#š„½āvirtual-reality
1 messages Ā· Page 25 of 1
"Others" is the on that spikes and I have no idea why. What could others be?
I stopped for half an hour and tried again now and now its even more extreme:
I tried connecting the vr headset via cable but it doesnt change anything
@wraith pecan canyou help with this
Anyone know how to get interacting input device(left or right controller) in XRI 3.0.7? . XRController is deprecated in XRi 3.0.7. TryGetComponent(out XRController controller) is giving deprecated warning.
I used this as a guide. I built a script that I put on all my Interactables, whether UI or an XR interactable. So it will provide an audio queue, and then haptics to whichever device interacted with it. https://discussions.unity.com/t/while-hovering-over-ui-how-do-i-get-the-controller-being-used/861851
To Edit>Preferences>external Tools...and if in doubt, tell it to use the default ones installed by the editor.
Thank you for reply but suggested solution wont work because xrcontroller is deprecated in XRI 3.0.
Hello World, I have been having a really hard time lately developing with OpenXR and getting my build to force an Oculus 3 to use the XRDisplaySubsystems OpenMetaXR plugin extension so I can set the refresh rate. Idk what I am doing wrong. The console says I have to use the Meta QUest Feature Group even though it's enabled. I just did a google search and see that in 2024__, it was announced that OpenXR is no longer being developed/supported? Is this correct?__ Am I wasting time trying to get OpenXR to work?
Should I be using the OVRPlugin or importing the Meta-allInOne SDK package instead to try and get that one specific feature group and it's corresponding extensions to work?
What's strange is I got the Oculus 3 to set the refresh rate in one project** 2022.3.55f** (even though I am getting those console errors), but then replicating with the same project settings into a brand new project (still getting console error's) and it's not setting the refresh rate... it's getting kinda exhausting trying to figure this out. I must be doing something wrong like from the get-go?
Starting from scratch using this setup guide: https://developers.meta.com/horizon/documentation/unity/unity-xr-plugin/#install-oculus-xr-plugin
Will post another update if I can get it working correctly.
I need help Ive tried fixing this and it wont any ideas
Try starting the project from the VR core template, it worked for me as everything basic is set up there already. (i have meta quest 3)
** Is there anyone who could help** me to convert code from old xr interaction toolkit to new, version 3.x? It has something to do with a new input readers. I am kinda lost in it. š¶āš«ļø
is there an more user friendly alternative then unity to make a quick rock climbing and scavenger hunt simulation
unity is too hard
anyone know what's causing these, and how i can fix it?
quite hard to debug when it's all unknown
Is there a way I can find help for my vr game like a developer?
How do I replace the controllers with controller hands (not hand tracking but a hand model), every tutorial on youtube i found used an older version of the xr interaction toolkit, (i am using 3.0.7) which had a model field in the controller prefab, but with the new version it seems to have been removed.
!collab
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
⢠Collaboration & Jobs
Thanks bro
I would check the hand tracking samples
I would make a forum post, with your code shared as well.
Or set up a new project with the latest XRIT, and convert the current project one by one to it
A bit late, but if you still experiencing the issue, you'll need to look at the profiling data. It looks like it's the editor though. Maybe try profiling a build instead.
Hi, I'm trying to manually trigger the ray interactor from UnityEngine.XR.Interaction.Toolkit to select the element it's hovering.
Does anyone have any idea of the best way to go about it?
I want my hand tracking pose to be able to trigger UI selection in the same way the action based controller does.
I did both allready its just editorloop and in a build it does sometimes work but sometimes its another problem I cant remember because it only appears sometimes I will write here if ot happens again. But to this point it seems totally random(I know its never random)
how do i use xr interaction manager to snap an object to the players hand when grabbed? it's using a ray and grabbing it with the same offset as when it was picked up. im trying to use direct interactor but it doesn't seem to do anything. im using the default xr origin rig prefab on unity 6.0.27f1 xr interaction toolkit 3.0.7
There should be a toggle to disable that I donāt remember where tho
have a look online
I use this trick to make it happen. It might be good enough if you don't have much grabbable objects in your scene. Check it out 1:30 on this videos.
In this new episode we're going to make a pistol that we can grab and and use to break object into little piece !
ā¤ļø Support on Patreon : https://www.patreon.com/ValemVR
š Subscribe for more Unity Tutorials : https://www.youtube.com/@ValemTutorials?sub_confirmation=1
š Discord : https://discord.gg/5uhRegs
š¦Twitter : https://twitter.com/valemv...
Hey everyone, Iām working on playing a stereoscopic 3D side-by-side (SBS) video for Quest. Iāve set up Unityās Video Player to render the video to a texture, but Iām not sure of the best way to split it correctly for each eye.
I couldnāt find anything related to this in the Meta XR SDK samples. Can I check out any open-source shaders, tools, or examples?
He i just started wroking on a new vr project. But when i wanted to test if everthing works. I connected my quest 3 to my pc (with quest link) I linked but when i tried to start the game by seeing my screen i only saw my mouse move on my screen, and when i started it went black in the headset but it would not put my into the game. How can i fix that?
(It doesnt do that on another pc)
(This also happens on steam. I can play games, but i cant see my screen)
I want to have haptics hover events only when touching a grabbable object (for near casting in the NearFarInteractor), is there other way to do it than just having two NearFarInteractors, one for near casting and one for far casting? I'm using XRI 3.0.7.
How do I make my xr ray interactions not bend to the ui but be a straight line?
nevermind i found out how
I am trying to get playfab on, but the editor extension tab is blank, I redownloaded everything and still nothing
if this happens for steam too, it is likely an issue relating to your quest link setup - not unity. Look for solutions online and try them
Yeah I fixed the screen mirror. But now when I try to start the game it would not let me in
look up on the internet āhow to fix normsā and try some guides there
hey is there a decent lightweight framework for something like a radial hand menu that we are using these days?
Valem has a tutorial on it, I would check there as I would imagine the code is somewhere
ok interesting thanks, I've been through the tutorial and duped it and it will do for my prototyping. I guess I wass wondering about a bit more of a fully fleshed one, as with this one I could see myself extending it a lot, things like satisfying (physical?) feedback on press, storing entries as scriptable objects, images, nested menus etc...
Yeah. you can borrow his fundamental idea to get started. I researched asset store and other tutorials but couldn't find a full set of it for VR.
mmm, yeah I also looked around a bunch. I've already expanded it to scriptable object based with label images but seems like a bit of waste of time as there should definitely be an off the shelf solution for this kinda stuff these days...
I'm trying to combine ui assets with vr capacity and it looks fine except I need to convert the UI into 3d.
ideally I'd want something a bit physics 'clicky' but all I could find was stabbing bottles with arrows
https://github.com/Oyshoboy/RadialMenuVR
I tried this one and it gave me a lot of ideas too with a bunch of codes...
thanks, I have that in my bookmarks actually, I think as it was last modified 3 years ago I moved on. What other features does it have?
can any one help with the error in my code
Only if you share the error
And code
nvm i fixed it
but i have a problem bc my hands collide with object but i dont want to collide with objects that are being held i dont want it hovering off my hand i want it to be in my hand
set interactables and player to different layers. disable physics collisions between interactables and players.
to hold it in your hand, look for attach transform reference on xr grab interactables component
i want my hand to collide with the object just not when picked up
and create and assign an attach transform
change physics layer via script when picked up
change back when released
try checking the internet
itās much better if you learn independently
you should find the answer somewhat easily
think of this channel as a last resort
thank you
Basically it is just a hard coded radical menu but the code is extendable, it is possible to be connected to haptic system, xr controller and more.
how do I fix the problem when it when building something about it being to small or something and says to check the console and when I check it doesn't say anything
It says something in the console for sure
@eternal flume can u help me
The important line is see console for details. Go there
And remove custom android manifest files if you're starting out
Ok
is there any way to hide the hand object that hold the xr interactable on xr interaction
Around 20:40
We're are going to make the first interaction of your game by being able to grab an object, throwing it into a vortex trash can and also disable the hand model while grabbing an object.
ā¤ļø Support on Patreon : https://www.patreon.com/ValemVR
š Subscribe for more Unity Tutorials : https://www.youtube.com/@ValemTutorials?sub_confirmation=1
š Dis...
it should do that by default, unless you screwed up the setup
is there any tutorial for eye tracking (specifically vive pro eye)? most tutorials dont work for me since the SRanipal SDK is not supported anymore
Check logcat
why cant i pick up xr interactables
Pls help with this problem
Anyone know of a good asset that will allow me to have planar reflections for my floor in the latest Unity 6 URP for desktop VR? Thanks.
You should watch the video I posted previously.
Thatās has no solution
I did that tutorial before u told me to even watch it
Oh do you mean the sphere colliders in the direct interactior
That has solution. If you need further help from other guys you need to share some ideas or implementation of yours.
I changed direct interactor deprecated to far neear and it worked. His idea is valid.
Please note that I'm not saying which one is wrong.
Do u mean the colliders in the direct interecter
Srry canāt
its on android btw
the progress bar should increment when button is press or the player should ccollect item in the map for progress
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #šāfind-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #854851968446365696
!collab
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
⢠Collaboration & Jobs
How can I get IK arms for my game?
XR Rig is spawning in an incorrect offset position in the Quest versus in the editor, please how do i solve this?
Make sure they have a rigidbbody or Box collider object in the inspector menu.
animation package has ik features
so, i copied cube, radioscripts and radio canva into working scene where controllers werk and what i noticed is when i went to my wokring menu, ray appeared and i could interact with menu, but when i went somewhere else to the cube, ray dissapeared and i couldnt click the cube...cube works basically as a button
yes
pls help bro
I'm trying to wrap my head around "oculusruntime.Waittobeginframe".
I'm stresstesting in an extremely populated scene for quest 3 and get 50ms+ of oculusruntime.Waittobeginframe in my mainthread while also getting Semaphore.WaitForSignal for 50ms in my GPU.
This is where my understanding ends. I believed Semaphore.WaitForSignal meant my GPU is idle, but googling tells me oculusruntime.Waittobeginframe is caused by VSync? Doesnt that mean i'm rendering "too fast" and am waiting to begin the next frame to adjust to VSync limits? Which is impossible, with 25fps and 2.4M triangles on a built apk
@modest ember i have checked and my sphere coliders do i have trigger on
Anyone know why my Meta Avatar only moving the body and the head? No walking and no tracking hands movement?
alright, got it!
- NEVER put Unity projects in OneDrive folder. It will ruin your project
- In preferences - external tools, check installed with Unity for all
- Start without custom manifest files for Android
Please vote for better XR performance:
https://issuetracker.unity3d.com/issues/gpu-utilization-increases-by-20-percent-on-meta-quest-headsets-when-render-graph-is-enabled-on-6000-dot-0-16f1-and-higher
Steps to reproduce: 1. Open the attached user's project "TestQuestRenderGraph.zip" 2. Navigate to Project Settings -> Graphics -&...
does anyone know how i can access the trigger function in my code whne wanting to make a specific interaction in unity VR? Lets say i wanna hold an object, and when pressing trigger, something happens, how do i do this?
it would usually be ButtonDown or smthn but thats not for VR
ohh nvm it doesnt work through code, it works through the interaction component..
Has anyone a Idea how I can implement a Portal/plane that shows images "from another dimension? I want to implement this for the apple vision pro but every time my shaders are not supported. I was thinking of cutting a hole in a cube I place around the user but I just figured out cutting holes in a cube or form is not easy/nor possible...
So my plan is it to track a ceiling and replace it with a Portal when the player moves his head I want the plane to change accordingly and show a star skybox.
First I thought of a Portal but that always uses shaders that are not compatible. In my current case I have a custom function that is not enabled by visionos.
A other idea was to use the AROcvlusion material to hide the sphere around the player and the only show the ceiling but I have no way found how to do that correctly. (Cutting a hole or moving planes on top of a half sphere)
hey friends! I'm having a dumb issue. I'm new to VR and Meta SDK but not Unity
I'm trying to force an initial position an rotation of the Camera, so that it doesn't matter in what direction the user is looking at when the application starts, it always has the same camera position an rotation at the begining.
I've tried modifying the Center Eye Anchor Position and Rotation, as well as compensating it with a parent Game Object, and many other things... but nothing seems to work!
This sounds like such a basic and trivial thing to do, that I'm worried I'm not looking at things right. I've spent many hours on this without success. Anyone has any leads? šāāļø š
set it to eye-level tracking or whatever its called, instead of roomscale
or calculate the matrix to fix it once you enter the scene
So my new plan is to create a RenderTexture and assigning it a camera wich will be rotated with accordingly to the player camera. The Render Texture i now will assign to the Plane. I wanted to try a ARDefaultPlane but it does not work so anyone has an Idea? If not I will dive in the code or try creating my own version of the Plane creation.
why not use a render feature and have the skybox render through the portal using that? much simpler now that we have scriptable render pipelines
Sorry im new to Unity could you explain it a bit more? I think I tryed a version of what you described but it did not work becasue of ShaderLab shaders. The Apple Vision Pro does not support it.
https://www.youtube.com/watch?v=BXLRprBFfNo
something like this?
ā¤ļø Support on Patreon : https://www.patreon.com/ValemVR
š Subscribe for more Unity Tutorials : https://www.youtube.com/@ValemTutorials?sub_confirmation=1
š Discord : https://discord.gg/5uhRegs
š¦Twitter : https://twitter.com/valemvr?lang=en
š Main Channel : https://www.youtube.com/@ValemVR
š„ Tiktok : https://www.tiktok.com/@valemxr
Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·Ā·...
maybe, i was thinking of this https://www.youtube.com/watch?v=PM4MVgP1f0w but i know unity has a better official tutorial for it on the youtube channel or unity learn somewhere
In this tutorial you'll learn how to:
ā« Show objects to your player when they're behind walls or obstructions
ā« Create a Shader in ShaderGraph to make those objects glow when they're behind a wall
ā« Bonus: Merge that glow effect into another custom shader
šØāš» As always, all code from this video is available on GitHub: https://github.com/llamac...
principle is the same though
Alright thank you let me give it a try
https://www.youtube.com/watch?v=y-SEiDTbszk
I think this owuld also only work like this and here i would need to use a ShaderLab. Or at leas i did not find anything esle to use the Stencil shader property
Hey game dev enjoyers!
Here we are: the mighty tutorial about the stencil buffer that Iāve been working on for weeks now. I hope youāll enjoy it ;)
WARNING: Please make sure to follow the instructions of the āIMPORTANTā chapter (it's only 30 seconds long no worries), otherwise you would not be able to use the stencil buffer.
The shader and ...
Do you maby habe another Idea?
i don't think you need the stencil buffer, but it would probably also solve the problem
Hmmm okay... Maby i need to do some testing again.
the srp should be able to do it just fine, provided you render the portal first to fill the depth buffer, then invert depth culling and render the skybox on top
after that it would just be the regular render process that follows
but the video you linked probably also does it in the same or a smarter way
Okay š Since im pretty new to unity i have no idea on how to do this but i think i understand it. Maby you have a reference?
Yeah but sadly not possible With the Apple Vision Pro
another option would be to just make a new shader for the portal, so it samples a skybox texture properly
That also sounds interesting. You maby also have any links you could provide me?
no, but all you have to do is calculate the panoramic coordinate, so you can sample the texture correctly in the pixel shader
if you're lucky, there's even a node for that in the shader graph
Okay let me have a quick look. If that does notwork I will start over aigan tomorrow with your input. Im already 12h on this problem (today... the last week a lot of time went in this too)
But thank you verry much already appreciate the help
I can only find PolarUVCoordinates
don't focus too narrowly when searching for info on the subject. You gotta learn the fundamentals as well to be able to put together a solution for something
Yeah, the problem is that my Professor wanted us to do this in the next 2 weeks... And me and my mate never wrote c#, used Unity or the AVP and I think the time is too short to lean everything sadly š
sounds like he gave you an assignment and you guys went ahead and made it as difficult as possible in an effort to make it interesting
Nope š We only wanted to implement a smal game that will be projected on the ceiling. that we had finished in 2 - 3 days. My professor then wanted us to do this and said it was really easy in Unity and attached a link to video i send before. We told him that the shader does not work and he just said then find a way to do it
"then find a way to do it" that's the key
you don't have to solve the problem to get something that works
but it also sounds like your professor is more interested in justifying a vision pro aquisition than anything else
Thats what we said š All his classes just are based on the AVP but since its production was discontinued and the hype is gone he might fear for his job?
Yeah thats why i tried other ways too. But the best "solution" i would need to cut a hole in a plane and that seems undoable or at least pretty hard. But I will find a Way š
just design the world so there's never anything behind the frame
or hide it in a way where he walks away from the frame, pushes a button to activate the portal and things appear that makes it impossible to tell that you just removed everything behind the frame
can somebody pls help me with a script that allows to switch scenes without crashing. its for ocolus and when i use the normal one it crashes.
Then fix the issue instead of finding a workaround for it...
How do you load the scene and why does it crash? Check logcat for logs
Hello
Hi guys I have a issue that I need help and advice I am making a chess Vr game of snakes and ladders so main problem when I roll the dice and when it lands on a ladder or snake my dice goes to the specific square than I have animation of me going for my ladder then when animation is over and the screen loads my dice goes below the ground for some reason and acts erratic. The dice has always been good on where it lands just only on snake and ladder
If anyone can help me much appreciated thank you
Can anyone Tell me how i can track a ARPlane over time? I have Plane detection and only want to isntanciate one Plane (my ceiling). I tried storing the tackableID of the obejct but that is different every time...
We can't say much without hearing how it is set up
I think the best way is to use the scene api (scanned room data) for this, or by doing realtime plane detection and detect the place which is Horizontal and higher than the user
Yeah I already use the ARPlaneManager script to detecht all Horizontal planes. But now I want to compare if my cieling has changed. Fot his i need to store the ID or somethign of my plane. How can I store the iD?
Why do you want to check if your ceiling changes?
That doesn't sound too commonšš
Well I want to center a Object in the middle of my Ceiling. When the plane is created the center of the plane is most of the time not in the center. So if the plane is updated I want to update the center of my Object.
If it needs to be accurate use the room data. Plane detection simply won't be accurate or consistent
I'm struggling to get sports physics to run in a satisfying way. I'm sure there's plenty of people here who's built similar things in VR before - anyone who minds me asking a couple of questions from a seasoned 3d web dev venturing into Unity?
This has been run through play mode through Quest link on my Quest 2 (if that has any importance)
Test example 1:
I've set up a puck, ice with ice-like material, and a stick.
I've got a stick attached to my controller, when I hit it - I've set up a script to multiply the force based on velocity etc and apply some sort of spin. It works alright, but when I swing too fast it behaves really weirdly and clips through the puck sending it flying in a random direction (prolly physics iterations not being fast enough and the stick is inside the collider, I guess?)
Also puck can be squeezed through the floor (decently sized box collider)
Test example 2 from a couple of months ago:
We were too cheap to pay $10 for a table tennis game, so we decided to build one ourselves (whats more reasonable, $10 or 100 hours? 100 hours.)
We encountered the same issues here, racket is too fast for the ball. Ball clips and flies away.
What's some good approaches to deal fast paced physics in Unity/VR?
Is it sufficient to rely on the physics engine or do we have to venture into a hackier way of thinking?
Happy to trade some of my web dev time/experience for your unity VR experience!
Thats a good input, can you tell me how I can do this? A quick search did not show anything?
Yep, that's physics. A workaround could be continues collision detection and moving the stick with physics instead of position + rotation.
Or you need to do the whole collision manually
You can use the MRUK room data. I think this also contains ceiling? It not, you have to generate it using the wall top anchors
Oh Wait thats for MetaQuest? I have a Apple Vision Pro?
for vr, do i go with Uni 3d or HD 3d? i want to make it good looking but since i only have an quest 2 and not an 3/s or an index, i wanna make sure i have stable fps
i want it to work on standalone also, so performance is CRUCIAL
(sometimes i wish unity had ue's scalable graphics setting)
Urp
HDRP does not even support quest
yes it does
PCVR only then. Quest runs android and HDRP does not have support for Android
And HDRP is very hard to make performant on VR. So just use URP
Edit > Project Settings > XR Plugin Manager > Install XR > Open XR
and then some weird controller things
That's for PC, not standalone on the Quest
oh
@north path can u help me make gtag player model
this is a rly good tutorial https://www.youtube.com/watch?v=fhPcKZzoI98
Here on this channel, I'm dedicated to providing you with top-notch Gorilla Tag content, whether it's intense tag battles, in-depth guides, or side-splitting fails. Together, we'll navigate the wild world of Gorilla Tag and create memories that will leave you craving more.
So, whether you're a tag veteran or a newcomer to this amazing game, I i...
Can some one help I canāt pick up objects
help with this
can u help me my computer will not work?
Where are you stuck?
Be specific
That can be an error or it broke down in flames
In URP, I have issues with UI elements on world space canvas. These issues happen when I use single pass for the OpenXR plugin. It is only solved with Multi Pass. However, Multipass cause a lot of other issues, mostly when trying to sample the depth buffer from a shader.
Any suggestions how to solve this in single pass, or multi pass is the only option?
As you can see, transparent objects are rendered over the UI. I tried to change the UI rendere queue to like 3601, it didn't help
In some scenes it "magically" works, but otherwise, I don't seem to have control over it
can some one help i cant pick up items
need to give more details: what have you already tried? did you do anything beforehand? Otherwise thereās too many things it could be
I added direct interactiors into my hands and it just dosent work Iāve tried messing with all of the settings for colliders X-ray intertacters
Can you show a screenshot of one of your hands and one of your simplest grabbable object
Any idea why when I run a game in Monitor, but I still have the OpenXR plugin, and a Quest is connected via Steam Link, the audio doesn't go to the headphones of the PC? Any way to solve this?
Change sound setting on pc
But it is only the game with OpenXR having this issue, other apps are fine
SteamVR has override and mirroring settings. Might be good to check there
guys how ccan i make this health bar be seen in vr
it can be seen in game but when i use vr headset is not showing
btw its a canvas element
its general good practice to avoid using screen overlays for VR development
can be disorienting for the user
The avatar only in idle pose, it doesn't have any movement without any errors, impossible to know what`s happening in this case!
how is this vr related? seems like an animation issue
Meta Avatars are virtual assets impossible to config, it happening by default
How do I fix this??? Could not find a device that supports eye tracking on Awake. Gaze Interactor (UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets.GazeInputManager) has subscribed to device connected events and will activate the GameObject when an eye tracking device is connected.
UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets.GazeInputManager:Awake () (at Assets/Samples/XR Interaction Toolkit/3.0.3/Starter Assets/Scripts/GazeInputManager.cs:55)
My hand tracking only works with controls even setted to HandOnly
Which device are you running? Quest 3 for example doesn't have eye tracking, so then this message is correct.
If it doesn't cause any issues you can ignore it. If you don't need it, remove references to eye tracking
What are you saying exactly?
That the controllers still track even with those settings?
If so, update Unity, Oculus XR plugin, XR Management, and if needed the Quest itself and try again
Then it might be best to tripple check the documentation for it and make a post on the Meta forums
Hello guys! Im trying make a homework but I dont have headset. Im trying use XR device simulator but It's not working :(( (I am kinda new in unity)
Hello everyone, I would like some help in trying to make a VR multiplayer game using Netcode but i am stuck since the materials that i am using from unity are working well for third person player and now i am trying to implement it in VR.
I said that my avatar hand animation tracking only work when I'm using the metaquest joystick/controller, even with the tracking settings for only hands
Metaquest forums doesn't have interaction for almost 1 month, theirs support is weak too
Then the animation isn't setup for hands and just joysticks. They're different input handlers.
They have some sample scenes which supports both (and if not, XRIT has). Check how they do it and copy that
acttualy no, the tracking is setted just for hands
Hey, does anyone know how I can get this effect, the glowing hands into my app. This is from the meta "main" menu. But I can't get these hands into my app atm.
Using Unity 6 and meta all in one sdk v71. Thanks
pretty sure youād have to design and animate it yourself
āitās not workingā doesnāt really provide enough detail. Try doing research online, trying a few solutions and then posting
i need help with building my game im having an error with some called Build.Gradle
heres the error:
im on unity 6
Hi ! So ! I found this video who make me able to build on both quest and pico https://www.youtube.com/watch?v=eyHl34vxm3c
But my issue is now with performance, i can't find a way to enable the spacewarp, someone got's an idea ?
Learn how to create an XR game in Unity, that targets both Pico 4 and Quest 2 in a single project using OpenXR! It is now SO much easier for developers to support multiple VR devices!
Get the Pico OpenXR plugin here: https://developer-global.pico-interactive.com/sdk?deviceId=1&platformId=1&itemId=7153484514247917573
___________________________...
thank you :3
I will try š«”
Hi guys! I need help!
When I use Hand Skeleton Version as OpenXR in OVRManager the Meta Avatars Hands are stopping to tracking, but if I use as OVR Hand Skeleton the Avatar Hands are ok but the poke buttons are stopping to working and display this error:
AssertionException: Hand Skeleton Version in OVRManager must be set to OpenXR.
Assertion failure. Values are not equal.
Expected: OpenXR == OVR
UnityEngine.Assertions.Assert.Fail (System.String message, System.String userMessage) (at <834804db60ae4eb981294088cf979056>:0)
UnityEngine.Assertions.Assert.AreEqual[T] (T expected, T actual, System.String message, System.Collections.Generic.IEqualityComparer`1[T] comparer) (at <834804db60ae4eb981294088cf979056>:0)
UnityEngine.Assertions.Assert.AreEqual[T] (T expected, T actual, System.String message) (at <834804db60ae4eb981294088cf979056>:0)
Oculus.Interaction.Input.FromOVRHandDataSource.Start () (at ./Library/PackageCache/com.meta.xr.sdk.interaction.ovr@71.0.0/Runtime/Scripts/Input/FromOVRHandDataSource.cs:105)
(SOLVED) Unity 6, all in on SDK v71, Hands on Controller visible.
So when in game i grab something the game knows i grab it because i can shoot guns the correct way when "grabbed" but the interactable don't visually get grabbed using just default xr direct interactors and direct interactable (sorry for the big circle just didnt wanna leak the map)
when I build my game, I get these errors
i believe it has something todo with this
check your android and xr settings in project settings
ok
How does one change the hand mesh when using Meta hand tracking Without** controllers
Using Meta All-In-One XR package
y'all think this gonna run in vr? (quest 2)
add a few of them and itll run fine'
How can I make the Socket Interactor automaticlly put the near held object into itself without the player having to let go of the grip button. I know there is an option for it to hover there, but the player is still holding it?
@dreamy flame If you have a question post the question, don't post chatGPT guesses.
How can I limit the rayInteractor from going through the object when a hit is detected? Thanks
modify the line renderer to draw between the tracker and hit position instead
Soft shadows for XR have been bugged in 2022 and Unity 6 for a while. A new issue got through QA
Please vote on it to have XR shadows fixed!
https://issuetracker.unity3d.com/issues/soft-shadows-are-not-working-on-meta-quest-2-when-arcore-is-in-the-project
How to reproduce: 1. Open the attached project "Shadow test.zip" 2. Build And Run the project on Meta Quest 2 Expected results: Shad...
hi y'all quick question on programming on unity with the Quest in passthrough mode
how can we access the video feed? I would like to do some machine vision things on that video (like recognize classify etc)
The goal is to do machine vision around the eye position essentially. Since it is around the eye position I would only need the part of the rendered image around the eye position
hii im using a Meta quest 3 and a Mac book, I had a windows laptop that worked fine with downloadin the meta quest link app and all that so it worked there but not on the mac book. Anyone worked with a Meta quest and a Mac that might be able to help get the 2 set up together ?
it seems the meta link app is only windows and I cant find an alternative
Sometimes the OVR synthetic hands fall on the floor and still, but they still tracking animating, does anyone know why this happens?****
Hi, when doing an UI in VR what is the best way? Using legacy buttons that are 3d game objects or using UI toolkit which seems to be a 2d overlay thing
3D, (typically) donāt use overlays
Thanks
Is there any possibility to use the video data (passhtrough) on a quest 3 to do machine vision ?
When adding an object to your hierarchy, in the XR category, you can create an XR canvas. Once you have your XR canvas, you can put any unity UI element into it, and the controller ray interactor can interact with them.
Oh thats why you need xr canvas, thanks
yeah, you add the needed components to a regular canvas, but this saves you some steps
and the ui toolkit doesnt have the raycast amenities like the xr canvas does does it
ui toolkit, in the documentation Unity states its not compatible with world canvas. so it could not be used in VR
Ny friend sees a black screen when he joins my game but hes in the game its not the player model i have tried does anyone know how to fix this
Here is his pov
No, they're looking to add it this year tho
There are some hacky workarounds to do it now
How do you handle your camera?
when the player spawns, you need to move your camera to the correct position. and make sure you don't have multiple cameras active (there are reasons to have multiple cameras sometime, but just starting out with multiplayer you should make sure you only have one camera active in the scene)
I'm developing a VR project in Unity using the XR Interaction Toolkit for a homework. Since I don't have a VR headset, I'm testing with the XR Device Simulator. But I cant I can't grab the box. The interactor highlights the object but doesn't pick it up.
I created a space station and a box. I want the player to grab the box.
I added XR Grab Interactable to the box.
The player's hands have XR Direct Interactor components.
There is an XR Interaction Manager in the scene.
Still not working. Any ideas on what I might be missing?
I am trying to make curvedUI work.... however my laser won't 'collide' with the canvas. Is anyone able to tell me why?
at runtime it creates colliders along the curve and creates curved ui raycaster on the canvas
are you aware your sphere collider is disabled??
For the workarounds, are they using scrcpy for instance ?
I have no idea. They were pitched during the XR hack. Some used screenshots and file access, others use screen sharing via a Unity tool.
But haven't tried any myself
interesting. Let me know if you have some references on this. I am interested to classify the object type that is looked at by the person wearing the quest pro
Hey everyone!
I've created a new project!
Meta-All-in-One 71.0.0 Imported;
Metal Avatars SDK 35.0.0-pre.1 imported;
Photon Fusion installed and configurated;
Created a new scene;
Put BuildingBlocks in that order:
[BuildingBlock] Camera Rig;
[BuildingBlock] Passthrough;
[BuildingBlock] Auto Matchmaking;
[BuildingBlock] Platform Init;
[BuildingBlock] Networked Avatar.
Only meta scripts more nothing!
First play error:
[ovrAvatar2] OvrAvatarBodyTrackingMode.Standalone is deprecated, please use OvrAvatarBodyTrackingMode.None instead and set the InputTrackingProvider, InputControlProvider, and HandTrackingProvider properties of the OvrAvatarInputManagerBehavior MonoBehavior on the OvrAvatarEntity prefab/instance.
So i've changed BodyTrackingMode ine InputManager of 'AvatarSDK' to None as was asked.
Play again and only heads are tracking, hands not working in avatar! So I change 'HandSkeletonVersion' on OVRManager to 'OVR Hand Skeleton', play again... avatar is perfect now, but poke interactables stops to working and display this error:
AssertionException: Hand Skeleton Version in OVRManager must be set to OpenXR.
Assertion failure. Values are not equal.
Expected: OpenXR == OVR```
How do I read my Debug.Log stuff on target?
Ah, adb logcat -s whatever
yall ever seen one eye shit bricks?
trying to figure out what's causing it. always the right eye. oculus pro
it was an unrelated nullreferenceexception what done it
Dear Unity. LOVE the multiplayer VR template, but it is 2025 and the floating heads are no longer enough for the Metaverse. You are missing the mark in such a big way here I am literally shocked you are not all over this. You can BE THE METAVERSE backbone. As of right now the Metaverse needs custom avatars for meta, different ones for Pico, different ones for Apple, different ones for Steam, different ones for Google.
Are you kidding me!!!! Sucks for devs and sucks for consumers.
@kindred lagoon Please read #šācode-of-conduct and don't ping people not in conversation with you. Also !collab
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
⢠Collaboration & Jobs
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
⢠Collaboration & Jobs
@kindred lagoon You supposed to read the bot message.
This might seem like an often asked question, but i had no luck finding an answer for it. I'm building an App for the Meta Quest 3 with the XR Interaction Toolkit and XR Hands package. I'm struggeling to create an object that i can interact with using my hands. The Object should not be grabbable/Moveable, just clickable. I tried setting up Poke Interaction with the object but this is not working very reliable. Am I missing something obvious?
@sleek fable #š„½āvirtual-reality message
If you have a specific question, the !ask in an appropriate channel.
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #šāfind-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #854851968446365696
!ask i created a scene where skybox is 360 image.... In short, how do i make it run, its supposed to be VR where i use my phone in VR headset to look around, im using google vr carboard, i built the apk and installed it on phone but when i launch it, it just opens black screen for few seconds and then the app closes
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #šāfind-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #854851968446365696
Are you following any tutorial or course? There's entire Pathways course for it on Unity Learn https://learn.unity.com/learn/pathway/vr-development
XR simple interactable? It requires you to grab it and then you can use the trigger to do stuff
as fogsight suggests, an online tutorial will give you better answers than us
That's what i'm currently trying is this setup correct?
if you want that exact feature I described (grab it and then press trigger to activate)
Then you donāt need all the poke components
Just a rigidbody, collider and the simple interactable
!ask In a 3Dscene using XRI toolkit I am trying to use keyboard+ mouse inputs for now instead of actual VR equipment but when i try to implement locomotion (turn, move), even after binding the keys in the input action editor nothing happens
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #šāfind-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #854851968446365696
how do I make it where when using the xr grabbable interaction component it doesn't affect how the colliders on the object. I'm trying to make a pickaxe but the xr grab ruins it
Add an xrbaseinteractable component to the object you want to have respond to a click, make sure you assign a corresponding collider, then tie into the OnSelect event in the interactable events on the interactable component.
Select will be tied to grab trigger by default, you will need to set a flag in the interactor component to activate on hover in order to make the object "clickable"
Is it an issue with positioning when you pick it up? If so you can add an empty gameobject where you wish to grab the pickaxe then set it as the default anchor point in the XRGrabbableInteractor
Hey people. I've already asked this before and since then a bit of time has passed but I wanted to ask you guys what's the smartest way to become a XR Dev? So far I've worked an internship (in VR Dev) and a few projects in Unity but I've sitll got basically close to no C# skills. The question I'm asking basically what's the best way to approach this whole C# learning thing? Should I still start with 2D, go over to 3D and then XR? Or would it be smart to start creating some 3D games or applikations and then in half a year/year step up my learning game and go into the XR field?
How familiar are you with C#? If you aren't that familiar then hit the Microsoft Learn website and do the C# course (also worth doing the .Net console course as well) then if you want to learn more about how to program in Unity C# check out Codemonkey on Youtube, he has an 11 hour course that teaches you how to make a game in Unity 3D. Only real difference between 2D and 3D is the lack of a Z axis.
So i can read most code but can't recreate it myself.
I was thinking about doing the whole unity learn thing, but I feel like they cove ra lot of unity basics instead of focusing on the C# learning
The scripting API documentation is quite a good place to start on that front. Its well described and they give examples of how to implement it
already using that for smaller tasks, i know how to look stuff up but not code/use it
Unfortunately its not a read once and remember it straight away (unless you've got an identic memory) so just keep practicing it.
yeah the problem is how do i practice
do i follow guides in the beginning? or do i just start working on smaller projects and try to learn from that?
Follow a tutorial to start https://www.youtube.com/watch?v=AmGSEH7QcDg
š¬ This was a ton of work to make so I really hope it helps you in your game dev journey! Hit the Like button!
š Course Website with Downloadable Assets, FAQ, Related Videos https://cmonkey.co/freecourse
⤠Follow-up FREE Complete Multiplayer Course https://www.youtube.com/watch?v=7glCsF9fv3s
š® Play the game on Steam! https://cmonkey.co/kitchencha...
This guy is quite good and gives clear examples and teaches good coding practices
You might have to set the video speed to 0.75 as he talks quite fast
I learned a lot from that video to get me started (it was my first taste of unity programming)
Actually, it was my first dip into programming in C# as well
Funny actually that's something I've got on my watchlist
I'd mostly just made things in Adobe Animate with Javascript prior to that
i also bought a few udemy courses
but ready taht if you start with guides you most likely will end in tutorial hell
Sounds ufn
ah yeah i remember the whole cooking game that i loved
Don't get stuck in tutorial hell though. Do one or two tutorials, in your downtime write down your idea of what you want to make. Bookmark references in the videos for bits you might need and only refer back to them if you can't remember, do your best to code without going back to the videos if you can and use the scripting documentation where you can.
Use Co-Pilot, but don't blindly copy/paste code
It tends to put you in the right ball park but it may not be the most efficient or correct way to do what you want to do
i feel like this whole efficent thing is something i should focus on in a couple months and not the beginning right
cuz for now just getting the basics soundshard to me lmnao
I've been using Co-pilot for a project I was converting from a Pico VR project I created that used the Ultraleap hand tracking to an OpenXR version that could be installed on more headsets. Co-pilot was a couple of versions of XRI Toolkit behind the current version I was using, which didn't work for me and I had to look deeper into the docs to understand the changes I needed to make
sounds reasonable
so far I've mostly used Open XR aswell for the projects I'm working on
Start with Codemonkeys course, plan your own small project as you do, take notes about things you need to remember, actually write the notes, not type them. You can type them up after, but the act of writing something makes it easier to commit to memory (for me at least)
absolutely the way for me aswell
always writing stuff down for learning (uni & project management wise)
I completed my Bachelors in Computing and IT a year and a bit ago, and that was a big take away for me
I should add, I'm 43 in a month, learning is harder now as an adult compared to when I was younger. I'm actually sat trying to learn ASP.NET Core MVC and its cooking my brain
I'm moving from being a Unity Dev in the RAF to trying to find a job as a developer outside of the Air Force later this year and I'm trying to upskill so I have a better chance of finding a job. Keep at it, you'll get there
Why meta recommends to use unity OpenXR for unity 6+ projects?
I am working on an AR project specifically for Meta Quest 3 devices, using Unity 6. However, I am unsure which XR vendor plugin to chooseāOculus XR or OpenXR. Additionally, I am unclear on whether I should use Metaās All-in-One SDK, the XR Interaction Toolkit, or AR Foundation.
Anybody know what the problem is? Whenever I try to move something, it just moves by 1 in transform
depends on what type of AR project and other requirements, as both oculusxr and openxr have their advantages
grid snapping, not really vr related
openxr more flexable imo
Pop quiz, how do you enable the system overlay keyboard when you're using XR Interaction toolkit?
Thanks š
read below please
i set up a alpha channel meta horizon store page, and added myself and my testers, but as you can see, it shows up, but does not install. i removed all old apks from the headset, and i have no idea whats causing this
I only want reliability and don't want bugs.
unfortunately both have those
but id say openxr has a larger community to solve those bugs and provide fixes, so id probably recommend openxr for that
What is your recommendation for Player rig? Should I use xr interaction toolkit rig or Meta sdk rig?
if your using open xr then use xr interaction toolkit
Hi, I'm new to Unity, I'm trying the VR Multiplayer template, I have 2 issues:
- Objects physics is applied only after I interact with it (ie. the blue triangle won't fall on the ground until i grab it)
- I have a door that is supposed to open with an animation but it opens only does it for one person (I have a script for this using Monobehavior)
Does anyone know something to solve this ?
if your new to unity you shouldnāt be playing around with VR or multiplayer
start with a basic 3D project
I have a project to do for school
right and you have thrown yourself into VR and multiplayer?
there is quite a lot to learn
do we have any quest 2 enjoyers who know how to correctly set the floor for my games? Anytime I use a roomscale boundary, the virtual floor is always several feet lower than the irl floor.
I have tried:
- Putting my right controller on the ground, then picking up the controller, standing up, and hitting confirm.
- Putting my right controller on the ground, then standing up, hitting confirm with my left controller, then bending down and picking up the right controller from the floor.
Edit: It seems that this is only the issue with applications I have built for them. Even then, my applications have the correct floor height for stationary boundaries, so i'm very confused now.
- May I see the scripts for the physics interactable objects?
- May I see the script for your door?
Also, if you can send me a video/screenshots demonstrating the bugs, that'd be great!
Sorry the problem came from some stuff I messed up
Its all good now
oh, well glad you figured it out!
can anybody help?
i have never got this before, i have no idea what caused it
anyone know ohw to fix thisLibrary\PackageCache\com.meta.xr.sdk.core\Scripts\Util\OVRGrabbable.cs(157,32): error CS1061: 'OVRGrabber' does not contain a definition for 'GetController' and no accessible extension method 'GetController' accepting a first argument of type 'OVRGrabber' could be found (are you missing a using directive or an assembly reference?)
anyone know how to fix this
neither do we because we canāt see any of the error details
must say being on unity version 2021 doesnt help
look up the errors online and try a bunch of solutions
no its an issue with it messing with the scripts. Im trying to make a sword object. and when I pick it up it wont trigger any collisions with enemys. But when move it around in the scene on pc it works fine
pleasee
wait nvm having a diff error that i still need help
this
i need help with the ss above
i got the same thing, nux
if i figure it out il let ya know
ive had this for almost2 weeks
i nned to know like now
but no one helps in this dam server
i just wanna play my gtag fan game squid game on quest with people
adjowajfwaowfdj
oh you make the monke games to?
whats wrong with 2021?
sure
some xr sdks arent compatible with 2021, unlike 2022 LTS (which can sometimes lead to errors )
Important: You should never have more than one active XR Origin in a scene
https://docs.unity3d.com/6000.2/Documentation/Manual/xr-origin.html
Im trying to do a multipllayer game with fusion framework in shared mode so the first thing I did was to spawn a XR origin every time someone joins, so I have multiple XR origins in my scene and the game behaves weirdly, what am I supposed to do
I also use the mock HMD and Im not sure how this thing picks up the correct XR rig
that thing looks like a black box
When I press play the colliders and camera go to 0, 0, 0, how do I make it so it saves it
Still needing this issue addressed
no its an issue with it messing with the
does anyone know what i should replace XR Controller (Device-based) with now that its deprecated?
I strongly disagree. At least on the VR part. VR has got to be the easiest way to build a game in Unity right now. Unity has so many built in components you can get a working prototype so quick.
It never quite works how you'd expect. But, this is my understanding.
Tracking Origin Modes:
-Device: Camera should start at the position you've set the camera to be at in your scene (utilizes the Camera Y Offset [be sure to make sure that float matches the Y offset on the 'Camera Offset' gameobject[). 6dof seems to really impact this though. Because it seems camera starts there, but then a lot of times on start, the player's real world offset impacts the virtual offset. You can get around this by using XROrigin.MoveCameraToWorldLocation. This method moves the XR Origin and Offsets the camera to be at the position you set in the method.
-Floor: This is what I pretty much always use if my VR project has a floor. It basically makes the player 'in-game heigh' the same as ther real world height. Make sure your CameraOffset gameobject is zeroed to the XROrigin.
You can utilize the new input system and use the 'Action Based'
really? I think users can get very overwhelmed with problems if they donāt have some experience in standard 3D, leading to them asking vr questions that sometimes arent vr related
I do agree that unity has a very good vr infrastructure but once you get past that infrastructure it can get fairly confusing if youāve never dealt with anything before
i think initially with 3D, a bit of struggle is can be just having a character that can move around a world/space. But, in VR, you don't really have to worry about that at all. Just drag in the provided Prefab, and you're off to the races.
True but I think that struggle is quite necessary because it advances the players knowledge - a drag and drop prefab doesnāt do this quite the same way.
But i see your point overall that a little vr development probably wonāt hurt
I think that actually getting vr physically setup, as opposed to setting up a 2d/3d scene, is a bigger hurdle. But actually developing a game in vr is not much harder than doing it in any other scene. It's harder, but not by much.
Sounds like a fun face off challenge. Build a non-VR 3D little weekend game. And then build a VR version of it. See which one is easier/faster to build.
I'm working on a VR Game, and I cant seem to get the net to interact with physics, its a Basketball Net colliding with ball, im not sure what the code to get it doing like that is, but i need help
We need more info
I need the net to have physics like if you miss a shot and hit the net it moes like how it does in real life
cloth can do some but also doesnt do all the best job
and im not sure if thats recommened
That's rope physics and it's really intense.
I suggest having a few premade animations (or a procedural vertex animation would be cool and might work well and performant)
i am just learning how to code
Or have capsule colliders and attach them to a rigged net, but that again is heavy to run
these gibberish words scare me haha
Then don't bother with it, make a good product, and hire someone (or me haha) that makes that for you once there is interest in the project.
This isn't something that is a deal breaker if it's not there initially I think. More a nice visual
I dont got much of a budget lmao, part time jobs are what im working with here lol
do you think cloth physics could work?
Maybe, but you're never going to run on Quest or any standalone device
would it lag alot?
take a long time to bake lighting
Oof, thats not good
most people play on standalone aswell
help plssssssssssssssssssssss
ive been asking for help for like 3 days
no one has helped
im on unity6
your not providing enough information
gradle errors usually have a solution online if you look up the exact error
you can see itās an issue with the android manifest file so look into that
Hey, anyone using meta avatars? I've set up everything according to documentation but when I build app to Quest I can see my avatar but it's not hooked to my rig / doesn't follow head/controller movements
with Failed to poll initial positon, no head position found error in logcat
I'm using latest v72 META XR SDK and Avatar v33
hello guys,i need help with vr! after adding an asset ,his objects in one eye is "dublicating" ,in another eye all is okay.
in studio also is all okay
This will probably sort itself out if you assign a working shader
No erros, only META beeing META! š
Hey all, for my VR Chat world I'm really wanting to add a feature where you hold up or down with the right joystick to summon the UI I've made for my world to in front of the player but I have zero idea how to do this. I can't find any tutorials or information anywhere on how to go about this, hence why I'm asking here. I've seen it done in other vrc worlds so I know it's possible. Any info, tips, links, etc would be super helpful! Thanks for reading.
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
try the official server, as theyll probably know what to do
o7
First of all, sorry for my English. I am making a VR app that receives a stream that is broadcast through a private rmtp server. When the video reaches the PC version it looks perfect from the app but when I do the build for the quest3 the video looks with blue and pink tones instead of the original ones. I am using opengles3. Does anyone know why it happens or how to fix it. Thanks for reading.
Hey, I have a question - have any of you already developed a game on unity 6 in vr? If so, did you use plugins from meta or open xr?
(Yes)
Meta's SDKs are based on the OpenXR API, so which one you use will mostly depend on what features you're after.
Hi !
I have a problem with my MR/VR application with XRi and Quest 3
When I play on my MR scene and change scenes to VR, my headset screen freezes and when I lock and unlock the headset it works.
Do you have any tips or solutions to this problem ?
Hey, did you fix this? Having the same problem atm š
avatar hands not following rl hands, and fingers not tracked at all, doing gestures doesn't animate anything on the avatar hands
does anyone know how to set up a simple slot inventory system?
Not yet! Meta support is useless! A lot of people with same issue! š
sounds like you're causing something to crash and fiddling with the headset re-initializes it
I think I found the error, it was AR Session not finding the information it needed from the VR scene and so it was crashing, so it was waiting for the headset to restart to update. So I forced the update of AR Session by assigning it an init variable so that it could replace it later with the one it needed.
İ want to make that when you try to grab an object it grabs another object what i am trying to is when a player interacts with the toolbox he will grab a screw its like a spawner
Im developing with Meta Quest 3
I have 300k tris and batches 60
Why I have a frame rate of 50? In other application I had almost 1M tris but I can render at 72 fps.
60 Batches arent so much
The scene is only the model in middle of scene, without shadow and lighting
Strange is that with Dynamic Batching I have 60 batches but with SRP Batcher I have 500 batches but only 4 step in Frame Debugger to render all the model
The 80% of the model is static and use Static Batching correctly
I've noticed that when you use controllers instead of hands, the tracking works. Without hand poses though. Did you check by any chance if you can get the avatar from user account instead of the random local samples? I'm having problems with that as well - I'm getting "invalid json data" in adb logcat lol. And I'm not using any custom code, just the building blocks
hey guys, please help me with one thing for my graduation project...My Car doesnt move AT ALL
Parent CAR (Rigidbody) = Children Exterior + Interior (Mesh Collider), Wheels + duplicated (removed Mesh Renderer and Mesh Filter, added Wheel Colliders)
im using meta quest 2, im trying to make my Car move forward while pressing A button and backward while pressing X button
the thing is, i have no single idea why my car doesnt move, i feel like im mapping wrong buttons in my code
if anyone just have a snippet code for something like that for me to take inspiration or an advice id realllyyy be thankful
can anyone help me. When i join the game i cant move and i see the player rig below me
Looks like you may have two cameras in the scene? Have you added the XRRig into the scene and not removed the global camera?
i think i deleted one of the cameras let me check now
this just happend
The only camera you need to delete is the root camera, if there is one in the XR Rig then that one needs to stay put
let me try that
Check the profiler and frame debugger.
Also setpass calls are the actual draw calls being made, so use SRP batcher.
Best to check render settings, like that SSAO isn't enabled. Otherwise send more info
This type of error comes up a lot here, I wish it was easier to troubleshoot. It says a specific file is read-only, have you checked that file (...32.0.0\package.xml) ?
The build process may be trying to create that file. Check if the directory is writable maybe?
probably not TBH, it's not my specialty. But how close can you get to the directory it wants, usinf your file manager? Can you get to AndroidPlayer\SDK\build-tools\32.0.0 ?
yea i can
can you create a file in there?
i can make a folder
ok, well, delete that test folder, it's not a permission problem. But you are on 2022.3.26 and the latest on that branch is 2022.3.57 ... that's a lot of bug fixes, I'd suggest installing the latest editor, then completely zipping or backing up your project and try to import it. If you try this, be sure that the android build tools are selected when you install. This looks like a bug that got fixed, because it would have affected a lot of people.
If the import fails or something breaks, you'll have your zipped copy.
ok ill try this
@astral ravine any idea how to fix this?
that's not really an error message - it's telling you that it failed, but what's the reason? Is there something in the log above that line?
well yes, I guess that's the error message, I don't know what that means.... I remember over the past few years seeing many problems with Gradle builds and errors which "felt" like that one, sometimes people put the text into google and find the fix, sometimes it's on the unity forums. But again it looks like you're doing something very routine - that is, building a Quest VR app - and the installation is broken in some way which is very Android-specific
can you paste the actual text here and I'll try gemini/muse/google and see if anything comes up
just the bit starting C:
ok one second
Execution failed for task ':launcher:processReleaseResources'.
A failure occurred while executing com.android.build.gradle.internal.res.LinkApplicationAndroidResourcesTask$TaskAction
Android resource linking failed
C:\Users\Holt\VR GAME\Debug\Library\Bee\Android\Prj\IL2CPP\Gradle\launcher\build\intermediates\packaged_manifests\release\AndroidManifest.xml:109: error: unexpected element <uses-feature> found in <manifest><application>.
Start with the velocity changing in Update without button to see if the velocity code works.
If that works, debug log on the button press until input works
If that works, combine the 2!
If you share your code maybe we can help out here
this looks like a Player settings issue, i.e. some conflicting setting in the Player part of your Build configuration. I'm on unity 6 and can't quickly find an old VR project, but navigate to the Build Settings, then Player, then try a few variations of API Level (it's under Android -> Other Settings). That might be the cause. If it's not set to "Automatic", try that.
Automatic for install location?
@drifting axle I have found an old VR project and am opening it in Unity 2022.3, I'll look at my settings.
and heres my api
okay
Are you on 2022.3.57 now? I'm importing to that
yes i am'
My settings are like yours, except Target API Level
if you don't need Android 10, try setting yours to 6.0 ... minimum I mean
okay just set them, trying to build now
for reference, the Quest 2 actually does use Android 10 so this is a bit of a hack, but it's not something I set explicitly. I just built my (large, complex) VR game successfully in Unity 2022.3.57 with the settings above.
it still doesnt seem to work
I mightve found the problem not 100% for sure though
it mentions "gradle-launcher-7.5.1.jar"
I tried looking and i have "gradle-launcher-7.2.jar"
what a mess... this is pretty much out of scope for me to go into the java stuff but you can try to update your gradle, based on this:
https://docs.gradle.org/7.5.1/release-notes.html
honestly though this is just all weird and annoying - I wonder how your gradle API and your Unity got out of sync. Are you an Android developer on another project? Maybe you installed some "other thing" and it broke the compatibility?
I would personally probably not dive down the command-line-upgrade rabbit hole, but I don't know what I would do
No im not on another project, this is the only one
Actually I do know what I'd do - I have a separate (spare, old) dedicated PC here where I reinstall an empty Windows 10, then Unity Hub, then exactly the version I need to test, and I'd try to build on that. But I'm a bit obsessive about that stuff. One more question - are you building for Quest 2?
If yes, maybe try setting target API level to 10 instead of automatic or 12 as it was. That's all I can think of. It may be nothing to do with that setting at all.
Trying for all avalible Quests currently
OK
I'm not sure that would be expected to work in Windows, the only real test is to retry the build
like, gradle may not even be an actual executable... it may be more of a concept. Like there's no "android" executable, I bet.
at least in windows
FYI, I get the same message
well @drifting axle does your project compile now? Don't leave us in suspense š¤Ŗ
Hey how did you get action based controller working? It doesn't show up for me inside project settings > preset manager
Or anybody else
I think I got it from the XR Interaction Toolkit Samples, but I'm not completely sure. You might need to import it after importing the base packages
Okay I'm a beginner so I don't know I'll try soon, thanks!
Did you ever get this sorted? I'm not sure if its still required, but I remember you had to add the left/right presets in Unity Preferences for the Action based controller to work 'out of the box'
after you set the presets, the next time you drag and drop one of the XR rig prefabs into the scene, the controllers should be set up properly and work (but it won't impact rigs already in your scene)
Sorry I have never used unity I'm kind of confused
Later I'll try and maybe make a video
Does anyone know why discoveryResult.Success returning true but OnColocationSessionDiscovered is never called?
private async void DiscoveryNearbySession()
{
try
{
OVRColocationSession.ColocationSessionDiscovered += OnColocationSessionDiscovered;
var discoveryResult = await OVRColocationSession.StartDiscoveryAsync();
if (!discoveryResult.Success)
{
Debug.LogError($"[ColocationManager] Discovery failed with status: {discoveryResult.Status}.");
return;
}
Debug.LogWarning("[ColocationManager] Discovery started successfully.");
}
catch (Exception e)
{
Debug.LogError($"[ColocationManager] Discovery error: {e.Message}");
}
}
i have a game but the rendering and audio and like everything is flufed. if you would be willing to help me on my game etc and fix the issues or help me to (for free) plssss dm me. i am really stugling and need the help!
hi
is there a way to change the SimpleHapticFeedback script in xrtoolkit?
I wish for them to only work when a condition is met.
i made my interactables locked thus only in certain situations can i grab them.
the SimpleHapticFeedback on the controllers bypass my locked state, hence the question.
I assume there is probably a cleaner way to do this, one that doesn't require me to access a SimpleHapticFeedback and change it's private access to protected.
{
protected override bool IsHoverHapticsAllowed(IXRInteractor interactor, IXRInteractable interactable)
{
var isLocked = interactable is InteractableObject interactableObject && interactableObject.IsLocked;
return !isLocked && base.IsHoverHapticsAllowed(interactor, interactable);
}
}```
@marsh basin Don't cross-post
Hi, could someone help me with how to know which eye ( left or right ) is being drawn by the shader. I want to simlpy add 0.5, 0.0 to the uv if it is the right eye.
I've been googling it for a while, just looking for an example shader that does anything similar, but there looks like a lot of conflicting old infrmation I keep runing into.
May i ask why you want to do this? it will likely be very disorienting for the userā¦
Hi, it is for a sterescopic texure, half the texture is to go to the left eye, half to the right ( hence why adding 0.5,0 to the uv is required )
but why do you want this? is it to make the texture appear more 3D??
can anyone help me fix errors the errors are 1.This app includes the following 32-bit only (armeabi-v7a) libraries: libMonoPosixHelper.so, libOVRPlugin.so, libOculusXRPlugin.so, libmain.so, libmono-native.so, libmonobdwgc-2.0.so, libopenxr_loader.so, libopus_egpv.so, libunity.so, libwebrtc-audio.so 2.APK is debuggable (android:debuggable in AndroidManifest.xml). NOTE: you may only distribute debuggable APKs through private channels.and 3.Android Target SDK version is 35, but should be 32 or lower (targetSdkVersion in AndroidManifest.xml).
- pretty sure the
debuggableissue just means to uncheck thedevelopment buildbox in build settings. - For Android Target SDK, thats located in
Project Settings>Player>Other settings (Android Tab)>Identification>Minimum API Level
As for the 32 bit vs 64 bit libraries, at least it tells you specifically which one they are. YOu can look in your project folder and uncheck the 32 bit versions....in my project i have that error, but it doesn't idenfiy the files for me.
can i add you if anything dosent work
Sure
It's ok I found how to do it now. Thanks for your questions anyway.
When I try to deploy in alpha channel I have an issue with SDK Version.
I'm using Unity 6, I set in Player Setting min SDK version to 32 and for target Automatic (Highest Installed), when I deploy with MQDH the error is:
Android Target SDK version is 35, but should be 32 or lower (targetSdkVersion in AndroidManifest.xml).
I try modifing the Gradle template, AndroidManifest, remove and create again but the targetSDK is always 32 how can I change it
Android Target SDK version is 35, but should be 32 or lower (targetSdkVersion in AndroidManifest.xml).
You need to set the target SDK version to 32, not "Highest Installed".
Find the line mentioned in the error in AndroidManifest.xml (android:theme="@style/BaseUnityGameActivityTheme")
<activity android:name="com.unity3d.player.UnityPlayerGameActivity" android:theme="@style/BaseUnityGameActivityTheme">
Try deleting the android:theme="@style/BaseUnityGameActivityTheme" part
where do i find it?
nvm\
im stupid
yeah it didnt work
im fr bouta quit
this is the only unity 6 error i have had
dose anyone want to help make a game we need devs
What does your manifest look like? I noticed last week that the one unity generates for you has two activities, and you need to delete one of them. I think the error looked something like that
!collab post here
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
⢠Collaboration & Jobs
ok
Right see what I mean?
How do I put a blender map in unity
i fixed it
Hey!
For some reason the XR Device Simulator doesn't work for me. I have a prefab called Soft Chimp Locomotion and an XR origin, locomotion system, and input action manager component attached to it. The UI shows up and it updates the buttons when I press them, but the object itself doesn't move.
Hi, I have a task on my Uni and I need Unity to do it. I'm trying to learn how XR works, by YouTube video, I downloaded AR foundation asset and ARcore XR Plugin, I also turn on XR in projects settings. I clicked on XR enviroment whatever it is, but when I click play, I see just yellow screen. There is also weird fact, that in video tutorial there was Unity picture on XR enviroment, but it's not loading on my project. What could cause this error? I don't know nearly anything about Unity, fact that something what should work, doesn't, is really demotivating and stop my progress.
- Are there any console errors?
- What video tutorial did you follow?
- What is the version of Unity?
- What is the version of all the packages you downloaded?
So I don't see any console errors, tutorial is https://www.youtube.com/watch?v=02YRwQsaFeg, Unity is 6000.0.33f1, AR foundation is 6.0.5, same as Google ARCore XR Plugin
Unity Augmented Reality Tutorial Lesson 01
Setting up Unity
Setting the Scene
Needed Packages
com.unity.xr.arfoundation 5.0.7
com.unity.xr.arcore 5.0.7
Anybody can resolve the issue with me please?
with the very little information, my guess is its related to your input system setup.
It was though, it works I just added two components. But currently if I try to move hands, nothing moves
I don't use the XR simulator much. But, if I saw this issue on device over link, I'd look at my XR Controller components in my XR Rig. If the XR rig is action based, do the controllers have all the action input reference fields populated?
Sure! Also how do I specify which hand which sphere to follow? It seems when I start the game they move together and the two spheres become one for left/right hand
i have no idea what you'ure talking about
hey. I've been working on a project for a while and created a build for it the first a few days ago. Since then I'm struggling to find something that's really bugging me. As you can see in the picture theres some kind of outline on my camera which only happens to be visible in builds. I've looked through renderpipelines, camera settigns and even lighting settings but I can't seem to find a reason that this line should be there.. anybodyd got an idea?
Addtionally I've also created a new scene, a new xr rig and no matter the circumstances i dont seem to be able to make this blue line go away
More info: Using HTC Vive Focus 3 & Unity 6000.3.32f1
Update from my side: this seems to be a hardware issue. While building on HTC Vive Focus no blue line occures, however with the HTC Viv Focuse 3 this line appears. So far no fix found
Iām assuming the spheres are the placeholders for your hand models? if so you should be able to set them by assigning the XR controller the correct input set (which should come with open xr)
Sure, works, and also why is my XR origin teleporting to a position upon game start?
elaborate more on āto a positionā
When I click 'start' on scene view, the XR origin gameObjects teleports to a random position (always this position just random because there is nothing here).
Is it the exact same position i.e exact same coordinates
and does this happen when the headset is off too
I don't use a headset, I'm using the simulator prefab as of right now thats the only thing I can do
Thatās odd.. try moving the xr origin around before you press play and see if it keeps snapping to the same position
yeah it does I tried that
can you show us your hierarchy setup?
and you've tried disabling the other objects in your scene?
All of a suddena project refresh helped
oh well, glad it works š
Yeah thanks mate
Anyone know why my movement is broken?
Hey how do I achieve what surgery simulator has done how do I make 3d objects like skin which I can cut
Ping me on reply
how many errors are you getting in playmode without clearing?
How do i cleanly and error-freely set up grab interactables if i have many grabbable things placed very closely, of inconsistent shapes and very thin.
For example human anatomy layers (skeleton, nerves, muscles, etc), or like onion layers but everything of original real world scale.
A lot
Over 2k say I have 2 audios in my game
I canāt find the second one tho
If you have more than one camera in your game, it may have a audio listener or anything related to audio component on it. Remove it from any camera that is not your main camera and re-test.
can anyone help me fix this error This app includes the following 32-bit only (armeabi-v7a) libraries: libMonoPosixHelper.so, libOVRPlugin.so, libOculusXRPlugin.so, lib_burst_generated.so, libmain.so, libmono-native.so, libmonobdwgc-2.0.so, libopenxr_loader.so, libopus_egpv.so, libunity.so, libwebrtc-audio.so
anyone know what to do?
so many people making monkey games
Gorilla Tag has grossed over $100mil. Pretty sure its just a single dev. There is a Gorilla Tag SDK. So, i think the 'youngins' are trying to cash in by using the SDK to make similar games š¤·āāļø
Can someone help? I have an Android build error.
Thereās lots of those. Looking up the error online and trying some solutions will often solve it
Ok.
hey there! im working on a old graphics style vr horror game, as of now im working on getting the pixelation to look nice, but its not working right, see, when i build to apk, the screen is just black, im using the render texture way, since all the tutorials say to do that, and so far im still pretty new to making games. if anyone knows how to fix this, or another way to pixelate, please let me know :)
Just movement not SDK
anyonw know whats wrong
this is not a self promotion channel
It's not against the rules to post trying to create a team
!collab
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
⢠Collaboration & Jobs
it is infact against the rules
Ok my bad I removed it
could anyone help me with finding out this problem. i'm trying to make toggles for a vrchat avatar which works (i have tested it) but i'm trying to make a material swap with radialpuppet i am using float and everything is set up correctly but my slider doesn't go from 1% to 100% instead as soon as you move it it automaticly closes the slider but still changes the toggle. how would i make this smooth so it goes from 1% to 100%
does anyone know if its possible to get the XR Hands to work with controllers, like index for example, im trying to find an easier way to implement hands
should probably ask this in a discord server with VRC Development support, its its own SDK
also nvm to this, I figured it out pretty easily, anyone wondering, you just go into the XR Origin, go to the XR Input Modality Manager, and under Motion Controllers, Change the Left and Right Controller to Left and Right Hand
Anyone know if there is a way to develop with nearsightedness in mind when it comes to VR? I have nearsightedness and I don't have the glasses spacer, so it's really annoying having to deal with putting on my glasses and then cramming into my vr headset
Like, is there a way to increase the virtual focal length?
thats actually a really interesting idea, im not sure how it would work, but you'd probably have to make some kinda effect that duplicate what glasses would do, im just not sure how you would do that
and what headset do you use?
A spacer should've came in the box?
damn, yeah no I dont think anyones ever implemented virtual glasses
Alright, I guess I'm gonna have to be the first
innovation
im just trying to figure out why my button is spawning things when I press grip on it instead of physically activate the button, its using the basic XR button system
but yeah its probably advanced shader knowledge to get glasses working through virtual spaces
im not even sure it would work
Sorry I couldnt help, good luck with virtual glasses
I want to make a VR dialogue system and iām having trouble lmfao, I want to make it world space obviously but how would you make the interactions work? Iām using the VR simulator thing for testing atm and i was thinking, how do i track the XR TRANSFORM of the player since its only the camera moving with hands attached to it basically, so how would i approach this
help pls š„²
so world space UI?
something like this which is a button that is a button in world space using the UI system?
@agile gull
now im having an issue where for some reason only on the left hand am I required to have the Pinch Grab Poses Tracked Pose Driver Enabled, but on the right hand it doesnt matter ig
okay so I imported xr interaction toolkit, then when I importated it, it needed an update, so I updated it it gave us a error for project validation, and then xr direct interactor and xr grab interactible was missing do you know how to fix??
well idk how iād make this in vr but what if the dialogue shows up whenever i get near the NPC, i made a UI canvas with a raw image placeholder for now to see how itād look
try re importing maybe? idrk
ive tried but thanks
you could possibly use a collider that sits infront the NPC and when you enter the collider it sets the dialogue as active and when you leave the collider it sets it inactive
im trying to figure out how to modify the poke interactor to stop being able to activate things from a distance by gripping and instead make a physical action required for pressing a button
I swear as soon as I say somethihg about a problem im having I just immediately solve it
Im using the XR Hands plugin but I have it switched so its only controller based, I have index controllers, im wondering how I attach items to the hand when I grab them, for example a gun or magazine
im lost and cant find anything on it
I need some help whenever i load into the game the little circles are not attached to the player model and the movement is very choppy
can anyone help me i was trying to build my game and this error poped up A failure occurred while executing com.android.build.gradle.tasks.PackageAndroidArtifact$IncrementalSplitterRunnable See the Console for details.
anyone got a disable on load for cosmetics
I may not be too much of help as I am just now getting refreshed on unity since its been a few years and VR Tools have changed, but all 3 of you sound like you're working on GTAG fan games, in this case Seed sounds like the spheres that are supposed to connect to your rigidbody arent properly tracked to your controller, Paxton I can only recommend searching up the error and looking around for possible solutions, and Slink no idea what you mean, but it could possibly be a server side issue if you are running on a server
someone help, why cant I play my vr game I hit play and it wont work, it just goes to my pc. I cant move or nun, can someone tell me how?
again... details
what exactly is not working. is it the code? the headset? there's an enumerable amount of things that could cause the issue. if you dont atleast give us a guess then we cant really do anything to help
no the game works. but when i try to play in my VR headset the game wont load. it will just load on my pc and move to the "game" tab
might be a good idea to check this then
In this lesson, you will get all the necessary software for your computer and your VR device installed and configured for VR development. If you havenāt already, you should install the recommended version of Unity to be able to follow along with this course. Depending on which VR device you intend to use, you may also need to install additional ...
Is anyone else having trouble with really laggy and sticky movement in your gtag fangame???
Ive been having problems with it since August 2024 and still haven't found a fix
Hello. I am trying to implement UI button interaction using the XR Gaze Interactor workflow using the XR interaction toolkit.
As far as I know, I have setup everything correctly and the event (say, rotating a cube) is triggered when I look at the cube (having added an XR Simple Interactable) to the target mesh.
I tried to take it a step forward by adding the XR Simple interactable to a Button UI but it hasn't been triggering anything.
FYI,
- I removed the Input System UI Input Module and added the XR UI Input Module component in the Event System component.
- The UI is in World space and the buttons are set to be Interactable and a Raycast Target.
- In the XR Simple Interactable component, I tried setting events to hover and select, with no luck.
Anyone with experience developing this, I'd greatly appreciate your time and help. Thank you.
okay so I imported xr interaction toolkit, then when I importated it, it needed an update, so I updated it it gave us a error for project validation, and then xr direct interactor and xr grab interactible was missing do you know how to fix??
how did you create your canvas? did you create it form the XR Canvas option in the XR object menu? If not, its missing a component.
Hello, I have a question about Meta, I had the EffectMesh working, that is, the scanned "map" was seen with a cool material, and I could spawn objects using the position of the scanned objects and that. But when I upload the build to the game with meta works, nothing works anymore. Not only the one I have uploaded now, all the builds that worked before no longer work.
Do you know any way to activate the developer mode of the glasses without putting it in the meta groups or does anyone know how to fix this, could it be a permissions problem?
Is your Unity, Meta SDK, and Oculus XR plugin updated?
Yes, Meta XR all.in-one SDK 72.0.0 and oculus 4.4.0 unity6 6000.0.0.33f1 version
Well then..... No clue tbh
Did you check logcat in builds for errors? @twilit peak
I have a screen that shows errors in game. The problem is that the MRUK can't find the currentroom so it can't do anything. I guess it would be a permissions problem linked to metaworks.
This morning I unlinked the glasses from the meta works and put it back in and that's when it works fine. Once I restarted everything failed.
I don't know, thanks anyway.
Thank you. While I did not create it from the XR menu, I did make sure all the components were present for XR. I have however recreated the canvas as suggested. Concerning the UI buttons, are they from the default UI menu itself?
Yeah, once you have the XR canvas, you can use regular UI buttons like you normally would. Assuming your controllers have the XR Ray interactable on them, they should interact with the buttons.
@crude frost
Do you know why whenever i load into the game the little circles are not attached to the player model and the movement is very choppy
Thanks so much for your help. I tried it again and it seems to be working mostly. I added a box collider as well, assuming that is still required for UI assets as well.
It shouldn't be. UI components can directly be interacted with an XR Ray interactor, assuming you have them on an XR Canvas
You would need to provide me more information to understand what you're asking
Thanks again for your time. I'll keep that in mind.
if you're having issues with some gorillaTag inspired game, i would recommend finding a discord or forum specific to that movement asset or similar tools.
ok thanks anyways
Im trying to import an asset right now, its stylized, but im not sure if its really compatable with URP let alone Unity 6, its a Stylized Nature Pack, but I can get the basic textures to work but the Nature shaders that seem to be part of the terrain tools system and tree generation system dont work, if anyone has a link to something I can follow to get the shaders working that would be great, I couldnt find anything besides people saying the Tree Generator system is like an ancient relic
this is the demo sccene, everything but the trees work
you just need to convert the materials to the pipeline you are using. you can do each individual material one at a time, or you can have it check the whole project at once
I tried, the rocks used to not work with the same pipeline, but with the conversion they worked, its mainly a shader issue the Nature/Speed Tree & Nature/Tree Creator Shaders are all broken on URP
Yep, you gotta use different ones. You can change the shader
Anybody knows an event an object can fire when it has been grapped (picked up)?
doesn't the Grabbable component have Unity Events on it you can listen to?
Well how do I know? I'm new to xr
pretty much all the xr interactable components have events right in the insepctor you can subscribe to
does any1 know how to make a map for a game im new btw
there are many methods to make a map for a game. but your question is so generic, it doesn't indicate which woudl work best for you. my suggestion is go to youtube, and search the type of map you want.
Wdym by which type of map I want?
Hey, just a quick question:
Is there someone here who has some experience with making climbable stuff in vr?
I'm making my first vr climbing game and it's not going so smooth at the moment.
have you looked at the Demos that are included in the VR Core project? There is a sample scene there that includes a climbing wall.
World Map, Mini Map, Dungeon/Interior Map. Is it realtime? is it a drawing that represents the world. Desptire what Dora the explorer taught us, a Map isn't a map, isn't a map, isn't a map. š
World map
Yes I've been trying to use that.
But when the player climbs up and let's go it will just float in the air until some movement is done.
For some reason I can't figure out how to make the player fall.
Sounds like its using 'controller move' instead of 'controller simple move'. Simple Move simulates gravity automatically (it moves controller down at a certain rate at all times). Controller Move does not.
What questions do you have? Like how to physically make it? You can draw it by hand, use photoshop. Or, you can use an ingame camera to constantly render a live stream to a render texture. or, you can create a perm texture, by using a camera, with a render texture, and Unity recorder to record a single frame, and then use that texture on a mesh.
I'm not sure where I can find that.
I need help, Iām making a gtag fan game and my photon player model body spawns under the map but my hands are above the map? Any tips
Yo I need help w this, I wanna make a system where once u press a button on my VR book, it changes pages (either goes to the next or previous) but i dont know how or where to store the page's PNG
the button should be on the bottom left and right
but how would the functionality work?
Is there a way to simulate gripping actions with Keyboard buttons without a device simulator?
You can make an array of pages which are sprites, or gameobjects inside your book, then say: pressing next buttons increases an index called i and you disable the lastone (i-1), and enable the next one (i)
You have to null check before you do it to not get out of range
You can use an XR world canvas and use a UI button. Or a 3D mesh with a simple interactor on it.
i don't think there is a pre-built mechanic for that. you'd probably need to write your own script for that.
Yeah thats fine but whats the method?
Maybe this will send you in the right direction. I used something like this, to allow my mouse to act as an XR Ray interactor. I imagine you could do something similar for grab.
// Simulate clicking with the left mouse button
if (Mouse.current.leftButton.wasPressedThisFrame)
{
rayInteractor.TryGetCurrent3DRaycastHit(out RaycastHit hit);
if (hit.collider != null)
{
IXRActivateInteractable interactable = hit.collider.GetComponent<IXRActivateInteractable>();
if (interactable != null)
{
ActivateEventArgs newArgs = new ActivateEventArgs();
newArgs.interactorObject = rayInteractor;
interactable.activated.Invoke(newArgs);
}
}
}```
anyone got metaxr acoustic raytracing working stable?
what version of unity, sdk etc...
mine is capping out after a couple sources or minutes
provide the keystore passwords for the project
Anyone here run into FPS issues with standalone Quest Pro apps?
In comparison, my app runs at a constant 72 FPS on my Quest 3S. My Quest Pro seems to run it at 30 FPS. Actually, my Quest Pro seems to run a lot of apps at 30-50 FPS (including Horizon Worlds). Gorilla Tag runs fine at 90 FPS tho lmao.
hi y'all, I wan to make a very simple unity app that records x y z coordinates into a CSV file for analysis. How can I do this? It seems that I can't store the file inside the headset (and anyway I cannot access files on the headset when plugging it with usb). Any idea on how to do this ?
I have a question. I've looked, but any tutorial I find is outdated. Is there a good tutorial/site anyone would recommend to do inverse kinematics? I'm struggling with it right now
@hidden knoll
yeah
Can someone help me. When ever i play my VR game on Oculus it give me a blue screen(not a BSOD). This does not happen in Unity
It could be on the cusp, I test on the Q2/3 though and not the pro. If it can't hit the frames it'll throttle down to 30. My assumption is it isn't able to hit your desired FPS and throttling down. Running a mostly empty scene as a test can verify that though. I'd also check for any vsync or fps overrides happening. Birp and urp also makes a difference, where in some unity versions urp can actually run worse on the Quest (same if you have autographics for Vulcan support). But you should be able to hit whatever the max FPS is for the pro
I'd check the device logs, and build settings. I haven't seen that as a graphics error before, so my assumption is it might be showing the wrong scene or not be configured right for mobile VR...
Double checking settings, logcat and testing with a temporary simple scene might be helpful.
I've only used FinalIK for it... it does work well but it's not cheap.
You can store them on device a few ways (same as an android app) but some areas like shared media requires permission request on launch. We do it all the time though, and I didn't do anything special for it for the most part.
(I.e. Application.persistentDat Path or related folder, depending on what access you need to it).
yeah, I'm kinda broke lol, I don't have money for it
plus I'm not the only one on the team
can someone help me do a grabbable in my gtag fangame?
i have been watching some videos but they are old and are different
and none of them work
Tell what you did and why it didn't work. Also tell which framework you use
Animation Rigging is free and does a lot. Just don't think it has a full body IK for VR. But it works well for supper body last time I tried
Yeah I've tried it, but something about it and my models have a hard time connecting well. Also I prefer to also have an option for full body tracking later on, if possible
The Quest 3(s) is faster than the pro. So likely it drops back to half framerate (vsync is built in and does that).
Check the profiler in builds and optimize settings
hey guys is anyone able to help me fix this issue?
Fair, I also had quite some issues with it, although most of them were reported and fixed by now.
I wonder if you can make a full body IK with animation rigging. Sounds doable since there are samples for legs and I've made an upper body IK before. But never tried to combine everything
Only if you tell us what the issue is
here look
lol idk. Tbh I haven't done much Unity, going straight into vr because I'm going to mainly only work in there. My first few attempts at IK lol
For assets contact the support of the developer.
If it happens in a new scene you made, make sure Unity and your GPU drivers are updated and report back
it does work for my friend so he told me that i have to do with smth with graphics?
Brave to dive straight into VR with IKs haha
If you're a student (or not doing anything commercial) you can always contact the FinalIK dev to ask if you can use a (maybe older) version. Or maybe there are some solutions on GitHub as well, not sure.
For most projects I'd say focus on the gameplay/feedback loop first, and add stuff like IKs later
Anything on your screen is a graphic. I cannot help more than what I said without more info
Also not a VR issue btw
i have no clue how to fix it š
alr but like i was finna mod that game
some of the mechanics will involve holding a button, moving your hand, and that casts a spell. I'm doing this because I'm in a really new and small group trying to make a game, and because nobody else is doing it I decided I'd take up coding and Unity (not that I mind I'm actually enjoying this)
but like, holding a wand and flicking it downwards
I know I can do it without having IK set up right now, but for the visuals, you know?
Try a blank scene first
Then update Unity if possible and update your GPU drivers.
what version should i use i use 2022.3.32f1
Yeah I totally get that.
I just look at it like this:
What is needed to have people play your prototype. The mechanics are needed, but IKs aren't fully required. You can always add it later. Especially upper body IKs can be added with Animation Rigging as well for free. That should be immersive enough for that I think
Latest 2022 version in that case
I've gotta take my c# knowledge and apply it to Unity now lol. Started learning c# 2 months ago, but I'm far ahead of the typical beginner. But I'll take your advice for now and begin implementing the logic behind the mechanics
If you ever need support with IKs feel free to let me know. I've used both FinalIK and Animation Rigging
Just not full body animation rigging
thank you. They're a huge pain to learn when tutorials or guides are outdated
I actually ran a completely empty scene minus a plane and a player rig and I get a consistent 40-50 FPS.
For some background, I am running URP with Vulkan, albeit optimized for standalone VR. Unity version is 6.0000.0.37f.
The only way I can achieve 70+ FPS on the pro is by lowering render scale which kills visuals.
Where should I check for VSync or FPS overrides? does this usually happen via an editor setting or at runtime?
Otherwise, Iām all out of ideas on how to improve this :/ Donāt really understand why even a bare scene gets lower FPS.
I see. Even on a completely barren scene?? I get more than half of the desired FPS in that case ā around 50 out of 72.
What would you look for in the profiler specifically?
If SSAO is on for that scene, that performance is expected even in a barren scene.
Check the profiler and all URP settings. Feel free to share the profiler data and urp settings. The profiler is too big to explain what to look for I guess. It's whatever has the most performance impact.
You can also check OVRMetrics in the headset to see if it's a CPU or GPU issue
And because of vsync (which cannot be disabled in VR) as soon as fps drops below 72 fps (even if it's 68), it drops to half framerate to keep the frame time consistent.
https://youtu.be/Vlmy0JJ_E3c
This is a good watch to check your settings with
Gotta sleep soon, so hope it helps with the project setup
Unity is still one of the leading Game Engines for XR (Virtual Reality, Augmented Reality, Mixed Reality, etc). Many projects still have poor settings, especially with the Universal Render Pipeline (URP). Optimizing these settings can easily improve performance or improve battery life. This guide also works great for mobile devices!
Subscribe i...
Got it! Iāll run that later today and post some profiler logs here š tysm. This has been plaguing me for a few days.
This is what Iāve used to set it up sadly.
Followed to the T
Which is why iām so flustered as to why this is happening hahaha
Oh and also, it is a GPU issue (via OVRMetrics)
Oh funky...
And there are no other quality tiers in the project? Or maybe extra cameras in the scene?
If you post profiler data feel free to tag me btw. Curious what it can be
Hmm there are a few other quality tiers but iām certain it defaults to mobile and nothing is changing that at runtime (in comparison, my Quest 3S runs the same scenes at 72 stable)
and sounds good! Iāll post the profiler data later today so you should have them tomorrow.
It's the one with the green checkbox for Android
Yup exactly
Oh and also no extra cameras
Just the player rig
both pages of the book r singular textures, should i merge them together into 1 texture for this to work or should i just update both page's values when turning through the pages?
You can do the latest
Hey! I've just DM'd you a trace file for more details if the attached don't help.
Keep in mind this scene is merely a plane + player rig with baked lighting. I average 50-65 FPS on this (which is insane considering there's nothing there!).
Hi everyone!
Starting on a new project today using the VR Multiplayer Template.
Anyone implemented the Meta Avatars in to it? Any tips or warnings?
My only warnings are the two obvious ones, locking yourself to paying Unity for multiplayer and locking yourself to Meta for headset support. Synchronizing it otherwise shouldn't be too hard.
Please use the Unity profiler. That actually gives information on where the issue is
Ah, apologies ā is it fine to run the game without Oculus Link in that case? Ie, are we just looking for clues regardless of whether I run it on the headset or not?
Yes, you should profile on device. If you use a development build and check auto connect profiler you can see the profiler details over usb or over wifi (usb is easier imo)
@north path okay! I think I have everything.
Here's the run's profile walking through a few scenes. Here's a profile binary link if that would be more helpful. I had no idea you can profile the headsets like this so thanks for letting me know about this tool.
Here are some of my settings, courtesy of your optimizations vid!
Vertices seem to hover around 14k. Sometimes bumping to 17k and even 25k.
triangles hover around 7k, sometimes going up to 10k, and once at 17k
This run was around 50-65 FPS
With lowered MSAA (2x) vs my usual 4x.
We are doing a specific project that always will run on meta headsets.
Hello, I hope everyone is doing well.
I have a question, is there any way to calculate the height of the person wearing the VR headset?
I use this method to move the player to a certain point, but if the person is taller or smaller, after the first movement or tp the camera adjust normally to its height, but not when I move to the certain point. This make them feel like maybe they are taller and then when they move it adapts to their real height
You can unfold the rendering dropdown further in the CPU profiler to see where performance goes.
Some scripts also take up half a ms, which is quite high for scripts in an empty scene
You can get the height of the headset from either the input device or by comparing the camera position to the floor. There are some, rarely used, tracking methods that it won't work for - but that would be configured on your side, so fairly safe.
Hey, any of you have a decent water implementation for a standalone quest 3 app?
I cant get my water to look kind of nice without using Depth Texture and Opaque Texture for depth, depth based transparency, foam, etc.
But just turning these on is just like more than half the FPS gone (standalone meta quest 3).
Any ideas?
You should reassess your expectations by getting some references. Look at the games available in the quest store and look at what kind of visuals they have for water. My gut tells me that you will struggle to find anything with transparency and refraction like on the left, and there's a reason for it
Okay thanks, thats what I feared. I will try to find other ways to improve the water that dont include refraction and transparency.
It's the unfortunate reality of standalone quest, gets better with each hardware cycle though!
I did a bunch of water testing, and ended up rewriting one from an asset pack. I cant share it as the base was someone else's work, but I did quite a bit of cheating in the shader to make it seem like it does more than it does
It isn't a stylized form though.
I'll take a peek at it later and see if there are some recommendations I can make. I tested a good 12 or so shaders before settling on this one.
I would write a shader for the land mass, where you draw the foam line at some set water level in world space, and then gradually tint the base color darker the further below the level it is, maybe throw in a noise texture for some fake caustics. Then I'd combine that with a semi transparent water shader with distorting normal map for the waves / lighting.
Should run great and hopefully sell the effect pretty well
Hey, how do I make xr input trigger the 'trigger' action upon clicking with the left mouse button
for nice concise questions like those consider checking with an AI model like DeepSeek
should be able to give you a quicker answer than the discord server
I figured it out already but thanks
I'm using Auto Hands here, but I experience the same issue with regular XR Interaction Toolkit.
Sometimes when I grab things they clip into other objects (sometimes the table, etc), I've been trying to find someone with a similar problem.. Any ideas how I can prevent this from happening? š
Let me know if this helps!
Oof, I gotta read up on Unity 6 profiling.
Not sure what the terms for render graph are.
Can you share your quality settings maybe?
If that's all good I'm out of ideas tbh. Then it's out of scope for discord messages
Hoping you find something in it haha. Posted 'em here (the forwarded post has images for all of the relevant settings):
ok ty so much i will try :D
Is it a better idea to manually setup your own XR player or is it better to use the XR Toolkit prefab (for general use, non-specialized stuff)
Hi, is anyone here actively developing for vision pro?
I have an issue with the way it handles hanging on the main thread. The smallest 2000ms hang causes the OS to close the app, and I can't find people that encountered this before..
VisionOS questions are probably better asked on the forum, don't see a lot of it here
š¦ yeah I have a post on Unity discussions as well
The smallest 2ms hang causes the OS to close the app, and I can't find people that encountered this before..
But 2ms is just the longest you've measured prior to the app being killed. If the OS didn't kill the app, who's to say it wouldn't have stayed stalled indefinitely.
The reason you can't find people affected by the OS killing apps that have minor frame stalls is because the OS doesn't kill apps that have minor frame stalls.
More likely, your app is doing something to cause the crash- be it excessive memory usage, bad call to unmanaged code, or maybe you're just entering a while loop that never yields (a classic).
I spent weeks debugging this : I am positive it is the OS killing the app.
It's an existing app migrated from other XR devices, and adapted, re-optimized for vision pro.
When running from xcode after building, the app hangs for 3ms and then launches perfectly. When running from the device, it closes. Also while running, long operations (not demanding in resources, just long) never crash the app in debug mode, but always in 'normal' launch.
When profiling, I see no excessive memory usage, just the "hang" notice on the main thread.
I am bypassing this by transforming all of our "await" workflows into coroutines, but sometimes it is inevitable and awaiting for more than 2ms = closed.
No crash dump, no log, no error, the logs indicate the app is closing normally
Implementing a splash screen scene to bypass the unavailability of immersible splash in metal mode makes the app close at launch, because loading the main scene is too demanding
Your main scene eats up too much resources causing the OS to kill the app?
My main scene is basically empty, only scrpts are loading in the background : this aint a video game so it's all UI and scripts
it is demanding in terms of parallel threads and awaiting network data
Mind that this workflow has been working on much older and less capable devices than vision pro with the same approach
But you also have to pair that with nobody else seeming to have this same issue. I've also implemented a splashscreen scene for the AVP, and it works just as expected.
I can suggest you try https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Application-backgroundLoadingPriority.html
But I highly doubt it will help since I'm pretty sure the issue lies somewhere in your specific approach.
What is your main scene loading when launching ? Do you work with async methods ?
I also don't have many inputs on people developing a 3D large scale XR app like the one i'm talking about, so that might just be because everyone else uses swift / polyspatial windowed apps
And the fact that everything is fine when lauching from xcode makes me wonder why it isn't in normal launch
Maybe you can try loading a different scene? To narrow down if perhaps logic running in Awake in your main scene is behind the crash.
(I only have one scene)
It is whats happening in Awake that causes the crash, but only because be use asynchronous workflows in many places.
For instance, another crash issue happened at a moment when we downloaded resources from a server :
async await [download method] = crash
StartCoroutine [downloadmethod with yields] = no crash
same method, same resources, same everything except for the await not blocking the main thread anymore
Do you have an example of how you were awaiting these tasks? š¤ The whole point of awaiting an async task is that it's non-blocking
( Because yes we make heavy use of async/await in the app we ported as well )
I can find you this yeah
XR Toolkit Prefab works fine for general use
Hey guys I just have a question idk if this will have to do with any vr stuff but how can you make a hole in the wall? And im kinda new and trying to figure out the game so thatās why i dont rlly know! Thanks!
Please ping me if you can help
if you use blender, there is cut, or you could just make some edges, and then use loop tools to make circle, then delete faces
if you use unity pro builder, you can just subdivide face i think, but its kinda harder to make circle or any shapes, if u want cubes yeah its easy
Yeah Iām trying to do pro builder but Iām confused on subdivide
Js delete one of the pieces?
Hello, I have a meta quest 3s and I want to join a video call in vr from the web. The web app needs a camera source. Is it possible to create a "webcam" with unity that I can use?
is there a way to press play and it links to the meta quest 3
and shows the game
so i dont have to build everytime and send it to quest as an apk file
yes?
I feel sorry for you if youāve been doing that every time
connect headset via air link, ensure xr rig is set up correctly and then just press play in the editor
would be ok if i can hop on call and show this to me?
*you cannot use air/cable link if your setup doesn't have a dedicated GPU
it straight up won't recognize it
I do have a dedicated gpu
anyone using streaming MIPMAP on Quest 2? I'm wondering if it impacts performance negatively. I'd like to have free fast sene load tho š
I want to disable hand tracking in my game on Quest. It's a controller-based game, but when I double tap my controls together, hand tracking turns on and my players can't play until it turns off again. I know Gorilla Tag has this turned off, so it should be possible.
I'm using the OpenXR plugin, and have hand interaction poses turned off.
Anyone know how I can turn it off?
no, meaning you don't know how to turn it off?
nope tiny boy
I was today years old when I discovered that you can patch and run directly to a Meta Quest 2
So I don't have to go through SideQuest at all š
This describes how to do it with the Meta plugin https://developers.meta.com/horizon/documentation/unity/unity-handtracking-hands-setup
When you select controllers and hands or hands only option, Meta Quest automatically adds<uses-permission android:name="com.oculus.permission.HAND_TRACKING" /> and <uses-feature android:name="oculus.software.handtracking" android:required="false" /> elements in the AndroidManifest.xml file.
So this is a change you can make in your manifest, however I'm not sure if that's enough to disable it entirely... Maybe what you need to do is build a project with the plugin, set OVRManager Hand tracking support to Controllers only and then see how that changes the resaulting manifest file
Just so you know, there definitely is a 2s threshold https://discussions.unity.com/t/preventing-unity-from-pausing-when-compositor-space-is-dismissed-to-prevent-crash/351165
That's incredibly far off from the 2ms you said your app was stalling before crashing. Are you sure it's related?
Typing mistake ! I meant 2s not 2ms. My brain merged "2s" and the "2000ms" i saw on device
Ahh, well, that explains that 
That certainly makes more sense that it would be an issue then š
I'm having an issue with unity 6. I tried setting up Hand gestures using XR hands following this tutorial:
https://youtu.be/Lc1PuEatrCA?si=viTmsAHP5Cd6FJDI
but my program won't recognize the thumbs-up gesture.
I get this error:
NullReferenceException: Object reference not set to an instance of an object
UnityEngine.XR.Hands.Samples.GestureSample.StaticHandGesture.Awake () (at Assets/Samples/XR Hands/1.5.0/Gestures/Examples/Scripts/StaticHandGesture.cs:131)
I am using a Meta Quest 2 for the project, btw
(I'm not great at asking questions so sorry if this isn't enough info)
Hand tracking lacks input but we can fix this problem by using Hand Pose detection to detect a particular gesture and turn it into a custom behaviour. Let's learn howto make that with the Unity XR Toolkit.
ā¤ļø Support on Patreon : https://www.patreon.com/ValemVR
š Subscribe for more Unity Tutorials : https://www.youtube.com/@ValemTutorials?sub_c...
Update: I kinda understand part of the problem. Static Hand Gesture requires a Background Image now. I set the image I wanted to target with it and now it kinda works. It does a green image
i imported this free dialogue system into my game and it works, but the only issue is it requried the space button key to get hit for the text to proceed, how do i set it so the triggers or controller buttons do that instead since i dont they can be listed in the code
hold up i could just make a button that does that
how do i make the dialogue start as soon as i approach the npc tho, like instead of having the first "press space to start" dialogue thing
if distance from player to npc is less than whatever, do something
WHY do i see white on my left eye
hi What are the best settings for SFX and Music for VR, i mean the sound settings not the Audiosource like Force to Mono, Load In Background, etc. Which ones should i choose. And should i choose different ones for Music VS simple short SFX?
Iām hoping someone can point me in the right direction. Iāve been pouring over documentation and YouTube videos, but Iām just missing something. Iām working in Unity with OpenXR and the new input system. Iām working with a starter project that has input control already set up for controlling a spaceship with keyboard/mouse and gamepad. It looks like the template uses an input event system. Does anyone have any tutorials or docs on getting headset and controller rotation from the event system? I think I have the code to get the quaternion from them and extract the coordinates to send, but grabbing it through the events?
As far as getting them through event-driven systems, I don't see anything that indicates that those kinds of systems are built-in
If you want an event-driven system, you'll likely have to program your own
Hi all! I want to use passthrough vid from quest3 with PC not stand alone. Have anyone tried or known how to do?
Is there any news regarding OpenXR on Linux with Unity?
Last I checked, they were doing fuck all about this
Thanks! I've found so many different resources. Yet, everything I try doesn't work. I think one problem is that I can't seem to get Unity to play to the Quest 3. I can deploy the build and play on the device, but I can't debug that way. So I have no idea what's going on, just that things either work or don't work. I'm about to give up and completely start over.
Have you added the Android Logchat package to your project? It allows you to see Debug.Log, Debug.LogError, Debug.LogWarning, etc.
It basically reads your Meta Quest logs on your computer
It's super handy for debugging
Nope. That hasn't come up in anything I had found to date. UGH. That would be nice!
Iirc you just look up Android Logchat in Windows > Package Manager
Then just import it into the project
Make sure to filter via com.<insertCompany>.<insertProjectName>
That will get rid of most extraneous stuff
Also, even though it's kinda jank, use the XR Device Simulator in your Unity editor if you just wanna debug simple things without building to your device. It's a part of one of the XR Interaction Toolkit samples that you can import
I was looking into simulator abilities today. Are you aware of any good YouTube videos that cover all the basics of debugging? I'm used to coding in Visual Studio and walking through my code line-by-line to monitor what's happening and look at the variables in memory. I feel so lost and helpless (and getting a little burned out) trying to figure out how to do this when it's packaged up and deployed.
Oh, like having the breakpoints?
I love breakpoints
Uhhhhhhhhh not really sure but I can check
I'm used to not having breakpoints so I can see how that's hard to deal with
Ah, no, I just can't live without seeing how the code is working. Having full debugging abilities I've been able to solve problems that I was told weren't possible. Now I feel like I'm back to my first day of coding. Driving me nuts!
https://youtu.be/voMLd_FxLWU?si=ZosS24U-K1FmWCKN
This COULD help
Today, Iād like to introduce you to a new tool that will help you develop VR/MR games or apps efficiently during project iterations. It's called the Immersive Debugger and is a powerful in-headset runtime debugger tool that allows you to expose variables, methods, and console logs, all without needing any coding experience.
ā¤ļø Support on Patre...
What kinds of things are you trying to debug?
I'm working with a 3rd party game template for a space combat game. It is EXTREMELY well written (and very complex) so I have spent a lot of time reading the code and tracing all the calls to understand how all the inputs are working. It uses the Unity Input System and supports keyboard/mouse & gamepad. I'm adapting it to the Meta Quest (and other VR devices) using OpenXR. I have a little Unity experience. Lot's of other coding experience. No VR coding experience until a couple months ago when I started diving into this. I'm trying to adapt the vehicle controls so that the HMD rotation values can be used to roll the ship side to side, and turn left/right and up/down. I have plenty of code examples on how to do this during Update(), but the code I'm working with is using InputAction events. So, I tried setting up a bool to switch whether I'm using VR or not. If VR, set the event subscription to call the roll method, passing in a quaternion, otherwise subscribe passing in a Vector2 (that works fine with keyboard/mouse or controller). Then in the Roll method, I convert the quarternion to vector3 and pass the new values into the x and y inputs. Compile, deploy to quest, spaceship just sits there. Normally, I'd set a breakpoint and step through the code line-by-line to see what's happening and what the different values are.
I already added in a bunch of debug.log statements so hopefully this logcat might let me grab them and get a little better visibility.
I'll check out Dilmer's video. I've watched a few others of his.
Also, THANK YOU for the assistance. Even just having someone listen to complaining is helpful!
Yeah, no problem!
So you have a roll method that makes the ship do a barrel roll in VR?
Yeah
That was my thought at first also, but when using the rotation of the headset to execute the movements, there is very little sickness. Check out the game Endspace on Meta Quest. (if you have one) The headset rotation is used to control the ship. It's so fluid and comfortable.
Ohhhh interesting hmm
That dev used Rewired. I may end up having to go that route
So you're basically recreating that
Just trying to recreate the controls.
What tutorial DID you use to start on Unity XR?
Hmm that's a good question.
Here's a playlist of some of the ones I've used. One early challenge was understanding the differences between OVR and OpenXR.
OH so have you been doing this through OpenXR then?
Yes. I'm trying to do it with OpenXR
Getting the controllers to work using OpenXR and Unity Input System was cake.
So you're just having trouble getting the head controller's transform?
Yeah, no problem!
The majority of content out there, people just follow the basic setup where HMD rotation just moves your camera around so you can look around the scene. I just have to be different. š
In this video I go over how to extract data from our VR controllers so we can use them in our games!
Resources For This Tutorial
https://downgit.github.io/#/home?url=https://github.com/Fist-Full-of-Shrimp/FFOS-VR-Tutorial-Resources/tree/main/FFOSControllerData
Free Unity VR Template
https://github.com/Fist-Full-of-Shrimp/FFOS-Unity-VR-Template...
So how are you trying to access it currently?
input.ShipControls.Roll.performed += myCallBackContext => Ship_Roll(myCallBackContext.ReadValue<Quaternion>());
input.ShipControls.Roll.performed += myCallBackContext => Ship_Roll(myCallBackContext.ReadValue<Vector2>()); // works with keyboard/mouse & controller
use ``` ``` to format as code
Good to know!
So you have set up the event callbacks alright
How are you then invoking the events?
Tracing through the code. Maybe I missed something.
makes event perfectly
forgets to call event in code
story of my life lmao
Almost that bad.
I'm just confused as to why you're using the event system to handle this when changes such as this might not be syncronized to the physics engine correctly
I added the HMD InputActions to the existing set of InputActions. WHICH are set to expect an Axis. NOT a Quaternion. So now I'm rebuilding the Actions.
Big oooooof
Yeah with the Input System overhaul, they abstracted a lot of that away
There HAS to be an easier way to handle this lmao
(sound of Jeopardy music) waiting for build to finish and deploy
lol