#🥽┃virtual-reality

1 messages · Page 23 of 1

hexed bluff
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I've noticed an issue where sometimes the Default Orientation (Project Settings -> Player -> Resolution and Presentation -> Orientation) can cause the app to not load on HMD's. I'd try out Landcape Left and see if it works for you.

ember trail
storm mulch
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So, u know how vr chat has that feature for its streamer cameras? like how they can float there but still be used. I'm trying to do that in my game mainly just so I could record videos I like the premise of it. Kinda just want my camera to float there and for me to still be able to move it and position it how I want in vr

left hawk
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Hi there every one! Anyone got Meta XR Simulator working properly in MacOs? I followed each line of it documentation and it just does not work.

pallid vigil
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I just wanted to say that I've been really impressed with the VR Multiplayer template! Would love to see more tutorials and expansions onto this.

daring drum
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I have a VR monster in my game and his pathfinding makes him go up stairs. But these stairs keep him rotated up the whole time he walks around. How can i make him stay flat at all times?

viscid osprey
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can sombody help me with a problem

north path
north path
viscid osprey
north path
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It is quite self explanatory. Ask questions if you get stuck

north path
north path
viscid osprey
north path
viscid osprey
north path
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Do you already have a game made?

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And google these things, as they are very basic. Maybe check out Unity Learn

viscid osprey
north path
north path
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Google

viscid osprey
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lol ok

viscid osprey
north path
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Yes just send it here and when someone is online they can help

viscid osprey
#

kk

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How do I export my unity game for my friends to play test

north path
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The same apk can be shared if they have dev mode enabled

viscid osprey
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Hey, this bar has been loading for ages

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is there anything wrong or anything I should know?

unique moss
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Was wondering if anyone could help with the jittering I see when using velocity tracking? I'm sure it's a setting I'm using but I don't know which
(Brand new to unity and programming in general)

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my goal is to have the object still interact with the environment and to follow where my hand is smoothly (i want my hands to do the same thing at some point)

full parrot
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How do I test my VR game, NOT a vr ready pc.

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I deleted the sample folder and it got mad at me 🙄

spiral dirge
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how do i reference the grip button being pressed on the right/left hand controller with xr interaction toolkit? like this

void XRGripPressed()
{
  if(//the grip button is pressed)
    {
      //statement here
    }
}
spiral dirge
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nevermind i found out

unique moss
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would you mind sharing? im curious too

full parrot
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i deleted the camera?

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How do I fix this?

unique moss
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try adding a camera element back?

full parrot
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How

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Fresh to Unity

unique moss
# unique moss

me too, but you should be able to add it like a cube or sphere and up it under the XR rig

full parrot
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Okay

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What the-

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i can't go inside the house

unique moss
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try zooming out with the camera and using pan to position yourself inside

full parrot
buoyant jolt
unique moss
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ive only been messing around with it for a short bit but it happens if your camera is super zoomed in our out, try zooming out more

unique moss
buoyant jolt
full parrot
buoyant jolt
# full parrot How do I fix that?

If its happening in game, Click on the camera and reduce the culling distance. If it's happening in the editor view only it's different

full parrot
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THATS issue no. 2

buoyant jolt
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I'm not really sure what you are trying to do or struggling with though. Your scene view cullingndistance looks off, and you also have a deleted camera.

full parrot
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Could it be dynamic clipping?

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yep

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fixed it

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Now, how do I fix the camera not existing?

buoyant jolt
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Yeah, in that case, click on something and press F or ., can't remember which is focus in Unity, and it'll reset that dynamic clipping. Or turn it off and use the manual control.

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I'm not the most helpful as I'm just watching TV with the puppies and not at a PC 😄

full parrot
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Better than nothing 🤷🏻‍♂️

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I'm going to have a lot of newbie issues.

buoyant jolt
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All good! It's all part of the learning curve 🙂

full parrot
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Yeah, thank you.

unique moss
full parrot
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Now, what am I supposed to do to fix this?

buoyant jolt
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Adding the XR rig back might not be enough as they kind of stitch it into a thousand little places

full parrot
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Nevermind... I was able to fix it 😄

buoyant jolt
# unique moss <@229302061840203786> could you help me understand why my velocity tracking is s...

I'm not sure I can help much, we stopped using a lot of the XR toolkit stuff because it isn't very easy to extend and things like velocity tracking aren't really usable. By default physics runs at a much slower rate than your project so it's always off a bit when you use their system as it is. You can try decreasing the physics time in the project settings, and changing the rigidbodies to continuous (i think its autohands or vrif that recommends this to work around it). But it's better to just not use it imo.

No hate on the team working on it, and it's improved a lot since the beginning. But the code (in 2.x anyway) isn't very pleasant to work through.

full parrot
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Actually.. I'll just restart 🥲

unique moss
full parrot
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What would I need to do to give an AI a gun to shoot at me?

unique moss
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that seems far more complicated than adding a camera to a scene

full parrot
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I'm wanting to make a vr fps game

unique moss
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im new too, should probably take it step-by-step, perhaps some tutorials would be a good place to start, see if there is a tutorial for cloning superhot perhaps

buoyant jolt
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There is also a new multiplayer VR template, if you don't mind being locked to unitys cloud service, and accepting the new licensing for unity 6.

full parrot
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Wanting my game to be like physics playground actually.

junior dawn
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Hi I still new for unity currently learning for optimizing scene for VR
is this good for rendered in VR( Meta quest 3)?
currently in my laptop rendered around 80-90 fps
laptop spec is i3 6006u intel hd 520 8gb ram (dont have any GPU).
Thank you

pine bison
junior dawn
# pine bison Seems ok, biggest worry for me would be all the transparent geometry

thank you for the response
I dont really know about drawcalls as I still learning but when Im searching for optimization I often see people say transparent material is not good with drawcall or that what my undestanding after reading it.
is there any way to replicate glass effect with opaque material or maybe any other solution for this?

pine bison
junior dawn
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wish you the best

narrow briar
junior dawn
unique delta
junior dawn
# unique delta how do u get the xr device simulator

Are you ready to dive into VR game development with the latest tools and techniques? This video is your ultimate quick start guide to creating a VR game using Unity 6 and the XR Interaction Toolkit 3.0. Whether you're new to the VR dev community or a seasoned developer, this tutorial has something for everyone.

Key Topics:
-Unity 6 installation...

▶ Play video
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And my friend tweak its a bit so We dont use all of the interaction

cerulean fossil
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who knows how to fix this

proven radish
# cerulean fossil who knows how to fix this

In This Video We Will See How To Fix Unity Failed To Load Window Layout Error or This Can Happen If Layout Contains Custom Windows

Here Are The Steps To Fix Unity Failed To Load Window Layout Error or This Can Happen If Layout Contains Custom Windows

  1. Click Quit
  2. Search Run
  3. Click Run
  4. Type appdata
  5. Click OK Button
  6. Open Roamin...
▶ Play video
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Can anyone help me with when this happens when I try to delete something???

cerulean fossil
proven radish
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ok

cerulean fossil
cerulean fossil
north path
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Check logcat why it crashes

NEVER use folders inside onedrive for development!!!
@cerulean fossil

cerulean fossil
north path
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Onedrive can randomly cause issues. It's not always or never

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Same with google drive and other cloud synced folders. Use version control like git or plastic scm

cerulean fossil
north path
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That's something else lmao
If someone else had access to the onedrive folder it would even be easier to delete

hardy citrus
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You should still have your local copies of the repo, no?

grizzled sable
urban cloak
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Install the package from the package manager, and have it running while you run the game with the phone plugged in.

short nova
# cerulean fossil how do i check logcat

Easiest way is to use Meta Quest Developer Hub (MQDH) and plug in the device while testing (or use ADB over wifi): https://developer.oculus.com/documentation/unity/ts-odh/. Then in the Device Manager, click on the connected device and choose Device Logs. In the window that pops up, you can enter a custom filter at the top, which I usually type in Unity so that you don't get all of the system messages as well.

buoyant jolt
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Especially if you aren't overly comfortable with ADB

torpid ginkgo
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@ancient grove !collab

ornate questBOT
#

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
Collaboration & Jobs

ancient grove
astral knot
#

Hey everyone, is it normal to go from 72 fps when building for the Quest 2 to 36 fps when enabling MSAA 4x? Seems pretty steep when I thought MSAA isn't supposed to be that expensive.

FXAA I get around 72 fps. SMAA medium and high I get around 48 fps. TAA High I get 36fps (this is the worst quality, UI legibility is terrible).

buoyant jolt
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Assuming you are using URP, the version and unity version can be pretty important too, as older versions can actually have detrimental performance in benchmarks versus birp.

shell kayak
north path
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Adding to all the info, also try a force prepass in the depth settings for URP rendering. Might help a lot as well. There are some settings which dont play nicely with MSAA

wise warren
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anyone know how to improve shadow quality on URP? my whole scene looks terrible. this is an example of just the controller

(Unity 6, meta quest 3, openxr)

pine bison
astral knot
astral knot
wooden canyon
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Good morning,

Das anybody knows or has to Share a, working Co Location, Template/demoproject for Meta?

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The one of Meta does not really work :/

north path
buoyant jolt
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Yeah that's the one I'd use. Anything I have is baked into company templates.

wooden canyon
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:/ okay thx anyway:)

north path
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Does anyone know how I can decouple the hand in OVR tools?
I want the hand to fall to the ground with physics, but when adding a rigidbody it still get's updated and I cannot find a pose driver like in Unity's native integration.

We want to have a hand walk around like in the Adams Family. So using physics. I just got a hand with physics flopping on the ground, but now we have to add locomotion to it in a responsive manner.

We have quite a strict time since it is a hackathon, so if anyone wants to brainstorm or has ideas on how to solve this I would love to know

frank oasis
north path
buoyant jolt
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I use the OpenXR hands module though so I haven't messed with the oculus one in ages

north path
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For the hackathon we pretty much need to use the Meta SDK
But the physics issue was too hard to solve for now. Very hard to get convincing movement from physics hands haha

stray stump
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Hi all! Not sure of the right place to put this. I'm using sprites for buttons right now and their culling bounds are pretty messed up. They'll disappear onscreen when moving the headset around them. This seems to be an issue with the sprite renderer in 3D. Has anyone else run into this? How did you solve it?

north path
stray stump
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ahh I was hoping to avoid that. Thanks for the reply.

jolly sentinel
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Hi All,
I want to do one handed scaling, I can see that option in XR General Grab transformer but enabling that does nothing.
The two handed scaling works when enabled.
May i know what else i would need to enable to make sure one handed grab is working

vivid flume
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sorry for mentioned an old post

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but are you still with it ?

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why the video player always play on awake ?
even Ive been unchecked the play on awake

short nova
short nova
candid mesa
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how to turn off the movement? I dont want my player to have movement controls apart from in the controller

vivid flume
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are you with XRI 3 ? where to find device simulator there ?

candid mesa
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im using xri 2.5.4

vivid flume
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yeah you using XR device simulator so you don't need to use physical quest controller

candid mesa
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wait

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no no I was told to do this like have controls for both physical controller and pc. I did all the stuff. but I want to disable the player position changing when the user moves irl

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idk man if its a thing. this is my first time working on a xr project

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but my player is seated in a vehicle. if I press wasd without selecting a controller, it shows HMD->Movement and starts moving the player outside the vehicle

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I dont even know the basics of xr dev. they just told me to do it

weary trellis
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I just finished my vr game that I made. And exported it. Is there any way for me to then go and download it to my VR Oculus 2 headset so I doesn't need things such as airlink or cable connection to play?

north path
weary trellis
north path
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Should be in the quickstart guide as well

crude frost
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Good morning. I have an XR Ray interactor. I have a world canvas with UI on it. I want to always be able to interact with the UI. Sometimes though, I get inside the colliders of some XR Grab interactables, and they block my XR Ray Interactor from hitting my UI. How can I make it to where I can always interact with my UI using the XR Ray Intactor (or any of my interactors) regardless of if I'm inside the collider of a Grab interactable?

Worth Noting:

-I'm using ActionBasedControllerManager
-I'm using XRInteractionGroup
-Both controllers have Poke, Direct, and Ray Interactors

gritty heart
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The mediation logic doesn't really consider ui interaction - it's unfortunately a separate system

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UI is handled by the TrackedDeviceGraphics raycaster, and the interactor polls it for hit resutls after the fact

crude frost
gritty heart
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You might be more interested in customizing the various components of the nearfarinteractor

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the curve caster is easier to subclass and customize

oak vale
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Hey everyone,

I’m working on building some sleek and modern menus for the Meta Quest, and I’m on the hunt for the best UI/UX libraries or assets that people are using these days. I’m aiming for something that’s easy to work with, not outdated, and plays nicely with Meta’s Interaction SDKs.

I also noticed that while Meta has some cool UI components mentioned in their docs (https://developer.oculus.com/resources/hands-design-ui/), like in their hands-based UI design guide, I couldn’t actually find the example scenes in any of their SDKs. Anyone know if these are shared somewhere, or are they just internal?

Would love to hear what everyone’s using and what’s worked well for you. Appreciate any tips or recommendations!

Thanks!

cerulean fossil
vivid flume
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me also can't do a manual installation, it needs build & run from Unity

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i thought treatment was a bit different as mobile android, stand alone build ain't work on the Quest

north path
onyx fiber
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Hey guys can I somehow run my VR project without a VR goggles? I want to test it from my home PC and I don't have a VR headset.

north path
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Most frameworks have a simulator/emulator nowadays.
Not the same feeling as in an actual headset, but you can test most interactions @onyx fiber

oak vale
north path
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Yeahhh it's not one nice place sadly. Good luck!

supple relic
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sorry if not the right channel but I've found this editor plugin https://assetstore.unity.com/packages/tools/integration/etchi-mbpt-264079 that's supposed to make a Multi-platform builds without switching platforms, so I can build like Windows, Android and iOS builds all the same time. have anyone tried it or know about it?
also this should work with building a XRTK build for Windows with Steam and Android for Oculus Quest?

Use the Etchi - MBPT from Hesham Maher on your next project. Find this integration tool & more on the Unity Asset Store.

buoyant jolt
crude frost
plush edge
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Hey guys, hoping this is a quick question. How would I go about getting the raw tracked position and rotation data for hands using the Meta XR Interaction SDK?

ashen valley
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IIRC, you can build for different platforms from the CLI. It's how you can set up some CI/CD Jenkins builds.

idle sinew
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I can't seem to find this answer online, but wanted to ask:

I'm making a game for mobile VR headsets like the Quest 3. There's this object in my game that has the texture of a metal grate. I figured that instead of causing fps drops if the actual mesh physically had holes, that I could use an alpha png on its material, where the holes are transparent and you could see through the grate. Would that improve performance?

vast hull
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When i press play my xrrig randolly like moves into a different place to whjere i placed it

buoyant jolt
north path
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Depends how big the mesh is as well. Overdraw can suck and alpha clip is decently slow on mobile.
So it, as always, depends😂

north path
spark skiff
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WHy do my hands stay visible when uding controllers (using meta xr package)

quasi jolt
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Hi, anyone know how can I teleport using trigger button?? I tried to change in XRI default input but nothing change. It is still using grip button to teleport

iron hornet
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Long shot here, but is it possible to play on Quest using SteamVR runtime? Using Oculus, Unity freezes literally every time I press play or asfter play mode ends to the point where it's not possible to play the game in editor

pine bison
uneven stirrup
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Hey, I'm targeting Quest 2 with AppSW enabled, will the VFX Graph be performant? How does it compare to the particle system?

shell kayak
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If the situation is the opposite, VFX Graph will win.

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For very large sims, VFX Graph should take overall less time to simulate than Particle System thanks to being able to parallelize a lot more, but Particle System is able to process the simulation in a background thread, while VFX Graph will replace time that could have been spent on graphics.

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In short, it all depends on your app and what else it's doing each frame.

vast lichen
tribal field
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what kind of platform would i use for an oculus vr game?

hollow hill
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please remember to delete your question from the other room, so as to not double post., hence the 'Move the question'

tribal field
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oh sorry

pine bison
little ferry
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Hello guys so i am starting a project using the unity VR multiplayer template, i want to know how to make it show the hands instead of the controller and if possible how to replace the controller with hands

steep hemlock
# little ferry Hello guys so i am starting a project using the unity VR multiplayer template, i...

Based on your hierarchy, you just have to put down your controller and wave your hands in front of the hmd during a run. Just reset the XRInputModalityManager that we can see in your inspector here to the prefab original state before.
After that, if you want to complety remove the controller option, you either recreate your XROriginHands from scratch with only what you need; or you simply deactivate everything you do not need in the prefab (like the left and right controllers and their stabilizers). In the second case, do not forget to set the enabled value of scripts like XRInputModalityManager to false since you won't be needing them anymore.

mighty mantle
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in the new multiplayer sample, what causes the player to fall slowly and constantly at a little over 2 m/s? i can't find it anywhere. it only applies to the player, and even when porting over my old xr rig from before the sample it still happens.

versed topaz
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hey so im working rn with the input devices and a occured a wierd thing i dontknow how to fix. for some reason the XRNode's device position and rotation is not updated and all other inputs as trigger primary2daxis is not working. does someone know how to fix this issue and what caused it?

severe scarab
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Can someone give me a working gtag Halloween 22 unity file? It’s for a friend of mine as he just started unity.

tribal field
round rain
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It's self explanatory innit?

tribal field
unique perch
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Hey all, having an issue with Hand Tracking (Quest).

Using 2022.3, Hands System and latest XR stuff.

Using XR Grab Intractable.

Grabbing objects works, but we've noticed it wants you to pinch or 'claw' (slightly open fist), and that a closed fist it ignores.

For thin items the users tend to grab with a fist. This leads to the feeling that it's not working, and is broken, rather than them not 'doing it right'.

Is there a way to also register a closed fist?

Or perhaps there's something else I'm doing incorrectly.

quiet harbor
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can someone help im getting errors when trying to build to android saying 3 errors while building player

tribal field
tribal field
tribal field
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my friend got these errors when trying to build an android apk on unity version 2022.3.2f1. any idea on how to fix this? it says "Gradle Build Failed. See console for details."

stderr[
Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8
Error: Unable to initialize main class org.gradle.launcher.GradleMain
Caused by: java.lang.NoClassDefFoundError: org/gradle/internal/jvm/UnsupportedJavaRuntimeException
]
stdout[

]

Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8
Error: Unable to initialize main class org.gradle.launcher.GradleMain
Caused by: java.lang.NoClassDefFoundError: org/gradle/internal/jvm/UnsupportedJavaRuntimeException

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

CommandWithNoStdoutInvokationFailure: Gradle initialization failed.
UnityEditor.Android.Command.RunWithShellExecute (System.String command, System.String args, System.String workingdir, System.String errorMsg) (at <476ef08ce6bf48598d2df8af8530034d>:0)
UnityEditor.Android.AndroidJavaTools.RunJavaWithShellExecute (System.String args, System.String workingdir, System.String error) (at <476ef08ce6bf48598d2df8af8530034d>:0)
UnityEditor.Android.GradleWrapper.WarmupGradle (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingDir, System.String baseCommand) (at <476ef08ce6bf48598d2df8af8530034d>:0)
Rethrow as GradleInvokationException: Gradle initialization failed.
UnityEditor.Android.GradleWrapper.WarmupGradle (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingDir, System.String baseCommand) (at <476ef08ce6bf48598d2df8af8530034d>:0)
UnityEditor.Android.PostProcessAndroidPlayer+<>c__DisplayClass5_0.<ExecuteWarmup>b__0 () (at <476ef08ce6bf48598d2df8af8530034d>:0)
System.Threading.ThreadHelper.ThreadStart_Context (System.Object state) (at <605bf8b31fcb444b85176da963870aa7>:0)
System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) (at <605bf8b31fcb444b85176da963870aa7>:0)
System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) (at <605bf8b31fcb444b85176da963870aa7>:0)
System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state) (at <605bf8b31fcb444b85176da963870aa7>:0)
System.Threading.ThreadHelper.ThreadStart () (at <605bf8b31fcb444b85176da963870aa7>:0)
UnityEngine.<>c:<RegisterUECatcher>b__0_0(Object, UnhandledExceptionEventArgs)

rare totem
tribal field
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im not exactly sure. just whatever one that came with the editor version 2022.3.2f1

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how can i check?

azure apex
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Hi guys I have unusual problem, I'm stuck for a while now..
I updated to Meta XR SDK 68.0.1 from the really old one. I managed to make most of the things work, but now I have a problem that when I build to Quest 2 I cannot see Canvas at all, it is not rendered, but reticle is drawn over it, so I can see it is there. In editor and simulator everything is fine.
I tried to change material to Sprites-Default, since it used UIDefaultOverlay, but no luck. I use URP.

charred geyser
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Hey guys, i am having some problems with the xr socket interactor in the unity 6 preview.

If any object in the scene closest to the socket will automatically stick to it and after grabbing the object the socket creates a shadow of the object on the ground, i tried doing the same in the previous unity versions and it is working fine.

fresh lily
mighty mantle
charred geyser
fresh lily
fresh lily
charred geyser
fresh lily
charred geyser
fresh lily
#

Same here but can you tell me more or is it a top secret super paranoid conspiracy theory project?😂

fresh lily
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The conversation ends 😂😂😂😂

charred geyser
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i wasted so much time figuring out what's wrong with sockts

fresh lily
#

I’ve got star wars leggings!

charred geyser
fresh lily
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I know it’s hard to figure out all this stuff like socket even finding them when you know they’re there but can not remember where 😂

charred geyser
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i bet chewbacca

fresh lily
#

No actually c4 po and r2d2 😊

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Sorry typo c3po

charred geyser
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C4 po would have been cool tho 😂

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just explodes

fresh lily
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Booom it’s all over

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😂

charred geyser
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what are you attempting to do in vr?

fresh lily
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Vr flight simulator is my end project but I’m building a on this need to learn how to use unity so I’m making a Vr climbing game and also doing some 2d & 3d to help with scripting if I need it in future

fresh lily
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Never😂

charred geyser
fresh lily
#

Dose Errrrrrr? Answer that ? Please educate me!❤️

charred geyser
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huh whaanotlikethis

fresh lily
#

What is po-go—-STUCK?😂

charred geyser
charred geyser
fresh lily
#

Ok soooo why r you asking me? 😂

charred geyser
fresh lily
#

On thanks I don’t need any more distractions 😂 rage in Vr can be expensive ( broken controller or my personal favourite is coffee cup sent flying on to new carpet!!!😂

charred geyser
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best way to start your day

fresh lily
#

I take it you’re on medication 💊 for that?😂

charred geyser
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no, i have a cat for that 🙂

tribal field
rare totem
raw phoenix
#

I cant stop getting this error

rare totem
rare totem
tribal field
#

we can switch back if thats the better thing to do

rare totem
#

It's better to only make changes if you understand them completely.

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Did the original graddle give the same error?

tribal field
#

yeah

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uh we are using the installed with unity one now which is 32.0.0

rare totem
#

32 what? Where do you see that number?

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There's no graddle version 32

tribal field
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like in the sdk file

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in another file

#

whatever that number represents

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now a new error

rare totem
rare totem
fast kayak
#

Is there a less junkyer way of doing this? Im trying to code a custom object placement script for vr in unity using the XR SimpleInteractable. I figured how to detect the controller Inputs by getting the InputActionProperty then i needed to find out which controller was selecting the object with the XR SimpleInteractable so i did this code. My objective being to know which controller is selecting the XR SimpleInteractable to be able to use the corresponding inputs (I'm probably approaching this the wrong way, so if there is a better way to do this please someone tell me :v, also im using the unity vr template) UNITY 2022.3.40f1

public class ObjectPositioning : MonoBehaviour
{
    public InputActionProperty leftSelectAction;   // Input action for left hand grab
    public InputActionProperty rightSelectAction;  // Input action for right hand grab
    public XRSimpleInteractable interactable;        // Reference to the XR grab interactable object

    private void Start()
    {
        interactable.selectEntered.AddListener(OnGrab);
    }

    private void OnGrab(SelectEnterEventArgs args)
    {
        print(args.interactorObject.transform.parent.name);
        if (args.interactorObject.transform.name.Contains("Left"))
            print("Left controller grabbed!");
        if (args.interactorObject.transform.name.Contains("Right"))
            print("Right controller grabbed!");
    }

}
uneven shell
#

Hi, i'm looking to learn more about recording people using two or more azure kinects, or actually Orbbec Azure Kinects. Does anyone have some rescources or tutorials I could dive into?

buoyant jolt
# uneven shell Hi, i'm looking to learn more about recording people using two or more azure kin...

Lots of opensource options, I don't remember which one we used but I'd start testing out projects like this as long as the license is OK for what you intent to do

https://github.com/nuwud/Unity_Kinect?tab=readme-ov-file

GitHub

Getting Started with Unity and Kinect v2. Contribute to nuwud/Unity_Kinect development by creating an account on GitHub.

uneven shell
dusky kiln
#

I'm trying to make a gtag fan game can y'all help?

night portal
#

Hi there.
Anyone aware where I can download blank template images for VR controllers? (It's for documentation of my game button mappings).
Example: The Walking Dead: S&S

high bison
#

hello. i think i know the answer but im trying to ask, is there a way to get raw graphic data from cameras (meta quest 2 or 3)? i want to measure the uncertainties and when the HMD starts fail with different eviromental conditions (indoor, outdoor)

candid wigeon
#

can someone help me im using a tutorial

#

but its a bit outdated and im trying to do the controllers but it says to do xr controller action based but its not there?

#

also can someone help me with this

#

i changed version back to 2.5.4 and now theres this

steep hemlock
# candid wigeon

Did you try to remove completly XRI Toolkit from your project and import it back afterward ?

steep hemlock
candid wigeon
#

Dm me so we can vc about it if its ok with u

night portal
cerulean fossil
#

i have a photon vr networked game and when i play with other people the lobby master lags a lot. Any ideas on how to fix it?

frank oasis
pine bison
#

Well that depends. If you disable all network features and run the game, and it's still lags, it's a question of optimization

candid wigeon
#

anyone know what to do

umbral hedge
#

Hi there, I am pretty new to VR Dev - so very thankful for any help in advance.
Okay, I am trying to create a game where you can cut trees and I work with Ezy Slicer and tried it out with primitives which worked pretty well. Now I created a tree (still fairly simple) in Blender and imported it to VR and nothing works again and I have no idea why. I used the same settings as with the primitives.
Primitive has the Slicer Layer, capsule collider and rigidbody on it.
Same as the branch of the tree just with a mesh collider. ) Also tried other colliders but doesn't work either)

Ar there any specific export settings I need to consider? Blender Export is a .fbx and Mesh is selected in the object types.

Let me know if I need to be more specific and if someone can help me with the topic. Thank you

primal bough
#

I've been trying to do mobile vr dev for android vr but can't seem to figure it out. I tried writing two scripts where essentially in a hub world there's 6 squares. When you select a square it takes you to a 360 player where you watch a video and it brings you back. Simple idea but I can't seem to get the scripts to work. Can someone help please. Thank you

umbral hedge
#

Thank you, I will try.

slow raft
#

whats the best xr interaction tool kit
is unitys one fine

viscid grove
#

I managed to set up the colliders so that objects won't clip through the floor, but they still have this really ugly effect when you drag them against another object while holding them in VR, using unity's XR stuff. What would I do to improve this?

supple relic
#

does anyone have any idea what's the best way to use 2 interactables on one Object? I'm using XR Tookit 3 and Unity's VR Multiplayer Template, the system worked fine in Single player where I disable the collider for one and enable the collider for the other interactable, but now I get syncing problem due to Sockets getting disabled and enabled on NetworkSpawn but the GrabDriver is closed because the state is different.

#

my case is a screw, I need to grab it, socket it then rotate it in place to lock it down. so I use GrabDriver to pick it up and get it into socket, and a circularDrive for rotation in place. with a master script called Screw which is a normal MonoBehaviour that defines everything

quartz knot
#

i want to stream the video from quest 2 or quest 3 to server , for that i want to access the video of surrounding on raw image can i do that just like any external camera. i'm using WebRTC for video streaming which is working fine only thing is i can't access oculus camera

vapid seal
#

HI, so I can't build the gradle project of my new gorilla tag fan game

#

Does anyone know how to fix this?

north path
north path
north path
north path
tribal field
# rare totem You need to look at the console. This popup window doesn't provide enough info.

he finally gave me the errors. sorry for taking so long, and do you know what to do now?

Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8
C:\Users\gabos\Desktop\2022.3.2f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\llvm-strip.exe: error: program header with offset 0x33fe40 and file size 0x111c0 goes past the end of the file

C:\Users\gabos\Desktop\2022.3.2f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\llvm-objcopy.exe: error: program header with offset 0x33fe40 and file size 0x111c0 goes past the end of the file

C:\Users\gabos\Desktop\2022.3.2f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\llvm-objcopy.exe: error: program header with offset 0x26d280 and file size 0x8d80 goes past the end of the file

FAILURE: Build failed with an exception.

  • What went wrong:
    Execution failed for task ':launcher :packageRelease'.

A failure occurred while executing com.android.build.gradle.tasks.PackageAndroidArtifact$IncrementalSplitterRunnable
com.android.ide.common.signing.KeytoolException: Failed to read key untitled gab horror game from store "C:\Users\gabos\Untitled Gab Horror Game\user.keystore": Get Key failed: Given final block not properly padded. Such issues can arise if a bad key is used during decryption.

  • Try:
    Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.

  • Get more help at https://help.gradle.org

BUILD FAILED in 29s

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

rare totem
tribal field
rare totem
tribal field
rare totem
tribal field
#

ok we found out why

#

it was because it was splitting the apk into an apk and an obb

#

we disabled it and it worked fine

ashen grotto
#

Hi, in my Unity App, only the left controller of Quest 2 doesn't work even though the one of Quest 3 work. Does anyone know the reason? I'm checking the input action...

vivid condor
#

Hello,
I'm running my app using XR toolkit using OpenXR settings,
got it fully working for Meta Oculus 2 (Link and standalone modes).

I want the pico g2 4k to work as well.
currently all I see is a black screen.

is there a way to make it work for it as well?

pine bison
ashen grotto
ashen grotto
pine bison
#

We also had someone need to reinstall oculus today... Might be something going around haha

buoyant jolt
# vivid condor Hello, I'm running my app using XR toolkit using OpenXR settings, got it fully w...

The g2 is only a 3dof device, not sure if it is supported by Picos OpenXR plugin, but you should note that last I checked Pico SDK and their OpenXR SDK would only work with Unity 2022 and greater if your firmware was updated. And the firmware version you need isn't installed automatically in North America. Not sure if they fixed it but if you use 2022 there is a good chance the app will silently crash on launch with only a generic memory error (happens on the Pico 3s and 4s)

If you are building it for the public, use Unity 2021.

If you are building it for yourself, manually install the latest firmware if you are greater than 2021.

Finally don't forget to make the Pico manifest changes

vivid condor
#

i checked on both g2 and g3.
only g3 works.

modern goblet
#

Hi guys and gals!
I'm building a small game in Unity VR and I struggle a lot with hand animations while grabbing objects.

I have regular pinch and grab animations set up with a simple script but I found it looking terrible.

I have different object my char wants to grab - sticks, swords, cubes, orbs etc. Usually only sticks look okayish and rest is simply clipping.

I'm using FinalIK's VRIK for full body IK.

When players calibrate, their height adds to the problem - the clipping worsens. I kinda solved that by setting attachpoint to the root of the index finger and offsetting it a bit.

How can I make it look good, so that his hand adjusts to the object collider player's holding?

buoyant jolt
modern goblet
#

Thanks @buoyant jolt I'm using contollers only, so I'll check out your suggestion. Thank you very much:))

buoyant jolt
little ferry
#

Hello guys your vr noob is back again

#

erm so i am having isues with the quality of my assets, fbx of buildings t be specific. They flicker and i can see the jaggered lines, i wanted to know the best way to remove them if posssible

little ferry
torpid flicker
little ferry
#

i just realised the screenshots make it look kinda good 💀

buoyant jolt
#

But yeah the lighting looks off to me

#

Also, the quest has a more narrow range than the PC. So it may not flicker in editor but still flicker on device

little ferry
umbral hedge
north path
twilit walrus
#

I have tried everything but still can not get the eyes to follow the camera rig. Any suggestions?

north path
twilit walrus
#

I am working with an avatar in Unity. I’d like the avatar’s eyes to follow the headset so when the avatar is talking she is also looking at the camera/vr headset.

#

Looking at who she is talking to

north path
twilit walrus
#

I’m using Salsa and have Blendshapes. I’ve set all the settings I can but nothing seems to work. Is there a site I can get one on one help.

hollow kiln
hollow kiln
#

hello all

#

does anyone ever experienced with the latest XRI 3.0 ?

#

i have question here, how to switch from virtual device controller to the physical quest hand controller ?

#

i mean can we just uncheck the virtual controller (deactivate) and the editor will automatically detect the physical controller once it's build ?

compact hollow
#

Trying to debug our openxr runtime and can’t figure out what centerEyePosition means? From the docs, it seems to be an average of left and right eye positions, which our runtime sets via xrLocateViews but the main camera won’t move when set to centerEye

#

I’m using the vr template in 2022.3 btw

twilit walrus
#

@compact hollow I’m have trouble with center eye position also. If you get any help on this please let me know.

#

Where can I get developer who knows about “eyes follow camera” in Unity.

buoyant jolt
buoyant jolt
twilit walrus
#

It seems as if there is a conflict in the coding where one thing is preventing the other, but I have no coding skill and having no luck in finding some who is willing to tackle this. Since the main point of vr is to converse and “connect” with the avatar that’s impossible to do without an effect of looking at the player.

buoyant jolt
#

I'm thinking you mean you want the npc to look at the VR player.

#

Which yes we do that in all our projects. Eye blink, player recognition etc. It's a subtle but important thing

#

I'm not sure I can help much though, the process can get detailed. There are assets you can buy (salsa eyes for example) that help. But it's good to remember that they rarely keep constant contact, fidget, look at other things from time to time - especially when not speaking

#

And people have range of motion and interest. If I'm standing behind you and it's at a market, you aren't likely to turn around to stare at me unless I'm talking with you, etc.

#

But I might misunderstand what you are trying to do

#

The other subtle thing I do, is sometimes stare at the players mouth, or one eye, between the eyes or center of the face. As different people watch different parts of you in conversation. But it's one of those things probably only I notice. I.e. a vulnerable convo, look from eye to eye, mouth then at the floor, with some randomness. Feels more realistic. But again, not sure if that's what your asking about.

To get started, if this is the case, is transform.lookAt on the neck bone will get you going. You can add this in LateUpdate so it doesn't conflict with base animations. And you can Quaternion.Lerp between those to make it more subtle, or gradual. As well as Quaternion.Angle and transform.localEularAngles etc to try and add some psuedo IK limits so it doesn't spin its head in circles.

I.e.

public Transform PlayerTarget;
void LateUpdate() {
  transform.lookAt(PlayerTarget);
}

Is probably what you need to get started. You'd need to add that to a script on the neck bone on the rig

twilit walrus
#

The set up is this. Headset on you are in a room with an avatar who is hooked up to aI to talk to you. She can blink and I’ve set up random movements to make it more realistic. I just can’t get her to look at me. I don’t mind if her eyes wonder from time to time , humans do that as well. The avatar is only a conversational distance. Very close to you so it’s eyes are very important

#

How do I put a neck bone in I have the look at script in the project. I font understand the rest of your last sentence.

buoyant jolt
#

I put a bit more of a script up there.

#

If it doesn't have a bone, and is say a tin cube, you can just do that on the base mesh

twilit walrus
#

This avatar was custom. Nothing came with it. All movement is done with Blendshapes in the face. It uses Salsa for the lip sync. I used a gizmo from Salsa for the eyes and it oils like they are hooked up and able to move. Also made Emotes in Salsa to check out that they can move and they move just fine. BUT when I go into the headset the avatars eye don’t follow the headset when I move my head.

hollow kettle
#

You all probably know but I still have to say it: The new multiplayer template is sick! 🤩

vivid flume
#

i got a bit twisted here, coz im not sure how to deactivate the XRI device sims, and switch to physical controller

umbral vault
#

hi, please can i ask if I am allowed to use the Unity Learn "Create with VR" assets commercially? Thank you!

twilit walrus
hollow kettle
#

Does anyone know how the multiplayer template handles outdated clients? Do joining players have to match the hosting players version? Couldn’t find anything in the package doc nor the Unity Relay doc. I’m afraid I will have to do some testing.

torpid flicker
limber roost
#

So you guys know that there is the OnGUI method you use to draw gui on the unity game, right? So is there a way to make such a gui visible and interactable in VR? Without making entire gui as canvas and so on

vivid flume
#

only one thing, as I recall on previous version we need to add the prefab manually from the asset, and put it to the scene

#

now we only have to activate it through the project settings

hollow kiln
#

I'm triggered with this korean video, he said if everything works with the device simulator, it possibly won't work on the physical VR oculus

buoyant jolt
#

There is a lot that can still go wrong at that point for someone starting out.

vivid flume
slim spindle
#

Hey, can someone help me or giving me tipps for making an new vr game ?

little ferry
#

So this is a script i wrote to implement a teleport system but for some reason which i don't know it's not accurate, any help please...i attached the script to my xr rig

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;

public class TeleportManager : MonoBehaviour
{
public List<Transform> teleportPoints; // List of teleport points
public InputActionReference teleportAction; // InputAction for teleporting
private int currentIndex = 0;

private void Awake()
{
    teleportAction.action.Enable();
    teleportAction.action.performed += TeleportToNextPoint;
}

private void OnDestroy()
{
    teleportAction.action.Disable();
    teleportAction.action.performed -= TeleportToNextPoint;
}

private void TeleportToNextPoint(InputAction.CallbackContext context)
{
    if (teleportPoints.Count == 0) return;

    // Move to the next point in the list
    currentIndex = (currentIndex + 1) % teleportPoints.Count;

    // Teleport to the current point
    transform.position = teleportPoints[currentIndex].position;
    transform.rotation = teleportPoints[currentIndex].rotation;
}

}

soft junco
#

Hi, I am trying to modify the XR Interaction Tool Kit to be able to move the left and right hands/controllers with left and right joysticks of a Gamepad. I need this for testing without VR headset and controllers.

I managed to map a joystick to act as the mouse in the XR Device Simulator, but that will not allow me to control both controllers at the same time.

I figure it is just a matter of doing the right modification/addition in Input Actions.

I am using the Unity learn VR project setup project for testing.

It is possible to move both controllers at the same time with the mouse. But not independently. I am not sure how this is connected. If it is directly linked to the mouse I guess I need to have virtual mice. Hope not.

Not sure if I should ask here or in #🖱️┃input-system. Thankful for input (heh).

https://learn.unity.com/tutorial/vr-project-setup?uv=2022.3&courseId=60183276edbc2a2e6c4c7dae&projectId=60183335edbc2a2e6c4c7dcb

Unity Learn

By the end of this lesson, you will have a new Unity project with a big empty room that you will experience in VR. This unit is part of the Create with VR course.

vivid flume
#

even if I delete it the new canvas Ui that Ive made, it keeps remains an error on the console

soft junco
vivid flume
#

you probably need to rebind it.
but it's quiet strange playing VR with gamepads

soft junco
#

Yeah, but its just for developing without the headset and controllers

#

I need to simulate stretching objects with both hands

vivid flume
#

i mean you can use the device simulator

soft junco
#

But it only allows me to simulate using one controller at a time

#

I need to simulate using both controllers freely

vivid flume
soft junco
#

haha, its for an interactive audiovisual installation. Im an artist, not a game developer. Might be that I am doing it all backwards

#

this is the installation. I am updating it with among other things VR

#

But I was also thinking about using two mice and no VR. But now I want to try VR

vivid flume
#

it's such an honor to meet you in person

soft junco
#

thanks

vivid flume
#

well best attempt is using it with physical controller e.g Quest 2

soft junco
#

I got a meta quest 3 next to me but im on a mac and need to run it from the a laptop/desktop.

#

...because there will be projector connected as well. And the sound synthesis software needs a computer too.

#

guess I need to use boot camp

vivid flume
#

double OS nice one

#

ok my turn

vapid seal
#

I am making a game like gorilla tag, but when I make a long arms mod the head of the model stays in the postion the mead was last time it recentered

mighty mantle
#

Hey all, before the multiplayer xrit sample came out, I had built a pretty decent system for handling the player's item interactions, along with a number of other important things, such as damageable hitboxes and whatnot. All these were on the xr origin before multiplayer. An important note is I have a custom grab interactable that parents the item to the object interacting with it until it releases. Because the only xr origin that exists in a multiplayer scene seems to be the one used by the host, whenever the host picks up an object via parenting, it vanishes for all non-host users. (likely due to the parenting object not existing on clients, so the old object probably gets NaN position and doesn't render) I'm not exactly sure on where to start on this problem. Obviously for the sample scene, items get moved around via tracking so this issue doesn't occur, but there are a number of reasons parenting is preferrable for my case.
I tried just making the xr origin a network object, however the result is that the host essentially possesses all clients and can move and interact for them, while the clients are incapable of interacting in any way.
Any advice, or videos I can watch that would give me a better understanding of everything that's goin on in the background?

north path
#

Unity 6 (and some instances of 2022) have no soft shadows when XR is enabled. I would like to ask if people could vote on the issue to get some publicity, as it is hurting many projects. It happens with both ARCore and Oculus/Meta plugins.

https://issuetracker-mig.prd.it.unity3d.com/issues/android-urp-xr-soft-shadows-not-working-in-the-player-when-using-arcore-xr-plug-in

vivid flume
#

Guys, does anyone know why the latest XRI template isn't behaving as it should?
The main controller is actually passing through walls and other concrete objects. Is this because I'm using the Device Simulator? I also tried adding a collider as a component, but it still hasn't changed much.

inner fossil
inner fossil
little ferry
#

Guys hmm i don't know if this passes as a vr question imma ask either ways, so i want to create a system where by users can interact with a globe 3d globe and then can select a country and a ui pops up, how would i go about it? like how do i put ui on a normal map?

mighty mantle
# inner fossil parenting objects to a player in a multiplayer environment, as you've described,...

yes, but how would I go about linking the client-only xr origin and the server-client player head? the xr origin already handles interactions in the sample, and the player head pretty much only exists as a rendered object. I think I have to have interactions handled on the xr origin but I also need the xr origin to exist in the scene for each player, without forcing the host to control all origins

solemn delta
#

can i ask something, how to make the vr pair from gcardboard follow the movement of the playee using system input, like you move in the direction where you are looking

#

Like a VR camera following the direction of movement from the input system controller

north path
frank oasis
mighty mantle
frank oasis
hollow kiln
solemn delta
solemn delta
#

maybe u can help

north path
#

Let's keep support in here

#

You probably just increase a value when changing the position of your character. Instead of that get the tranform.forward of the camera (only for Y rotation probably, otherwise you'll fly)

I'd suggest to make a small non VR character controller with a guide to know the basics @solemn delta

#

Then changing that to a HMD should be very similar

solemn delta
#

thanks man

peak aspen
#

i need help with a project im working on

#

this is really important

#

and i cant find an answer anywhere

#

i have a project thats worth 20% of this terms grade

#

and its due in 4 hours

#

can anyone help please?

abstract solstice
#

Can’t I’m already making a game

frank oasis
#

!collab

ornate questBOT
#

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
Collaboration & Jobs

atomic ridge
#

If you're reading this I need help with a vr experience i am designing 😭 it should be simple but i have no experience with XR tools in unity and coding in general. plz dm me 🙏

#

I have all the code, just need help troubleshooting

simple totem
#

Is anyone here experience with the Meta XR toolkit?

simple totem
#

i'm trying to use the metaxr sdk

#

and make a set up so i can drag an object along a single axis

#

but i have no clue if that's achievable with what's in the sdk only

vast shell
#

I have created a new 3d project, installed Meta "All-in-one" XR SDK kit,
downloaded all the sample scenes, but for some odd reason the VR HANDS are not showing / working. why??

limber roost
#

As soon as I connect vr headset to pc, canvas objects stop being interactable, so I can't click on ui when the headset is connected, but if I disconnect the headset, the canvas continues to work like nothing happened

tiny terrace
limber roost
tiny terrace
#

well as i said you have to configure the UI elements for them to be interactable in vr

frank oasis
frank oasis
vapid seal
#

I want to make a rope, like so when I hold my grip button, it will freeze my hand's position and make it move my entire body with my hand's rotation.

worthy mortar
#

was testing a vr project and this happens

#

i am completely lost

jovial jasper
#

no debug log comes up

#

its like something with the colliders on the oculus hand models

jovial jasper
#

someone?

limber roost
severe saffron
#

yikes yall

limber roost
#

🤫 🧏‍♂️

abstract solstice
#

Hey guys I need help so I’m trying to make a gtag fangame then I added photon but now it won’t let me step so how can I fix that?

severe saffron
#

Id say its probably a layer collision matrix issue, but who knows if you dont debug

abstract solstice
severe saffron
#

I mean its not like photon changes anything in the physics settings on import <_<

#

this is why you should sanity check with debug logs

#

because just importing a networking framework is very unlikely to be the culprit

#

also; use version control and you get the ability to roll back issues and see whats changed

#

git, plastic, whatever

limber roost
#

Is it possible to auth people through discord/itch.io/steam oauth on quest standalone app? Looks like it is, but do you guys know of any game using this?

smoky tulip
#

i need help with inporting a map

buoyant jolt
#

But I'm sure you can add it via some sdk somewhere

severe saffron
#

I have a friend whos using discord integration on their quest app, so yeah Im sure its possible

#

but yeah, it was an optional login, not forced

umbral hedge
severe saffron
#

yeah, Ive used that asset before. Works fine

#

even works surprisingly well with skinnedmeshes and quest 2

umbral hedge
# severe saffron yeah, Ive used that asset before. Works fine

That sounds promising.
Can you tell me what components you added to the object you want to cut? And what components do I need to add to my slicer (in my case a saw)?

I am able to move the cube with the slicer but it will not cut.

I am really confused by now haha. Thanks a lot,

severe saffron
#

Its been over a year since I messed around with it, but I do remember the setup of a weapon being a pain

#

from the clip I found I can see I was still using the demo assets

#

¯_(ツ)_/¯

umbral hedge
severe saffron
#

yeah sorry I cant remember any specfics, but it does run quite well on the device 👍

umbral hedge
tall fox
#

when this says "may break existing projects" does this mean it may affect all other projects using this version of unity, or does it just mean that if I already have code written it may break it

severe saffron
#

just a warning that code written for that control will possibly break

tall fox
#

ok cool

narrow briar
#

Quest 2 devs, which version of Unity do you use?
I'm still on 2020.LTS BIRP

severe saffron
#

2021 birp here

dry minnow
#

Were any major XRIT updates announced for Unity 6 launch? Starting a new project now and wondering if I should wait a couple weeks but I don't see anything major (or anything really)

high bison
#

Hello, does someone here use Oculus SDK? i need to get detailed latency from HMD but still returns null.... i dont know where i can make mistake...

#

its just small code to test, how it works... but i make any mistake... i dont know where, if i need to create instance of manager. dont know...im using 68.0.1 version of oculus sdk

north path
ruby cloud
#

how can I fix this error?

inner fossil
little ferry
#

any help setting up curved canvas?

buoyant jolt
buoyant jolt
# ruby cloud

Probably need to remove a duplicate entry somewhere. Probably plugins/android/androidmanifest.xml

narrow briar
#

i'm surprised you nuked that, q3 better ?

buoyant jolt
# narrow briar why sacrifice?

Ah, it's Pico. To use Unity 2022 you need to update their firmware. But their default North American firmware is older than the required one.

#

So, by default, N.A. consumers using a Pico will just get instant crashes from 2022+ games and projects.

#

To make it worse they have a known bug that can also stop firmware updating from working

#

Which is a long winded way of saying going to 2022 means you will have a lot of broken Pico clients. In our case we can manually flash them so whatever. But means making sure our consumer level products are marked as Pico not supported

narrow briar
#

what was the benefit of 2022?

narrow briar
narrow briar
buoyant jolt
#

For us, we have an internal framework for VR. I try and keep it as up to date as I can, but it can take quite a while to get a clean unity version and then updating a bunch of relatively pointless stuff.

#

Just routine patching

hallow marsh
#

guyss has anyone used meta all in one sdk before?

timber tiger
#

This keeps coming up when trying to upload to my release channels? Anyone know what add it as it is not in my androidmanifest before build?

north path
# narrow briar why did u need 2022 ?

URP had quite some improvements, splines, some performance improvements after all the fixed, better texture atlassing, full screen shader graphs, more Meta tools such as their Scene mesh (not sure if that has been ported already) and just some QoL improvements.

And some other things you can find at the roadmaps. 2022 has been stable for many months for me, so I don't see a reason to start projects on 2021 when it will be deprecated soon

north path
hallow marsh
#

how do i achieve movement ?

north path
#

Then building blocks are awesome

hallow marsh
#

yes

#

i tried to use the button mapper

#

but idk how to do it, you got any idea?

north path
#

Haven't used them for fake locomotion myself, mostly for MR

hallow marsh
#

i want my thumbstick to be able to control the direction i move

north path
#

For VR I love VR Interaction Framework and a good free alternative is Ultimate XR imo

hallow marsh
#

ill check them out

narrow briar
ruby cloud
ruby cloud
viscid grove
#

how often do vr interaction assets go on sale?

#

can't afford dropping $100 rn lol

#

but I need a prototype build ready by next week

jovial tundra
#

hello guys im starting vr dev and i dont find how to disable the black outline when i move someone can help me pls

#

oh men im 0 iq i had one thing to delete

#

sry guys does there is a documentation for vr ? pls

north path
soft junco
#

Hi, can I please get some help with creating an UI with five buttons that selects between 5 scenes? Just screen overlay. Its super noob but I only find tutorials on how to make "in world" UI buttons. Plzzzz

buoyant jolt
#

I did use it once for a screen fader but that was pre-openxr days. I'm not sure if it works right for openxr.

soft junco
#

Hmm, well it is for an interactive art installation so it is not really comparable to a game. I wanted to have them in a corner on top of a screen. You interact with objects to create sounds. I would like to try it, or maybe have a button on the controller to pop up a menue.

#

Could it be possible to do a UI menu that I can try to display in differnt ways?

supple relic
#

hello, about the VR Multiplayer Template. has anoyone came up with a way to create a starting menu that will transition you to game scene after joining the server? I can't get it working it keeps breaking the offline avatar script. I tried DDOLing all the major components like MP VR Origin and GameManager and NetworkManager but still more problems than it solves

sturdy perch
#

can someone help me with this?

using BepInEx;
using UnityEngine;

[BepInPlugin("com.yourname.controllerrotator", "Controller Rotator", "1.0.0")]
public class ControllerRotator : BaseUnityPlugin
{
    private void Update()
    {
        // Check if the right trigger (GrabPinch) is pressed
        if (SteamVR_Actions.default_GrabPinch.GetStateDown(SteamVR_Input_Sources.RightHand))
        {
            RotateController();
        }
    }

    private void RotateController()
    {
        // Find the tracked object for the right controller
        var trackedObject = GameObject.FindObjectOfType<SteamVR_TrackedObject>();

        if (trackedObject != null && trackedObject.isValid)
        {
            // Get current rotation and apply a 90-degree rotation
            Quaternion currentRotation = trackedObject.transform.rotation;
            Quaternion newRotation = currentRotation * Quaternion.Euler(90, 0, 0);
            trackedObject.transform.rotation = newRotation;
        }
        else
        {
            Logger.LogError("Tracked object is not valid.");
        }
    }
}
#

I'm not super coding savy, so idk where to find the right refrence?

#

I assume its inside of "assembly-CSharp" but visual studio won't let me refrence it.

soft junco
uneven stirrup
buoyant jolt
mellow vigil
quiet night
#

Hello everyone! I have just started a vr project and have been stumped as to how I can change my controller models to something like hands, I can't seem to find any answer lol

buoyant jolt
#

I.e, if you type SceneManager. in an Update and it isn't recognized, you can use control+. to get recommendations, and the default option is to let it add the missing import for you.

#

I'm used to it, and come from C++ where redundancy and importing is everywhere. But it is a bit archaic (especially if you dont have unity methods all memorized) and i suppose all things considered given it could be smarter and do it for you.

vapid seal
#

Can someone help me make ropes, like from gorilla tag?

#

I'm making a gt fangame and can't find WORKING help.

high bison
#

Hello, is it way to get infomration about HMD status of its wifi connection? to get it to unity?

#

i would like to show connection symbol, if there is bad connection or something like that

agile brook
peak valley
#

Are you using OpenXR?

high bison
peak valley
peak valley
#

you may have to dip into writing some java code (I have done this in unity before for apk builds running on the quest2/3, it works fine, try to limit the number of times you pass data from java to C# to like once per frame)

high bison
proper ibex
#

I am using XR Device Simulator. And while in Hand Tracking Mode (by pressing H), then can't grab any object using K. How to do it ?
But can grab using G when in controller mode.

lusty basalt
#

hi everyone im very new here, so i wanna create VR game utilizing hand tracking. and ive been stuck with locomotion for it, i mean its pretty stright forward with controller, i wonder if any of you have suggestion for this situation?

orchid jolt
worthy rover
#

i had this issue for a while now but never knew what the exact issue was, i am building for the meta quest 2 butt now in a recently i had this really weird lag spike, with the PhysicsFixedUpdate and specificly Idle but dont know where it exactly comming from because it happens at specific moments in specific spots in my level

#

found some thread talking about it but never got a solution

lusty basalt
#

i actually wanted to do hand gesture and swing arm but still stuck in customizing hand gestures.

north path
#

And check how many active rigidbodies there are at that point

magic sedge
#

Hi all,

I'm looking to implement a basic gaze + pinch interaction where you can gaze at something then pinch to select/grab it, and move your hand to move it around. Basically similar to Apple Vision Pro interaction.

The current implementation has you moving your head (or eyes) to move an UI slider instead of having the hand being the one responsible for changing an UI slider value.

Before I dig deep into XR interactor stuff, does anyone know if there already is an easy built in support for gaze + pinch interaction, with pinch being the primary method to move objects, change slider values, etc.?

devout cypress
#

has anyone figured out how to detect button inputs in XR interactive toolkit? I am trying to change the move speed public variable in the continuous movement provider component but cannot find a tutorial that will explain how to check if a button is pressed which seems pretty simple

tidal flint
#

Hey VR devs! I'm working on a university project that requires colocation/shared virtual objects in MR, and I'm hitting some roadblocks. Here's my situation:

Project goal: Create a VR app with colocation using spatial anchors or an alternative

Hardware: I have both Quest 2 and Quest 3 for testing, the final product will be used mostly with multiples Quest 3

Problem: Meta's spatial anchor system requires store submission and company validation, which isn't feasible for my university project (I don't have a company)

Attempted: Tried sideloading, but couldn't get spatial anchors to work

I'm looking for the best alternative solution that would work on Quest 3 and, if possible, also Quest 2. I've heard about visual marker-based systems and custom networking solutions, but I'm not sure what's the most practical approach given my constraints.

What would you recommend as the best solution for achieving colocation in this scenario? Any advice, resources, or alternative approaches would be greatly appreciated!

Thanks in advance for your help!

balmy gust
uneven stirrup
#

Hey everyone, I'm trying to decide between URP and the Built-in Render Pipeline for a Quest 2 game. I’ve read a lot about URP being unstable and causing performance issues on the Quest, which makes me lean toward using BIRP, however, BIRP doesn’t support Application Spacewarp. In addition I really don’t want to get into forking and modifying URP, I just want a solution that works.

Ideally, I want to run at least one realtime spotlight with no shadows, use scopes (so just a second camera, I don't know if the SRP batcher can deal with this any better), and have night vision (so some kind of simple color/exposure post-processing) all at once. I tried this in URP but performance tanked with just one shadowless spotlight.

So, is Built-in worth it even though it lacks AppSW, or should I stick with URP and take advantage of AppSW despite the potential issues?

shell kayak
#

URP vs Built-in for Quest

sleek barn
#

Logitech MX Ink for Meta Quest Platform

atomic karma
#

anyone know why this is missing? cant find it in my scripts

simple totem
#

Probably has a compile error

#

I'm using Meta's XR SDK right now

#

Does anyone know if there's a way to have a RayInteractable with one of those "bendy" rays?

#

i have this at the moment

#

while i'm looking for something like this

#

but i don't want to GRAB the object per se

#

i just want to "select" it

buoyant jolt
#

But yeah we've uses visual markers, Intel realsense cameras, etc. But I think anchors should be the reliable answer...

#

Yeah I don't see an easy away around that except for just getting organization store access

atomic karma
#

does anyone have a key or diagram that shows what the XYAB on a quest buttons translate to on the XRI default input actions?

#

i just need to know what the a button is

hexed bluff
devout cypress
#

Thx

sinful sable
#

Does the XR Interaction Toolkit not have a way to give haptics and audo feedback for events like onHoverEnter (& Exit), onSelectEnter (& Exit) like we can do with other stuff (like teleport)?

This video says no (https://www.youtube.com/watch?v=qV9Odwbdz5s) but I wanted to double check.

Do you feel that? If you don't, then your VR game is lacking something vital! We're talking about haptics and how to implement them!

You'll learn how to use Direct/Ray Interactor to produce haptics events. I'll also show you how to get haptic feedback when interacting with in game UI and Menus.

VR is meant to be a completely immersive experien...

▶ Play video
tidal flint
magic sedge
sinful sable
atomic karma
#

anyone know what the A Oculus button translates to on the XRI default input actions?

ancient jewel
#

dose anyone know how to tell if a ball hits or grabed somthing so i can make a sfx for it

ancient jewel
#

\

onyx silo
#

Hello! I had a level0 error on a project i got on GitHub, now that I cloned it once again, it's getting the PicoXR SDK + a black window over the menu bar, could anyone help me fix this?

finite reef
#

Do you guys suggest unity or unreal for vr game dev when I don't know anything about coding

orchid jolt
#

I like unity so I would recommend that. Also I would learn coding before hand as making a VR with no experience is stupid hard.

coarse beacon
#

Does anyone know why building to android to Meta Quest results in a build error that BuildingLibrary/Bee/artifacts/Android/ManagedStripped fails?
I'm using Unity 6000.0.22, the latest XRI packages, and I tried disabling stripping engine code in player settings, and I tried deleting the library folder, but the same build error still occurs. Could someone help with this please?

proper ibex
#

I am using XR Device Simulator for testing on editor.

I have a grabbable object which can be grabbed while using controller using XR Device Simulator. But when in hand mode (by pressing H), and after that if we press K to grab, then the object is not being grabbed.

Please help how to test the grabbing with hand using XR Device Simulator.

burnt flame
#

Hi, I am trying out unity vr development and I can't build to my Meta quest 3 at all it's saying its not connected i've tried via wireless and wired conections still nothing and my headset is in developer mode any help?

limber roost
#

Did anyone encounter the issue where Unity just doesn't launch in VR at all? As soon as I enable "Initialize XR on Startup" in the settings, it crashes immediately on startup. I've already spent half a day trying to fix this.
I've rebooted my computer, reinstalled all VR packages, deleted the Library folder, reinstalled Unity itself, and tried running it as an admin—nothing works at all.
In the logs, the last thing Unity writes about is some nonsense related to OVRPlugin, which I can't find any helpful information about: [OVRPlugin][ERROR] [XRCMD][failure] [XR_ERROR_FORM_FACTOR_UNAVAILABLE]: xrGetSystem(instance, &systemGetInfo, &systemId)
It even crashes on an empty Unity project of this version. Interestingly, if I select any Plug-in provider on this version, it crashes. But on another unity version, it only crashes if something other than Oculus is selected.
And the worst part is, it broke out of nowhere. I didn’t really change anything related to VR when it all started to go wrong.
it’s been two days and I still can't fix this issue that just appeared out of nowhere.

#

Hello, did you manage to fix it?

magic sedge
#

Does anyone know if there is existing support in XR interaction toolkit for when you grip a fixed grabbable object (like a lever or wheel), the controller or hand visualization snaps to the attach points instead of the object snapping to the hands?

crude frost
mild igloo
#

Anyone know of a way to reset the players position. I am using the OVR Camera Rig and I can't get the position to reset without large position offsets. I have a predetermined spot and when the timer is up they are moved ti that spot.

cloud wagon
#

is there a go-to resource/asset/package that people are using for something like a wrist menu and grabbing items from it and putting them into the world? Tapping through wrist based interfaces etc.

unique tartan
#

so... there's this old trick where you use a camera that moves around a miniature set at a rate that's a fraction as much as the player's camera moves, and use depth masking to merge the two views together with depth clear to create a kind of 3d skybox. I've seen it done in a lot of old Unreal games. I've used it in Unity on occasion to simulate things like being in orbit around the Earth at 1:1 scale without having to worry about rendering absurdy high distances.
But I've only ever done this and (to the best of my knowledge) seen this done this with pancake games, not VR
Is there a way to do it with VR?
Assume I'm using the older, built in RP

quiet night
#

has anyone else ever had an issue when creating an xr origin object and it not having left and right controller game objects?

wide moss
#

Hey does anyone have experience with photon cause i need help fixing it

wraith tangle
#

Hi, im trying to setup my player, but when i stand up, the character controller height doesnt change even with the character controller driver

#

nevermind, just changed the code of the character controller driver and now it works

vapid seal
#

Ok, I want to make ropes, like when you press the "Grip Button" your hand becomes a transform parent in a way, and freezes the player making the hands position and rotation the main source of movement when this "rope" is being grabbed.

tacit turret
#

Hello! Im having an issue with my small little project. Im making a doctor who TARDIS app for Mixed reality using the quest 3 and im using metas XR unity plugins. My problem is whenever i build the game and run in on the headset i get a very obnoxious graphical effect on all of the virtual objects placed in the scene (rendering issue maybe?). At first i thought this was something to do with Passthrough specifically but it still occurs when i disable passthrough entirely and launch it in regular VR. Its driving me mad, Im a noob to game dev in general but this is meant to be a very simple app so i wasn't expecting such a road block. This graphical bug does not appear when i run the scene normally in unity and neither does it appear when run through the Meta XR simulator. It is not my headset as i have played other MR and VR apps to confirm it only happens in my app. Heres a little video showing what i mean, I disabled passthrough for privacy reasons but this is exactly how it appears in passthrough aswell, just with my room surrounding me instead of a black void

north path
#

If this is not what you need please give some more info

north path
tacit turret
# north path 1. Update Unity/URP/META SDK/etc 2. Which shader/material is on that object?

Thank you for the response!

  1. How do i update URP?
  2. I just applied the texture map that came with the model, i don't believe it is the material/texture as i also thought it might be related, but when testing without textures it still happens, and it also happens on basic materials and objects unrelated to that model e.g. a plane or cube with basic flat colour materials
north path
#

Usually by updating Unity. Just use the latest LTS (or 6 preview) that is available. Usually packages upgrade with it.

Basic flat colors still use a material and shader. It's useful to know which one that is.

tacit turret
#

the shader i mean

north path
#

Go to the material, and then the Shader at the top

#

Feel free to send a screenshot

tacit turret
#

will do once i have updated! uh, how do i update the unity version im using? im currently using 2022.3.49f1

#

I do not think a pluggin i plan to use has been updated beyond that

north path
#

Ah that's probably fine. There only is one newer version

tacit turret
#

ok ill check that material for you then one second

#

this what im looking for?

north path
#

That's the texture

#

You need the material (where you put this texture)

north path
#

Yep, that looks good

#

Checked the Meta validator already?

tacit turret
north path
#

I think in player settings somewhere

tacit turret
#

this?

#

i cant turn off the splash screen since im on the free version

tacit turret
#

I FIXED IT @north path !!!

#

It was either Specular highlights or Environmental Reflections causing it

#

i turned them both off and the problem is gone

#

thanks for the help anyway! if you didnt point me towards the material i would not have found that

north path
#

Eyy nice! @tacit turret

Could you file a bug report for it? That way it will be fixed in a different version (at the top help -> file a bug report)

tacit turret
#

Sure!

buoyant jolt
#

That makes sense, it looked like a reflection issue to me too.

weary hollow
#

when i am grabbing a gun its not holding onto hand when i moving.

#

i want to throw the gun when i press any key is it possible.

#

the gun is falling when i leave the grab. i want the gun to stay on my hand until i throw it.

vapid seal
limber roost
subtle spindle
#

We just released a new build that enables VR developers to use their kits for 3D animation. We didnt like how vr data can be jittery so added smoothing setting for people to callibrate to their liking: https://x.com/kalobrien/status/1846184721018966240

In our last update the team made some fantastic updates to how performance is callibrated so it can be adjusted to be way smoother.

If youre using VR as a mocap solution @Animotive_com really is killing it

feral wigeon
#

in the unity xr multiplayer template, am i able to modify the built in teleportation system?
i cant find an actual script for it.
my goal is to give it a "blind spot" so that i can build in a different function when i move the controller to a certain orientation.
so toggle off teleport and toggle on customAction

icy sable
#

Anyone had success activating Eye Tracked SRP Foveated Rendering in Unity 6? Using Quest Pro. I did everything according to the manual (Unity 6, URP project, set Graphics api to DirectX 12, enabled OpenXR and SRP foveated rendering, enabled Foveated Rendering extension) but after activating it Unity just crashes when using DirectX 12. Also tried with Vulkan but Foveated Rendering not reacting to eye tracking at all and makes center of screen pixelated and sides crisp.

high bison
#

Hello, someone use git for your projects? Do you have any good gitignore file for VR projects?

tiny niche
#

it should normalize line endings and configure git-lfs for binary assets

hexed bluff
sour pine
#

in the Unity XR Interaction Toolkit package, for the climbing locomotion how do i add collisions to it? cause when i climb it disables the collision

plucky kestrel
#

Does anyone know how to add custom behaviour to Meta's Snap Interactables? I tried using the delegate but it isn't enough.
I want specific types of objects to get ignored, be able to disable it without objects becoming unsnapped and so on.

hexed bluff
coarse beacon
#

🚧 The new Unity 6 today has a VR build issue.

Having both the Android build support (for Meta Quest) and Polyspatial (for VIsion Pro) in the same U6 project suddenly leads to an error building to Meta Quest:
STRIPPING: Shader Graphs/UnlitBakedMeshParticles (Pass pass) (Vertex) - Remaining shader variants = 0/16 = 0% - Total = 0/13100 = 0%
and
Building Library/Bee/artifacts/Android/ManagedStripped failed with output: /Applications/Unity/Hub/Editor/6000.0.23f1/Unity.app/Contents/il2cpp/build/deploy/UnityLinker --allowed-

modest mason
#

Using SteamVR's Interactable and Throwable script, how might I make an object that needs to be "Forced" out of place to be moved? Like, imagine a stuck lever you need to exert some force on to get it to move.

I would prefer to add something on top of these scripts using the OnPickup, etc. callbacks in Throwable, rather than re-implementing all of these in a way that would be conducive to that.

weary hollow
#

Other than AWS which do cloud rendering.

wintry delta
#

Just downloaded Unity6, and tried building one of their URP samples. The Quest3 build starts with a black screen as a flat app, not VR app. The following error keeps occuring in the Logcat

Latest OpenXR Packages. Fresh install. Anyone know what this means?

#

I see this one during startup a lot as well

river raven
#

Hello, can someone help me, I am trying to create a simple ui menu for the quest using the meta building blocks, but I dragged the Camera rig, passthrough and ray interaction but the interaction only works with hand tracking and when i switch to controller it does not let me interact, could someone help me?

wintry delta
#

Okay, OpenXR plugins seem broken in Unity6 on Quest3. A build using the Oculus Plugin works

high bison
#

Hello. I hope someone who uses oculus integration is here. When I don't move with controllers, the oculus rendering and tracking stop in 5sec... Eventhough I'm looking at them. I need to touch them to start tracking again. How to disable that? I need to track them permanently.

#

It's so annoying.... It disconnect them entirely...

feral wigeon
plush cairn
#

Hello. I have been tasked with developing an AR Unity project with image tracking on the web. The idea is that scanning a QR code on your phone would take you to a website and open an AR Unity project. I have been doing a lot of research and I'm wondering what my best options are for this?

little ferry
#

i built a vr horror game

livid pier
#

In Unity 6 for an OpenXR project, every time I press play, "Project Validation" pops up with a few warnings, things I don't want to "fix", but it's really annoying. I had the same warnings in U2022.3 but the pop up didn't take over on play.

#

... and whenever code recompiles. Super annoying.

livid pier
#

Sorry, not Unity 6, its OpenXR 1.12.1.

torpid ginkgo
north path
buoyant jolt
#

We use our own thing on aframe. Better device support. Easier to maintain. Instant changes. Self hosted, so no meaningful cost. And no downloads they just scan a code and go.

livid pier
buoyant jolt
#

Yeah I always hate that popup too. To make it worse, changing the options in there within 2022 and 2023 can also corrupt the scriptable object it stores the values in. It duplicates them, and makes it so settings you change get ignored. Took us forever to figure out why certain projects would stop working in VR, and even longer to replicate it.

elder fern
#

Does anyone know where I can find up-to-date documentation for using Unity's authentication service to authenticate with Oculus? I've done a lot of googling but the only resources I can find uses the deprecated Oculus Integration package. I'd also still like to be able to authenticate with an Oculus account when running the project in the editor (and I have no headset connected).

vapid seal
#

Why does my game crash whenever I open it in VR

north path
elder fern
elder fern
north path
elder fern
north path
#

Otherwise maybe try networking yeah?
Havent done this before, so I am just blindly shooting

dapper grail
#

Anybody developing with Quest / Meta XR Core SDK and Entities/ECS? I started to get strange errors when trying to load new scenes (and only if those scenes have subscenes in them). Either I'm seeing Meta API error "OVRCameraRig is null but still trying to access" or some Entities error like "ArgumentException: We are reading a UnityEngine.Object but the deserialized index is out of range for the given object table. Unity.Entities.Serialization.ManagedObjectBinaryReader.Deserialize ...". Does this happen to anybody else?

#

I only started to see this issue after some recent changes so I'll go back in git commit history to hopefully see what caused the problem but just asking in case anybody else ran into this

worthy mortar
high bison
#

Unity Android list wifi networks and sig...

peak valley
#

if anyone else needs help running android java code on the android devices that are the Quest VR headsets

unique matrix
#

do handtracking checks have to be done on update() or can they be done in some other way? Similar to like OnCollision() where it isnt exactly in update but is its own separate thing

magic sedge
last swallow
#

Hello. When I use Unity 6 in build in my virtual reality headset (whether it's the XR Elite, the Vive Focus 3 or the Meta Quest 3), my vision is blocked by ‘a blue square’ (photo attached). I don't know what it's due to and I'd like to remove it. Do you have any clues?
I wanted to take a screenshot of it inside the helmet, but it removes it afterwards for the application, which is even stranger, hence the bad photo.

#

something like this

tiny sapphire
vapid seal
#

I want to make a ontriggerenter that changes the game to a different scene without any trace of it in vr on ingame

tiny sapphire
novel zephyr
#

hey dose anyone know why when i use builderpro when i extrude the edges in unity 6 it dosent work but in 2022.3 it works

brazen loom
#

does anyone know a fix for this?

problem:

I want to make a dual grabbable weapon with velocity tracking (using XR Interaction Toolkit + Grab Interactable)

It works fine when I grab it with two hands but when I let go of it with the second hand, it glitches out like in the video,

my max linear/angular velocity is 20 for smooth movement as I use it for melee weapons.

#

this is the script for grabbing it, don't know if there is any problem but it is an extension of the XRGrabInteractable script

last swallow
#

Also, it works perfectly with version 2022, but not with Unity 6. Except that I really need this version.

young parrot
#

what problem

#

He's been like this for an hour.

last swallow
#

Did you check that you had enough space before downloading it? Maybe your C: drive is full.

#

What's more, you're in the wrong chanel.

young parrot
young parrot
last swallow
last swallow
last swallow
opaque cargo
#

How do I set up Multiplayer XR in Unity?
Meta Quest 3's -
It requires an OVRCameraRig to be in the scene to even start the application, right?
But if the player prefab is the OVRCameraRig - how do I start the application and connect players to eachother?
Do I have to have an 'initialization' scene which has the OVRCameraRig that then transitions to the real 'game scene' that instantiates the player prefabs? I'm not sure how the specifics of that work I can't find a guide online either - its for XR specifically.

frank oasis
livid pier
# livid pier

FYI, it was in fact XRIT's layer warning (from the Sample code) that kept triggering Project Validation to pop up. When I removed the sample code, this issue resolved.

uneven stirrup
#

What's this about? I'm using 2022.3.24f1 with OpenXR and Application Spacewarp.

gentle umbra
#

hey guys, I need help, i need the following python code in my game:

from cvzone.HandTrackingModule import HandDetector
import cv2
import socket

cap = cv2.VideoCapture(0)
cap.set(3, 1280)
cap.set(4, 720)
success, img = cap.read()
h, w, _ = img.shape
detector = HandDetector(detectionCon=0.8, maxHands=2)

sock = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
serverAddressPort = ("127.0.0.1", 5052)

while True:
    # Get image frame
    success, img = cap.read()
    # Find the hand and its landmarks
    hands, img = detector.findHands(img)  # with draw
    # hands = detector.findHands(img, draw=False)  # without draw
    data = []

    if hands:
        # Hand 1
        hand = hands[0]
        lmList = hand["lmList"]  # List of 21 Landmark points
        for lm in lmList:
            data.extend([lm[0], h - lm[1], lm[2]])
            print(lm[0], h - lm[1], lm[2])

        sock.sendto(str.encode(str(data)), serverAddressPort)

    # Display
    cv2.imshow("Image", img)
    cv2.waitKey(1)

The above script recognizes the 21 standard hand joint coordinates and sends them to unity via UDP.
how do i build the app so that this code can access the phone's camera and send the data via UDP to the unity world.
We are using google cardboard to provide VR experience while replicating the hand of the user in real time in the game. How do i use this script in cohesion with the build i will create for this app ?

vapid seal
#

how do you make one of those laser selectors that come out of your hand and when you press your trigger it selects smth?

north path
north path
tiny sapphire
buoyant jolt
tiny sapphire
#

but it only adds it in the newest version of unity jtlyk

vapid seal
#

I just need to find out how to make buttons with that

gilded lynx
#

Not seeing anyone else discussing this which has me wondering what may be wrong in my environment. I am using the OpenXR Plugin 1.12.1 with the Meta Quest support and I get different recentering behavior between the editor and on the Quest. Specifically after hitting play in the Editor or launching on the Quest the XR Origin is facing the correct initial direction, but when I press and hold the Meta Quest button to recenter, the Quest version faces 30 degrees to the right while the Editor version correctly faces the same way as it should and as it has done in the past on the Quest prior to Unity 6. I am on Unity 6000.0.23/24f1 and this happens in both my project and in a fresh test project so this is not project related issue. Anyone else experiencing this?

buoyant jolt
vapid seal
#

How do you make buttons with XR ray interactor?

steep current
gilded lynx
weary hollow
#

Is there any way to cloud render model in vr or unity?.

glass granite
#

can someone help me? i trying to make a vr game but when creating a xr origin the controlers dosent create, how i creat it?

#

using 6.0

north path
glass granite
#

i use anothers versions and it creats automaticly

north path
north path
glass granite
north path
#

Then elaborate on your issue as said before. And make sure you create a VR version of the XR origin and not AR

north path
#

If you're new, import the samples and use a rig from the samples

#

Then you dont have to setup each component

buoyant jolt
glass granite
magic sedge
#

Is there a way to disable verbose logging from XR? All these "ignoring event type" messages are flodding the adb log viewer buffer, and pushes the useful stuff out of memory (MQDH log viewer as an example)

glass granite
north path
#

I'm working in 6000.0.19 and it's working properly there. Is XRIT there and did you import/update the sample scènes?

glass granite
# north path I'm working in 6000.0.19 and it's working properly there. Is XRIT there and did ...
#

the #2 is my issue

north path
#

Hmm weird

#

File a bug report and link that post as well. That's the only way to get it fixed if it's an iddue

glass granite
#

for now and after is fixed migrate

#

only browse unity 6.0 xr issue

#

extra i need the apks to work

north path
#

Stop right here

#

Don't use Unity 5 xD

#

Use 2022 LTS @glass granite

#

Unity 5 is ancient

glass granite
north path
#

Nice

#

Then I don't understand what you mean with 5.x

glass granite
#

and it that version the controlers creats automaticly

north path
#

Anyhow, good luck trying to get it working

glass granite
north path
#

Fair enough, the switch back isn't logical in that regard

glass granite
#

yes idk why 6 broke all vr development

north path
#

Not sure either, haven't had any issues myself. But definitely report bugs so it can be fixed

glass granite
steep current
#

Ok I found out how to turn off antivirus

#

And stuff so now I can download editor

steep current
#

I have ran into another problem while downloading a project

livid pier
#

I recently upgraded an OpenXR project to Unity 6 from 2022.3.49, and generally everything is working fine. Performance has gone down a little, but I haven't really investigated yet or played with new optomizations. One of the reasons I updated was to add the "Foveated Rendering" feature that is now available on Quest with this setup, but by just enabling the feature in XR management, framerate has dropped by about 10% on a scene that was already running low (65 FPS at 72Hz display rate). Is this a known issue, or just me?

chrome flare
#

I noticed in the XR Interaction Toolkit samples / examples (like multiplayer sample etc), when you stop climbing and let go of the climbable, your character controller stays floating in the air. Gravity is only activated when you press the movement joystick. I don't recall any games that have done this... this seems like non-standard behaviour (Someone posted last year on reddit about it with no answer: https://www.reddit.com/r/Unity3D/comments/181lrlg/xr_itk_climbing_and_gravity/)

Is there a setting / super simple way of making it so gravity is activated on letting go of a climbable?

orchid jolt
chrome flare
orchid jolt
chrome flare
orchid jolt
primal sedge
# last swallow anyone ?

Look at your scene and look for any canvas or UI elements that might be accidentally positioned in front of the VR camera.

last swallow
last swallow
chrome flare
valid arrow
#

can someone help my ray interactors dont follow the hand its under

chrome flare
# chrome flare I noticed in the XR Interaction Toolkit samples / examples (like multiplayer sam...

I managed to solve this in an extremely convoluted way. I just copied the ContinuousMoveProvider, and did a check if climbing ends then call MoveRig()...

But this seems super weird for default behaviour. I've never heard of a VR game where you stop climbing and just stay in the air. I'd love to hear from someone from Unity or someone experienced in XR Toolkit 3 if there is an option i'm missing.

last swallow
chrome flare
chrome flare
chrome flare
# chrome flare

Also i use a line renderer to see it, otherwise it's invisible

last swallow
valid arrow
chrome flare
glass granite
#

can someone help me after to fix the controlers?

chrome flare
# last swallow Can I see your code ?

I copied and pasted the contents of unity's ContinuousMoveProvider into a new file and called it CustomContinuousMoveProvider.

I added:

        private ClimbProvider climbProvider;


        private void Start()
        {
            climbProvider = GetComponent<ClimbProvider>();
            climbProvider.locomotionStarted += OnClimbStart;
            climbProvider.locomotionEnded += OnClimbEnd;
        }

        void OnClimbEnd(LocomotionProvider a)
        {
            MoveOnEndClimbing();
        }

        void MoveOnEndClimbing()
        {
            m_IsMovingXROrigin = false;

            var xrOrigin = mediator.xrOrigin?.Origin;
            if (xrOrigin == null)
                return;

            var input = ReadInput();
            var translationInWorldSpace = ComputeDesiredMove(input);
            
            MoveRig(translationInWorldSpace);

            if (!m_IsMovingXROrigin)
                TryEndLocomotion();
        }

And moved the code out of the Update() funciton and did this:

        protected void Update()
        {
            MoveOnUpdate();
        }

        void MoveOnUpdate()
        {
            m_IsMovingXROrigin = false;

            var xrOrigin = mediator.xrOrigin?.Origin;
            if (xrOrigin == null)
                return;

            var input = ReadInput();
            var translationInWorldSpace = ComputeDesiredMove(input);

            if (input != Vector2.zero || m_VerticalVelocity != Vector3.zero)
            {
                MoveRig(translationInWorldSpace);
            }

            if (!m_IsMovingXROrigin)
                TryEndLocomotion();
        }

Kind of janky looking but it works atm.

Note: You need a ClimbProvider/Locomotion Mediator/XR Body Transformer and CustomContinuousMoveProvider on your VR character gameobject / xr rig (along with CharacterController)

glass granite
#

like i put it in what i wanna to put but is still in the floor

steep current
#

Hello I need help

#

I’m trying to make a vr game and I went to project settings and xr plug in management and installed that, I chose openxr and I don’t see the android tab

chrome flare
bold crest
#

i have a huge issue and its really niche so im scared i wont be able to fix it:
I downgraded to windows 10 and re downloaded unity hub. i downloaded the folder of my project from github (andriod build) now whenever i sideload it to my vr headset (andriod) "app not installed as package conflicts with an existing package" is this something to do with project settings<player?

bold crest
#

how do i make my game a completely knew app in "Unknown sources?"

buoyant jolt
bold crest
buoyant jolt
tiny sapphire
#

i need a dev team of good vr developer's (free of charge) for a sci fi military rp / story mode game dm me for more info

ornate questBOT
#

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
Collaboration & Jobs

buoyant jolt
# steep current How can I install it?

If you installed Unity via the Hub, you can use that to install the Android module. It's usually pretty reliable. But you can also manually install it from the Unity download archive

high bison
#

Hello. Doesnt anyone have exprience with Oculus SDK? Im using their OVRrig and i hate one feature. When the controllers dont move, they are disconnected (with tracking as well), until they are moved again. Doesnt anyone know how to "remove" this feature (or just disable it) to track controllers all the time, same as OpenXR? UnityChanHelp thank you

glass granite
#

when i start the game for some reason it just sticks into the floor and i cant put in floating

steep current
tiny sapphire
verbal comet
#

How stupid would it be to jump straight into a VR project? I've never made anything and I currently don't even have unity installed fully.

unique moss
#

Hey guys! I have a question that is probably really common and has a simple solution ^_^;
so i have a character controller, it moves with me, it stops me from going into walls all that good stuff, tied into a move provider (both shown)
the character controller driver ensures that the character controller capsule sticks with the camera
The issue I'm having is that i can teleport on top of objects with a rigidbody if i just move my face forward while in vr.
I cannot climb it (the desired result) just moving normally or if the object doesnt have a rigidbody (it just pushes my xr origin away)

Does anyone know a fix for this?

#

(ive tried adjusting the slope limit to no avail)

orchid jolt
verbal comet
#

Ok, thank you

lusty basalt
#

Hi all. im currently creating a hand grab interaction, but i got slight problem here. you see i have multiple interactables (look image 1)

the question is, how do i add all those to an event wrapper? or do i have to create separate wrapper for each interactables?

unique moss
simple totem
#

Hey, does anyone know how to go about creating a curved ray from scratch?

unique moss
unique moss
#

would show a video of the issue but it seems like i cant here >_>

earnest gale
#

I’m getting a error message anyone know what this means

Importer(NativeFormatimporter) generated inconsistent result for asset(guid:a9a6963505ddf7f4d886008c6dc86122) "Assets/XR/Settings/Open XR Package Settings.asset"
Unity Editor.AssetPostprocessingInternal:PostprocessAllAssets (stringl,string,string(, string, string i,bool)

granite lark
#

is it maybe because i dont use a USB 3.0 cable?

astral ravine
granite lark
#

it connects to rift/oculus app tho

astral ravine
# granite lark it connects to rift/oculus app tho

OK well I use Quest 2 and have never seen that error; when does it come up? For my usage, I start Unity, connect to the headset in Quest Link mode and press play in the Editor and it comes up on the Quest. Is this what you're trying to do (VR in Editor Play mode?)

granite lark
#

yes

astral ravine
#

So that message appears when you press Play in the editor?

astral ravine
# granite lark yes

anyway I think when I do this VR play-in-edit-mode, it has absolutely nothing to do with android, it's just PCVR, same as if you were playing a steam VR game on your Quest. So I'm wondering why you are getting an android error.

torpid ginkgo
gilded quiver
#

ik i saw it and was gonnna play it soon cause it looks good

steep current
#

Hey I need help when I install openxr I don’t see the android tab

north path
#

Install first in the PC tab or install via package manager (also, the latest 2022 LTS should have that fixed. I recommend it if you're starting a new project)

narrow briar
#

where are android permissions in unity? androidmanifest.xml only exists in the temp folder so i'm thinking permissions are in the editor somewhere™

north path
tender frost
#

How would I go about tying the button inputs on a controller to custom classes? I'm attempting to set up a singleton monobehavior for something like an input manager, so I can subscribe to events for inputs (pasing the input as an enum) instead of messing around with Input Actions each time

This is likely a very basic question but I've been hunting around for an answer for a while and haven't found an understandable answer. 😁

narrow briar
#

i didn't see any permission in others (the one at the bottom?)

unique moss
narrow briar
north path
unique matrix
#

is audio functionality the exact same way in VR as a normal 2/3d unity project? Im having some issues for some reason with my audio clip not playing when I plug in my headset (even in the editor), but stops working again unless I reopen the editor, #🔊┃audio is my original question

old ruin
#

I'm developing a unity program for the quest 3, the build crashes on startup on some of my headsets and I have no idea why. How can I see what's causing the error or get some logging?

opaque dune
#

Does anyone know why this thing pops up and makes me hate my life anytime I click something?

vernal stratus
#

hi guys, i think im late to the game, but do the current openXR plugins still work with oculus quest 1? or am i cooked

#

inb4 i am aware i can downgrade the xr plugin to 3.3.0 for the quest, but im looking to develop for other headsets as well.

unique moss
novel jasper
#

Anyone know a good vr learning thing because unity’s pathway relies on an old version of vr toolkit and editor

peak valley
#

For meta stuff, meta has some resources that should be up to date with guides on how to do everything you'll need to do, alongside lots of examples.

green harbor
#

i dont have a vr headset, will it still let me test?

short nova
high bison
#

is it a way to record the passthorugh inside VR and save it to VR? (i meant record real passthrough, not black window)

#

i hope this question doesnt belong to AR channel

little ferry
#

so i built a game, it initially used to work but after sometime when i build it kept quitting immediately it opens. The only changes i made before these issues were ui so i don't see how that should affect anything

burnt pine
#

Hi I added the VR Origin to my scene and the camera comes as its child but the left and right hand controllers are not present , when I try to make a new empty object and attach the XR Controller (Action-based) component , its missing. I did install XR package manager with mock hdm loader and XR Interaction Toolkit

short nova
short nova
burnt pine
unique moss
# burnt pine Is this setup incorrectly?

In my VR game I added the left and right hand as a child object (to the camera offset) with an XR controller (action based) component added

https://youtu.be/HhtTtvBF5bI?si=_y53XWIFHj4aS3zn
Have you seen this video? It walks through a basic setup and could help troubleshoot your issue

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
solid dawn
#

Does anyone know how to disable this steam overlay when using a button long press from steamvr input? It causes significant frame drops

short nova
# unique moss In my VR game I added the left and right hand as a child object (to the camera o...

It should definitely work to get hands moving and tracking and explains more of the concepts of how/why things are wired up the way they are. Now the Mock HMD might also be why you are not seeing hands/controllers or head movement. I would recommend installing and using OpenXR the same way Valem does in his tutorial. You can use the XRI Device Simulator to test/play without using a headset if you need to.

#

That being said, the tutorial is a couple of years out of date and the ActionBased Controller components are something we deprecated around this time last year when moving to XRI 3.0. So if you are starting a new project, I would recommend using the VR or MR template from Unity Hub unless you are looking to start from scratch and learn the ins and outs.

unique moss
hot walrus
#

having problems with XR interaction toolkit whereas i cant understand how to make my player sprint

#

First time using imported stuff so there is alot of scripts and objects on the player and im kinda confused and cant find the movement code

unique moss
#

If you are using a rigidbody player controller, try adjusting settings related to max velocity or force applied during movement to adjust maximum speed

If you are using a player controller there is a field in the editor for move speed

hot walrus
#

closest ive found to movement was the locomotion script but after reviewing it i couldnt find anything movement related

short nova
hot walrus
short nova
#

The property is called moveSpeed, and it's on both the Dynamic Move Provider and underlying base class ContinuousMoveProvider.

#

The thing I might do is make a copy of the DynamicMoveProvider script and name it something else. That is a sample script we provide anyway (I suggest making a copy so if you update the samples at a later date it doesn't blow away your changes).

hot walrus
#

Is this something that i am supposed to get from duplicating a script?

#

All this is new to me so im kind of confused about many things

crude frost
hot walrus
short nova
hot walrus
#

Oh okay ill try using that

#

Thanks

short nova
#

Sure thing. I decided to do a separate script so you could see the parts and how they work rather than modify the DynamicMoveProvider script, which can be confusing.

hot walrus
#

I think i missed a step or something when configuring Unity And VScode for this project. I keep getting errors like this:

#

What could possibly cause this?

#

it dosent like these

burnt pine
frank oasis
short nova
short nova
hot walrus
short nova
#

Ah, that would explain the issues. The script was written for 3.0 and higher since that was where we introduced the InputReaders and Locomotion refactor. I'd recommend updating if you are just starting a new project.

hot walrus
#

Will do! Already closed the project so will do that tmrw prob

#

Thank you for your help

short nova
#

No problem!

tepid barn
magic fiber
#

Hey all I am getting this error.
Can anyone guide me on how to fix this ?
ArgumentException: An item with the same key has already been added. Key: Assembly-CSharp System.Collections.Generic.Dictionary2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <321eb2db7c6d43ea8fc39b54eaca3452>:0) System.Collections.Generic.Dictionary2[TKey,TValue].Add (TKey key, TValue value) (at <321eb2db7c6d43ea8fc39b54eaca3452>:0) Meta.Conduit.Editor.AssemblyWalker..ctor (System.Collections.Generic.IList1[T] assemblies, System.Collections.Generic.IEnumerable1[T] compilationAssemblies) (at ./Library/PackageCache/com.meta.xr.sdk.voice/Lib/Wit.ai/Lib/Conduit/Editor/AssemblyWalker.cs:65) Meta.WitAi.Windows.ConduitManifestGenerationManager..ctor () (at ./Library/PackageCache/com.meta.xr.sdk.voice/Lib/Wit.ai/Scripts/Editor/Utility/ConduitManifestGenerationManager.cs:69) System.Reflection.RuntimeConstructorInfo.InternalInvoke (System.Object obj, System.Object[] parameters, System.Boolean wrapExceptions) (at <321eb2db7c6d43ea8fc39b54eaca3452>:0) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.RuntimeConstructorInfo.InternalInvoke (System.Object obj, System.Object[] parameters, System.Boolean wrapExceptions) (at <321eb2db7c6d43ea8fc39b54eaca3452>:0) System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic, System.Boolean wrapExceptions) (at <321eb2db7c6d43ea8fc39b54eaca3452>:0) System.RuntimeType.CreateInstanceSlow (System.Boolean publicOnly, System.Boolean wrapExceptions, System.Boolean skipCheckThis, System.Boolean fillCache) (at <321eb2db7c6d43ea8fc39b5

#

I opened up the project today and this is what I saw 🤦‍♂️

high bison