow bison
buoyant leaf
buoyant leaf
slow bison
#

Wait why are they removing app lab

buoyant leaf
slow bison
#

Got it that’s still pretty dumb

#

I liked how they had it before

frank oasis
#

"this change will help developers find and grow an audience by providing apps that are new to the Store with greater discovery and visibility" is what the email says

orchid jolt
buoyant leaf
orchid jolt
#

I think the horizon store is a great change, you can also mark your game for early access so players kinda know it’s unfinished

buoyant leaf
# orchid jolt I love working on VR games so I would 100 keep learning!

Yeh I love it. Actually I just completed my first scene. My mission was to recreate my garden bar, but in VR. Trying to make it look realistic as possible. And I also added a menu screen. Been such a learning curve and been incredibly time consuming. And I could not have done it without the help from people on this Discord. Its also forced me to be better at Blender, as unity requires perfect models.

buoyant leaf
orchid jolt
orchid jolt
buoyant jolt
#

As mentioned above - applabs also just about to merge with the Quest store for discovery 🙂 but they may change the process once that happens...

#

But yeah we've put tons of apps and games in there. It's free, pretty painless compared to epic/steam amd a whole world easier than xbox/sony

buoyant leaf
buoyant leaf
buoyant jolt
slow bison
#

The thing I liked about app lab was if you were testing on it(I used to because I couldn’t hook my computer up to my oculus and didn’t know what mobile vr station was) you could still test your game without everyone knowing about it and playing it

#

I know testing it on app lab wassnt the best idea but still

buoyant jolt
#

Yeha app lab has some big benefits. We have a lot of client stuff that's now going to magically appear in the store because of it

#

I do like that everyone gets an equal chance of selling games in the store this way though

slow bison
# north path <@1231978412063854727>

Really sorry for the ping but are you available for a vc? It’s not showing me where to do what I need to do and I don’t understand I can’t move on until this is done in my game

north path
slow bison
#

It says my unity is fully updated and the editor is too but my game still says I’m missing a android ndk file but when I check the editor it says I have it, is it as simple as finding it in my files? If so where would it be? I’m using 2022.3 if that helps

north path
#

In unity hub, installs, then press the gear icon @slow bison

slow bison
#

I did

#

Sorry u took the photo on a phone but it shows I have it

north path
#

Then check preferences - external tools as I said before @slow bison

#

Btw that version is very old, maybe update it to get all the big fixes and improvements (including for android!)

slow bison
#

Um sorry I tried manually downloading it but I can’t find the right version can someone give me a link for downloading version NDK r23b (64-bit) (23.1.7779620)?

north path
slow bison
#

I guess that is a good idea but what will happen to the rest of the projects I make with that version

lavish turret
#

Hello. Im making a experimental physics game for VR. But the Soccer shoe clips through the ball and doesnt affect it. Can anyone tell me why? Here are Screenshots of the Inspector of both, the ball and the shoe.

storm ether
#

what does this mean

#

pls help lmaoo

buoyant jolt
ornate questBOT
buoyant jolt
#

No idea why you can't upload files to it

mellow vigil
#

Looks like you need a collider on your handle.

#

For that handle it looks like you'll need to use a mesh collider.

frank oasis
#

I've just installed the Meta Platform SDK and this error has come up:

#

Has anyone had any dealings with this before?

#

It seems to all point to to this line of code, but I'm not too sure what to do about it

frank oasis
scenic lotus
#

Hi I am making a VR game and I am using XR toolkit and I want to make it so that when the user points to an object and clicks the A button, some text will show up but I have no idea how to do it and I couldnt figure it out

hexed bluff
frigid elm
#

hi

golden yarrow
#

hey can i get some people to help mae make a portal inspired vr game

gritty heart
quasi jolt
#

Hi, developing for PC VR controllers are not showing in the VR app but working fine out side, what could be the issue?? using vive focus 3

buoyant jolt
buoyant leaf
#

@buoyant jolt @orchid jolt I was wondering how you improve the performance of your VR models. I create my model in blender, and use the special utilities option where you can group meshes by material. Which means all meshes of that material is one object. I am assuming this improves performance in unity VR. I was wondering if others on this Discord do this?

gritty heart
# buoyant jolt Do you have a non X link by chance? It's making me login to view the video links...
ruby flicker
#

i wanted to make a vr game with my friend we figured out the colaborating system but we don't know where to get the project from any help?

gritty heart
ruby flicker
gritty heart
#

Unity doesnt have multiplayer editing of projects

gritty heart
#

Youre not gonna get a google docs or figma experience though

ruby flicker
buoyant jolt
#

Although if you are new to programming and not wanting to jump all the way into Unity, there are lots of non-coding platforms these days to make VR games.

hexed bluff
buoyant jolt
soft karma
#

Also, the LAN versions should work over VPN too, and they should work if you use something like Hamachi. You just might need to use the IP/port connection option because session autodetect might not work over VPNs.

soft karma
#

To answer @buoyant jolt 's question, Unity does not allow online services and external account in their assets, unless you join UVS. Cloud pricing for 2 people is free if the scenes are 20,000 objects or less, otherwise $25/month per person.

buoyant jolt
soft karma
#

I think it makes sense what they are doing to a degree. I would like them offer more options in terms of extra services though. The Unreal Marketplace has no restrictions, and are pretty much happy to let you do as you want - it seems to be working for them.

lavish turret
#

Hello. Im making an experimental physics game for VR where you can shoot balls with your Feet, but the Soccer shoe clips through the ball and doesnt affect it. Can anyone tell me why? Here are Screenshots of the Inspector of both, the ball and the shoe. Should i send the ControllerManager Script too?

north path
#

Is there a rigidbody? Is it continues detection? Are the layers set up to collide? Do you move the collider with physics or by setting the position? (Use physics!)
Do you shoot via code or with physics?

#

@lavish turret

dawn iris
livid dirge
#

Hello everyone,

I'm looking for a document, an e-book or a feedback concerning the best artistic practices for VR.

For example, I've noticed that normal maps are not used on apps. Antialiasing, polycount etc...

Thank you,

Ben

wise warren
#

has anyone experienced different behaviour with the default XR rig from the toolkit streaming vs built to headset.

I am using a MQ3 and when streaming my app, all is fine where another character in the scene reacts to me based on the distance between my headset or either controller, but when I run the build it is very inconsistent and seems to struggle to react to them.

#

all the code is doing is runnign some function based on the Vector3 value between this other character and the XR rig I am controlling. It works perfectly fine streaming from the PC but the build or the quest itself is doing something weird

gritty heart
wise warren
#

so yeah maybe it's to d with the local floor tracking - I am using device as you suggested that a while ago to help with spawning in the right place regardless of room boundary

gritty heart
#

if its device based and theres no offset, there really shouldnt be a difference

wise warren
#

it's weird because this character will look at my hands like its supposed to (whicherver one is closest) but it just doesnt slap them away like it dose when streaming

gritty heart
#

Sounds like youll need to do some debugging lol

wise warren
gritty heart
#

yeah that sounds right

wise warren
#

weirdly though if I put the controllers behind my back at the start, it jumps from 5m (spawn point, so the difference between me and the character), to like 0.5m or whatever. Almost like when the headset can't see them anymore something weird happens?

wise warren
gritty heart
#

Yeah there might be something funky in your setup outside of the xr origin

wise warren
#

hope there isn't, haven't touched it as its just from the samples folder

#

and the only differences between streaming and the build is the device or floor tracking

#

I'm using Vector3.Distance between the two objects - is there a way I should specifically define local space?

#

could just try [name].transform.LocalPosition instead of [name].transform.position

gritty heart
#

local positions need to be under the same reference to be comparable

#

Also, if you do this every frame, you can use vector3 square magnitude instead of distance

#

sqmagnitude doesnt change linearly tho, so you might not be able to use it exactly, but its useful for comparing relative distances between two objects, to see which is closer

buoyant jolt
# livid dirge Hello everyone, I'm looking for a document, an e-book or a feedback concerning ...

I can't help with documentation, but normal maps are used in all our projects.

These may help
https://developer.oculus.com/documentation/native/pc/dg-performance-guidelines/
https://developer.oculus.com/documentation/unity/unity-perf/

wise warren
gritty heart
wise warren
gritty heart
#

If you have two world vectors, itll be a world distance

#

A transform also has a rotation and scale btw

#

Inverse transform point accounts for everything, not just position

wise warren
#

I'm just doing Vector3.Distance (object1.transform.position, object2.transform.position);

#

oh I get local space now I was being stupid. It's the position relative to its parent if it has one. So if you move the parent worldspace the child's local space willl not change

#

so presumbaly then i should not care about local space? I should be comparing the world space of the controllers to the worldspace of the other character?

#

I thought .position would be world space then, since localPosition is obviously local

gritty heart
#

Local space can matter depending on your usecase, but it seems like it doesn’t matter to you

willow remnant
#

Hello! Im trying to make a model in Unity for VRC, I'm just trying to make the glasses on my avatar transparent, but also keep the color they have, dose anyone know how to do this for the quest version?

buoyant jolt
#

For figuring out how to include shaders and all that other stuff, you'll need to ask in !vrchat I'm afraid

ornate questBOT
willow remnant
buoyant jolt
willow remnant
buoyant jolt
#

I use custom shaders for it all the time 🙂

willow remnant
#

Oh yea I can put any shader on it, I just meant that vrc restricts what's visible to one shader lol mb

sly pine
#

I experience a problem with XR simple interactable where in order to trigger an animation event i have to poke the object while alternating hands. Do i need to modify some code or is this fixable by the default settings.

I can provide more information, i just dont know what. Im new to VR development

gritty heart
sly pine
sly pine
gritty heart
sly pine
#

im testing sth

#

ill inform in a bit

sly pine
#

lemme ask something different

#

if i want to activate an animation when i touch an object what would the suggested method be

gritty heart
#

or actually no

#

use the select interaction strength

#

when its over like 0.1 or so you can trigger your animation

lavish turret
cloud rune
#

is there any type of way to regain a keystore password

cerulean fossil
fluid void
# cerulean fossil

Had a similar issue recently, the culprit for me was an animations package that I had just imported into the project. Deleting it from the filesystem fixed the crashes on start for me. Did you import anything recently?

vivid gorge
#

hello people can someone help me with this i have no idea whats going on

frank oasis
mellow vigil
#

Anyone ever modify the XRKnob script to work on a selectable axis instead of just the Y axis? I really don't want to have to reorient all my models that need the knob script. Maybe I am missing something?

true merlin
#

i need some serious help i have 26 compiling errors and i dont know how to get rid of them

gritty heart
true merlin
#

please soemone help

mellow vigil
frank oasis
# true merlin

On the error it says a lot about namespaces missing - have you deleted any packages/are you missing any packages?

vivid gorge
#

hello again people im just wondering why my grabbing is only working using the ray im using for teleportation. i want to set it as the grip button but its not working

haughty hamlet
#

hello im quite new to vr game optimisation, just wondering if anyone has any tips?

tidal spire
#

Hello, would anyone be able to help me, I am trying to figure out why my player cannot be affected by any velocity or force applied through scripts. I am trying to allow the player to jump and it will not move at all, I have reduce the gravity and increased the jump force and I have checked that it is receiving inputs as well as being able to calculate where the player should be, however nothing happens. Any help would be good thank you!

crude frost
crude frost
#

its only on build

vapid seal
#

I am helping my friend with his GTRO and I dont know how to boost the refresh rate in the game

#

Lol

solid lotus
#

Hunanbean and HooDoo explained it pretty well in Unity-Talk....

loud parcel
#

Do you want to increase the frames you get? That's an optimization issue

solid lotus
#

Profiling is an important piece to this puzzle

loud parcel
#

Refresh rate has nothing to do with it, if you want to increase your frames then profile is where we'd start

scarlet dawn
#

Can someone help me

I deleted the pink sphere colliders that are with the gorilla tag locomotion rig

languid flame
mighty mantle
#

what's the best way to go about making a simple interactable deselect when the interactor is no longer touching it?
I tried overriding isselectableby to require it also be hovered, but it looks like hovering stops when selection happens, so it just alternates every frame.

tidal spire
mystic kraken
#

Recently relaunched my project and for some reason TMP is borked
Works fine in Android builds but when testing on PCVR text is only visible in the left eye. Tried reinstalling TMP, importing TMP essentials and reimporting the shaders but none of that worked. I don't really want to switch to multi pass because of the performance decrease. I want to squeeze as much performance as I can without doing anything special

#

So any recommendations / help would be appreciated

mystic kraken
#

It happens with legacy text too :(

#

Literally anything is appreciated I'm at a loss

silent ermine
#

Hello everyone. I have a question regarding Quit Application and Unity in multiuser apps. When quitting a VR app in HTC Vive, the application is suspended in background but Fishnet keeps my user connected a time greater than the Timeout value I have in ClientManager and ServerManager. This time vary depending on how many users are connected and sending information through network. Do you struggle with this error and know a possible solution? OnApplicationQuit, OnApplicationPause and OnApplicationFocus are not called when closing the app through HTC menu. Any suggestion? 🙂

gritty heart
mighty mantle
gritty heart
#

It sounds like its worth you reporting some feedback though, to outline that you'd want a check on interactables that say - require overlap, for selection to persist.

mighty mantle
#

i guess for now ill use an old method i had that deslected based on transform distance, it works ok but on abnormally long colliders that would give unusual results

gritty heart
#

Its not exactly a bug, but you might still be able to report it as one via Help -> report a bug

mighty mantle
#

i could also probably make it slightly better using collider's closestpoint function

buoyant jolt
silent ermine
#

Yeah, already done it but it seems none has this same issue so I'm trying here if someone can help

storm ether
#

good mornin g

#

could i get some help with an avi yall

#

im struggling lmao

buoyant jolt
ornate questBOT
fleet copper
#

is there a way to fix the climbing system in the XRI toolkit so it actually has collision while you're climbing?

jolly sentinel
#

Hi All,
is shared anchors possible for quest3 without using meta spatial anchors? Just by using ARFoundation and XRInteraction?

stray vapor
#

What is XR.Display.PopulateNextFrameDesc? I'm using Unity 2022.3.32f1, XR Interaction Toolkit 3.0.3, Oculus XR Plugin 4.2.0 with Meta Quest 2

#

it uses a lot of time of every frames

buoyant jolt
#

It's likely the same thing more or less as xr.waitforgpu, and likely means the gpu is busy still drawing the last request.

#

I'd check your batches, poly count, etc.

silver pewter
#

Why Meta Quest 2 link with SteamVR takes so much VRAM? A VR game in that setup have maybe 2/3 GB of VRAM it can use at most in an 8GB VRAM GPU?

subtle onyx
#

Hello, wondering if anyone can help with a very weird crash.

Error CRASH signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr --------

Using Oculus Integration and the built in VR splashscreen there, I get this crash in certain scenes only. The crash is completely repeatable, and only happens if the hands are tracked at the splashscreen. Hands behind my back boots the apk, hands in front of device (Quest 2 / 3) causes an immediate crash after the splashscreen.

This only happens in certain scenes, others are completely fine. Also happens in an empty scene with just the VR rig. Any help is appreciated.

#

Bumping down max Android SDK level to 12L has made the crash stacktracable, pointing to (void QSortMultiThreaded<int*, std::__ndk1::less<int> >(int*, int*, std::__ndk1::less<int>, JobFence const&, profiling::Marker*) at ??:0) .

Disabling multithreaded rendering has made no difference though...

past otter
#

Hi all! I'm making a VR game, and the Unity editor freezes and requires a restart every time I try to exit play mode. Latest version of Unity (6000.0.11f1), using a Valve Index, OpenVR Loader selected in XR Plug-in Management settings. Pausing execution via IDE, it seems that it's getting stuck on XRLoaderHelper.StopSubsystem<XRInputSubsystem>(). Has anyone experienced anything like this or have any ideas? I haven't tried making a fresh project to see if I can reproduce it with less going on, but that's probably my next step.

bright ice
#

Hello~ I'm thinking about getting the HTC Vive Ultimate tracker (just 1) to play around. Would this work with just single one, and can I develop it in Unity 3D? Appreciate any info

unique crown
#

Hello! I'm getting weird stutter only in VR everytime in a empty scene. The stutter is only in the VR screen, not in the "Game" window of Unity. I started new projects 3 times without success and I try to use OpenXR Plugin in version 1.12.0-exp.1 for see if that help, without success. Do someone already got this problem?

bright ice
north path
north path
north path
subtle onyx
# north path Update Unity Swap OpenGLES3/Vulkan if possible Disable Graphics Jobs For the an...

Thanks for this, going to try the OenGLES3 swap if possible. Disabling graphics jobs didn't seem to resolve it either.

I did some additional digging last night and the issue doesn't occur when using provided OVR Sample rigs, so that's leading me to think its something with the structure of our custom rig. Though that doesn't explain why its happening only for some scenes / builds

unique crown
north path
unique crown
north path
# unique crown

That seems to be the same. The timeline just shows it differently

unique crown
#

Yes but I just see PlayerEndOfFrame/XR.Display.SubmitCurrentFrame when I put Rendering in the profiler

#

And this is the profiler with GPU :p

#

Now for the frame debugger, Idk how to use it ^^'

north path
unique crown
unique crown
north path
#

Yep, definitely seems like the GPU is being loaded too much. What's the utilization (task manager) when running? @unique crown

#

You could check the latest Unity 2022 version as well

unique crown
#

Not at home so I gonna check until I'm back to home ^^'

unique crown
#

I'm back

hollow mural
#

Not sure where I should best ask this, but I want to use the meta xr sdk for quest but it always breaks my pc version.
I tried to disable the meta xr feature group on the pc version but it still breaks inputs and steam vr skeletal input.
The inputs I could fix by enabling a combability setting in the SteamVR settings but I wouldn't want my users to change such a setting.
The finger tracking I couldn't fix though, so I'm not sure how I'm meant to do this.
Please ping me if you know a solution
Edit: The broken hand skeleton seams to have been an unrelatd issue.

unique crown
north path
unique crown
#

I was using single pass

#

I forgot the result of multiple pass

floral star
#

Im making a vr game and I cant find any tutorials on how to make a working shovel. Can someone help me im lost.

mellow vigil
floral star
#

i havent started im newish to the code part

#

i might want it to deform the terrain or dig up like sail vr kinda

#

i can probbaly do the rest once i know how I would do it

mellow vigil
floral star
#

i think i used that one

mellow vigil
#

I have digging in my game but i just use a particle effect to simulate the ground piling up around the hole

floral star
#

i cant find tutorials to deform the terrain like your digging

#

thats a good idea

#

have you used terrain deformation before?

mellow vigil
#

Not personally, check out "Digger" in the unity asset store. You might be able to adjust the code to work for small holes only.

floral star
#

okay thanks

buoyant jolt
floral star
#

how does it work

buoyant jolt
#

We eventually moved it to a laser gun to dig or undig to make it easier on them

floral star
#

cool

buoyant jolt
#

But there are a lot more free ones these days. It basically just let's you programmatically remove terrain

floral star
#

do u know any free ones i coulnt find any

#

under terrain deformation anyway

buoyant jolt
#

You'll want to jump in to 01:35

floral star
#

yes thats the idea i was going for

#

small areas tho

#

did you use any tutorials im kinda new

buoyant jolt
#

But basically when the shovel collider hits the floor collider, you just use whatever method the terrain system let's you use for removal.

Most voxel systems will have a size, so you can set it pretty small. And probably fake animate sand on it.

floral star
#

cool

#

thank you thats saved me alot of time

buoyant jolt
#

I'm not sure to be honest 😦 I built this one on the VRTK I believe but I'd use XR Interaction Toolkit, it's pretty solid these days

#

... at least for getting started, itll save a ton of time. It can be difficult to extend comparatively.

floral star
#

where do you find the xr interaction toolkit?

#

is it on the store

buoyant jolt
#

That oens built into Unity (free, headset agnostic and includes hand tracking) 🙂 they have some good tutorials on !learn just filter for the XRTK

ornate questBOT
#

:teacher: Unity Learn ↗

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

floral star
#

so if i use the xr kit that pops up when making a project it will be instaled?

buoyant jolt
#

It has a script to make it easy to lift up anything with the controllers. So then it's just a matter of detecting when it hits things, then doing something to remove dirt when it does

fathom cairn
#

im making a vr game but im in my vr and when i click play my screen and the vr just turns gray. what do i do

#

nvm i fixed it

#

how do i fix. no normcoreAppSettings object set. make sure your realtime instance has a valid normcoreAppSettings object in order to connect. that happens every time i try to play y game in vr

hazy mist
#

when i try to export my game i get a error

#

what do i do

buoyant jolt
buoyant jolt
fathom cairn
#

ok

buoyant jolt
#

Best guess you are missing the object in the scene it says is missing though

hybrid herald
#

I'm using Unity version 2022.3.39f1, using the VR Core template with XRI Toolkit v3.0. I'm having trouble figuring out why changing the physics layer makes the Interactor just, not interact with the interactables. All I wanted to do was change the physics layer of a magazine for a gun so it doesn't collide with the gun, but changing the physics layer also affects the interactables somehow :X.
I placed two similar spheres to test it out. They both have the default interactable layers. But one does not work (The one without default physics layer). Everything I've searched doesn't seem to work with this version and I'm kind of stumped 🥲

undone osprey
#

Hey guys, in xr interaction toolkit 3.0, how to take input and put logic on top of it in script - is there any documentation or video please share i googled but everything I find is a basic setup.

#

I want to add a function when trigger button hits on right hand controller, is there any event section of right hand trigger button where I can add this function

gritty heart
hybrid herald
#

But the interactors are set to check every physics layer so idk

gritty heart
long fern
#

Hello, what is the best practice to prevent player from going and peeking through walls?

crude frost
storm ether
#

What's the most popular and used vr framework for unity? Does anyone have any suggestions to take a look at? (besides XR toolkit)
Paid, free, either.

buoyant jolt
#

We have games like muffin fight where we have hidden exploratory areas if you wall walk. Horror games that fade to black. Some action games where we block scene items popping through the wall. And some sports titles that bounce you against it (in our case because you are on a flying bird).

buoyant jolt
#

Personally I find the VRTK to be the most reliable and easiest to extend, with the most samples and features.

#

But we use our own framework, as we've been pushing away from unity for a long time now.

tiny niche
long fern
tiny niche
#

if you can design your game around it, its going to be a better experience for the players

#

there are some things you can do though, like rendering the backside of your walls, so they don't end up peeking through half the level if they tilt their head into a wall in a hallway

long fern
tiny niche
lusty coral
#

is there a place i can show off my VR work?

urban cloak
narrow briar
#

any oddity I should know about the Umbra occlusion culling on quest2?

little ferry
#

How do yáll tackle gradle errors?

#

any help please? so i am building a vr project and recently changed laptop now i can't build project and keep getting gradle errors in all existing projects that i used to build.

buoyant jolt
#

It'll probably be the one that says 6 errors. If you click on it and read the body you should see what they are

crystal dagger
#

the model isnt where it should be and isnt on my hands/camera

crude frost
crystal dagger
#

this is what it looks like

#

the hand should be on that little circle

#

and when moving my controller it rotates the entire model

#

ive used photon vr and fast IK fabric for the model

crystal dagger
crude frost
#

sounds like your hierarchy is messed up. I'm unfamiliar with IK Fabric or how it moves the models.
Based on your current model though, using an IK tool is probably overkill.
For now I'd make the head and chest a child of your camera. And make the hands children of the appropriate controller.

If its being networked, at network transforms to those objects.
Make your XR rig not part of your networked player. Just make it part of the scene.

When you spawn your Avatar, have logic that makes them children of the correct objects as mentioned above.

crystal dagger
#

so i cant only put the head and chest under my camera and hands under the controller

tribal viper
#

Hello I am new and would like to create a VR app with hands that are detect through the camera for a project. Can you tell me how I could do and/or the steps to follow.Thanks who can't help me !

crude frost
tribal viper
#

We can't on pc with a camera

crude frost
#

oh. thats not really VR then, right? Thats a flatscreen hand tracking app?

tribal viper
#

Not really in fact we want to do like VR but with hands detect by the camera of a pc with the same 3D interface

crude frost
#

Most of the tools VR devs use are specific to VR HMDs. The app you're trying to build would be defined as "gesture recognition" or "hand tracking" applications. Similar to what the Xbox 360 Kinect did back in the day. I would google Implementations people have done with the Xbox 360 Kinect. I think there are even Unity Assets on the Asset store to utilize the Kinect.

tribal viper
#

We want to make smart glasses with AR with the same interface as the meta Quest but instead of the controllers it works thanks to the hands with all the interactions

fathom cairn
#

anyone know how to fix this error?

crude frost
gray radish
#

trying to diagnose the strangest problem right now. Using XR Interaciton Toolkit's XR rig, someone on my team is having their rig break on Quest 3 specifically when scenes transition. This does not happen for Quest 2. The other user's project is identical (linked in source control)

#

any speculation as to what could possibly be causing differences? I don't have a quest 3 to replicate testing with. Their rig spawns in the floor, head movement stops working, and controllers are undetected. This doesn't happen prior to a scene swap

fathom cairn
#

@crude frost do u know how to fix this? cause it pops up when i try to play my game.

crude frost
crude frost
gray radish
#

It works fine in editor/via Link Cable, but not on build (on the Quest 3. Works fine on the 2). We currently have 2 XR rigs, one in each scene, and fully unload the old scene before transitioning

slow bison
#

I deleted unity but if anyone wants to have a challenge I have one and if possible where you actually make it I would enjoy the ndk file anyway if you’ve ever watched Naruto you know that there are hand signs for all the Justus, well though it’s not good for fast gameplay currently in later headsets it would be awesome, basically you use hand tracking and have different players use different combinations for their justu using ai to make sure that their hands are in the right position I hope someone can make this

tribal viper
tribal viper
#

So ?

torpid ginkgo
#

@tribal viper There's no point to bump discord channels, it's just spam and annoying people who already seen the post.

tribal viper
#

Ok but it's not spam it's a request to know if he found find it's not the same thing

torpid ginkgo
tribal viper
#

No

torpid ginkgo
#

@tribal viper It's not a discussion. It's a direction not to do that in the future.

tribal viper
#

Je comprend r

#

Ok, I guess

torpid ginkgo
tribal viper
#

I’m French

torpid ginkgo
#

This is English speaking community

#

What do you mean by r there?

tribal viper
#

Yes, I just forgot to speak English 😅

torpid ginkgo
tribal viper
#

I don't understand

torpid ginkgo
tribal viper
#

No

torpid ginkgo
#

@tribal viper So what r means there?

tribal viper
#

Nothing

#

R = rien = nothing

#

It's a French abbreviation

torpid ginkgo
#

You should stick to English here to prevent any misunderstandings.

#

Especially after being confrontational about moderation.

tribal viper
#

I know since I'm bilingual I just forgot that I had to speak English

#

You are a moderator ?

torpid ginkgo
tribal viper
#

Oh ok

#

I have a question, is the AR for VR headsets or is it for everything like PCs

magic sedge
#

Has anyone seen this?

Created a new URP project using Unity 6000.0.12f1 and the XR template. Running the different demo scene crashes the Unity editor (like full on crash with red exclamation mark and all that). It seems like there's something wrong with initializing the XR hands:


0x00007FFC5A2C1AFA (UnityOpenXRHands) UnityOpenXRHands_TryInitialize
0x000001EC2DDED543 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.XR.Hands.OpenXR.OpenXRHandProvider/NativeApi:TryInitialize ()
0x000001EC2DDEC5AB (Mono JIT Code) [.\Library\PackageCache\com.unity.xr.hands\Runtime\OpenXR\OpenXRHandProvider.cs:38] UnityEngine.XR.Hands.OpenXR.OpenXRHandProvider:GetHandLayout (Unity.Collections.NativeArray`1<bool>) 
0x000001EC2DDE8FA9 (Mono JIT Code) [.\Library\PackageCache\com.unity.xr.hands\Runtime\XRHandSubsystem.cs:363] UnityEngine.XR.Hands.XRHandSubsystem:OnCreate () 
0x000001EC2DDE89AC (Mono JIT Code) UnityEngine.SubsystemsImplementation.SubsystemWithProvider`3<TSubsystem_REF, TSubsystemDescriptor_REF, TProvider_REF>:Initialize ```
pastel oasis
#

im not sure if this applies here but i need help with making a map and im running into an error i dont know how to fix it

#

its for vr chat

urban cloak
ornate questBOT
pastel oasis
urban cloak
#

We're not a support server for their tool

#

But wait and see if anyone can help, I guess 🤷‍♂️

pastel oasis
#

Thanks

bleak valley
#

Hello,
We're experiencing a Microphone bug when starting the Microphone the usual way, with Microphone.Start().
What happens on the Quest 2 is that when we put the headset to sleep mode, by pressing the button on the side, the Microphone stops. BUT this bug is inconsistent, at least from our tests, it looks like the Microphone only stops if when coming back from sleep mode on the Quest 2, we get a popup window (like enter passcode, choose user account, etc.). If we don't get a popup, from our tests, the microphone doesn't stop.

We don't like that when starting the microphone on the quest there is always a black frame. Would it be best practice to always start the Microphone when coming back from an OnApplicationPause event?

Do other people have that bug?

waxen parrot
#

Can anyone help: XR Interaction Toolkit - How to prevent dropping an object

gritty heart
narrow briar
gritty heart
gritty heart
regal sky
#

Hello, I am new to the server and I would like to ask a question

#

I'm working on experiences for VR particularly for Meta quest 2 and with my first project I used Sidequest to pass the .apk to quest 2, when I open the apk in my viewer it looks like this

#

im new in this btw, any idea of what im not seeing?

tidal hill
#

soo its just not going fullscreen?

regal sky
#

and not working, its a small city scenario with move, in the engine it acctually work

tidal hill
#

looks like incorrect XR PLugin settings

#

something something about starting as 2d android app idk. just browsing message boards

narrow quiver
#

Hi all! One of the projects i'm trying to work on is targeting the quest 3 VR headset using OpenXR with Meta XR compatibility(because of the Oculus Meta SDK that i'd rather use also has bugs in it for Unity 6). However, in order to do that I need to build with il2cpp and that means i have to build for the arm64 architecture which i guess is just a no go?

I've tried these versions:
6000.0.13f1, 6000.0.12f1, 2022.3.40f1

And I get the same error (crashes when trying to build)
https://pastecode.dev/s/eelhfm2e

What are y'all using to successfully build to the Quest 3 with Unity? Din't seem to have this much of a problem with Quest 2 and older Unity ver. Hopefully just missing something simple.

regal sky
buoyant jolt
pastel oasis
#

anyone know how to make it so when i hit a button (there will be 10 buttons) an object will swap out with another specific object (there are 10 objects in total) i want it so it just swaps out with whatever specific object is in that place if that makes sense if someone could help me or give me a video that'd be great (btw im not 100% sure but do i need to add any extensions like XR Interaction Toolkit?)

wise warren
#

I'm having a slight problem with the OpenXR default rig from the XR interation toolkit:
when I build my project to the meta quest 3, I seem to be spawning slightly in the air, and the capsule collider component (Techically the character controller) is therefore also sliughtly above the ground. How can I prevent this? I need to be on the ground.

I am using floor based tracking now as I need to account for player height. maybe that is causing a problem?

wise warren
#

is there a way I can access the height calculated by the XR Origin script and then apply that to my own capsule colllider

wispy willow
crude frost
#

A collider used by an Interactable object is already registered with another Interactable object.

crude frost
#

Solved: Collider already registered with Interactable

vestal prism
#

can someone help me i cant test my game in vr it does not work?

frank oasis
undone osprey
#

Hey guys, I am trying to build a pool game in VR, I want to build this mechanic that when I hold trigger button the stick freeze in the position and only rotation on Y axis works so that I can position my cueStick and when I click the otherr trigger button the rotation freezes and the position on Z axis works only so that I can make the cueStick forward and backward to hit the ball.........I don't know how to do this, I need your help, how can I make it work

astral knot
#

Does anyone know if Unity 6's Adaptive Lightprobe Volumes work on Quest 2 and Quest 3 hardware?

astral knot
#

Hey everyone. Im trying to build an apk for the Quest 2 using Unity 6 URP. When I run the apk, I only get the left eye working, the right eye doesn't show anything. Even when the splash screen starts the right eye is blank. OpenXR is set to Single Passed Instanced \ Multi-view. Multipass works, but from my understanding that's not recommended. Any thoughts would be appreciated. Thanks.

pine bison
astral knot
wise warren
#

does anyone know any equivalents to OnApplicationQuit that I could use for VR either when you press quit app through the device menu, or even when you take the headset off? (OpenXR)

#

OnApplicationQuit doesn't seem to work for what I need it to do, as it takes a few seconds to send a file to the unity cloud, I assume the application quits immediately before it does that

white flicker
#

does anyone know what SystemInfo.deviceName will return on quest 2? please ping me if you respond

dusk bane
#

I keep getting a message that says “gradle build failed” and when I go to the console it says pb_mesh-142988 clone mesh must have at least one non degenerate triangle to be a valid mesh collider my game is a vr game

#

Anyone know a fix

torpid ginkgo
#

!warn 1004786847874023435 Don't cross-post. Use appropriate channels.

ornate questBOT
#

dynoSuccess ultimavyt has been warned.

cerulean fossil
#

i keep crashing everythime i launch, who knows how to fix this

wise warren
manic saffron
#

I've used the sample Kinematic cube which has grabbable scripts on it and have attached a scaler function to it via a another sample from meta sdk. When I have integrated both of them together, the scaling of the cube(small blue stage) keeps flickering...anyone might know why?

minor storm
#

How can I get VR controller input using Unity XR? I've been trying to figure it out but I just can't.

long fern
#

Hello, I recently updated XR toolkit to 3.0.5 and I have peculiar problem. Everything I try to take out of XR Socket Interactor, it's snaping right back. Even between play sessions

#

Interesting, replacing XR Socket Interactor component with same component fixes the issue, byt why...

frank oasis
wise warren
#

anyone know when Unity 6 will have proper support for the Meta SDK (Oculus Plugin)

ember trail
#

Hi guys saket here
I am having an issue running my VR app on Quest 2. I have basically made a VR game in which I have added a terrain on which I have mass-placed trees & some objects, & have 4 flocking/schooling simulations & a second scene where the player can draw on a canvas in VR. The total polycount is around 700k to 1M.
When I build the app in my Quest 2 the app doesn't open it only shows 3 loading dots indefinitely. But when I installed the app on my Android phone the app works (but I can't navigate obviously)
I have also uploaded the apk file on the itch.io website ( https://digitekas.itch.io/mindful-oasis-vr )could someone try to run it on their own headset preferably quest 2 or 3 ( I have heard quest 3 has more computing power compared to quest 2)

itch.io

UoN MSc Dissertation Project

rocky thicket
#

actually i tested out. This was the problem. Fuck off i lost an entire day just because of the version.

buoyant jolt
rocky thicket
#

anyone knows how can I get the passthrough image (the headset cam view) so i can process it in Unity afterwards? Comparing to the simulator, in Unity i cannot see the passthrough.

minor storm
ember trail
#

These are my player settings

frank oasis
frank oasis
minor storm
minor storm
buoyant jolt
hexed bluff
#

Any luck with the voice on the VR

wise warren
#

Did you try 2023 LTS?

#

I really don't want to downgrade all the way to 2022

pine bison
long fern
long fern
#

If you want to know when controller is gripping something you are interested in Select action

wise warren
#
long fern
wise warren
#

Meta is so needlessly difficult to develop with

#

and trying to use OpenXR instead causes other problems because really, you should be using the Meta SDK for meta quests (openxr still works but it's very difficult to get stuff working)

long fern
wise warren
#

I think my main needs from meta sdk is hand tracking, and passthrough

#

they seem to work better on meta sdk

long fern
wise warren
#

but man even these building blocks are not helpful. the components of the camera rig are needlessly confusing

ember trail
long fern
buoyant jolt
ember trail