#šŸ„½ā”ƒvirtual-reality

1 messages Ā· Page 26 of 1

viral delta
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you're waiting to build?

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Can't you just Patch and Run or are you changing build settings?

marsh sorrel
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I was wondering what that button does.

viral delta
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If you aren't doing anything to the actual build settings, you probably can just do that

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Although idk if changing input settings does that

marsh sorrel
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Good to know. 5 minutes every time I hit build.

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I'm used to building for Windows.

viral delta
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That's fair lol

marsh sorrel
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YOU ROCK!! The ship is uncontrollable, but it moves now!!!!!!!

viral delta
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Lmao I just listened to you

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You seem to have figured out the nonsense part on your own

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Now for the ACTUAL hard part: manually negotiating with Quaternions to do what you want 🤮

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I would guess it's doing that cause you're calling the event even if the head isn't moving that much

marsh sorrel
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With this roadblock removed, I'll take anything

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Yeah, I'm gonna toss in a range buffer to create a dead zone

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I knew it just HAD to be something dumb.

viral delta
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like:

public float headMovementTolerance;```
or something like that
marsh sorrel
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I LOVE LOGCAT

viral delta
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lmao ikr it's heckin useful af

marsh sorrel
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I can suddenly see all my debug statements

north path
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Test with just 1 object first. You should be able to place it on the surface and it won't fall. Maybe the tool adds some extra space to make sure it doesn't intersect? Maybe there is a value to tune.

Here some info on snapping to surface: https://discussions.unity.com/t/snap-to-surface/635663

If that works, ask the tool developer

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Also, this isn't a VR issue perce

viral delta
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I am having trouble setting up Gaze Interaction for Open XR. I can get my UI Canvas to register Raycast Interaction but not Gaze Interaction. I am using the XR Origin prefab that comes with the XR Interaction Toolkit

bold crest
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i am having some issues with render textures in vr for me they are black in vr but in unity they are normal

weak thistle
wraith tangle
zenith jasper
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Hi,
I am using the latest version of unity with the vr core template and for some reason i am unable to find xr controller any idea why?

north path
north path
north path
zenith jasper
viral delta
zenith jasper
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yes

north path
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Also imported the samples? What shoes up there on the controllers?

zenith jasper
north path
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If that works, then you do not need an XR controller script. Then just use those

viral delta
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Yeah XR Controller is depreciated iirc

zenith jasper
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so its completely removed?

viral delta
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I guess so

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Why do you need it anyway?

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Like what's the goal?

zenith jasper
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i was familiar with that thats all

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i guess time to learn something new

viral delta
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Ah, yeah that's fair

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Yeah they probably changed it with the overhaul of the input system

bold crest
light sand
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Is there anyone who uses System Keyboard (Oculus or Pico) in their apps with OpenXR? I have a strange problem. The System Keyboard does not display text preview. This field should display what the user enters or placeholder. But it is always empty for me.
Previously, when I used Meta SDK, it worked correctly. But now I am migrating to OpenXR and I do not understand why it is always empty. I wonder if this is my problem or in OpenXR. So I wonder if there is anyone who has this working.

latent reef
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hello guys I'm new to virtual reality, and my question may sound a bit silly, but I really don't know how to proceed, I'm working with a quest 2, could anyone tell me what component I need to add so that I can click on the buttons on a canvas? (Note, my controls already appear, the rays already appear, but the clicks don't work)

light sand
latent reef
latent reef
light sand
latent reef
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Oh god, is downloaded separately, I found out what happened

light sand
latent reef
light sand
viral delta
latent reef
latent reef
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the application is crashing, and I cannot to click on the things

light sand
viral delta
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Imo OpenXR easier

latent reef
viral delta
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So, in order to make a canvas interactable via vr controls, just add a Tracked Device Graphic Raycaster component to the root Canvas object

latent reef
viral delta
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Note: the Canvas object itself, not any of the buttons

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I use my Meta Quest 2 with OpenXR and it works good

viral delta
latent reef
viral delta
latent reef
viral delta
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Well there are the LTS versions that will be supported for a while

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But yeah, I'd go learn those too

latent reef
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they will remove this is a fact, the question is when they will do it

glacial epoch
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Isnt it possible to create poke for all the hand fingers?

light sand
glacial epoch
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Can I make my own interactor like en end-effector, for ex, tweezers?

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So the main tweezer should be grabbable and the tip should act as a direct interactor of sorts.

cinder path
ashen grotto
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Hi all. I'm using pass through from Meta's Building block, but video of pass through is not stereo but only left eye.
Does anyone know how to fix?

light sand
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Hello! i use OpenXR. Can anyone know how to disable interaction for ray interactor for UI Layer and keep interaction for some additional UI layer ?
Main task when i show my floating keybaord i want to disable interaction for all UI elements on scene except of keybaord.

viral delta
# light sand Hello! i use OpenXR. Can anyone know how to disable interaction for ray interact...

You could theoretically create an GameObject that has a component that manages all currently active ui canvases (so maybe does something like stores all objects that are called by FindObjectsOfType<Canvas>()). This manager GameObject can turn off each respective ui canvas' Tracked Device Graphic Raycast when the manager receives a custom event. You can then have your keyboard GameObject send that event to the observing manager during it's OnEnable() call (or, if you are simply turning on/off the renderer, send the event when it is turned on).

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So, at a high-level, you have a:

  • Subject: The keyboard GameObject
  • Observers: Any active Canvases
    The Subject sends out events that the Observers can react to with their own methods. In the above case, they go through a singular manager GameObject so that single responsibility is maintained (the canvases only have to worry about canvas rendering and general user interactivity) as well as that you can use this manager GameObject to handle more than just canvases if you find that you would like that functionality later.
analog venture
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Can somebody help me pls when i builded my vr game and then downloaded it it was 2d im using unity6 recommended version

viral delta
north path
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And which XR plugin is enabled

dire cloud
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How do I check input if the player has let go of the trigger button?

light sand
light sand
dire cloud
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I would like to store an item when the player releases it. Or I can just check if the grab is active?

viral delta
viral delta
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At least, not from the editor

storm ether
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hi. there is a gap between my hands and the couch like look. there is lil gap bettween the hands

storm ether
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does anyone know if there are any good mining scripts for vr or if i should create one from scratch

latent reef
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Can anyone tell me how to configure the joystick control's analog sticks to move? (New Input SYstem)

viral delta
latent reef
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I need to do this for both controls, I want to identify the position of the analog sticks

viral delta
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I know, but are you doing this for smooth slide or teleport?

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Also snap rotation or smooth rotation?

latent reef
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smooth sliding and rotation

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i will streaming these data to send, for an Unity PC application

north path
runic star
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,y oculuss 2 controllers dosent follow the ones in unity im using unity xr and i dont know what i did wrong

runic star
viral delta
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is it air link or cable link?

crude frost
vapid seal
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When I Instantiate a prefab with Networked grab interactable, it won't fall down, it will go down 2 milimeters and goes back up.

runic star
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I’m having a weird problem with my vr game on unity if you could be able to help it whould be awesome I’m using unity xr and it’s where I can’t have xr action based controllers only device based or they won’t connect and when I use the locomotion stick it always is like forwards is north even if i look left just tell me if you could help! Thanks

runic star
runic star
# crude frost

I have tried that but it still won’t work I switched to device based controllers but now the movement is weird

naive roost
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I'm trying to upload my game to side Quest it's been about two months and it's still awaiting approval

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If anybody has any ideas on what's happening please tell me

frank oasis
naive roost
light sand
devout ibex
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I cant seem to find a working or newer tutorial to add multiplayer to my Vr game, can anyone help?

runic star
frank oasis
sly steppe
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who can help me, i made a cool level editor system for my vr game with save and loading that detects if the player is in vr or emulating the apk on pc for the editor version, but when i try building it says handles and editorGUI dont exist in the context. Please help

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i even tried wrapping to see if i could even get it to build even though the version wouldnt work in a emulator and only the editor but that still didnt work

mighty coral
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sorry

sly steppe
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oh your alright

pine bison
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Or, if the whole script is for editor use, move it to a folder called Editor and it will be ignored in the build

sonic delta
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hi im kinda new to doing vr how can i get the game to detect if a controller button or certian handmotion is done? is it the input system?

sly steppe
light sand
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Not sure how to explain it correctly. I'm currently adding Hand Tracking to an OpenXR app. And I'm using ray interactor. But I have an unpleasant feeling that ray is looking above where I'm pointing my hand and I have to turn my hand down a lot. Do you know how to fix this? As far as I understand, Ray Interactor uses TrackedPoseDriver component for positioning. But I don't see how to influence it.

upper crow
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Hi community !!! i want to switch a normal 3d project to vr project ? If anyone have suggestions to do this

mystic moat
analog venture
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so i just installed the xr toolkit and i get theese errors i have the active handling is set to both i tried to reimportand still im using 2.6.4 version and im using 2022.3.42f1

remote tundra
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Has anyone managed to get past processing volumes to work properly with the quest 3 in passthrough?

red coyote
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Has anyone here implemented two handed grabbing, like with a rifle?

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        if (Interactor.other.held is GrabInteractable s && s.transform.root == transform.root) {
            Vector3 handsDirection = s.Hand.position - Hand.position;
            targetRotation = Quaternion.LookRotation(handsDirection, Vector3.Cross(handsDirection, Hand.right));
        }```
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I have this code to do it if there is another grabinteractable as a child of the object.

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It works, but the gun flips over if the hand is perpendicular to the offhand

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I know games where it only flips over if the gun is all the way back, that is much closer to my desired result.

north path
sonic delta
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how do i get my interaction profiles + settings to save?

split forum
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Hey guys, the template for Multiplayer VR is awesome.

When implementing Vivox like the tutorial says - it give a warning that Safe Voice is discontinued as of Feburary, and will be completley sunset in April

is that something I have to worry about if I use the voice chat from the template in my game?

upper crow
light sand
kindred quest
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Hey guys I'm curious if anyone has experienced the following VRAM (GPU Memory) leak when using Unity XR. I'm copying/pasting my message from the discussions below, which unfortunately hasn't had any responses.


This doesn’t happen when playing the exact same scene, but unchecking ā€œInitialize XR on Startupā€ in XR Plug-in Management under Project Settings.

Surprised I’ve not seen this mentioned, but I can reproduce this every time in two projects - one running 6000.0.33 & the other .39.

Tested with Quest 3 (using Steam Link) & Pimax 8kX.```
viral delta
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You just have to create 2 empty game objects as children of the rifle, then position/rotate them where you'd like the hands to rest on the rifle, then you're done

red coyote
viral delta
runic star
red coyote
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For the effect, well, you can imagine your dom hand pointing straight, and the offhand perpendicular to it. Then it flips over

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Which makes sense, because the lookRotation is using the dominant hand's transform right as the axis

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See how it only flips over when it's turned around 180?

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Right hand is straight in that video

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I don't know what kind of transformation can do this

sly steppe
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who can make me this, ill pay you

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the movement

strong badger
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Hi All! I'm new here. I have been coding for 30 years or so. On a commodore 64, so all this new vr stuff is like alice and wonderland to me. Hope you all are happy doing it.

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So, I have a older VR Unity project, built on 2022, and upgraded to Unity 6.

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Seems like it is complaining about the Android Manifiest. Now, I work on Android apps so I am familiar with Manifest files. But I cant find consistent docs on how to edit them for Unity 6, where they are stored, and what the basic values should be.

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Here is the error:
DeploymentOperationFailedException: No activity in the manifest with action MAIN and category LAUNCHER. Try launching the application manually on the device.

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UnityException: Could not find any valid targets to launch on for Android

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So can someone fill me in on the best way to manage my manifest? And also what a basic manifest should look like? I am aware of the Oculus Tool that addes permissions to the manifest for Passthrough etc, but even using that does not solve the problem. Seems to be either writting to the wrong place or its only setting the values it needs, but not the basic one telling the app how to launch.

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Hrm...Trying to delete the existing manifest, hoping unity makes me a new one.

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That worked! Sorry for the disturbance. Continue forth, great powers that be. Ignore the mere mortal that is me.

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Just in case this helps someone else, it turns out Unity 6 creates the manifest for you unless you have one in your Android/Plugging/Android-manifest.xml. I had one for some reason, perhaps from the older version of unity, so it was not happy with the settings. Deleting it allowed unity to makes its own.
So glad I found you guys! I wll lurke here from now on!

drifting lotus
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when I export a unity scene on a cubemap from a fixed camera perspective and view it on vr(meta quest 3) as 360 image(equirect), the scale is too big compared to i run the scene on unity in vr in realtime. is there any way to change the scale of the viewed 360 image?

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If Understand correctly, field of view VR headset is fixed to get the correct viewing experience. cubemap is captured on 90 deg field of view. I don't any see any variable to change here

light sand
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When i use XR Interaction Toolkit Hands Interaction Demo i see that it have several Materials (Unity_Hand_Dark, Unity_Hand_Light and etc). But if use this material for hands it renders in unity game mode but doesn't render at all when i start app in headset. Do you have some ideas why it happen? It's look better than just simple material.

winter vale
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i need help uploading a avatar

frank oasis
dusty jetty
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Who knows how to make a gtag fan game

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Dm me if you know how

sly steppe
high bison
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What version of unity do you use for VR? I tried Unity 6 (always used 2021) and damn so many problems... now when i build to MQ , it always get stucked in interation 2

frank oasis
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Unity 6 is somewhat infamous for its VR bugs

high bison
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dont you have problem with build using 2022? when i build the game, the game in MQ is black or in small black rectangle... UnityChanHelp

light sand
light sand
high bison
worthy mortar
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im making a vr game with a physics based rig, and people move using their hands. quest 2 users, and quest 2 users only, are having an issue with slipperiness, despite the hand colliders having the max amount of friction possible. could someone help me with this?

true merlin
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Hello i am making a game and i have a error that says my build has failed 58 seconds in "building player failed" if someone could reply to me by sendimg me a dm or @ me thanks

upper crow
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Hi community i already have a project with a keyboard inpit i want to switch it ti vr input so i made change to adapt it for vr inputs(i configure my unity xr interraction open xr and all configuration) but when i try to move my tank or rotate gun or fire option, that's not working and i didnt get any errors on my console ?? Plz need help

upper crow
red coyote
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Hey

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Who here has worked on character body IK?

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I just got mine set up. Super basic, the poles are childed under the targets

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How do you make it good? The elbows do not bend naturally at all.

drifting lotus
remote jewel
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Hey everyone, is there a way to determine whether it was the left or right controller that started the selection from the event args?
i'd prefer not checking the interactors name for "left" or "right".

Thanks! Im using the XR.Interaction.Toolkit

viral delta
viral delta
viral delta
viral delta
sly steppe
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whos good with locomotion

worthy mortar
viral delta
worthy mortar
exotic bloom
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Right now I'm working on having it on a character model

viral delta
worthy mortar
viral delta
latent reef
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Guys, I have a problem, everything in my application is of low quality when it comes to visuals, the same application on other platforms is perfect, but not on Quest 2, is there any way to fix it?

fathom minnow
fathom minnow
latent reef
fathom minnow
latent reef
fathom minnow
latent reef
fathom minnow
latent reef
latent reef
worthy mortar
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i got a whoooole nother problem now

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i start up my app

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my available memory goes down to 300mb

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the app crashes

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i tried connecting to a profiler but all i could get from it was some debug logs

fathom minnow
# worthy mortar my available memory goes down to 300mb

Are you using like lightmap blending or something (i was and it ate up performance with loading in many lightmaps at once) ? Or really high resolution textures?

Also unity has a memory profiler that works really good too!

worthy mortar
fathom minnow
worthy mortar
fathom minnow
worthy mortar
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oh wait i think thats the wrong scene

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im loaded into the main scene but idk if this is the stuff for it cus it takes a hell of a lot longer than one minute

fathom minnow
fathom minnow
worthy mortar
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alright

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im gonna try using the memory profiler

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how exactly do i use this?im not very familiar with this stuff

worthy mortar
fathom minnow
worthy mortar
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oh that ones editor i think

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i thought the quest would connect like it would with a normal profiler

fathom minnow
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Yeah quest one will be way more accurate (cus it's the actual app)

fathom minnow
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I think I remember how to connect it to Quest

worthy mortar
fathom minnow
# worthy mortar

Top left drop down where it says editor, if your quest is connected you can click on it to connect

worthy mortar
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things been loading for 9 minutes now

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been stuck on taking capture for two minutes

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twice

fathom minnow
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Hmm, tell me if it works

red coyote
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Also, sidenote, has anyone figured out a development pipeline for VR with Linux? It's ridiculous how it still isn't supported. My current routine is to work on backend shit for a month or two on Linux, then copy over to Windows and work on the VR aspects.

worthy mortar
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ill keep trying

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the snapshot never even registered

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uugggghh

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i got it

worthy mortar
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a different

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profiler

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to inspect

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the biggest issue

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im about to give up

worthy mortar
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<i>Autoconnected Player "Autoconnected Player"</i> RequestCreateTexture
<i>Autoconnected Player "Autoconnected Player"</i> RequestCreateTexture
<i>Autoconnected Player "Autoconnected Player"</i> RequestCreateTexture
<i>Autoconnected Player "Autoconnected Player"</i> [XR] Failed to get line loop data for calculating visible rectangle.
<i>Autoconnected Player "Autoconnected Player"</i> [XR] Failed to get occlusion mesh
<i>Autoconnected Player "Autoconnected Player"</i> [XR] Failed to get occlusion mesh
<i>Autoconnected Player "Autoconnected Player"</i> SetupRenderTextureFromXRRequest (id: 1 col: 0x4f d: 0x0 sr: 0x0)
<i>Autoconnected Player "Autoconnected Player"</i> RenderTexture::Create (id: 1)
<i>Autoconnected Player "Autoconnected Player"</i> IVRDeviceCallback_CreateEyeTextureResources 0x4f
<i>Autoconnected Player "Autoconnected Player"</i> SetupRenderTextureFromXRRequest (id: 2 col: 0x50 d: 0x0 sr: 0x0)
<i>Autoconnected Player "Autoconnected Player"</i> RenderTexture::Create (id: 2)
<i>Autoconnected Player "Autoconnected Player"</i> IVRDeviceCallback_CreateEyeTextureResources 0x50
<i>Autoconnected Player "Autoconnected Player"</i> SetupRenderTextureFromXRRequest (id: 3 col: 0x51 d: 0x0 sr: 0x0)
<i>Autoconnected Player "Autoconnected Player"</i> RenderTexture::Create (id: 3)
<i>Autoconnected Player "Autoconnected Player"</i> IVRDeviceCallback_CreateEyeTextureResources 0x51
<i>Autoconnected Player "Autoconnected Player"</i> Couldn't create a Convex Mesh from source mesh "Cube" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.```
idk if this would be helpful but heres a few debug logs before the crash
fathom minnow
worthy mortar
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wuh oh

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somethings super wrong then

fathom minnow
worthy mortar
fathom minnow
# worthy mortar

Does it say 300 available memory as soon as you open the game or is it like after a little

worthy mortar
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after a little

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its probably the scene loading

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its a big big big scene

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rn im splitting the big scene into multiple less-big scenes

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and i will have a small main menu scene

fathom minnow
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Also i might know how to help if it IS the scene

fathom minnow
worthy mortar
fathom minnow
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šŸ‘

worthy mortar
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what i find really weird and frustrating is that i didnt change ANYTHING in the main scene and even after deleting most of it i have a memory overload

fathom minnow
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Maybe take an editor snapshot of what it's like in editor after loading up the new scene from the menu, it won't be completely accurate but should give an idea of what's causing so much memory usage

worthy mortar
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wdym? like capture the snapshot as its loading?

fathom minnow
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Play mode in editor I mean

worthy mortar
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alright

fathom minnow
worthy mortar
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it started reimporting a bunch of stuff out of nowhere

fathom minnow
worthy mortar
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ah its because i set a texture compression thing

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ill ping you when i get those screenshots

fathom minnow
worthy mortar
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yeah, i set it to that

fathom minnow
worthy mortar
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im gonna take another snapshot since i did that texture compression stuff

fathom minnow
worthy mortar
fathom minnow
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So far it seems like your games memory is fine

worthy mortar
fathom minnow
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Does it tell you anything else when the game crashes

worthy mortar
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its not my headset thats the problem either

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everyone with that apk has had the issue

fathom minnow
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What's all in the scene that could be causing this

worthy mortar
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but theres multiplayer so maybe thats a problem?

fathom minnow
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How complex is your hierarchy, arw there tons of objects

fathom minnow
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What's your multiplayer like provider (photon, fishnet, unity netcode,etc)

worthy mortar
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7901 objects in this scene, somehow 😭

fathom minnow
worthy mortar
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i think like 1-2?

fathom minnow
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Definatly not networking then

worthy mortar
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ill try get another snapshot

fathom minnow
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Try disabling different objects to see it any allow it to load

worthy mortar
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had to kill unity again because it was stuck on taking a capture for 5 minutes and it wasnt even doing anything

worthy mortar
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and again

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i dont think i can get a snapshot

fathom minnow
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Just start disabling things till the scene loads to see if you cab find the issue

worthy mortar
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wgat is going on😭

fathom minnow
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Build size can be delt with after

worthy mortar
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it crashed after i disabled the object with the most childre, will try again later cus i need a break from this stress lol

fathom minnow
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@worthy mortar We should bring this to DMs once your back, maybe can take a closer look there

spice belfry
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Silly question but totally new to it, Do I need VR headsets in order to start developing VR games ?

pine bison
north path
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Agreed, technically you can start, but not being able to test and experience inside of VR will likely break the end product

exotic bloom
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I am making a gorilla tag horror game and I have the locomotion and a gorilla model with multiplayer but when I load the game I can move the hands but when i move I detach from the body because it doesn't move and I'm invisible while being able to look at the body. Any ideas why?

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I'm using the player model folder from the photon package that makes multiplayer

light sand
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Maybe it's a stupid question. But anyway. I create with editor variables XRInputButtonReader.
But i want create the same variables from code. And i see that constructor has name and value params. What's values i need to pass to these params ?

high bison
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hasnt someone met with this problem before?

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this problem always shows up when i want to build on the MQ3. The app on MQ3 is opened but i see only black screen

light sand
high bison
fathom minnow
fathom minnow
high bison
fathom minnow
high bison
high bison
fathom minnow
high bison
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oki gonna try.

high bison
fathom minnow
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Weird

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What unity version are you using

high bison
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Unity 6, but same problem on 2022. Never seen this problem on 2021

fathom minnow
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Try reinstalling openxr plugin to see if that does anything

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Very weird because I also use unity 6 but don't expierence this

high bison
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i forcly restart oculus and reinstal openXR *and now it doesnt run when i use build and run at all >.<

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im getting this

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its non-interactable... just black or this window (its progress, i can see something than black small window :D)

fathom minnow
high bison
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sometimes i get this warning too:

fathom minnow
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Or the meta xr all in one thing

high bison
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dont know, i think not. I was following the video and i thought this plugin is needed when used Oculus plugin

fathom minnow
fathom minnow
fathom minnow
fathom minnow
high bison
fathom minnow
high bison
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will it work for other VR than oculus?

fathom minnow
# high bison so its better to use OVR rig?

No you can still use OpenXR, and OpenXR rigs.

Your OpenXR menu should give you options for Meta feature group and such to enable. The SDK basically gives you the api to be able to interact with the quest easily like it's different performance settings and other API

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I personally use OpenXR with quest and PC

high bison
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ok im gonna try it

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uff when i built it

fathom minnow
# high bison

Turn on use custom manifest in player settings and create store compatible manifest from the meta button on the toolbar

fathom minnow
high bison
fathom minnow
high bison
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maybe its a time to factory setting the Oculus or i dont know....

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it works after restart!

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thank you catto

dusty orchid
#

buying a macbook air is a good choice for vr and ar??

fathom minnow
dusty orchid
fathom minnow
fathom minnow
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From brief searching, but I generally would agree based on my knowledge on desktop vs Mac

near elbow
#

hi guys, question on augmented reality for quest 3 in passhtrough mode. How can I create fake "walls" in passthrough that look like the walls used to define the guardian? Is there a way to reuse these walls as objects? My idea for example would be to define transparent walls around the player as it moves

#

(not exactly transparent, but something that looks like a guardian wall, since I think it is easy to see through and also to represent where the wall is)

#

(it does not have to look exactly like the guardian walls)

fathom minnow
light sand
# high bison same problem - blac screen and cant do anything.

Maybe it's too late. But I'll add my own. Here's my set of packages. Maybe it will help you later.

  1. PICO OpenXR Plugin is needed only if you're building for Pico.
  2. XR Hands is needed only if you need hand tracking
  3. Meta XR Core SDK is not necessary. But I add it to get visual controller models from it.
high bison
light sand
# high bison If I remember well, meta is working on new SDK for mixed reality to set the wall...

I may be wrong because I haven't delved into this issue yet. But I see here https://github.com/oculus-samples/Unity-PassthroughCameraApiSamples?tab=readme-ov-file#project-overview "The Unity-PassthroughCameraAPISamples project helps Unity developers access Quest Camera data via the standard WebCamTexture and Android Camera2 API"

GitHub

A Sample Project for Passthrough Camera API in Unity. - oculus-samples/Unity-PassthroughCameraApiSamples

light sand
# high bison Never heard about this. <:pikachuface:1068136600460066877>

Passthrough Camera Access has been one of the most requested features by developers for years. Today, I'd love to give you a full rundown of all its features, including a few showcases and a step-by-step tutorial on how to implement it in your own Unity Mixed Reality projects.

ā¤ļø Support on Patreon: https://www.patreon.com/dilmerv
šŸ”” Subscribe f...

ā–¶ Play video
high bison
light sand
high bison
#

oh yea now i see it, thanks that XR API they can do new things

high bison
high bison
fathom minnow
high bison
#

wasting 10-15 min, but it always helped

fathom minnow
#

Weird

high bison
# fathom minnow Weird

dont you have problem with Unity recently? like if i write script with Public proprites, they dont show in Inspector ... (Unity 6)

fathom minnow
high bison
fathom minnow
#

Because the editor UI code overrides like everything for the inspector in that script

high bison
light sand
high bison
light sand
high bison
#

so idk >.<

fathom minnow
ionic stratus
#

hi guys someone have some expirience with oclus movent and photon?

fathom minnow
ionic stratus
fathom minnow
ionic stratus
#

but the sample tracking only use ovr , so i dont know what to do

ionic stratus
light sand
light sand
#

looks like pico broken something in the last firmware (for pico 4 ultra). In my app stop working ui press with pinch gesture.

silver pewter
#

OpenXR is stuck in endless import loop, after upgrading from 6000.0.32f to 6000.0.42f, how would I solve this?

near elbow
#

hi y'all, I am developping an app for Meta Quest. This app uses the (x,y,z) coordinates of the headset, The app seems to work (x,y,z) change as expected when I move. However, sometime they suddenly jump to another value (and work fine after that). Is there a way to fix this /

fathom minnow
near elbow
#

I mean when getting coordinates of the headset. I use getcamera.centereyeanchor.transform.position to get the x y z coordinates of the headset, but I cannot set them since they are set by the motion of the person that wears it

#

it seems that the calculation of the headset coordinates by meta is good but sometimes it jumps

#

it is a meta problem I guess

fathom minnow
#

Potentially

steady knoll
#

Hi all, looking for some help here as AI is non stop hallucinating and didn't found any solution on official docs either.

I'm trying to develop a game for the Meta Quest 3. And using the Meta XR Interaction SDK.
I have my Rig configured for controls only and have a 3D object with a ISDK_RayGrabInteraction.
This same 3D object also have a InteractableUnityEventWrapper in order to listen to common events.

All of this works perfectly, I'm able to detect the events that are triggered by the controllers in this 3D object.
But I want to know which of the two controllers triggered the event (either left or right) but I didn't found any guidance on how to achieve it.
On the official docs for InteractableUnityEventWrapper I can't see any args being passed:
https://developers.meta.com/horizon/reference/interaction/v74/class_oculus_interaction_interactable_unity_event_wrapper/

So I'm stuck on that, just wanted to know if is possible to know the ray details(and eventually know what controller trigger it) using this InteractableUnityEventWrapper wrapper.

Thanks in advance

steady knoll
#

Update, I just swapped InteractableUnityEventWrapper with PointableUnityEventWrapper that still doing the job while providing extra info with the PointerEvent param

chilly yew
#

Hey, I'm working on implementing mixed reality into smart manufacturing app/platform though unity into Meta Quest 3 headset. for my diploma. I'm new in this, can someone help me in here with this? I have a couple of questions. Maybe someone worked with similar project? Please let me know!

chilly yew
#

I want to create something like VR factory floor planning, 3D model of a factory or production line in SketchUp, then import it into Unity, set it up and then into Meta Quest 3. I need to create a Virtual Enterprise (virtual smart factory, production line) and import a model of machine and work with the hologram (to track machine parameters, or will be able to import other models (e.g. machines) and move them around)

fathom minnow
#

What are your questions?

chilly yew
viscid osprey
#

Hey can someone here help me?

fathom minnow
torpid flicker
#

trying to add a new build to MQDH release channel and it tells me that there is already an apk with the same version 1.0, even though I have changed this in unity project settings before building. i check my manifest.xml and it does not update the version no matter what I do

fathom minnow
#

And where your setting the version

analog venture
#

does anybody know why this happend

fathom minnow
analog venture
#
  • before it never happened
fathom minnow
analog venture
#

im using 2022.3.42f1

fathom minnow
#

Do you think you could click on all 3 of the error messaged and send the expanded console error

analog venture
#

CommandInvokationFailure: Gradle build failed.
E:\rrs\rec room studio\program\editor\2022.3.42f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK\bin\java.exe -classpath "E:\rrs\rec room studio\program\editor\2022.3.42f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-7.5.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "assembleRelease"

#

FAILURE: Build completed with 2 failures.

1: Task failed with an exception.

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

A failure occurred while executing com.android.build.gradle.internal.res.LinkApplicationAndroidResourcesTask$TaskAction
Android resource linking failed
E:\games\the game 2\Library\Bee\Android\Prj\IL2CPP\Gradle\launcher\build\intermediates\packaged_manifests\release\AndroidManifest.xml:46: error: resource xml/network_sec_config (aka com.UnityTechnologies.com.unity.template.urpblankDDDDD:xml/network_sec_config) not found.
error: failed processing manifest.

  • Try:

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

2: Task failed with an exception.

  • What went wrong:
    java.lang.StackOverflowError (no error message)

  • Try:

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

BUILD FAILED in 6s

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

fathom minnow
#

Maybe it is the manifest..

#

I'd try just putting in a new manifest to see if that fixes it, then we can know if it truly is the manifest or not

analog venture
fathom minnow
# analog venture

Is this also happening when not using custom manifest option in player settings

analog venture
#

i am using custom mainfest

analog venture
fathom minnow
analog venture
#

wll this is greate android studio dosent work with the android mainfest this is the 7 time in a row

fathom minnow
#

What device are you building for might i ask?

analog venture
#

and no im not installing any of the ocolus assets becuas they broke/curropted my games before

fathom minnow
analog venture
#

ok ill try it

fathom minnow
analog venture
#

ok

fathom minnow
#

In case it happens again

analog venture
fathom minnow
analog venture
#

yeah i changed but still

#

it says the same error that the bundle didnt change

fathom minnow
analog venture
#

meta dev dashboard

fathom minnow
#

Can you show a screenshot of the error

analog venture
#

its in czech but it say inputed bundle name already uses a another app.every app needs their own.

analog venture
fathom minnow
analog venture
fathom minnow
analog venture
fathom minnow
analog venture
fathom minnow
#

Try to build and upload

analog venture
#

god im dumb. the problem was it actually never changed

analog venture
viscid osprey
#

Hey I need some URGENT Unity help, anyone able to assist me?

fathom minnow
fathom minnow
#

šŸ™ƒ

cloud plinth
#

does anyone know how to use snap points in vr. Its kinda like socket interactors but then snap points i cant find any good documentation online/its old

narrow jungle
#

I'm trying to get my objects to move instantaneously, but still have collision physics like the XR Grab Interactable velocity tracking movement type. Any tips or tutorials?

narrow jungle
#

AI helped me make the left hand actually use the secondary transform point. I had to replace a line of code in the XRGrabInteractable

public override Transform GetAttachTransform(IXRInteractor interactor)
{
bool isFirst = interactorsSelecting.Count <= 1 || ReferenceEquals(interactor, interactorsSelecting[0]);

// If first selector, do normal behavior.
// If second, we ignore dynamic attach setting if there is no secondary attach transform.
var shouldUseDynamicAttach = m_UseDynamicAttach || (!isFirst && m_SecondaryAttachTransform == null);

if (shouldUseDynamicAttach && interactor is IXRSelectInteractor selectInteractor &&
    m_DynamicAttachTransforms.TryGetValue(selectInteractor, out var dynamicAttachTransform))
{
    if (dynamicAttachTransform != null)
        return dynamicAttachTransform;

    m_DynamicAttachTransforms.Remove(selectInteractor);
    Debug.LogWarning($"Dynamic Attach Transform created by {this} for {interactor} was destroyed after being created." +
        " Continuing as if Use Dynamic Attach was disabled for this pair.", this);
}

// Add Handedness Check here
if (interactor is XRDirectInteractor directInteractor)
{
    // Handedness is likely an enum, so check for Left or Right explicitly
    if (directInteractor.handedness == InteractorHandedness.Left)
    {
        return m_SecondaryAttachTransform;
    }
    else if (directInteractor.handedness == InteractorHandedness.Right)
    {
        return m_AttachTransform;
    }
}

// If not first, and not using dynamic attach, then we must have a secondary attach transform set.
if (!isFirst && !shouldUseDynamicAttach)
{
    return m_SecondaryAttachTransform;
}

return m_AttachTransform != null ? m_AttachTransform : base.GetAttachTransform(interactor);

}

glacial epoch
narrow jungle
#

When you know nothing about scripting, everything is complex

fathom minnow
#

I'd recommend taking time to learn it, you'll be able to make so much more and achieve way more then AI could ever give you

torpid flicker
quasi jolt
#

Hi, anyone here tried to work with 360 images for VR? why images keeps losing their quality??I tried to import 360 image (8192x4096, Equirectangular) to Unity, but it keeps losing quality. I tried to but in skybox and on a sphere but still I got same result. I want it to be in a sphere so then I can add some interactions to it like some clickable labels on some items on the 360 image. Here are some screenshots

torpid flicker
#

anyone else had the Performance Analayzer in MQDH crash their headset? Was working fine but now every time I start the analyzer, it forces a restart of my Quest 3

viral delta
quasi jolt
#

I also used a UV mapped sphere, same result

#

For Unity sphere I need to flip normals so I got a code online and try it, the quality is still the same but I am getting some distortion on the top and bottom

#

The app is PC VR, strangely the image looks a little bit good in PC, but when I view it in headset the quality is bad

sudden elk
#

Hello all, I'm starting two unity metaquest dev jobs next week both heavily involving audio. I'm looking to stream audio in realtime from a computer to a unity app on the metaquest. Both are on the same network. I assume I can do this with webRTC, but are there other methods I should consider?

pine bison
mighty mantle
#

Kind of a #archived-networking question but it is specific to VR.
Is there a built-in method to allowing networked interactables to receive events from controller inputs aside from select and activate?
Select and activate essentially (under default configuration) let interactables access the trigger and grip values of whoever is interacting with that object, but what about other controller actions in the default actions asset? Or even custom ones? (like adding a/b/x/y controller button actions)
I can already think of a number of solutions, but I don't want to start building a system if there's already something in the toolkit I can use.

wise warren
#

has anyone had issues with custom shaders in VR before where they only render to one eye (in my case, left)

north path
wise warren
#

it uses a renderpass and renderfeature script as well but I don't think anything needs to change on those...

night parrot
#

hey guys, has anyone runned Adaptive Probe Volumes inside a Quest 3 build, for some reason, everything works fine in the Editor, but they don't seem to work in build. Using Unity 6.0.41 + Meta SDK 72.0, normal Light Probes seems to work just fine? 🄺

fathom minnow
night parrot
fathom minnow
#

That's strange that it isnt working then

night parrot
spice horizon
#

attempting to build a pcvr game

remote jewel
#

Hi everyone,
I have really been struggling with achieving clear, readable text on the meta quest 3.

I get that the text is rather small but text of the same size of the metaOS ui looks so much sharper on the quest.

I've tried all the tricks like different fonts, font render modes and all other font settings but nothing ever looks as clean the MetaOS ui.
I am using TextMeshPro.

I saw that there are these overlay layers, but ideally I would like to stay platform agnostic for a future port to the Apple vision.
https://developers.meta.com/horizon/documentation/unity/unity-ovroverlay/

Does anyone have experience or ressources regarding making clean text?
Thanks!

mystic kraken
#

Trying to setup an XR Origin in Unity 6 but the controllers aren't included so for whatever reason and I tried reconstructing it but this doesn't work. Any reason why?

#

Doesn't work as in it literally just doesn't track at all

crude frost
remote jewel
crude frost
#

@remote jewel are you using a World Canvas to display your text? So, its TextMeshPro UGUI? If not, maybe try that. Because that is what we are using for 99% of our the text in our project.

remote jewel
crude frost
remote jewel
#

Im using the Mobile/DistanceField shader. Is there another one?

Nope, same here only my canvas objects are scaled all other ui elements are at 1,1,1.

crude frost
#

what is that 'stencil' property on your material?

remote jewel
remote jewel
crude frost
#

this is the default material the default TextMeshPro UGUI object has for me.

#

looks like the custom fonts we are using, when generated, their materials don't use the 'mobile' shader

#

not sure if that helps clarity or not

remote jewel
#

Using an identical font and material gets rid of that stencil stuff and then looks normal. But still has the same blurriness issue and looks identical in-game

crude frost
#

you see it in editor too?

#

strange

remote jewel
crude frost
#

yeah, all our custom fonts, when we generated them, gave us the non-mobile one by default. but, even the default text looks fine (to me anyway) in headset

#

i wonder if your player settings are impacting it somehow?

remote jewel
crude frost
#

Here are some of the settings we are using for our Android (Oculus Quest) build:
-Texture Compression: ASTC
-Compression Method: LZ4
-We are using URP
-4x MSAA
-Render Scale 1.3

šŸ¤·ā€ā™‚ļø

remote jewel
#

I'll give the new Shader a try and try your quality settings when I find the time and report back. Thanks!

crude frost
#

good luck

narrow briar
#

is it normal to have 2 depth and 2 drawing pass showing in the frame debugger in multiview mode, VR. i thought that the render is done once only for both eyes.

crude frost
#

Its a bit annoying that the latest versions of XR Interaction toolkit moved Interactors and Interactables into their own namespaces. I have to change the 'using' line in a LOT of scripts now.

true slate
#

hey im trying to make a multiplayer passthrough XR app. I'm like 90% done with a template, but im facing an issue where my [Building Block] Networked Avatar is spawning, but isn't following the xr rig. Has anyone had this issue?

#

i've been following this tutorial:
https://www.youtube.com/watch?v=JiqmoJ9XFnw

A Unity tutorial to help you learn how to create a VR or MR multiplayer game using the latest Meta Building Blocks. We'll also cover the Meta developer portal, Unity services, multiplayer building blocks, and how to test multiplayer features with the Meta XR Simulator and ParrelSync.

šŸ“¢ CLICK on the link below for additional info on Meta's SD...

ā–¶ Play video
glass wren
#

Hello, developing on Meta Quest 3 and using the new SamplePassthroughSamples, however I keep having this same problem where all the canvases end up being blank and white.

#

Looking at my Meta App logs Im getting the following repetitively:

#

The pass through works, I can see the background, but I cannot utilize any of the samples.

#

Anyone know why or facing something similar?

#

Researching countless videos I found one person describing the same issue:

viscid star
wise warren
#

nope unfortunately issue is still there

rocky oar
#

Idk if it's the solution, I made a VR game in Godot, not Unity, but I was confronted with the same situation and it was the collision of the item not being on the same layer as the XR interaction

true slate
#

hey has anyone been able to get meta avatars to properly work in their games? Mine keep getting stuck t-posing at 0,0

crude frost
#

Has anyone seen this build error? Just updated 2022 project to Unity 6. I'm unable to get a successful build.

Note: Recompile with -Xlint:deprecation for details.

FAILURE: Build failed with an exception.

* What went wrong:
Execution failed for task ':launcher:processDebugResources'.
> A failure occurred while executing com.android.build.gradle.internal.res.LinkApplicationAndroidResourcesTask$TaskAction
   > Android resource linking failed
     ERROR: D:\TimeFlies\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\merged_manifest\debug\processDebugManifest\AndroidManifest.xml:88:9-109:20: AAPT: error: resource style/Theme.AppCompat.DayNight.NoActionBar (aka com.MeanTrick.BigBlimpinInternal_philip:style/Theme.AppCompat.DayNight.NoActionBar) not found.
rocky oar
#

honestly idk, on godot you can chose differente layer/mask with the collison of the object and XR

#

Or maybe ur object don't have any collision so you can't grab it

crude frost
#

your simple interactable needs a collider

#

also, if you want to grab something, a simple interactable isn't used for that. A simple interactable is for like 3D buttons. Things you 'poke'

#

this is a 3 year old video. but the concepts are the same.https://www.youtube.com/watch?v=_XwuFrs-V8U&list=PLSq-rVcJ9fMZiItDPoCTlkpDux_XIq0_Z&index=4

If i remember right, you need a grabbable component, it needs a collider and a rigidbody.

Do you LOVE the Oculus Quest? Have you ever wanted to build a video game? Do you wish you could but don't know how to code?

No worries!

This is part 4 of my series in how to build an Oculus Quest VR project with ZERO coding experience!

Don't forget to Like, Comment, and Subscribe!

Come chat in real time with me in my Discord:
https://discor...

ā–¶ Play video
vital dawn
#

Hello everyone. First time interacting here. I work at a company where we have products that target Quest,ML2, Hololens 2, and Apple Vision Pro, so I spend a lot of time dealing with platform differences.

I've been missing out I see. Cool to see a lot of activity here.

pine bison
crude frost
#

is there a way to set up my project so I don't have to generated 2300 variants of a single shader? Our project is targeting Meta Quest 2/3 only. So, I'd think we wouldn't need any variants?

sinful sable
#

Help: The XR ray only detects one of the UI elements when all the three UI elements are identical.

Here's what I have: I am creating a radial menu. For this, I have created a UI canvas (using the XR canvas option). Since I want the radial menu, I have used the "Filled" option and set the value to 0.3. Rotated the UI elements 120 degrees and this is what I get.

I have the basic script hooked to all three (identical) where it just prints out debug.log "button pressed". This works for the bottom button but not other two buttons. I think it's because the bottom portion has an expanded area (see image expanded area). What is my work-around for situations like this? How do I ensure that my raycasts are available to all three images. I can't simply change the rect-transofrm area to be smaller because this was originally a circle which converted into this.

crude frost
sinful sable
#

What's quad?

steep hemlock
# sinful sable Help: The XR ray only detects one of the UI elements when all the three UI eleme...

You can change the image if you do not want to modify the size of your partial circle. Use something like gimp to create a new image with transparent background, you do a big red circle and erase the center with a smaller circle (be carefull to the coordinate of your center), then you use a long rect form to erase with an angle of 0° and a second time with an angle at 120°. Once you have done that, you can erase everything except one of your section that you export as a png (to keep the transparancy). Like that your ray should only hit on the red part.

sinful sable
azure apex
#

hey guys, I am having problem with moving grabbed object forward/backward with thumbstick with XRIT, here is detailed explanation. Did someone figured this out?

buoyant ibex
#

Hey So could someone help me out so when I actually go into vr i see that my shadows like move with my camera would someone know why?

frank oasis
#

you need a box collider

frank oasis
buoyant ibex
steep hemlock
# buoyant ibex Hey So could someone help me out so when I actually go into vr i see that my sha...

For this type of static scene (you need to set your object as "static" for the following to work), make sure to set all your light to "bake" (under Light Component -> General -> Mode / you can use "mixed" if you plan to use dynamic objects in this scene and want the shadows to work / use Window -> Rendering -> Light Explorer to get the list of all the lights in your active scenes), then bake your scene (Window -> Rendering -> Lighting, create LightingSettingsAsset if you have none and configure it - check some tuto on how to do that for VR apps as you need it optimized to run smoothly, then click on "Generate Lighting" button at the bottom of the window). Remember to also check your Quality and Graphics settings under "Project Settings" (before baking).
Please check tutorial videos or the official learning platform !learn (dedicated VR course https://learn.unity.com/pathway/vr-development/unit/ergonomics-and-optimization/tutorial/3-3-lighting).

ornate questBOT
#

:teacher: Unity Learn ↗

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

buoyant ibex
calm vine
#

im using this tutorial and its saying to add the controller profiles but the video is old and its saying only oculus touch but should i add in the new controllers like the meta quest plus and pro

sick trellis
#
Hey anyone know why when I import XRI Starter Assests sample into my project on Unity 2022.3.46f1  it gives me an immediate compilling error 

Assets\Samples\XR Interaction Toolkit\2.6.4\Starter Assets\Editor\Scripts\StarterAssetsSampleProjectValidation.cs(79,60): error CS0117: 'InputSystem' does not contain a definition for 'actions'

Assets\Samples\XR Interaction Toolkit\2.6.4\Starter Assets\Editor\Scripts\StarterAssetsSampleProjectValidation.cs(87,45): error CS0117: 'InputSystem' does not contain a definition for 'actions'

Assets\Samples\XR Interaction Toolkit\2.6.4\Starter Assets\Editor\Scripts\StarterAssetsSampleProjectValidation.cs(87,77): error CS0117: 'InputSystem' does not contain a definition for 'actions'

Assets\Samples\XR Interaction Toolkit\2.6.4\Starter Assets\Editor\Scripts\StarterAssetsSampleProjectValidation.cs(87,188): error CS0117: 'InputSystem' does not contain a definition for 'actions'


I've spent 45 minutes to troubleshoot it, and it does not work I am unable to get in play mode due to this error so I am unable to create the physics.```
buoyant ibex
steep hemlock
# buoyant ibex Soo all of this i already done so i really dont know the issue but one thing is ...

If not already tried, you may want to try asking in the graphics->lighting section of this discord server.
The only other thing I think you could try if you do not find the issue is to create a new project reimport your packages normaly and add your personal scripts, models and prefabs directly to see if the problem is still there. If it is, it comes from something you imported, if not you need to compare your 2 projects (every settings, version of your packages, if you modified a package's prefab, etc.).

buoyant ibex
#

ok ill try thank you

sick trellis
#

Thanks for taking 0 notice to my question lol

#

^ I'm joking btw

sick trellis
#

I seriously need help tho

viscid star
sudden elk
#

Does anyone know of an existing solution to detect the onset of a user's footsteps via sensor data from a standard headset? I've found papers showing how to accomplish this (and it seems very doable) but I'd really like an already implemented solution.

pine bison
sudden elk
#

Maybe there's a better forum for me to ask this, could anyone recommend one? I just started a new job where I'm producing a study involving VR perception

pine bison
#

Maybe you can ask in the VR Chat discord? Those are people who are very used to their virtual self, and a lot of them have full body trackers for their feet

sudden elk
sick trellis
viscid star
sick trellis
#

Is 1.13.1 too up to date?

viscid star
# sick trellis Is 1.13.1 too up to date?

I'm not sure, 2022.3 is pretty old at this point so I'm just taking guesses here. But I'm assuming your issue is a mismatch between the input system version expected by the XRI samples

sick trellis
#

^ I fixed it, but I appreciate it a lot

crude frost
#

When I updated to Unity 6, at some point I had a prompt for USE_STICK_CONTROL_THUMBSTICKS. I told it to do that. But, it messed with how our controls work. How can I revert that?

crude frost
#

its this. how can i revert this?

frank oasis
#

sorry wdym by sprawl? can you upload a vid of the issue

sick trellis
#

You haven't got is Kinematic on

sick trellis
#

Is it supposed to be an interactable?

#

Okay and that's a gun right?

#

So is kinematic added to the rigidbody?

#

And is on the RigidBody is kinematic?

red coyote
#

Has anyone experimented with camera shake in VR?

#

I'm thinking of using it to give the guns some more oomph

#

I dunno though. Involuntarily modifying the player view might feel weird. Have not tested it yet.

#

On the other hand, it happens all the time in physics based games. But that's movement, not view angle

frank oasis
#

that is odd.. just to check all of your colliders are box colliders right? no mesh colliders or anything like that?

frank oasis
frank oasis
sick trellis
#

The 3 dots and it will say Connect to UVSC

#

And then in DevOps add his email.

sick trellis
#

This

silver wadi
#

Hi people. Someone knows how to make a hand shape/pose for a sword and fist hand? I am making this with XRIT 3.0.7 and custom hand gestures 1.5.0

red coyote
#

If not then I will, just looking to see if someone has tested this before

#

A lot of games now have external influences on the camera with no problem, I wonder if that translates over to rotation

frank oasis
red coyote
#

...boneworks?

#

I'll try it

frank oasis
red coyote
#

Yeah well shit I don't think it's a good idea to limit VR games to what certain people can't handle

#

Boneworks was the best game for its time

#

That motion sickness certainly did not stop it from selling

pine bison
#

If it's something you add to a game that's gonna be released, it's simple enough to add a comfort setting to disable it

#

I've done camera shake in VR before when a bomb explodes close to the player. When it's part of a whole multisensory experience like that people never really seem to notice, it adds to the immersion. But that's a one-off, if it happens every time you pull the trigger that's quickly gonna get annoying, even for people who don't get motion sick

woeful kiln
#

Has anyone used URP/Lit shader for a Quest game? It seems unusably slow.

tiny niche
#

and its not that you can't do anything involving movement, you just need to structure the gameplay to minimize it and only do it in short bursts

fathom minnow
woeful kiln
#

Yeah, my performance test with rendering a quad, just switching shaders (lighting baked for all). I was just curious if I've missed something.
4xMSAA:
URP/Lit: 13.3ms
URP/SimpleLit: 7.5ms
URP/BakedLit: 4.2ms

MSAA disabled:
URP/Lit: 11ms
URP/SimpleLit: 5.4ms
URP/BakedLit: 2.5ms

shell kayak
#

Using a general purpose PBR shader like URP/Lit on Quest is more of a luxury than anything else. There's a lot of pixels on Quest screens to shade, so pixel shader optimization is critical. If you want the best performance, then you have to make a bespoke custom shader that has the features your game needs and nothing more.

red coyote
#

This is like saying you shouldn't include any flashing lights because there's lots of people who suffer from epilepsey

#

I mean, yeah? The game is not for them. Games should not be limited to the lowest common denominator of who can play them and are better off focusing on specific audiences.

tiny niche
red coyote
#

"Some people will find this unenjoyable" is not a metric off which I will base my game design.

tiny niche
#

and i dunno what your metric for best games is, cause most games to optimize for this in one way or another

red coyote
#

Arguably the best VR game right now is Blade and Sorcery. It's not exactly based on movement, but there is lots of involuntary physics like getting knocked away by magic, jumps, ziplines, etc

#

Think of how limited and mediocre it would be if they opted to include the 20% or so of people who suffer from chronic motion sickness in VR

#

The amount of players lost from... not being as good of a game would be far more than 20%

tiny niche
#

personally i would give that crown to beat saber

red coyote
#

Well shit VR has a lot more too it than putting Geometry Dash in VR

#

The best games tend to be niche. If you manage to grasp a sepcific playerbase, you will get far more engagement than if you opted for broad, general appeal.

#

Anyway, I will be trying out some very quick camera jolts when firing guns and see if that feels weird

frank oasis
#

if very few / no people complain about it then your probably in the clear

red coyote
#

Bold of you to assume I've been doing anything but jacking off with test projects for the past 3 years

reef dome
#

hey everyone! im trying to change a project from 2d urp to vr and im getting this error

buoyant jolt
buoyant jolt
# red coyote The best games in VR completely ignore this.

They don't actually. The top games have taken it deeply to heart.

Job simulator keeping the player to the front 180 degrees standing, easier to teach, and stopped people from tripping on vive cables.

Beat saber, very intentionally keeps the player stationary and moves things towards you to keep a sense of balance.

There are games doing well ignoring this, but I'd argue they are succeeding despite their gross nauseating experience (i.e. tarkov) not exactly benefiting from it (or gorilla tag which targets a specific young audience that's less likely to get sick).

Not saying it can't be done, we do some forced motion in our beta for Battle Birds. But it's extremely intentional, and we do a lot to test, validate and reduce nausea. And because we are still getting more discomfort during our public playtests, we've kept it benched, as its impacts viability.

#

Yatta yatta, i strongly encourage taking time to assess it properly for what you are doing.

tiny niche
buoyant jolt
#

I dont think it was intentional, šŸ˜„ just where it fell into

tiny niche
#

yea it does seem more like "my first climbing mechanic" gone wrong šŸ™‚

buoyant jolt
#

Haha

red coyote
#

Boneworks, Blade and Sorcery, etc

sick trellis
#

Which version of Unity Input + XRI has the XR Controller Component?

crude frost
#

Turn on gizmos. Open the physics debugger from the analysis menu. I imagine there are overlapping colliders

pine bison
#

open the physics debugger like they said, and you can see visually what the colliders look like, and if they are bigger than what you think

crude frost
devout pike
#

how do i fix these errors? i have no idea

#

btw the model is not connected to the errors i was trying to js make something with it

sick trellis
#

is VR active rn

#

I watched Fist Full Of Shrimps and I added the LeftHand Prefab, and the RightHand prefab to the Model prefab but the hands aren't following my controller tracking - It's not to do with my controllers, they work fine in every game.

devout pike
sick trellis
devout pike
#

nope

swift stream
#

How to sync and calibrate physical position of stick and throttle into digital position of stick and throttle for a helicopter simulator in VR?

tender drift
#

Hello,

My name is Ibe, and I am a third-year student at Howest Belgium, studying Multimedia & Creative Technology with a specialization in Smart XR.

For my graduation project, I am researching the following question:
"How can an endless runner game be developed in a VR environment using voice interaction as the primary control method?"

To explore this, I developed a VR game in Unity that can be controlled using various voice commands. For the voice interaction, I used WhisperAI, which I run on the Meta Quest headset.

Additionally, as part of a sub-question, I created a custom Arduino controller to investigate how such a device might enhance immersion in VR.

To gather valuable feedback and reflect on my project, I have created this form with a few short questions.
Your input would be incredibly helpful and much appreciated!
https://docs.google.com/forms/d/e/1FAIpQLSd0wAPLT7v4OgM6V8HM1ubJmk27lr8oalFWwEKDo31f4x-wAw/viewform?usp=header

Thank you very much for your time!

wise warren
#

anyone know how to 'force recenter' the xr rig in a scene. in the context of it being built to a meta quest, sometimes I don't spawn in the right place. If I press and hold the menu button, it recenters and then sets me to the right place in the scene, but this is more of the headset's functionality than unity. is there a way to make a call to the quest's recentering? or another way to just make sure I spawn in the right place? I'm using floor tracking origin mode

crude frost
#

you turne gizmos on, but you don't seem to have the physics debugger window opened.

crude frost
wise warren
crude frost
wise warren
crude frost
wise warren
#

ok didnt htink you could have both openxr and metasdk in a project

crude frost
crude frost
#

It seems odd to me that the SimpleAudioFeedback and SimpleHapticFeedback components only give the options for Hover and Select. Why not also include Activate?

devout pike
#

anyone on?

#

Assets\Plugins\Assembly-CSharp-firstpass\RootMotion\FinalIK\IKSolverVR.cs(784,5): error CS7036: There is no argument given that corresponds to the required formal parameter 'propertyName' of 'ShowIfAttribute.ShowIfAttribute(string, object, object, bool, ShowIfMode)'

#

need some help

#

i dont know what to do

#

its to do with my rootmotion folder

hexed bluff
devout pike
#

and ill defo check over the version, is it a better idea to be on the most up to date version?

hexed bluff
hexed bluff
pallid vigil
#

has anyone tried the VR Tabletop Multiplayer template in Unity, running 6000.2.0a6, followed the documentation to the letter, watched a few vids on how to set it up.

I'm getting this weird issue where the whole MRInteractionSetup seems to immediately fall through my scene. When I select it and press 'F' in the heirarchy, I just see it shoot straight down, very strange

#

The MRInteractionSetup's position, and all of it's children stay at 0,0,0 EXCEPT the XR Origin, the y value for it's position goes immediately into the negative and it seems to bring everything down with it.

Tried changing Tracking Origin Mode and Camera Y Offset on it, still experimenting.

pallid vigil
#

I created a script to lock the Y value in place and then I could actually see the UI.

Next wall I hit was controllers not interacting with the UI, after about 10 minutes the whole editor crashed. Would love all this to work out of the box with the Quest 3, I think a lot of people would.

pallid vigil
#

are there any discord or patreon groups I could join to get guidance on this, I'd like to pay for some training.

quasi jolt
#

Hi, does anyone know why text mesh pro appears a little bit jittery & blurry in VR?

devout pike
#

plaese i fixed all 39 other errors and 700+ warnings or wtv

#

i need assistence

azure apex
#

Hello. I am extending XRGrabInteractable to add some custom stuff. I encountered a problem when I try to move the grabbed object forward/backward with the thumbstick input.
I see that XRGrabInteractable is editing position within void ProcessInteractable, and I try to update position in my class within Update, LateUpdate, or FixedUpdate with different approaches, but it seems like those values are always overwritten with another ProcessInteractable call.
The values are updated, but at the next moment, they are reset back to their original position which is determined by dragging the object and the ProcessInteractable call.
I won’t work with any movement type, but my desired movement type is Velocity Tracking, and this is called now within FixedUpdate, and it won’t work:

var r = interactable.GetComponent<Rigidbody>();
r.AddForce(((ctrl.position - interactable.transform.position).normalized) * movingSpeed * axis);

The only thing that happens is a small delta move while I hold the thumbstick, which disappears right when I let it go => ProcessInteractable is overwritting it.
I tried to edit void ProcessInteractable to make sure that this is the source of those changes, and it is.
Does anyone know how to do this? Seems like basic stuff, but I am stuck here now for a couple of days.

I am using Unity 2022.3.60f, XR Interaction Toolkit 3.0.3

cloud wagon
#

how are haptics for VR being done these days? I'm on quest but would prefer platform independency, is this possible?

pine bison
cloud wagon
#

Thanks. I have the package for xr interaction toolkit installed.... In terms of XR plugins I am currently on oculus but hope to go to openXR one day. Is XR interaction Toolkit completely independent to these XR plugins?

pine bison
#

Yeah that's the idea, you can also the haptics of the individual XR Plugins like OpenXR but then you're limiting yourself more

cloud wagon
#

so I had a look at this before and it seems to only have intensity and duration? Is this the total level of control we have? You couldn't for example draw a curve, or use a sound or something? (I know Oculus had a use a sound thing but.... )

crude frost
sinful sable
#

I have designed a radial menu and its slightly glitchy (XR Interaction Toolkit). The button doesn't always "detect rays". Sometimes, it will show that the ray is hovering over the button when it's slight "off" on the side. See video attached (00:10).

I have a small script attached to each of the button so that the button only detects it when the ray is near (01:14). This worked for the mouse tutorial but in VR this is less precise.

I need help making the rays and button interaction more precise. What can I do here?

crude frost
#

Is there a solution for clouds, that works in VR, where if a flew a camera through it, liek the cloud feels real? like made up of dots instead of seeing backfaces?

sinful sable
#

Have you given permission from quest? There's a dialogue box that pops up inside the quest when you connect to a computer.

#

Only when you do that, it "allows" the quest to be detected by other programs.

median cobalt
#

hi can somebody help me..
i had a vr project on unity 2021 where i had a controller with xr direct interactor attached on it..
on xr direct interactor i had gun attached asstarting selected intractable
it was all working i could shoot by calling activate event on the gun

i am reworking the whole game from scratch in unity 6000
i have the same setup.. but i cant call the activateevent attached on the gun..
it seems that the gun is not even selected.

can somebody help me please

crude frost
#

it appears the direct interactor no longer has an 'activate' event. just select and hover.
Its annoying.
Whats also annoying is the Ray Interactor automatically adds a Simple Haptics component, which also no longer has 'Activate' and only 'Hover' and 'Select'

#

maybe try SimpleInteractable as it still has an 'activated' event

stable briar
#

when i play my game in vr it a loading screen for ages and it makes you allow to mange your files perms
for the game

pallid vigil
radiant kraken
#

Hey yall. I'm a somewhat intermediate user at unity (~5 years) and I just got a VR headset. I've been trying to use the OpenXR interaction kit and I can look around fine in the playmode, it's just the controllers that don't work. They just dont show up. And yes, I did put the XRI default actions as the Action Assets for Input Action Manager.

steep hemlock
# radiant kraken Hey yall. I'm a somewhat intermediate user at unity (~5 years) and I just got a ...

You will need to show more for us to help (we do not see much with your image).
To find your problem, you should check the hierarchy of your XR Origin object and the Inspector view of the input action asset you put in the manager.
It would be best to also check your packages and the samples you added, as well as your project settings.
If none of that is the issue, then check on the side of the HMD you are using (is it connected correctly ? Is it even Open XR compatible ? etc.).

radiant kraken
#

I could try SteamVR. I just closed unity but I can open it back up

steep hemlock
radiant kraken
#

Quest 2

#

I am using a USB 3.0 cable for maximum bandwith and no lags

#

It works great, I have played many games with it and it works fine

steep hemlock
#

You test in editor or you try to compil first ?

radiant kraken
#

i test in editor

steep hemlock
#

Your device is in developper mode ?

radiant kraken
#

yes

#

I enabled USB debugging as well

steep hemlock
#

ok.
What packages did you add to your new Unity project ?

radiant kraken
radiant kraken
steep hemlock
#

You also need the XR Management plugin that you need to configure from the player settings.

radiant kraken
#

aah

steep hemlock
#

To use Open XR, you need to add it as well (you can do it from the XR Management section of the settings

#

You then need to configure it as well by adding the interaction profiles your app will use

radiant kraken
#

alr i will try in a bit

steep hemlock
#

This is the bare minimum for it to work

#

Beside that, if you check in the package manager your XR Interaction Toolkit package, you will find several samples that you can import that are very useful (great example when beginning and fast config of the project later).

#

Take a look at the Starter Asset sample first (there are lot of tutorials online if needed) and you can try the Hands Interaction Demo if you want to play with hand tracking.

#

If you want a project to discover the XR Interaction Toolkit, I recommend the official one: https://github.com/Unity-Technologies/XR-Interaction-Toolkit-Examples to find out everything you could do with it. I would also recommend checking the doc as it is complete with a good first step section as well as a couple of youtubers who do tutorials.

GitHub

This repository contains various examples to use with the XR Interaction Toolkit - Unity-Technologies/XR-Interaction-Toolkit-Examples

narrow briar
#

anyone used redident grawer GPU occlusion on quest 2? any perf gain when using DrawMeshInstanced?

inland junco
#

Does anyone here use Unity for VRC?

#

I'm asking because I have a really weird issue that I can't solve with teleporting/respawning back to the default spawn point only in one area of my project, but I can't figure out why. I've reuploaded the structure this is happening with, Shaders aren't the issue, and I'm using all new box colliders, and what's weird is that this area appears to be gone or invisible in VRC, but not in play mode on unity, nor am I experiencing this respawning issue on play mode in unity.

north path
ornate questBOT
inland junco
#

Yeah, No, I get it, Trust me, But if I was getting answers there, don't you think I wouldn't be here?

narrow briar
north path
north path
inland junco
#

Gotcha, Ok, makes since... I guess. I thought everyone who was starting out building worlds on VRC would know to use the VRC Discord channel, especially if they used VRC Creator Companion to start their project. But, I do understand that a lot of people don't follow instructions these days. What a shame.

royal token
#

Hi. Can someone help me with the problem? I installed the most common popular gorilla movement for VR on GitHub, but after reloading the project it stopped working normally. I can't push myself with my hands

tiny niche
hasty wolf
#

I'm having trouble finding information on how to access capacitive touch sensors on Oculus Quest2 controllers. I am using OpenXR. Does anybody have any experience with this? All I'm trying to do is make the hand model go from neutral when there is 0 input from anything, to pointing when one of the capacitive sensors is going off (eg. the thumbstick or the trigger)

#

But documentation is very unclear and it seems many things are outdated. I saw in some places commonusages has PrimaryTouch, but that was giving me problems as well. And other places say commonusages don't work with oculus on OpenXR

#

idek anymore

fathom minnow
median cobalt
noble orbit
#

is it possible to develop a vr-console game without owning the device? this development include debugging, coding, testing, etc.
if so, please give me links about the documentation or articles about it. Thanks all

tiny niche
#

you also wont know what your game is going to look like when viewed in vr. It's quite different from viewing it through a monitor

inner island
#

Ok so i'm making a vr campaign shooter game with hand locomotion (Not a gtag fan game) and I am debating on how my weapons should work. I'm stuck between choosing weapons that you hold or weapons that attach/become your hand (You are a robot). What should I choose?

hasty wolf
#

the XR interaction toolkit*

fathom minnow
tiny niche
turbid orbit
#

Is this the place to ask for help with controller things in a scene?

tiny niche
turbid orbit
#

I follow the tutorial up to that point, i get input system, interaction toolkit, all of that

tiny niche
turbid orbit
#

It does not appear for me

#

I go under components, type in Xr controller action based and it does not appear

tiny niche
#

take a look at the assets folder

#

or better yet, grab one of the xr interaction toolkit examples, since they're wired up correctly

turbid orbit
#

Give me a second, my unity froze and I have to restart it

#

One of the things I tried caused compilation errors, I'm going to have to start from scratch. Hang on

#

oNly have to start from scratch because the thing will not open without warning me about broken things

turbid orbit
tiny niche
#

you just have to press play and verify it works

turbid orbit
#

Which sample should I use, i used the basic install of interaction toolkit

tiny niche
#

then you can diff it with your old project to figure out where you went wrong

tiny niche
turbid orbit
#

I'm not seeing anything like that under xr interaction toolkit samples

#

Starter Assets, Hands interaction demo, Ar STarter Assets, XR Device simulator, Spatial Keyboard, legacy xr input readers and visionOS

tiny niche
turbid orbit
#

And I can just dump the opened zip file into the directory of the project name?

tiny niche
turbid orbit
#

I'm not even trying to make anything too strenuous, I just want to build a relaxation room. A bunch of movie posters, a favorite song, a tiktok video to play based on what poster I click on, and some favorite items around the plane. THe only thing stopping me from doing that is getting a meta quest controller to work with the scene

#

I can get the posters in the scene, I can get them positioned where I want, I can get the videos loaded, I just can't test any of it without a controller function in the scene to work with the quest controllers for my my meta quest 2

tiny niche
#

knowing how to use git is a must though, otherwise you have no way of ensuring you're not gonna screw up the project when you try things

turbid orbit
#

I made something simila before like 2 years ago or so. I just can't find the tutorial I used before and I don't think I have access to the old files from the old project.

sinful sable
#

I am using XR Interaction Toolkit and I have a simple cube that has XR Simple Interactable component. I have a function which basically Debug.Logs "Activated" in the console. However, for some reason this isn't working. I can use the same functionality for Select Entered (which uses the Grip button) but the Activate functionality doesn't work. Any ideas? I've attached a video.

fathom minnow
sonic tartan
#

I'm using Unity editor version 2022.3.57f1
I've narrowed it down to a problem with the something in

{
"scopedRegistries": [
{
"name": "Unity",
"url": "https://packages.unity.com",
"scopes": [
"com.unity"
]
}
],
"dependencies": {
"com.unity.xr.management": "4.5.1",
"com.unity.xr.arfoundation": "5.1.3",
"com.unity.xr.interaction.toolkit": "2.6.3",
"com.unity.xr.oculus": "4.5.1",
"com.unity.collab-proxy": "2.7.1",
"com.unity.ide.rider": "3.0.34",
"com.unity.ide.visualstudio": "2.0.22",
"com.unity.ide.vscode": "1.2.5",
"com.unity.render-pipelines.universal": "14.0.11",
"com.unity.test-framework": "1.1.33",
"com.unity.textmeshpro": "3.0.7",
"com.unity.timeline": "1.7.6",
"com.unity.visualscripting": "1.9.4"
}
}

using ChatGPT to troubleshoot.

The project can't get past Find Available Build Targets.
I checked all my code and assets and those work in other scenes.

pine bison
#

You've narrowed it down to...... the package manifest? UnityChanThink

sudden elk
#

Checking again if anyone knows about reliable solutions for footstep detection using just a headset. My supervisor for this project is adamant that we shouldn't use any sort of foot/full body tracker

sudden elk
sinful sable
fathom minnow
sonic tartan
unique matrix
#

im using an htc vive headset with a tracker to control the position/movement of a game object/player in a scene. So far it's testing fine but it only works when I put on the headset. Is there a way to keep the headset on and tracking while not having it on so the vive tracker itself works on moving the player around ?

bleak pilot
#

I'm finding it tricky to find specific WebXR settings. Halp?
(exporting a WebXR solution from Godot worked without issues first time.)

  • I'm using Unity 6 beta, and also have an empty 2022.3 project, but I'd like to stay with 6 beta.
  • I can export and test my WebXR project with De-panther's code base.
  • I haven't found an explanation anywhere whether to choose WebXR2020 or 'Full View' 2020 and what 'Full View' is.
  • My project is URP VR-only with 360 videos presented in a 3D world environment.
  • I'm using the De-panther WebXRCameraSet viewer from their demo scene.

Problem:

  • Image appears only in right eye, not the left eye. Looking around works, motion and interactivity doesn't work.
  • in left eye, a bit of ā€˜Trial version’ text is visible, so maybe it’s a camera problem?

Viewing on Quest 2.

Questions:

  • Do I import OpenVR, Oculus or other packages for WebXR?
  • Should I use VRIF instead?
  • What are likely causes for only one eye appearing?

Screens of my settings:

tight heart
#

When using post processing layer, out of my (VR)'s left eye i see white, but on the right one i see perfectly fine

light sand
#

Tell me if it is possible to build a PCVR application so that it runs without a window on a PC, and the display is only in VR? For example, like half live alyx with the parameter -nowindow.

tiny niche
tight heart
bleak pilot
#

I've found that Post Processing On volumes and sometimes skyboxes cause this kind of one-eye problem.

shadow onyx
#

Hello. I am currently working on vr driving simulator for meta quest 2. Is there a good plug in to create roads? I tried road architect but when I create intersections sometimes the roads just vanish. I could just script the roads to spawn on start, however I don't know if that is good practice or how I can then make the AI or car asset to work without having a visual representation of the road

tiny niche
#

kenney has a bunch

worthy mortar
white rivet
worthy mortar
fathom minnow
main obsidian
#

Hello, Ive been working on a project for a class that mainly uses the Meta XR all-in-one SDK and I have been running into some issues with the simulator.

#

Basically, I will Play my scene and the simulator will pop this window and basically not open at all in my laptop

I have talked with some colleagues about it and they are telling most probably is because I dont have a dedicated GPU on my laptop. (Note that while I only have integrated graphics on this machine, I have used it on the past and it worked at the time). Any help on this or should I just use another machine for this project?

cloud wagon
#

is dynamically scaling down renderscale on quest a viable and functoinal option when a scene gets busy?

shell kayak
cloud wagon
shell kayak
cloud wagon
#

thanks, damn it's already active, was hoping to make a gain there šŸ™ƒ

cloud wagon
#

what seems to be happening is that if my framerate drops at all I drop straight from 72 to 36 and it stays there until loading a new scene.... I guess this hits spacewarp on and then it never turns off again?

rancid shuttle
#

I'm trying to add a fade overlay with a text and progress slider which will be used for scene transitions. It works in the editor but in VR I don't see the text and slider, anyone knows why this happens and how I can fix it??

rancid shuttle
# pine bison How's your canvas set up?

I'll send some screenshots soon, here is a better explanation of the problem:
When I'm changing and loading into a scene I have this white canvas that will fade in and after the new scene has fully loaded it will fade out again. (I tried using an overlay canvas earlier but that didn't work)

In Unity everything looks fine, In VR i do see the white background fading but the text and loading bar arnen't that visible. Like I can see something and they are there, but you cant really read it.

Maybe this could be because the canvas is very close to the camera, but i need it to be close because i want to block the view.

pine bison
#

Your camera has a near clip value, and your canvas needs to be further away from the camera than that

rancid shuttle
#

Canvas is 0.03 away, near clip is at 0.01
Someone said i could try a multi camera setup, I'll try that rn.

rancid shuttle
#

Fixed it by using camera stacking

tight heart
tiny niche
bleak sandal
#

When recentering the view in games I've noticed a difference in using SteamVR and Meta as the runtime for OpenXR builds, if I am using SteamVR everything is fine, if I use Meta and I sit down when starting the game standing(or vice versa) and then recenter my view it moves where it thinks the ground is in a different spot so my ground is suddenly in the air or beneath the floor. I've found some unanswered posts about it but never a solution, I cant read if that is the inteded way and steamvr "fixes" it to the intended way. Does anyone have experience with it and know how I could make sure thats how it always works even when using the meta runtime?

tiny niche
#

but if you want to control the head position during recenter, then you shouldn't pick roomscale tracking in unity

bleak sandal
#

well no, the tracking origin mode is set to floor and not device so there is no set height and the behaviour is different if I'm using stemvr or meta as the openxr backend, but for example on a quest built the behaviour is the same as with steamvr on desktop

#

so if I sit but move 90 degrees to the left and recenter, I want to just have it recenter the rotation but if I have meta set as the openxr backend, it also puts me lower so that my gound is now beneath the floor in game

tiny niche
#

so you just end up having to pick between the head or the floor being important

#

in meta there's always a height configured, you do that when you first set up the device

bleak sandal
#

but if the behaviour is different depending on the runtime selected, shouldnt there be a way to check which one is active and either let it do its thing if its steamvr or copy the way stemvr does it manually?

tiny niche
#

they do let you query the device for some specifics, but you're just supposed to pick the correct option for your app and let the device handle the rest

#

you wouldn't want steamvr behavior on the quest for example

bleak sandal
#

but I would prefer if I dont have different behaviours depending on if the user has steamvr or meta set as the runtime

#

I'd prefer having it be the same behavior

#

especially since on the quest the behavior is the same as steamvr and not like on pc with meta link

tiny niche
#

yea but we're putting the users first here and doing what they expect from their platform

bleak sandal
#

which just makes even less sense

#

but the behavior is not consistent across using meta for everything even

tiny niche
#

doesn't matter

bleak sandal
#

yeah but thats not how I want it to be for my app lol

tiny niche
bleak sandal
#

well I want the options to be available so its the same results on anything

tiny niche
#

well you basically have to figure out what the device is doing and then undo it, so you can pick an option arbitrarily and re-apply that

bleak sandal
#

hmm I guess that coudl maybe work if I check for what the runtime is, is there a way to intercept what the change is and reset that or do I need to save the position each frame and then calculate the difference after the event happened?

storm ether
#

What is it like making a VR Game in Unity?

rancid shuttle
storm ether
rancid shuttle
tiny niche
#

and since cardboard is only 3-dof you're also a lot more limited in how people interact with it

pine bison
#

Google cardboard is not the same at all as VR glasses, it's in a totally different league. It's like comparing an old nokia with a modern smartphone. Like yes it can do some of the same things but less and worse

storm ether
#

My bad.

pine bison
#

It's a way to get your feet wet and familiar with the tools though. But with 3DOF and no controllers you're quite limited in what type of apps you can make

spark ridge
#

Has anyone worked with the quest 2 tha can help me?

rigid sky
#

Hey, anyone using meta avatars? I've set

fossil obsidian
#

Yall had any trouble with acessing files on sdcard on the quest?

#

the directory is showing as empty...

fossil obsidian
#

it worked before...

#

i'm dyin here

#

ok yall buckle up

#

you need MANAGE_EXTERNAL_STORAGE

#

in the android manifest

#

like this: <uses-permission android:name="android.permission.MANAGE_EXTERNAL_STORAGE" />

#

but that's not all

#

you need to go to app permissions in the quest settings and give it the manage storage permission

#

for whatever reason, the popup that used to appear to request this no longer does

#

so you have to do it manually

#

if manage storage permission is granted, then the contents of a directory on the sdcard such as /sdcard/Movies/ABCD/ will be visible rather than showing as empty (no files)

#

i want my afternoon back...

pine bison
#

It IS a box. You need two box collider components on that object, and adjust them to cover the two parts of the desk

rigid sky
#

Hello developers
I am integrating Meta SDK version 74.0.2 with Meta Avatar SDK 35.1.0. I am using the Building Blocks sample, but unfortunately, I am unable to sync my controller and head with the avatar body. I think the issue is caused by the following error. Can you help me solve it?

Failed to poll initial positon, no head position found
UnityEngine.Debug:LogError (object)
Oculus.Avatar2.MecanimLegsAnimationController:PollInitialPosition () (at Assets/Samples/Meta Avatars SDK/35.1.0/Sample Scenes/Scripts/LegsNetworkLoopback/MecanimLegsAnimationController.cs:620)
Oculus.Avatar2.MecanimLegsAnimationController:UpdateState () (at Assets/Samples/Meta Avatars SDK/35.1.0/Sample Scenes/Scripts/LegsNetworkLoopback/MecanimLegsAnimationController.cs:277)

rancid shuttle
#

Hi everyone I'm having problems with the XR poke interactor. I'm trying to click a button on a canvas but it isn't working. This button did work earlier so I suspect I accidentally deleted a script from my controllers that happened to be required for the poke interactions to work.
For example I deleted the "Controller Input Action Manager" and "XR Interaction Group" from the controllers because they are not needed for my game, but maybe these are required for the poke??
I'll attach some screenshots, also the debug object on the poke interactor is disabled and I can't even enable it.

unique matrix
#

im using a vive headset with a tracker for a game, and in the editor the controls were working just fine but they no longer work when I build the project. Ive worked with an occulus before and I believe there were some adjustments to the project settings for android (img), is vive in a similar scenerio where I need to modify it to android or nah ?

spark ridge
#

I’m having issues with trying to grab an item with my quest 2 controller , it doesn’t grab the item at all. Any help? Or suggestions?

north path
rancid shuttle
worthy mortar
# worthy mortar what

this is still happening. i put a scene in the build cus apparently it wasnt there before, but it still doesnt do anything when i try to launch it

#

well thats what the testers have been saying so im gonna try it myself since i have a profiler on it

#

i heard it was something with the xr plugins but ive switched between oculus and openxr and the problem still happens

#

this is what my manifest looks like

spark ridge
#

this is my pickup script

#

I already have the OVRCameraRig attached to my player object and I assigned the OVRControllerPrefab to RightControllerAnchor and LeftControllerAnchor

north path
#

Use OVR Grabbables etc to pick stuff up, not settings transforms

spark ridge
#

so dont even use the script i wrote then?

spark ridge
north path
tidal hill
#

can you show the sphere gameobject's inspector? @fossil smelt

tidal hill
#

soo weird

#

it has the Sphere slotted into the Mesh

fossil smelt
#

ahh word okay i found the hand mesh, now to figure out how to disable the hand disappearing when gripping

#

thank you

tidal hill
#

sure.. no problem lol

#

it does say SphereHandL tho

#

kinda makes me think it was supposed to be a sphere? idk lol

#

good luck mate šŸ€

fossil smelt
#

yup it was originally and i was trying to change it to a hand šŸ™‚

tidal hill
#

ahh okay gotcha šŸ‘

fossil smelt
#

thanks again

fossil smelt
#

anyone with hands knowledge please let me know!

hollow scaffold
#

Anyone else ever see this error appearing every 10-5000ms in adb logs on Meta Quest headsets with Unity 6000.0.47f1?

UnityGame: GameManager not available.
They are not being passed through Application.logMessageReceived so I guess they are outside of my application and are being caught by adb.exe logcat | findstr -i unity
I've never seen these messages before and i've been using that adb filter almost daily for years. Should I care? I know there's generally a massive amount of adb "spam" which can be ignored for the most part but this just seems a bit sketchy.

worthy mortar
main current
oak pilot
#

Hi everyone, I have a problem with my XR Socket Interactor. After I attach trash to an object then move it to inventory. It only update it's count text but invisible. Anyone know how to solve it?

Here is the code that I'm using on my Stick
https://paste.myst.rs/i8oez5qn

And this is the code for my slot Inventory
https://paste.myst.rs/ygenr9l7

pulsar barn
#

Hello everyone! I am making a multiplayer mixed reality chess game using the Meta SDK. I'd like some help with the following:

  1. Synchronizing the chessboard pieces (not the chessboard itself)
  2. Making the "other player" be on the opposite side.
fossil smelt
#

Anyone with a good way to properly setup proper hands and movements easily to replace these sphere hands that would be awesome.

unique matrix
#

I was working on 2 different projects, one using Occulus and the other OpenXR (for vive tracking stuff), and when I got OpenXR running in the other project, it kinda broke the project with Occulus. It opens steamVR now instead of the meta quest link app. How do I disable OpenXR

#

nvm I found this setting in the meta quest app. Fixed the issues I was having

fervent sparrow
worthy mortar
#

i am fucked

#

my pc cant detect when my headset is connected

#

and i cant debug wirelessly because "my device doesnt support it" and i need to install the latest version of platform tools (i have)

#

i cant even emulate a device becayse "failed to find android target'33'"

#

then when i go to sdk manager i dont see ANYTHING RELATED TO THAT

worthy mortar
# worthy mortar

all while trying to fix this bug on my own because nobody is willing to help me

rancid shuttle
worthy mortar
#

i sideloaded

rancid shuttle
worthy mortar
#

it doesnt detect when im connected

rancid shuttle
worthy mortar
#

yes

rancid shuttle
#

Do you get any errors in unity after refreshing? And you use USB cable right?

worthy mortar
#

i use usb cable

rancid shuttle
#

1sec

rancid shuttle
worthy mortar
#

no errors