#šŸ„½ā”ƒvirtual-reality

1 messages Ā· Page 25 of 1

terse ferry
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In my VR game with only 2 spheres 1 plane and 1 cube URP No shadows I get these weird Spikes where it lags a bit. Only thing i changed in order for physics to work properly is
Fixed Timestep: 0.012
Maximum Allowed Timestep: 0.02

And changing these doesnt do anything

looking forward to smb that can help me!

terse ferry
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"Others" is the on that spikes and I have no idea why. What could others be?

terse ferry
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I stopped for half an hour and tried again now and now its even more extreme:

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I tried connecting the vr headset via cable but it doesnt change anything

hearty forge
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@wraith pecan canyou help with this

dry shard
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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.

crude frost
crude frost
dry shard
mint gull
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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?

mint gull
lethal light
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I need help Ive tried fixing this and it wont any ideas

brave dust
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** 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. šŸ˜¶ā€šŸŒ«ļø

lime herald
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is there an more user friendly alternative then unity to make a quick rock climbing and scavenger hunt simulation

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unity is too hard

warped rover
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anyone know what's causing these, and how i can fix it?

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quite hard to debug when it's all unknown

steep current
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Is there a way I can find help for my vr game like a developer?

frigid shoal
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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.

ornate questBOT
#

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steep current
north path
north path
rare totem
short river
#

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.

terse ferry
wispy pumice
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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

frank oasis
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have a look online

storm ether
# wispy pumice how do i use xr interaction manager to snap an object to the players hand when g...

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.

https://youtu.be/TaLvL0GdH-I?si=M8LZu4Ht9CQhZg6Z

In this new episode we're going to make a pistol that we can grab and and use to break object into little piece !

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oak vale
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Hey everyone, I’m working on playing a stereoscopic 3D side-by-side (SBS) video for Quest. I’ve set up Unity’s Video Player to render the video to a texture, but I’m not sure of the best way to split it correctly for each eye.

I couldn’t find anything related to this in the Meta XR SDK samples. Can I check out any open-source shaders, tools, or examples?

plain lodge
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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?

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(It doesnt do that on another pc)

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(This also happens on steam. I can play games, but i cant see my screen)

worn escarp
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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.

bold crest
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How do I make my xr ray interactions not bend to the ui but be a straight line?

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nevermind i found out how

elder agate
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I am trying to get playfab on, but the editor extension tab is blank, I redownloaded everything and still nothing

frank oasis
plain lodge
north path
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Bad normals?

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Likely still bad normals šŸ˜…
Not a VR issue as well

frank oasis
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look up on the internet ā€œhow to fix normsā€ and try some guides there

cloud wagon
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hey is there a decent lightweight framework for something like a radial hand menu that we are using these days?

torpid flicker
cloud wagon
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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...

storm ether
cloud wagon
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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...

storm ether
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I'm trying to combine ui assets with vr capacity and it looks fine except I need to convert the UI into 3d.

cloud wagon
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ideally I'd want something a bit physics 'clicky' but all I could find was stabbing bottles with arrows

storm ether
cloud wagon
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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?

slim steppe
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can any one help with the error in my code

north path
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And code

slim steppe
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nvm i fixed it

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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

frank oasis
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to hold it in your hand, look for attach transform reference on xr grab interactables component

slim steppe
frank oasis
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and create and assign an attach transform

frank oasis
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change back when released

slim steppe
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may i ask how to check when the object is picked up

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srry im new

frank oasis
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it’s much better if you learn independently

frank oasis
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think of this channel as a last resort

slim steppe
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thank you

storm ether
tawdry horizon
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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

north path
thin citrus
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when I try to build my VR game it says this:

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please help fix this issue

tawdry horizon
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@eternal flume can u help me

north path
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And remove custom android manifest files if you're starting out

thin citrus
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Ok

slim steppe
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is there any way to hide the hand object that hold the xr interactable on xr interaction

storm ether
# slim steppe is there any way to hide the hand object that hold the xr interactable on xr int...

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
šŸ”” Subscribe for more Unity Tutorials : https://www.youtube.com/@ValemTutorials?sub_confirmation=1
šŸŒ Dis...

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tiny niche
primal abyss
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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

north path
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Check logcat

north path
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Google it

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And it also is a Unity package to make it easier

slim steppe
slim steppe
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Pls help with this problem

astral knot
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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.

storm ether
slim steppe
slim steppe
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Oh do you mean the sphere colliders in the direct interactior

storm ether
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Please note that I'm not saying which one is wrong.

slim steppe
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Do u mean the colliders in the direct interecter

slim steppe
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Srry can’t

thin citrus
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its on android btw

celest crag
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the progress bar should increment when button is press or the player should ccollect item in the map for progress

cosmic crow
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!ask

ornate questBOT
frank oasis
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!collab

ornate questBOT
#

:loudspeaker: Collaborating and Job Posting

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Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
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steep tiger
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How can I get IK arms for my game?

little ferry
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XR Rig is spawning in an incorrect offset position in the Quest versus in the editor, please how do i solve this?

unkempt tulip
tiny niche
storm ether
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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

slim steppe
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yes

slim steppe
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pls help bro

gloomy scarab
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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

slim steppe
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@modest ember i have checked and my sphere coliders do i have trigger on

crude fractal
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Anyone know why my Meta Avatar only moving the body and the head? No walking and no tracking hands movement?

steep tiger
north path
# thin citrus
  1. NEVER put Unity projects in OneDrive folder. It will ruin your project
  2. In preferences - external tools, check installed with Unity for all
  3. Start without custom manifest files for Android
north path
storm ether
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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

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ohh nvm it doesnt work through code, it works through the interaction component..

placid hamlet
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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...

placid hamlet
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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)

civic blaze
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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? šŸ™‡ā€ā™‚ļø šŸ™

tiny niche
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or calculate the matrix to fix it once you enter the scene

placid hamlet
tiny niche
placid hamlet
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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.

tiny niche
# placid hamlet https://www.youtube.com/watch?v=BXLRprBFfNo something like this?

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:
⚫ Show objects to your player when they're behind walls or obstructions
⚫ Create a Shader in ShaderGraph to make those objects glow when they're behind a wall
⚫ Bonus: Merge that glow effect into another custom shader

šŸ‘Øā€šŸ’» As always, all code from this video is available on GitHub: https://github.com/llamac...

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principle is the same though

placid hamlet
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Alright thank you let me give it a try

placid hamlet
# tiny niche maybe, i was thinking of this https://www.youtube.com/watch?v=PM4MVgP1f0w but i ...

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 I’ve been working on for weeks now. I hope you’ll enjoy it ;)

WARNING: Please make sure to follow the instructions of the ā€œIMPORTANTā€ chapter (it's only 30 seconds long no worries), otherwise you would not be able to use the stencil buffer.

The shader and ...

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Do you maby habe another Idea?

tiny niche
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i don't think you need the stencil buffer, but it would probably also solve the problem

placid hamlet
tiny niche
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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

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after that it would just be the regular render process that follows

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but the video you linked probably also does it in the same or a smarter way

placid hamlet
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Okay šŸ˜„ 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?

placid hamlet
tiny niche
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another option would be to just make a new shader for the portal, so it samples a skybox texture properly

placid hamlet
tiny niche
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if you're lucky, there's even a node for that in the shader graph

placid hamlet
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But thank you verry much already appreciate the help

placid hamlet
tiny niche
placid hamlet
tiny niche
placid hamlet
tiny niche
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you don't have to solve the problem to get something that works

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but it also sounds like your professor is more interested in justifying a vision pro aquisition than anything else

placid hamlet
placid hamlet
tiny niche
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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

slim steppe
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Can any one help I can’t pick
Any thing up

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With my direct inter actor

analog venture
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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.

north path
low ingot
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Hello

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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

low ingot
placid hamlet
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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...

north path
north path
placid hamlet
north path
placid hamlet
north path
novel heart
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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!

placid hamlet
north path
north path
placid hamlet
storm ether
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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

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i want it to work on standalone also, so performance is CRUCIAL

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(sometimes i wish unity had ue's scalable graphics setting)

north path
storm ether
north path
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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

storm ether
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Edit > Project Settings > XR Plugin Manager > Install XR > Open XR

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and then some weird controller things

north path
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That's for PC, not standalone on the Quest

storm ether
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oh

north path
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You get an error when building HDRP to Android

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So... don't

storm ether
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good thing i chose universal then

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šŸ‘

tawdry horizon
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@north path can u help me make gtag player model

signal verge
# tawdry horizon <@512275182228865024> 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...

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slim steppe
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Can some one help I can’t pick up objects

slim steppe
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help with this

tawdry horizon
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can u help me my computer will not work?

north path
north path
slim steppe
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I said the problem

silver pewter
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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?

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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

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In some scenes it "magically" works, but otherwise, I don't seem to have control over it

slim steppe
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can some one help i cant pick up items

frank oasis
slim steppe
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I added direct interactiors into my hands and it just dosent work I’ve tried messing with all of the settings for colliders X-ray intertacters

frank oasis
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Can you show a screenshot of one of your hands and one of your simplest grabbable object

silver pewter
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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?

silver pewter
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But it is only the game with OpenXR having this issue, other apps are fine

north path
celest crag
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guys how ccan i make this health bar be seen in vr

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it can be seen in game but when i use vr headset is not showing

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btw its a canvas element

frank oasis
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can be disorienting for the user

crude fractal
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The avatar only in idle pose, it doesn't have any movement without any errors, impossible to know what`s happening in this case!

frank oasis
crude fractal
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Meta Avatars are virtual assets impossible to config, it happening by default

severe hinge
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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)

crude fractal
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My hand tracking only works with controls even setted to HandOnly

north path
north path
north path
hollow flume
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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)

marsh basin
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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.

crude fractal
crude fractal
north path
crude fractal
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acttualy no, the tracking is setted just for hands

dreamy flame
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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

frank oasis
frank oasis
quiet marsh
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i need help with building my game im having an error with some called Build.Gradle

heres the error:

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im on unity 6

hallow maple
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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

___________________________...

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crude fractal
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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)

dreamy flame
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(SOLVED) Unity 6, all in on SDK v71, Hands on Controller visible.

inland whale
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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)

thin citrus
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when I build my game, I get these errors

inland whale
inland whale
thin citrus
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ok

ruby solstice
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How does one change the hand mesh when using Meta hand tracking Without** controllers

ruby solstice
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Using Meta All-In-One XR package

storm ether
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y'all think this gonna run in vr? (quest 2)

inland whale
frigid shoal
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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?

torpid ginkgo
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@dreamy flame If you have a question post the question, don't post chatGPT guesses.

dreamy flame
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How can I limit the rayInteractor from going through the object when a hit is detected? Thanks

tiny niche
north path
near elbow
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hi y'all quick question on programming on unity with the Quest in passthrough mode

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how can we access the video feed? I would like to do some machine vision things on that video (like recognize classify etc)

near elbow
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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

unique matrix
#

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

crude fractal
#

Sometimes the OVR synthetic hands fall on the floor and still, but they still tracking animating, does anyone know why this happens?****

lapis nebula
#

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

frank oasis
lapis nebula
near elbow
#

Is there any possibility to use the video data (passhtrough) on a quest 3 to do machine vision ?

crude frost
lapis nebula
crude frost
lapis nebula
#

and the ui toolkit doesnt have the raycast amenities like the xr canvas does does it

crude frost
#

ui toolkit, in the documentation Unity states its not compatible with world canvas. so it could not be used in VR

storm ether
#

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

north path
crude frost
#

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)

hollow flume
#

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?

cloud wagon
#

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

frank oasis
near elbow
north path
near elbow
crude fractal
#

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```
fossil obsidian
#

How do I read my Debug.Log stuff on target?

fossil obsidian
#

Ah, adb logcat -s whatever

fossil obsidian
#

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

gilded lynx
#

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.

torpid ginkgo
ornate questBOT
#

:loudspeaker: Collaborating and Job Posting

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

kindred lagoon
#

ok

#

!collab

ornate questBOT
#

:loudspeaker: Collaborating and Job Posting

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

torpid ginkgo
#

@kindred lagoon You supposed to read the bot message.

quick fulcrum
#

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?

torpid ginkgo
#

If you have a specific question, the !ask in an appropriate channel.

ornate questBOT
sleek fable
#

!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

ornate questBOT
torpid ginkgo
frank oasis
frank oasis
quick fulcrum
frank oasis
#

Then you don’t need all the poke components

#

Just a rigidbody, collider and the simple interactable

topaz thicket
#

!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

ornate questBOT
ruby cloud
#

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

trim scarab
trim scarab
# quick fulcrum That's what i'm currently trying is this setup correct?

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"

ivory scarab
sterile hatch
#

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?

ivory scarab
# sterile hatch Hey people. I've already asked this before and since then a bit of time has pass...

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.

sterile hatch
#

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

ivory scarab
#

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

sterile hatch
ivory scarab
#

Unfortunately its not a read once and remember it straight away (unless you've got an identic memory) so just keep practicing it.

sterile hatch
#

do i follow guides in the beginning? or do i just start working on smaller projects and try to learn from that?

ivory scarab
#

šŸ’¬ This was a ton of work to make so I really hope it helps you in your game dev journey! Hit the Like button!
šŸŒ Course Website with Downloadable Assets, FAQ, Related Videos https://cmonkey.co/freecourse
ā¤ Follow-up FREE Complete Multiplayer Course https://www.youtube.com/watch?v=7glCsF9fv3s
šŸŽ® Play the game on Steam! https://cmonkey.co/kitchencha...

ā–¶ Play video
#

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

sterile hatch
ivory scarab
#

I'd mostly just made things in Adobe Animate with Javascript prior to that

sterile hatch
#

i also bought a few udemy courses

#

but ready taht if you start with guides you most likely will end in tutorial hell

sterile hatch
ivory scarab
#

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

sterile hatch
#

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

ivory scarab
#

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

sterile hatch
#

sounds reasonable

#

so far I've mostly used Open XR aswell for the projects I'm working on

ivory scarab
#

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)

sterile hatch
#

absolutely the way for me aswell

#

always writing stuff down for learning (uni & project management wise)

ivory scarab
#

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

swift stream
#

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 choose—Oculus XR or OpenXR. Additionally, I am unclear on whether I should use Meta’s All-in-One SDK, the XR Interaction Toolkit, or AR Foundation.

prime prairie
#

Anybody know what the problem is? Whenever I try to move something, it just moves by 1 in transform

frank oasis
frank oasis
sterile hatch
#

above viewport

fossil obsidian
#

Pop quiz, how do you enable the system overlay keyboard when you're using XR Interaction toolkit?

prime prairie
shrewd idol
#

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

swift stream
frank oasis
#

but id say openxr has a larger community to solve those bugs and provide fixes, so id probably recommend openxr for that

swift stream
frank oasis
silver estuary
#

Hi, I'm new to Unity, I'm trying the VR Multiplayer template, I have 2 issues:

  1. Objects physics is applied only after I interact with it (ie. the blue triangle won't fall on the ground until i grab it)
  2. 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 ?

frank oasis
#

start with a basic 3D project

silver estuary
frank oasis
#

there is quite a lot to learn

viral delta
#

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.

viral delta
#

Also, if you can send me a video/screenshots demonstrating the bugs, that'd be great!

silver estuary
#

Its all good now

viral delta
shrewd idol
#

can anybody help?

i have never got this before, i have no idea what caused it

toxic escarp
#

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

frank oasis
#

must say being on unity version 2021 doesnt help

frank oasis
ruby cloud
quiet marsh
#

pleasee

#

wait nvm having a diff error that i still need help

#

this

#

i need help with the ss above

shrewd idol
#

if i figure it out il let ya know

quiet marsh
#

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

shrewd idol
#

oh you make the monke games to?

shrewd idol
quiet marsh
#

in dms

shrewd idol
#

sure

frank oasis
lapis nebula
#

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

tacit timber
#

When I press play the colliders and camera go to 0, 0, 0, how do I make it so it saves it

viral delta
ivory scarab
#

no its an issue with it messing with the

craggy kindle
#

does anyone know what i should replace XR Controller (Device-based) with now that its deprecated?

crude frost
crude frost
# viral delta do we have any quest 2 enjoyers who know how to correctly set the floor for my g...

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.

crude frost
frank oasis
#

I do agree that unity has a very good vr infrastructure but once you get past that infrastructure it can get fairly confusing if you’ve never dealt with anything before

crude frost
frank oasis
#

But i see your point overall that a little vr development probably won’t hurt

viral delta
#

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.

crude frost
#

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.

tight narwhal
#

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

tight narwhal
#

cloth can do some but also doesnt do all the best job

#

and im not sure if thats recommened

north path
#

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)

tight narwhal
north path
#

Or have capsule colliders and attach them to a rigged net, but that again is heavy to run

tight narwhal
#

these gibberish words scare me haha

north path
#

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

tight narwhal
tight narwhal
north path
#

Maybe, but you're never going to run on Quest or any standalone device

tight narwhal
#

take a long time to bake lighting

north path
#

Or not run at all

tight narwhal
#

most people play on standalone aswell

quiet marsh
#

help plssssssssssssssssssssss

#

ive been asking for help for like 3 days

#

no one has helped

#

im on unity6

frank oasis
#

gradle errors usually have a solution online if you look up the exact error

frank oasis
vast thorn
#

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

mild snow
#

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

pine bison
crude fractal
shrewd trench
#

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.

frank oasis
#

!vrchat

ornate questBOT
frank oasis
twilit peak
#

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.

pseudo nacelle
#

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?

viscid star
cerulean portal
#

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 ?

vast thorn
#

avatar hands not following rl hands, and fingers not tracked at all, doing gestures doesn't animate anything on the avatar hands

ruby cloud
#

does anyone know how to set up a simple slot inventory system?

crude fractal
tiny niche
cerulean portal
night frigate
#

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

quiet nymph
#

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

vast thorn
# crude fractal Not yet! Meta support is useless! A lot of people with same issue! šŸ˜”

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

storm ether
#

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

strange nacelle
#

can anyone help me. When i join the game i cant move and i see the player rig below me

ivory scarab
strange nacelle
#

this just happend

ivory scarab
#

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

strange nacelle
#

let me try that

north path
drifting axle
#

could anyone help me with these errors?

#

dm me

astral ravine
drifting axle
#

i cant find it

#

its like no where

#

this is the only result

astral ravine
#

The build process may be trying to create that file. Check if the directory is writable maybe?

drifting axle
#

Im new to this, so i dont entirly know how to do that

#

could u help me

astral ravine
#

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 ?

drifting axle
#

yea i can

astral ravine
#

can you create a file in there?

drifting axle
#

i can make a folder

astral ravine
#

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.

drifting axle
#

ok ill try this

drifting axle
#

@astral ravine any idea how to fix this?

astral ravine
drifting axle
#

@astral ravine that?

astral ravine
#

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:

drifting axle
#

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>.

north path
#

If you share your code maybe we can help out here

astral ravine
drifting axle
astral ravine
#

@drifting axle I have found an old VR project and am opening it in Unity 2022.3, I'll look at my settings.

drifting axle
#

and heres my api

astral ravine
drifting axle
#

yes i am'

astral ravine
#

if you don't need Android 10, try setting yours to 6.0 ... minimum I mean

drifting axle
#

okay just set them, trying to build now

astral ravine
#

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.

drifting axle
#

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"

astral ravine
#

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

drifting axle
#

No im not on another project, this is the only one

astral ravine
#

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.

drifting axle
#

Trying for all avalible Quests currently

astral ravine
drifting axle
#

I tried installing Gradle 7.5.1

#

I followed every step

#

and I get this

astral ravine
#

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

astral ravine
#

well @drifting axle does your project compile now? Don't leave us in suspense 🤪

upbeat venture
#

Or anybody else

short river
upbeat venture
crude frost
upbeat venture
#

No not sorted yet

#

Hmm I'll try that too

crude frost
# upbeat venture Hmm I'll try that too

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)

upbeat venture
#

Sorry I have never used unity I'm kind of confused

#

Later I'll try and maybe make a video

crude fractal
#

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}");
            }
        }
ancient grove
#

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!

elder lynx
#

hi

vivid condor
#

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.

vivid condor
#

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);
    }
}```
torpid ginkgo
#

@marsh basin Don't cross-post

bold pasture
#

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.

frank oasis
bold pasture
#

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 )

frank oasis
#

but why do you want this? is it to make the texture appear more 3D??

tepid hull
#

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).

crude frost
#

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.

tepid hull
crude frost
bold pasture
quiet nymph
#

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

viscid star
quiet marsh
#

can someone pls help im on unity 6

#

ive asked like 5 times

viscid star
# quiet marsh can someone pls help im on unity 6

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

quiet marsh
#

im fr bouta quit

#

this is the only unity 6 error i have had

tepid hull
#

dose anyone want to help make a game we need devs

pine bison
frank oasis
ornate questBOT
#

:loudspeaker: Collaborating and Job Posting

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

tepid hull
#

ok

pine bison
heady dagger
#

How do I put a blender map in unity

quiet marsh
dire cloud
#

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.

forest violet
#

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.

viral delta
forest violet
# viral delta - Are there any console errors? - What video tutorial did you follow? - What is ...

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

ā–¶ Play video
dire cloud
crude frost
dire cloud
crude frost
dire cloud
crude frost
sterile hatch
#

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

sterile hatch
#

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

frank oasis
dire cloud
frank oasis
dire cloud
frank oasis
#

and does this happen when the headset is off too

dire cloud
frank oasis
#

That’s odd.. try moving the xr origin around before you press play and see if it keeps snapping to the same position

frank oasis
dire cloud
#

regular...

frank oasis
# dire cloud

and you've tried disabling the other objects in your scene?

dire cloud
frank oasis
dire cloud
#

Yeah thanks mate

strange nacelle
limpid plaza
#

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

thin wedge
glacial epoch
#

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.

strange nacelle
#

Over 2k say I have 2 audios in my game

#

I can’t find the second one tho

thin wedge
tepid hull
strange nacelle
light raft
crude frost
# light raft 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 šŸ¤·ā€ā™‚ļø

hybrid mirage
#

Can someone help? I have an Android build error.

frank oasis
hybrid mirage
#

Ok.

shrewd idol
#

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 :)

strange nacelle
#

anyonw know whats wrong

shrewd idol
#

this is not a self promotion channel

cinder path
ornate questBOT
#

:loudspeaker: Collaborating and Job Posting

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

shrewd idol
#

it is infact against the rules

cinder path
#

Ok my bad I removed it

unique dome
#

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%

manic zinc
#

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

manic zinc
manic zinc
viral delta
#

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?

manic zinc
#

and what headset do you use?

viral delta
#

Meta Quest 2 for now

#

I probably should have mentioned that lol

manic zinc
#

A spacer should've came in the box?

viral delta
#

I'm using a loaner from my school, so big oof

#

some previous dev must have lost it

manic zinc
#

damn, yeah no I dont think anyones ever implemented virtual glasses

viral delta
#

Alright, I guess I'm gonna have to be the first

manic zinc
#

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

agile gull
#

I want to make a VR dialogue system and i’m having trouble lmfao, I want to make it world space obviously but how would you make the interactions work? I’m 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 🄲

manic zinc
#

so world space UI?

#

something like this which is a button that is a button in world space using the UI system?

#

@agile gull

manic zinc
#

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

analog star
#

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??

agile gull
analog star
#

are you able to help with my prolem

#

problem

analog star
#

ive tried but thanks

manic zinc
#

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

manic zinc
#

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

strange nacelle
#

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

tepid hull
#

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.

analog star
#

anyone got a disable on load for cosmetics

manic zinc
#

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

dawn radish
#

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?

high obsidian
#

again... details

dawn radish
#

they are

#

the game wont work with my headset

high obsidian
#

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

dawn radish
#

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

high obsidian
#

might be a good idea to check this then

Unity Learn

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 haven’t 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 ...

frigid plank
#

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

cunning mica
#

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.

analog star
#

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??

crude frost
twilit peak
#

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?

north path
twilit peak
#

Yes, Meta XR all.in-one SDK 72.0.0 and oculus 4.4.0 unity6 6000.0.0.33f1 version

north path
#

Well then..... No clue tbh

Did you check logcat in builds for errors? @twilit peak

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.

cunning mica
crude frost
strange nacelle
#

@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

cunning mica
crude frost
crude frost
strange nacelle
#

does that help?

cunning mica
crude frost
# strange nacelle

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.

strange nacelle
#

ok thanks anyways

manic zinc
#

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

crude frost
manic zinc
north path
dire cloud
#

Anybody knows an event an object can fire when it has been grapped (picked up)?

crude frost
dire cloud
crude frost
#

pretty much all the xr interactable components have events right in the insepctor you can subscribe to

glass warren
#

does any1 know how to make a map for a game im new btw

crude frost
glass warren
elfin star
#

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.

crude frost
crude frost
# glass warren Wdym by which type of map I want?

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. šŸ˜‚

elfin star
crude frost
crude frost
# glass warren World map

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.

elfin star
twin spade
#

I need help, I’m making a gtag fan game and my photon player model body spawns under the map but my hands are above the map? Any tips

storm ether
#

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?

dire cloud
#

Is there a way to simulate gripping actions with Keyboard buttons without a device simulator?

dire cloud
crude frost
crude frost
dire cloud
crude frost
# dire cloud 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);
        }
    }
}```
narrow briar
#

anyone got metaxr acoustic raytracing working stable?

#

what version of unity, sdk etc...
mine is capping out after a couple sources or minutes

analog star
frank oasis
trail grotto
#

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.

near elbow
#

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 ?

toxic urchin
#

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

analog star
#

@hidden knoll

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

buoyant jolt
# trail grotto Anyone here run into FPS issues with standalone Quest Pro apps? In comparison, ...

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

buoyant jolt
#

Double checking settings, logcat and testing with a temporary simple scene might be helpful.

buoyant jolt
buoyant jolt
toxic urchin
#

plus I'm not the only one on the team

runic siren
#

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

north path
north path
toxic urchin
north path
twin cairn
#

hey guys is anyone able to help me fix this issue?

north path
north path
toxic urchin
north path
# twin cairn here look

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

twin cairn
north path
north path
#

Also not a VR issue btw

twin cairn
#

i have no clue how to fix it 😭

twin cairn
toxic urchin
#

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?

north path
twin cairn
north path
north path
twin cairn
#

alr

#

is there like a vc in here so i can show that its like bugged

#

lemme check

toxic urchin
#

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

north path
#

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

toxic urchin
#

thank you. They're a huge pain to learn when tutorials or guides are outdated

trail grotto
# buoyant jolt It could be on the cusp, I test on the Q2/3 though and not the pro. If it can't...

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, I’m all out of ideas on how to improve this :/ Don’t really understand why even a bare scene gets lower FPS.

trail grotto
north path
# trail grotto I see. Even on a completely barren scene?? I get more than half of the desired F...

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...

ā–¶ Play video
trail grotto
trail grotto
#

Followed to the T

#

Which is why i’m so flustered as to why this is happening hahaha

#

Oh and also, it is a GPU issue (via OVRMetrics)

north path
trail grotto
#

Hmm there are a few other quality tiers but i’m 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! I’ll post the profiler data later today so you should have them tomorrow.

north path
#

It's the one with the green checkbox for Android

trail grotto
#

Oh and also no extra cameras

#

Just the player rig

storm ether
trail grotto
ocean flicker
#

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?

buoyant jolt
north path
trail grotto
north path
#

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)

trail grotto
#

@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!

trail grotto
#

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.

ocean flicker
late linden
#

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

north path
buoyant jolt
whole current
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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?

pine bison
whole current
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Okay thanks, thats what I feared. I will try to find other ways to improve the water that dont include refraction and transparency.

pine bison
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It's the unfortunate reality of standalone quest, gets better with each hardware cycle though!

buoyant jolt
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It isn't a stylized form though.

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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.

viscid star
# whole current Hey, any of you have a decent water implementation for a standalone quest 3 app?...

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

dire cloud
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Hey, how do I make xr input trigger the 'trigger' action upon clicking with the left mouse button

frank oasis
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should be able to give you a quicker answer than the discord server

dire cloud
novel heart
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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? šŸ˜›

north path
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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

trail grotto
viral delta
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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)

little belfry
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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..

pine bison
little belfry
viscid star
# little belfry 😦 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).

little belfry
# viscid star > The smallest 2ms hang causes the OS to close the app, and I can't find people ...

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

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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

viscid star
little belfry
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it is demanding in terms of parallel threads and awaiting network data

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Mind that this workflow has been working on much older and less capable devices than vision pro with the same approach

viscid star
little belfry
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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

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And the fact that everything is fine when lauching from xcode makes me wonder why it isn't in normal launch

viscid star
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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.

little belfry
# viscid star Maybe you can try loading a different scene? To narrow down if perhaps logic run...

(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

viscid star
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Do you have an example of how you were awaiting these tasks? šŸ¤” 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 )

frank oasis
steep current
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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 that’s why i dont rlly know! Thanks!

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Please ping me if you can help

ruby yacht
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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

steep current
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Yeah I’m trying to do pro builder but I’m confused on subdivide

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Js delete one of the pieces?

short osprey
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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?

dense helm
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is there a way to press play and it links to the meta quest 3

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and shows the game

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so i dont have to build everytime and send it to quest as an apk file

frank oasis
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I feel sorry for you if you’ve been doing that every time

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connect headset via air link, ensure xr rig is set up correctly and then just press play in the editor

dense helm
viral delta
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it straight up won't recognize it

dense helm
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I do have a dedicated gpu

narrow briar
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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 šŸ™‚

alpine saffron
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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?

raven bluff
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no

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little alix

alpine saffron
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no, meaning you don't know how to turn it off?

raven bluff
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nope tiny boy

viral delta
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I was today years old when I discovered that you can patch and run directly to a Meta Quest 2

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So I don't have to go through SideQuest at all šŸŽ‰

pine bison
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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.

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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

viscid star
little belfry
pine bison
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That certainly makes more sense that it would be an issue then šŸ˜‚

viral delta
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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
šŸ”” Subscribe for more Unity Tutorials : https://www.youtube.com/@ValemTutorials?sub_c...

ā–¶ Play video
viral delta
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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

storm ether
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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

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hold up i could just make a button that does that

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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

frank oasis
analog venture
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WHY do i see white on my left eye

weak thistle
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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?

marsh sorrel
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I’m hoping someone can point me in the right direction. I’ve been pouring over documentation and YouTube videos, but I’m just missing something. I’m working in Unity with OpenXR and the new input system. I’m 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?

viral delta
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As far as getting them through event-driven systems, I don't see anything that indicates that those kinds of systems are built-in

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If you want an event-driven system, you'll likely have to program your own

ashen grotto
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Hi all! I want to use passthrough vid from quest3 with PC not stand alone. Have anyone tried or known how to do?

red coyote
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Is there any news regarding OpenXR on Linux with Unity?

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Last I checked, they were doing fuck all about this

marsh sorrel
viral delta
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It basically reads your Meta Quest logs on your computer

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It's super handy for debugging

marsh sorrel
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Nope. That hasn't come up in anything I had found to date. UGH. That would be nice!

viral delta
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Iirc you just look up Android Logchat in Windows > Package Manager

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Then just import it into the project

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Make sure to filter via com.<insertCompany>.<insertProjectName>

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That will get rid of most extraneous stuff

viral delta
marsh sorrel
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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.

viral delta
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Oh, like having the breakpoints?

marsh sorrel
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I love breakpoints

viral delta
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Uhhhhhhhhh not really sure but I can check

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I'm used to not having breakpoints so I can see how that's hard to deal with

marsh sorrel
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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!

viral delta
# marsh sorrel Ah, no, I just can't live without seeing how the code is working. Having full de...

Today, I’d 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...

ā–¶ Play video
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What kinds of things are you trying to debug?

marsh sorrel
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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.

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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.

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I'll check out Dilmer's video. I've watched a few others of his.

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Also, THANK YOU for the assistance. Even just having someone listen to complaining is helpful!

viral delta
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Yeah, no problem!

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So you have a roll method that makes the ship do a barrel roll in VR?

marsh sorrel
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Yeah

viral delta
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Sounds like a motion sickness nightmare lmao

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It's ambitious, i'll give you that

marsh sorrel
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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.

viral delta
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Ohhhh interesting hmm

marsh sorrel
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That dev used Rewired. I may end up having to go that route

viral delta
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So you're basically recreating that

marsh sorrel
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Just trying to recreate the controls.

viral delta
marsh sorrel
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Hmm that's a good question.

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Here's a playlist of some of the ones I've used. One early challenge was understanding the differences between OVR and OpenXR.

viral delta
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OH so have you been doing this through OpenXR then?

marsh sorrel
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Yes. I'm trying to do it with OpenXR

viral delta
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Valem's tutorials are BALLER

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Also Fish on a Stick

marsh sorrel
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Getting the controllers to work using OpenXR and Unity Input System was cake.

viral delta
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So you're just having trouble getting the head controller's transform?

marsh sorrel
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Yep

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Thanks, I'll take a look at them

viral delta
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Yeah, no problem!

marsh sorrel
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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. šŸ˜„

viral delta
marsh sorrel
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input.ShipControls.Roll.performed += myCallBackContext => Ship_Roll(myCallBackContext.ReadValue<Quaternion>());

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input.ShipControls.Roll.performed += myCallBackContext => Ship_Roll(myCallBackContext.ReadValue<Vector2>()); // works with keyboard/mouse & controller

marsh sorrel
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Good to know!

viral delta
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So you have set up the event callbacks alright

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How are you then invoking the events?

marsh sorrel
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Tracing through the code. Maybe I missed something.

viral delta
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makes event perfectly
forgets to call event in code
story of my life lmao

marsh sorrel
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Almost that bad.

viral delta
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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

marsh sorrel
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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.

viral delta
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Big oooooof

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Yeah with the Input System overhaul, they abstracted a lot of that away

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There HAS to be an easier way to handle this lmao

marsh sorrel
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(sound of Jeopardy music) waiting for build to finish and deploy

viral delta
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lol