#🥽┃virtual-reality
1 messages · Page 23 of 1
Hi joegre thanks for replying, I tried your option but it didnt work, at some point my poly count goes up to 2 mil is that the issue here? because when I start the game I can hear the bg music of the game
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
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.
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.
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?
can sombody help me with a problem
Only if you tell the problem...
How is this monster 'VR'?
Seems like a scripting issue
basically i want to know how to upload a unity game to app lab
Dont ask in multiple channels. Responded in #🤯┃augmented-reality
Check the app lab docs?
It is quite self explanatory. Ask questions if you get stuck
You can add additional camera's and set the XR eye settings to none. This should display on the PC screen while the player is in VR.
This is how I made my VR Spectator Camera asset on the asset store
Maybe disable the HDR features, as quest does not support HDR
You can also update the meta sdk and maybe oculus xr plugin for some fixes there
What im saying is it askes for the game as a file how would i make my game a file
Build it to an apk
Just like you do when testing on the quest (do test on quest and not just via Link!)
Im new to unity howd i do that
Do you already have a game made?
And google these things, as they are very basic. Maybe check out Unity Learn
The games is nearly done
If you have never made a built so far, please do proper testing on the quest before submitting to app lab
arl
but how do i build an apk
lol ok
if i get stuck can i still ask for you help
Yes just send it here and when someone is online they can help
The same apk can be shared if they have dev mode enabled
Hey, this bar has been loading for ages
is there anything wrong or anything I should know?
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)
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)
How do I test my VR game, NOT a vr ready pc.
I deleted the sample folder and it got mad at me 🙄
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
}
}
nevermind i found out
would you mind sharing? im curious too
try adding a camera element back?
me too, but you should be able to add it like a cube or sphere and up it under the XR rig
try zooming out with the camera and using pan to position yourself inside
nope
It's usually pretty quick for me. You can double check at the dashboard what's going on. The apps not the most reliable thing when it comes to distribution. It may have already completed in the background
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
im curious if anyone knows anything about this ^_^;
Looks like the camera culling distance is set high
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
I dont... have a camera
THATS issue no. 2
For scene view, depending on your Unity version:
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.
Could it be dynamic clipping?
yep
fixed it
Now, how do I fix the camera not existing?
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.
I'm not the most helpful as I'm just watching TV with the puppies and not at a PC 😄
All good! It's all part of the learning curve 🙂
Yeah, thank you.
@buoyant jolt could you help me understand why my velocity tracking is so jittery?
Now, what am I supposed to do to fix this?
Next you seem to be missing the XR Rig. I'm guessing this came from a sample project. My suggestion in that case is to create a new project with the template just so you are setup proper
Adding the XR rig back might not be enough as they kind of stitch it into a thousand little places
Okay, I am doing the beginner vr guide
Nevermind... I was able to fix it 😄
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.
Actually.. I'll just restart 🥲
thanks for the advice, i really appreciate it do you think having rigid bodies following the hand's position would be easier to set up collisions for? My goal is to have the hands collide with objects.
What would I need to do to give an AI a gun to shoot at me?
that seems far more complicated than adding a camera to a scene
I'm wanting to make a vr fps game
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
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.
Wanting my game to be like physics playground actually.
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
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?
Drawcall issues and transparency overdraw are two separate issues. For profiling performance it's important that you test on the quest, not just on your computer
I see thank you so much for the answer
wish you the best
q3 is a beast at fillrate so given your 520 performance i wouldn't worry. but yeah like @ole said test it on the hardware... and buy yourself a Kiwi 😅
thank you
will test it when it arrives hope it run well on the hardware
how do u get the xr device simulator
https://youtu.be/kbBYcVrGZus?si=atg0Fda0nNQU-Y-v
Im following this tutorial
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...
And my friend tweak its a bit so We dont use all of the interaction
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
- Click Quit
- Search Run
- Click Run
- Type appdata
- Click OK Button
- Open Roamin...
Can anyone help me with when this happens when I try to delete something???
dont work
everytime i build a apk and try it, it crashes. Any tips on how to fix this?
Also my unity keeps crashing after the build until i switch the version
Check logcat why it crashes
NEVER use folders inside onedrive for development!!!
@cerulean fossil
I transferred my game files from a old pc to my new one a while back and yet it still worked before. Now it wont.
Onedrive can randomly cause issues. It's not always or never
Same with google drive and other cloud synced folders. Use version control like git or plastic scm
my version control broke a while back, i assume one of my old developers got mad and deleted the repository
That's something else lmao
If someone else had access to the onedrive folder it would even be easier to delete
Did the dev have admin access to the repo?
You should still have your local copies of the repo, no?
Package Manager -> XR Interaction Toolkit -> Samples -> XR Device Simulator
how do i check logcat
Install the package from the package manager, and have it running while you run the game with the phone plugged in.
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.
@cerulean fossil just wanted to weigh in here and say he's absolutely right. MQDH is fantastic and an important tool to get comfortable with.
Especially if you aren't overly comfortable with ADB
@ancient grove !collab
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Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
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idk how to do that
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).
https://www.reddit.com/r/vrdev/comments/10y7o03/unity_vr_performance_question/
If you are using MSAA and URP unity seems to add a blit at the end of the frame and this is halving the framerate on Tiled GPUs like the Quest.
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.
Assuming there isn't an extra blit like lloyd pointed out, MSAA can still be expensive in specific scenarios. Oculus has said in the past that 4x MSAA is practically free on Quest, but if your scene is very fragment shader heavy, the extra samples add up.
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
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)
In the URP asset there are settings for shadow resolutions
I'm running the latest LTS of 2022 URP.
I'm running the latest LTS of 2022 URP, and only have the Auto Hand asset installed.
Good morning,
Das anybody knows or has to Share a, working Co Location, Template/demoproject for Meta?
The one of Meta does not really work :/
I would try and get that fixed instead
Yeah that's the one I'd use. Anything I have is baked into company templates.
:/ okay thx anyway:)
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
disable hand mesh, interactions and enable a copy that behaves the way u want it to?
Yeah, but locomotion was very hard. Right now we are faking it and that works quite well
Yeah I'd create a copy that isn't on the hand, and hide the existing skinned mesh render. And use that to mirror the bones on a bone by bone basis to the decouple hand. Then you can move it wherever you want while keeping the hand poses
I use the OpenXR hands module though so I haven't messed with the oculus one in ages
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
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?
Best to use quads (mesh renderers with unlit texture)
ahh I was hoping to avoid that. Thanks for the reply.
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
sorry for mentioned an old post
but are you still with it ?
why the video player always play on awake ?
even Ive been unchecked the play on awake
If you are using XRI 3, you will also need to make sure you have set up the scale inputs on the interactor side to allow for 1-handed scale (we set it up to use thumbstick up/down by default). The Near-Far Interactor does not currently support 1-handed scaling, but the Ray Interactor does:
The Scale Toggle Input is there to allow toggling between other manipulation modes, such as translating in and out from the controller.
how to turn off the movement? I dont want my player to have movement controls apart from in the controller
dude
are you with XRI 3 ? where to find device simulator there ?
i dont understand?
im using xri 2.5.4
yeah you using XR device simulator so you don't need to use physical quest controller
wait
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
idk man if its a thing. this is my first time working on a xr project
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
I dont even know the basics of xr dev. they just told me to do it
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?
Quest is just an android device. Make an android build (best to check the quest development quickstart guide)
Just a question don't know if you would know how to fix it. But how do i make it so Unity can detect my headset as a run device? Right now I have it set to all compatible devices should that still work?
Enable dev mode and allow ADB access
Should be in the quickstart guide as well
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
The ray visual might get blocked but the raycast should still go through the object. Theres a toggle in the ray interactor and nearfar interactor to block ui when you select objects though
The mediation logic doesn't really consider ui interaction - it's unfortunately a separate system
UI is handled by the TrackedDeviceGraphics raycaster, and the interactor polls it for hit resutls after the fact
Thanks for the reply. What I ended up doing, was I just made a second Ray Interactor, and filtered it to only interact with UI layer (and turned UI layer off on the other one). Now It works as I want.
ah good - too bad you had to go that far
You might be more interested in customizing the various components of the nearfarinteractor
the curve caster is easier to subclass and customize
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!
nothings pops up when i playtest yet for some reason?
how about it then ?
me also can't do a manual installation, it needs build & run from Unity
i thought treatment was a bit different as mobile android, stand alone build ain't work on the Quest
I think you have to get the interaction sdk and essentials, and then one of those has samples in the package manager.
They aren't included by default now.
The interactions they have, especially with limiting digital hand movement, is really nice
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.
Most frameworks have a simulator/emulator nowadays.
Not the same feeling as in an actual headset, but you can test most interactions @onyx fiber
Thanks a lot! @north path
The UI components are scattered across their many sample scenes, but this is sorta what I was going after 🙂
Yeahhh it's not one nice place sadly. Good luck!
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?
I don't see it saying anything about not switching platforms. But given the 0 reviews I'd say not many people in here will have bought it or used it.
my guess is its a service similar to Unity Cloud building.
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?
IIRC, you can build for different platforms from the CLI. It's how you can set up some CI/CD Jenkins builds.
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?
When i press play my xrrig randolly like moves into a different place to whjere i placed it
It can for sure, it depends a lot on the grate. But yes that's probably what I'd do unless i really needed the extra detail.
Depends how big the mesh is as well. Overdraw can suck and alpha clip is decently slow on mobile.
So it, as always, depends😂
Also if you recenter before entering play?
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
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
yes you should be able to set SteamVR as the active OpenXR runtime
Hey, I'm targeting Quest 2 with AppSW enabled, will the VFX Graph be performant? How does it compare to the particle system?
It will use more GPU time to simulate the particles, so its effect on performance will mostly depend on if your app is GPU or CPU bottlenecked. If you're already maxed out on GPU time and have plenty of free CPU time, then you'll likely get better performance with Particle System.
If the situation is the opposite, VFX Graph will win.
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.
In short, it all depends on your app and what else it's doing each frame.
I'm using both Particle system and VFX graph on Quest 2 (no Application space warp) and both work great, generally use particle system more as I'm far more GPU bound than CPU bound.
what kind of platform would i use for an oculus vr game?
please remember to delete your question from the other room, so as to not double post., hence the 'Move the question'
oh sorry
There are tutorials on youtube that take you all the way through the process including installing unity
https://www.youtube.com/playlist?list=PLpEoiloH-4eP-OKItF8XNJ8y8e1asOJud
Android
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
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.
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.
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?
Can someone give me a working gtag Halloween 22 unity file? It’s for a friend of mine as he just started unity.
Please help on this
friend got this error. anyone know how to fix it
Upgrade the android Gradle plugin 💀💀💀💀💀💀
It's self explanatory innit?
yeah where do i do that though
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.
can someone help im getting errors when trying to build to android saying 3 errors while building player
how do i upgrade it
didnt work
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)
What jdk and graddle versions are being used?
im not exactly sure. just whatever one that came with the editor version 2022.3.2f1
how can i check?
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.
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.
Could be the scale? I was doing a physics thing last year and it was all slow ( I admit I may have been wildly clicking around on the screen) but I fixed it by resizing everything! ( this was a 3d project not VR !)
Also maybe even the gravity thing in project settings?
Same !😂
i checked all that, turns out it was because the floor it was on wasn't in the "ground" layer in the physics movement alternative script i made and due to my old bad script that controlled physics, it got a bunch of drag even while in the air
must be a preview thing then, will continue on this version 😭
Well done nice investigative thinking!🌱🌻
Hope so …sorry I don’t know much I am new soooo! But at least we trying 😁
no worries, i'm new to this too, goodluck in your journey
What are you doing/attempting to accomplish 😂😂
trying to make a vr game 🤡
Same here but can you tell me more or is it a top secret super paranoid conspiracy theory project?😂
it includes light sabers

The conversation ends 😂😂😂😂
i wasted so much time figuring out what's wrong with sockts
I’ve got star wars leggings!
who's on there? 🤔
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 😂
i bet chewbacca
this is life now
what are you attempting to do in vr?
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
getting over it
Never😂
ever heard about pogostuck?
Dose Errrrrrr? Answer that ? Please educate me!❤️
huh whaa
What is po-go—-STUCK?😂
A rage game like "getting over it"
no one's actually STUCK T_T
Ok soooo why r you asking me? 😂
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!!!😂
best way to start your day
I take it you’re on medication 💊 for that?😂
no, i have a cat for that 🙂
how do i check what versions they are?
Take a screenshot of the jdk and graddle entries in project settings - external tools.
I cant stop getting this error
this?
Yes. So you have a custom graddle installed. Why?
Google what jdk/java version is required for that graddle version
because the one we were using before didnt want to work either
we can switch back if thats the better thing to do
Why?
It's better to only make changes if you understand them completely.
Did the original graddle give the same error?
like in the sdk file
in another file
whatever that number represents
now a new error
You need to know this stuff if you're building for Android.
You need to look at the console. This popup window doesn't provide enough info.
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!");
}
}
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?
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
gonna look at this as well https://www.depthkit.tv/posts/new-depth-camera-support-orbbec-femto-bolt
I'm trying to make a gtag fan game can y'all help?
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
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)
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
Did you try to remove completly XRI Toolkit from your project and import it back afterward ?
I do not know where to find them online, however when I need something of the sort I open a blank project on Unity, import the package containing the model of the controller I need and do a screenshot of the model in the position and material I want with a solid color background either from the scene or game window (probably not the quickest way but it works).
WHAT
sry caps
idk what to do
nope still got errors
Dm me so we can vc about it if its ok with u
Thanks for your answers, folks. I got them. SteamVR has a few. They are in the format of .SVG and can be found inside: Steam\steamapps\common\SteamVR\drivers\
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?
This would probably be better for #archived-networking as the issue is probably based around photon rather than the vr side
Well that depends. If you disable all network features and run the game, and it's still lags, it's a question of optimization
anyone know what to do
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
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
Thank you, I will try.
whats the best xr interaction tool kit
is unitys one fine
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?
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
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
HI, so I can't build the gradle project of my new gorilla tag fan game
Does anyone know how to fix this?
You cannot access the meta camera at all.
You can access screenshots with camera, use the streaming/casting feed (also inside Unity with some hacks), or in the dev app on PC
Send the error and make sure you followed the quest quickstart guide
For VR experiences with locomotion I recommend VR Interaction Framework.
For XR I suggest XR Interaction Toolkit (or Meta SDK if you only target quest)
For free solutions use XR Interaction Toolkit for everything or UltimateXR for VR stuff (no OpenXR support sadly)
Tell the issue if you need help
Thx
Check the ezyslice docs. Would it maybe need a convex mesh collider?
I suggest to make 1 easy mesh for the main part of the tree and then 1 for branches and leafs
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&)
From what it says in "what went wrong" it seems like the issue is with the keystore.
so what needs fixing with it?
Maybe try a different keystore.
ok different keystore works, but when he starts the game on his vr, hes stuck on the little splash screen hes set and it wont load
They'll need to debug properly. Starting from looking at the device console via logcat.
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
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...
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?
Does the left hand work in the home environment on the quest?
You need to install the PICO OpenXR SDK from here https://developer.picoxr.com/resources/
Yes, so the problem is the setting in my Unity project.
Ah it's solved! was because of the update of Quest link. It had been ok with the older version a few months ago, but needed an update now somehow.... Anyway thanks you for it!
We also had someone need to reinstall oculus today... Might be something going around haha
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
i checked on both g2 and g3.
only g3 works.
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?
It depends a lot on what you are using for a base framework, and if you are using controllers, hand tracking, or a combination
if you are using controllers only, auto hand is a good start.
https://assetstore.unity.com/packages/tools/game-toolkits/auto-hand-vr-interaction-165323
Thanks @buoyant jolt I'm using contollers only, so I'll check out your suggestion. Thank you very much:))
I'd also suggest looking at the VR Interaction Framework 🙂
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
Screenshot?
of what exactly? what it looks like in the headset? or a ss of my light/quality settings?
What it looks like, does it only look that way in headset in play mode?
The flickering is probably Z fighting. If you have two surfaces at the same spot, it'll randomly flick between showing parts of them
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
i'm not a 3D modeller, so is there any way i can solve or minimize it in unity?
Hmm. I tried that as well. Also tried to simply export the blender default cube into Unity and to check, if it is the tree object which makes problems but not even the cube can be cutted. But I will dig more into it. Thanks for your response.
Is read/write enabled on the mesh?
I recall that being an issue with my own slicer (weird that it doesn't give an error then)
I have tried everything but still can not get the eyes to follow the camera rig. Any suggestions?
What do you mean eyes follow camera rig?
How did you set up your camera rig?
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
Owhhh those eyes hahaha
Then using the Unity animation rigging package could help a lot!
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.
sorry out of topic, but do you still on it ?
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 ?
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
should
@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.
Yeah what it does and if it works right is always two different things 😄 I wouldn't be surprised if it needs extra work to enable
Can you expand on what you mean? I'm assuming not eye tracking as that's fairly straight forward
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.
I'm not really sure what you are trying to do though.
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
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.
In most cases, when imported as a humanoid rig, you'll see a bone structure under it. The bones are what animators and animations use to move the body. You can override those in LateUpdate to get started.
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
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.
You all probably know but I still have to say it: The new multiplayer template is sick! 🤩
blendshape from blender ?
i'm also following here
i got a bit twisted here, coz im not sure how to deactivate the XRI device sims, and switch to physical controller
hi, please can i ask if I am allowed to use the Unity Learn "Create with VR" assets commercially? Thank you!
yes Blendshapes from blender
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.
You may have to go into Project Settings to the XRI section and manually turn it off there if deactivating the component doesn't work
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
great nice thanks parkerk
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
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
which version do you use ?
He's not wrong. A simulator is just that, an approximation.
There is a lot that can still go wrong at that point for someone starting out.
2022.3.46f1
Hey, can someone help me or giving me tipps for making an new vr game ?
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;
}
}
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).
why you're not try with device simulator ?
even if I delete it the new canvas Ui that Ive made, it keeps remains an error on the console
I did try with the device simulator but I could not figure out how to use it with a Gamepads two joysticks
you probably need to rebind it.
but it's quiet strange playing VR with gamepads
Yeah, but its just for developing without the headset and controllers
I need to simulate stretching objects with both hands
i mean you can use the device simulator
But it only allows me to simulate using one controller at a time
I need to simulate using both controllers freely
holy ghost thats rare
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
fit for aphex twin clip video 🙏
it's such an honor to meet you in person
thanks
well best attempt is using it with physical controller e.g Quest 2
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
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
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?
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.
Steps to reproduce: 1. Open the “IN-70214” project 2. Ensure that Soft Shadows are enabled in Assets/Settings/URP Renderer asset → I...
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.
parenting objects to a player in a multiplayer environment, as you've described, can indeed cause issues, like objects vanishing for non-host players if not handled correctly.
does it also occur on another version ?
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?
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
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
That sounds like a regular character controller setup. Where are you getting stuck?
Hi Valem has a great tutorial for setting up multiplayer in vr - this will help with your issue
isn't that pretty outdated? ill check it out regardless though
Still works fine when I test it 😁
yes it's definitely because you using the virtual controller / DS
once you do an attempt with Quest headset, it should work normal
I haven't tried it yet, now I will try to make it if I get stuck I need your help, btw my English is not good so sorry if there are any wrong words
btw i just make it vr tour using game controller ps4 with mobile aplication and its work but if i look left or right the player stil going to front
maybe u can help
can i dm u ?
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
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?
Can’t I’m already making a game
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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
Is anyone here experience with the Meta XR toolkit?
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
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??
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
you have to configure the UI elements to work with VR specifically
Im talking about regular input only, not in vr
well as i said you have to configure the UI elements for them to be interactable in vr
So youre trying to click UI on your computer while in VR? Is the UI (that you want to interact with from your computer) in world space or overlay?
- Yep
- Worldspace
I’m pretty sure can’t interact with world space UI on computer while using the headset. Try using overlay.
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.
ok so heres my code https://paste.ofcode.org/3Z2AdtjUgUPMwbVPHCjaHx its like a soda machine and when i click my button the cylinder does not enable im using sphere colliders
no debug log comes up
its like something with the colliders on the oculus hand models
someone?
U can just decompile the gorilla tag code and check how it works there, I'm not telling you to just copy-paste, you can use it as a hint ( but really hard to read hint though 🙂, and that's the actual reason I would use it as a hint instead copy-paste tbh )
🤫 🧏♂️
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?
add debug.logs to your gtag step script
???
profit
Id say its probably a layer collision matrix issue, but who knows if you dont debug
Maybe it can be the collision but I setup that then it worked but when I added photon that’s when the problem came
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
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?
i need help with inporting a map
Never seen an app do it. If a quest game tried to do it, I'd cancel it. If it required it, I'd remove it. Juggling oauth on my phone and headset would annoy me to no end.
But I'm sure you can add it via some sdk somewhere
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
Hi there, has anyone worked with the MeshSlicer (https://assetstore.unity.com/packages/tools/modeling/mesh-slicer-59618) before and successfully cut blender meshes?
yeah, Ive used that asset before. Works fine
even works surprisingly well with skinnedmeshes and quest 2
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,
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)_/¯
hahaha alright, looks great tho.
I was watching the creator's cheese cutting tutorial, but that was also some time ago.
yeah sorry I cant remember any specfics, but it does run quite well on the device 👍
no worries, thanks for the quick response anyway. But I am looking forward to when I finally will manage the hustle :D.
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
just a warning that code written for that control will possibly break
ok cool
Quest 2 devs, which version of Unity do you use?
I'm still on 2020.LTS BIRP
2021 birp here
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)
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
2022LTS (and some Unity 6 experiments)
All on URP
what unity version ?
any help setting up curved canvas?
2022 birp, finally. But it means sacrificing Pico support.
Probably need to remove a duplicate entry somewhere. Probably plugins/android/androidmanifest.xml
why sacrifice?
i'm surprised you nuked that, q3 better ?
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
damn! and i thought quest firmware was garbage.
what was the benefit of 2022?
why did u need 2022 ?
did you update to 2021 for the mesh api or spacewarp maybe?
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
guyss has anyone used meta all in one sdk before?
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?
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
For prototypes yes
If you want your app to be extensible it might be hard if you try something which is relatively new or innovative
ohh i see. i am not trying anything new, all i want is for my camera rig to move
how do i achieve movement ?
Then building blocks are awesome
Haven't used them for fake locomotion myself, mostly for MR
i want my thumbstick to be able to control the direction i move
ohhhh i see
For VR I love VR Interaction Framework and a good free alternative is Ultimate XR imo
okie dokie thankss a lot
ill check them out
Full screen shader graph means post process, right? that's super taxing on the adreno. how do you handle that? when i ran stress tests i had to maintain poly count at under 200k to afford bloom and a bit more for color correction..
gotcha thanks
this was the problem thank you smm!!!
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
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
Bloom is the hardest effect to do, since it has many draw calls.
Full screen shaders can work if you take them into account in performance planning
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
You shouldn't be using screen overlay in VR. User controllers are in world space, different headsets have different resolutions and cut off zones for viewing. And sticking it to the UI like that would likely annoy people. I'd rethink the requirement
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.
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?
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
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.
I think I wrongly saying "overlay". I just meant a menu that sits in front of the player. Like a start menu
Does AppSW support OpenXR now, I'm a bit confused? https://developers.meta.com/horizon/documentation/unity/unity-asw/
Ah, you can just parent the World Canvas to the player rig, or the head if you need to, then just enable / disable it as needed.
You need to import the SteamVR namespace. Add "using Valve.VR;" at the top. You might also have to add other specific namespaces depending on which parts of the SteamVR library you are trying to use.
Where would I find it?
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
If you are using visual studio, you can usually hit Control+. to auto populate missing imports
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.
Can someone help me make ropes, like from gorilla tag?
I'm making a gt fangame and can't find WORKING help.
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
My guess is check if you have some feather borders around your sections
i found it
check your device's developer SDK for how to get this I would say?
Are you using OpenXR?
I have to use Meta XR SDK and I can't find anything there - any statistics about wifi connection/performance. I would like to get more information then:"it is or isn't connected", but Im not expert in it and don't see any API. So in the moment I'm screwed 
so you're basically building an android app (I also work with Meta XR SDK in unity!) - there are a multitude of ways to get connectivity status in android, I think
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)
Oh i see! I didn't know that meta is compatibile with android API etc. Thank you 
Oki Oki. Ty! I gonna try!
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.
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?
An idea I have seen is have certain spots the player can teleport to then have them hold out their hand with their palm facing the spot they want to go to then after like a half a second of them holding it there you teleport them to the spot. It's kind of hard to explain so I would check out how rouge ascent does it 😅
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
thats the initial idea, but i have big map and the team want it to be realistic
i actually wanted to do hand gesture and swing arm but still stuck in customizing hand gestures.
Tried deep profiling already?
And check how many active rigidbodies there are at that point
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.?
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
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!
Are you able to use image tracking without the company validation? Therefore you could use the image anchor to set all participants at the correct spot and show them in relation to that root object (image trackable)
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?
URP vs Built-in for Quest
Has anyone used the Logitech Pen, https://logitech.github.io/mxink/ wondering if anyone's set it up using the originXR rig under Unity6 urp project, as the code examples in the simply don't work.
Logitech MX Ink for Meta Quest Platform
anyone know why this is missing? cant find it in my scripts
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
Does the store need full submission or just a test entry? Asking because I could just create an empty project for you from our organization. But I imagine you'll need it linked to your dev account...
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
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
Something like this should work for reading input from a button using the new input system
[SerializeField]
XRInputButtonReader m_MappableButtonReader = new XRInputButtonReader("Button");
void Update()
{
if (m_MappableButtonReader.ReadIsPerformed())
{
// Do Thing.
}
}
Thx
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...
Hey, thank you very much for the help! I found out there was an alternative to business verification that I totally missed. It was also possible to do admin verification on Meta's dashboard using a photo ID. After that, I could add the necessary features through Data Use Checkup. Problem solved! Thanks again!
Eh, I guess it depends on what you mean. XRIT has haptic affordances, but affordances have been deprecated, so....
There are hover events you can register your own haptics/audio callbacks to, though
So this is what I have. I have the hover selected but they don't do anything when I hover or click (trigger button on Meta Quest 2). I did the same on a teleportation area and I was getting the haptic and audio events triggered.
anyone know what the A Oculus button translates to on the XRI default input actions?
dose anyone know how to tell if a ball hits or grabed somthing so i can make a sfx for it
\
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?
Do you guys suggest unity or unreal for vr game dev when I don't know anything about coding
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.
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?
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.
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?
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?
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?
Ages ago, i did locomotoin for my superhero prototype where you just swing your arms (like walk/run in place). It used controller tracking though. Hand tracking might work too though.
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.
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.
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
has anyone else ever had an issue when creating an xr origin object and it not having left and right controller game objects?
Hey does anyone have experience with photon cause i need help fixing it
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
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.
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
I often make invisible objects, which can be grabbed. These transforms/positions are then used for the deformation
If this is not what you need please give some more info
- Update Unity/URP/META SDK/etc
- Which shader/material is on that object?
Thank you for the response!
- How do i update URP?
- 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
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.
how do i find that out?
the shader i mean
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
Ah that's probably fine. There only is one newer version
wheres that? or whats that? sorry, dont know much
I think in player settings somewhere
this?
i cant turn off the splash screen since im on the free version
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
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)
Sure!
That makes sense, it looked like a reflection issue to me too.
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.
Sorry for tge late reply, I mean I need the rope to be grabbable not moveable so that it freezes the location of the hands and the rotation of your arm moves the entire player
How to fix that?
https://youtu.be/2pYfNHwGxtg
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
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
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.
Hello, someone use git for your projects? Do you have any good gitignore file for VR projects?
i use this https://hastebin.com/share/akocamumeg.markdown but you'll also need to configure a .gitattributes file
Hastebin is a free web-based pastebin service for storing and sharing text and code snippets with anyone. Get started now.
it should normalize line endings and configure git-lfs for binary assets
Check out the Teleport Interactor prefab
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
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.
There isn't a way to disable it by default, but if you look into the ClimbProvider.cs you need to change forceUnconstrained to false. Probably easiest to copy out the script and make your own version of it.
🚧 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-
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.
thank you
Other than AWS which do cloud rendering.
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
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?
Okay, OpenXR plugins seem broken in Unity6 on Quest3. A build using the Oculus Plugin works
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...
thanks! i will check it out
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?
i built a vr horror game
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.
Sorry, not Unity 6, its OpenXR 1.12.1.
@little ferry #1180170818983051344
Tell the warnings
Depanther's WebXR exporter might help
For other tools Niantic studio is great, maybe Wonderland studio as well
For webar, we don't use Unity. It just gets in the way in that regard.
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.
But oribably better to ask in #🤯┃augmented-reality
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.
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).
Why does my game crash whenever I open it in VR
No one knows
Be more specific. What is 'open up', which Unity version etc, what are the Crash logs?
Thanks, that documentation did actually help a lot. I do have another issue now though when trying to link a user to their oculus account, I keep getting a failed web request saying "PERMISSION_DENIED" on a test user I have set up which has the correct entitlements etc. But I guess that a question for #archived-networking?
Have you checked your crash logs or tried debugging with adb?
You might need to add some permissions in the Applab/Horizon Store page of your app to allow you to use people their info
I thought I had done this but I'll double check that all the permissions are correct
Otherwise maybe try networking yeah?
Havent done this before, so I am just blindly shooting
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
what the hell
Unity Android list wifi networks and sig...
if anyone else needs help running android java code on the android devices that are the Quest VR headsets
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
Heads up that OpenXR 1.13.0 won't compile with Composition Layers 0.6.0. If you're using composition layers, don't upgrade: https://discussions.unity.com/t/openxr-1-13-0-compile-error-with-composition-layers-0-6-0/1540251
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
My best guess you have ui in the game that isn’t in world space you can find the setting in your ui canvas if so
I want to make a ontriggerenter that changes the game to a different scene without any trace of it in vr on ingame
Internet 🛜 go beep beep then tells you tas how
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
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
I don't have any UI. But I can say that it comes from XRI. But I don't know how to remove it.
Also, it works perfectly with version 2022, but not with Unity 6. Except that I really need this version.
hi i need help
what problem
He's been like this for an hour.
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.
I moved the download to another disk with 105 GB of free space.
How do I know the right place?
It's normal for it to take a long time, because he doesn't have the same writing speed. Software is really better on the C:, for greater fluidity.
in #💻┃unity-talk , for unity general
I've searched and searched, but I can't find much. I saw that there was an overlay of background types (skybox + color) at camera level (XR is enough, no need for XRI).
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.
check out the valem multiplayer xr tutorial
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.
What's this about? I'm using 2022.3.24f1 with OpenXR and Application Spacewarp.
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 ?
how do you make one of those laser selectors that come out of your hand and when you press your trigger it selects smth?
There have been some issues with the OpenXR plugin, so they suggest to use the Oculus tools.
I suggest to Update Unity and OpenXR and go for it and use OVRMetrics to see if it works
This should be covered in quite some (YouTube) guides and is default in some XRIT sample scènes.
Where are you getting stuck?
If you use Xr Int toolkit then it comes with the laser for up
I think you replied to the wrong person 😄
oh mb lol
but it only adds it in the newest version of unity jtlyk
I just figured it out your good
I just need to find out how to make buttons with that
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?
Editor centering bases itself off of desktop meta support (essentially treating it as a Rift S). On device is using its local centering based on its actual room scale. Essentially the editor is more of a simulator and less of the actual device.
The source of truth is the headset.
How do you make buttons with XR ray interactor?
I have the same problem, did you find a solution?
Thank you for that insight. I wonder why it would center on the Quest facing the same way in Unity 2022 and not Unity 6? Got to be a bug?
Is there any way to cloud render model in vr or unity?.
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
Which guide did you follow?
Maybe check Unity Learn'
unity learn dosent help
i use anothers versions and it creats automaticly
There are quite some assets on the UAS. Some use a procedural skybox, which is very performant. Some use local clouds via raymarching or another system. HDRP also does this. This is very intense, so might not work great on standalone XR
It should give an idea on hwo to set it up still. Otherwise check YouTube guides.
IF you follow it and get stuck on a step, ask a specific question. Controller doesnt create is very vague.
Or just start from a prefab from the sample scenes
the tutorials its created automaticly or dosent work
Then elaborate on your issue as said before. And make sure you create a VR version of the XR origin and not AR
theres only one for vr i think so
If you're new, import the samples and use a rig from the samples
Then you dont have to setup each component
It's probably changes to OpenXR, I believe Unity 6 defaults to XRI 3 and a later OpenXR. But I'm not 100% sure. And some versions of OpenXR don't support recentering, they only added it quite late to Unity. That said, we aren't going to Unity 6 as it isn't stable enough for us yet, it's possible I'm missing something 🙂
samples had it but are realy broken
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)
i found that vr is broken in 6.0
I'm working in 6000.0.19 and it's working properly there. Is XRIT there and did you import/update the sample scènes?
With UNITY 6 being released last month, we've gone in and logged some critical bugs that are preventing smooth Quest development on the new engine. If you find any bugs or, especially, find solutions let us know and leave them here! -------------------------------------------------------------------...
the #2 is my issue
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
yea im gonna go to 5.x
for now and after is fixed migrate
only browse unity 6.0 xr issue
extra i need the apks to work
Stop right here
Don't use Unity 5 xD
Use 2022 LTS @glass granite
Unity 5 is ancient
i use that
and it that version the controlers creats automaticly
Anyhow, good luck trying to get it working
sorry i dont know versions of unity it chash my brain lol
Fair enough, the switch back isn't logical in that regard
yes idk why 6 broke all vr development
Not sure either, haven't had any issues myself. But definitely report bugs so it can be fixed
https://discussions.unity.com/t/unity-6-meta-core-sdk-workaround/1538217 yea meta plugin and i think more sdk broke
I have ran into another problem while downloading a project
Ok will check.
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?
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?
I don't know what script you are using and if this is still an issue, but if you are using the Continuous Move Provider (Action-Based) there you should be a setting called "Gravity Application Mode" and you just need to set that to Immediately.
I think this should work but I'm not sure.
That option is no longer available in 3.06 of XR Interaction Toolkit unfortunately (The picture in the Docs is correct, but the text in the docs is not updated yet)
Dang, I'm guessing you can't find any options like it that might be the issue?
No... not yet. I know I can make a script to simulate gravity on ungrab, or extend the continuous move provider and do some stuff, but I don't see any really obvious way to simply make a character fall after not grabbing. It seems like really weird default behaviour
That sucks, it really is a weird how this isn't the default or there is no option to change it, hope you find a solution.
anyone ?
Look at your scene and look for any canvas or UI elements that might be accidentally positioned in front of the VR camera.
It's a basic scene, nothing more.
You can see the tree structure here.
Do Unity's sample scenes do that too?
can someone help my ray interactors dont follow the hand its under
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.
yes, I used the VR multyplayer, and the problem goes the same
Yeah all the samples do that
I have it working, and here's what mine looks like. I have the component in a gameobject child under my right hand:
Also i use a line renderer to see it, otherwise it's invisible
So this is an error specific to Unity 6? No way to change it?
i got it to work after i moved the game view to my other monitor so i could see both i think you just cant see in the editor idk but it works now
No way to change it as far as I know, so you have to add your own custom code or extend/fork the XR Toolkit. I posted some, but it wasn't really great, but just barely worked for my needs
Can I see your code ?
can someone help me after to fix the controlers?
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)
you say whats the poblem? is that 1: the model of the hand soent move and 2: for some reazon im un the floor for none reazon
like i put it in what i wanna to put but is still in the floor
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
Not totally sure, but it might have been renamed to Web Settings rather than android
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?
how do i make my game a completely knew app in "Unknown sources?"
Different name and package ID
yes i just fixed it thank u
I'd check first if you have the android runtime installed (as a build target option)
How can I install it?
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
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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
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?
thank you
(free of charge) 🤣
when i start the game for some reason it just sticks into the floor and i cant put in floating
Same but wrong channel I think
Maybe change tracking origin mode into floor if that’s not an option then I have no idea
aready doing
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.
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)
Very, if you have no experience VR is stupid hard. I would recommend learning stuff for like 3-6 months then doing VR
Ok, thank you
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?
Still seeing this issue is anyone knows
Hey, does anyone know how to go about creating a curved ray from scratch?
troubleshooting, This only seems to happen on objects with a rigidbody component, and stops if i shutdown all physics interactions by making it a kinematic rigidbody, ive fiddled with the skin width and slope limit on the controller and it doesnt seem to effect the issue. Slope doesnt need to be steep, can teleport straight up a 90 degree wall if the wall has a rigidbody component
would show a video of the issue but it seems like i cant here >_>
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)
What is the device you're trying to connect? If it's a Quest headset, does it connect through Quest Link? Is it in developer mode? Does it connect through Meta Quest Developer Hub? If nothing else works, does Quest Link work?
its a meta quest 3, i tried without quest link and with link, i think its in developer mode, i dont have quest dev hub
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?)
yes
So that message appears when you press Play in the editor?
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.
@gilded quiver #1180170818983051344
ik i saw it and was gonnna play it soon cause it looks good
Hey I need help when I install openxr I don’t see the android tab
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)
where are android permissions in unity? androidmanifest.xml only exists in the temp folder so i'm thinking permissions are in the editor somewhere™
In player settings - publishing you can check custom manifest for a full custom manifest
Many of these settings are also in the 'other' settings there as well
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. 😁
thanks
i didn't see any permission in others (the one at the bottom?)
No solution found for this, making my own rigidbody-based character controller
found it. weird thing is the manifest doesn't include any of these permissions
Thanks bro
Then explicitly disable them or search for those settings in 'others' in player settings for Android
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
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?
Does anyone know why this thing pops up and makes me hate my life anytime I click something?
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.
I use audio in my project and I have no problems, are you sure you have the correct audio device selected on the computer? (For example Steam Streaming Speakers)
Anyone know a good vr learning thing because unity’s pathway relies on an old version of vr toolkit and editor
depends on your VR headset.
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.
i dont have a vr headset, will it still let me test?
Depending on your needs, you can use the XRI Device Simulator (part of the XR Interaction Toolkit samples package). That will allow you to move the headset and controllers in a pseudo FPS control scheme: https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@3.0/manual/samples-xr-device-simulator.html
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
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
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
Have you checked the Project Validation tab of the XR Plugin Management area in Project Settings?
If you have the XR Interaction Toolkit installed, you might try using the XR Origin (XR Rig) prefab that is included in the Starter Assets sample. That should be a good starting place for HMD and controllers with all the input wired up.
Is this setup incorrectly?
sorry I mispoke i didnt mean VR Origin, I meant XR Origin
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.
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Does anyone know how to disable this steam overlay when using a button long press from steamvr input? It causes significant frame drops
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.
(this tutorial was to help Asriela, not me, I don't have any problems with tracking in my software)
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
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
Im using XR interaction toolkits player from the demo scene
closest ive found to movement was the locomotion script but after reviewing it i couldnt find anything movement related
You can change the Move Speed from another script to enable "sprinting". We don't have a button wired up to change between walk/run speeds at the moment, but that should be a fairly easy script to create. Here is the script and field you will want to reference for that:
So do i make a separate script for movement or? If I have to do that, how can i reference the input from the joystick?
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).
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
I am using Unity for our VisionOS project. I am using the VisionOSHoverEffect. Is there NO way to tap into knowing if an object is being looked at? Documentation says there is no way to access gaze data...but maybe we can still tie into the 'Hover' somehow? https://docs.unity3d.com/Packages/com.unity.polyspatial.visionos@1.3/manual/HoverEffect.html
I think that i understood but how do I get the input from my controllers joystick? I want it to get triggered whenever i press down on the joystick.
Here is a script that I put together so you can see the mechanics of what I'm talking about. You can see the added InputButtonReader that will let you pick up on the joystick click, plus the swapping between speeds as part of the standard ProcessInput function called by the rest of the locomotion system.
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.
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
The issue is I tried that adding the XR controller component but it doesn't show up either.
try just UnityEngine.XR.Interaction.Toolkit
For controllers to show up without a headset, you will likely need the XRI Device Simulator to pipe in simulated movement data that the Mock HMD does not provide for controllers.
Are you using XRI 2.x or 3.x?
2.4.2 i think
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.
Will do! Already closed the project so will do that tmrw prob
Thank you for your help
No problem!
On Quest the built in video recording feature will capture passthrough, but I'm not sure what you mean by "save it to VR".
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 🤦♂️
I would like to record the gameplay when it has enable passthrough. I found only one way how to do it. Wire the oculus to desktop and then use OBS Studio. But previously I meant if there is the way don't use desktop and record the gameplay (without masking the passthrough) and save this video to the memory of Oculus. (Same as oculus has app to screenshot/record the video)

