#š„½āvirtual-reality
1 messages Ā· Page 26 of 1
I was wondering what that button does.
If you aren't doing anything to the actual build settings, you probably can just do that
Although idk if changing input settings does that
That's fair lol
YOU ROCK!! The ship is uncontrollable, but it moves now!!!!!!!
Lmao I just listened to you
You seem to have figured out the nonsense part on your own
Now for the ACTUAL hard part: manually negotiating with Quaternions to do what you want š¤®
I would guess it's doing that cause you're calling the event even if the head isn't moving that much
With this roadblock removed, I'll take anything
Yeah, I'm gonna toss in a range buffer to create a dead zone
I knew it just HAD to be something dumb.
Give it a tolerance that you serialize in the editor, such that you can tweak it in the editor during runtime
like:
public float headMovementTolerance;```
or something like that
I LOVE LOGCAT
lmao ikr it's heckin useful af
I can suddenly see all my debug statements
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
Also, this isn't a VR issue perce
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
i am having some issues with render textures in vr for me they are black in vr but in unity they are normal
yeah sorry i realized after it also happened even when i tested on desktop
Hey, im trying to setup a poke interactor for ui, except for some reason its not working, and im using the sample poke interactors
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?
Also in play mode in VR?
Which texture format did you use? Some are incompatible with Android
Did you already check the sample scene itself/import samples?
From here you can just copy the setup
What do you mean with unable to find XR controller? As in the script?
I personally suggest to use a blank URP project and import the XRIT samples
yeah the script i even made the project as 3d Universal and manually add the xr packages still same problem
Does the ui have Tracked Device Graphic Raycaster components on them??
Did you install XRIT?
yes
Also imported the samples? What shoes up there on the controllers?
If that works, then you do not need an XR controller script. Then just use those
Yeah XR Controller is depreciated iirc
so its completely removed?
Ah, yeah that's fair
Yeah they probably changed it with the overhaul of the input system
But Iāve been using the default one and I used it in my last game and it was fine
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.
Send script
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)
Explains how Interaction SDK integrates with Unity Canvas.
and look to their examples. But if you use Use Meta XR SDK Think carefully whether you need it. If you later want to move the application to other platforms, you will have to migrate to OpenXR. So it is better to start developing on OpenXR right away.
I only need to develop for the meta quest for now, even later I will only need the meta quest, I'll see how I interact with the canvas, thank you
apparently the SDK no longer comes with example scenes, the meta's page don't is refreshed
I thought the same when I started the app. And now I'm suffering š¤Ŗ
Oh god, is downloaded separately, I found out what happened
sad brother hahaha
link it contains sample. if I remember correctly. You don't need to put anything separately
the demo scene is in the package part, to be downloaded separately, that's what I found strange, but OK it must be the way the Asset store works today, I managed to download it, thank you
Just call TouchScreenKeyboard.Open("test text", TouchScreenKeyboardType.Default);
Send the entire script. You might be missing stuffs
I made all things, and the interaction don't is working
the application is crashing, and I cannot to click on the things
i will prepare demo project tomorrow
Are you using OpenXR or the Meta Quest SDK?
Imo OpenXR easier
I changed to OpenXR, because Meta Quest SDK was generating Stackoverflow exception
So, in order to make a canvas interactable via vr controls, just add a Tracked Device Graphic Raycaster component to the root Canvas object
Yeah I made this, now is working, I will learn how to work with a new Unity input system to port my input script now
Note: the Canvas object itself, not any of the buttons
I use my Meta Quest 2 with OpenXR and it works good
Go look up the Valem OpenXR tutorials if you wanna setup an XR Origin with action inputs
I just need to identify the buttons, and the analog sticks, to generate commands, I will see the tutorials thank you
The new input system uses Actions, and those are pretty decently straightforward
I really need to learn this, I think that soon the old will be removed
Well there are the LTS versions that will be supported for a while
But yeah, I'd go learn those too
they will remove this is a fact, the question is when they will do it
Isnt it possible to create poke for all the hand fingers?
Here is a sample project that reproduces the issue: https://github.com/Anton111111/SystemKeyboardSample
Click on Platforms in top menu -> Switch to Pico/Meto build profile before start project for configure openxr features.
Can I make my own interactor like en end-effector, for ex, tweezers?
So the main tweezer should be grabbable and the tip should act as a direct interactor of sorts.
Lookup VR Creator club
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?
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.
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).
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.
Can somebody help me pls when i builded my vr game and then downloaded it it was 2d im using unity6 recommended version
We need:
screenshots.
what template did you use for the project.
what version of unity exactly are you using.
are there any packages installed other than what comes with the original template.
And which XR plugin is enabled
How do I check input if the player has let go of the trigger button?
You need check your created AndroidManifest.xml. I think you don't have required elements in manifest
I had a similar idea. I did something similar in an application that was on the meta sdk. Only there I disabled colliders. I hoped that there would be a more elegant solution. I thought that it could be done on the basis of Interaction Layer Mask, but as I understand it is not related to interaction on the UI
Anybody has an idea
I would like to store an item when the player releases it. Or I can just check if the grab is active?
If you're augmenting how object interactables work, you gotta go through the IXRSelectinteractable interface they inherit
I cannot for the life of me figure out how to manipulate what objects are included in specific Interaction Layers so that's how I'd do it
At least, not from the editor
hi. there is a gap between my hands and the couch like look. there is lil gap bettween the hands
does anyone know if there are any good mining scripts for vr or if i should create one from scratch
Can anyone tell me how to configure the joystick control's analog sticks to move? (New Input SYstem)
What kind of movement scheme are you going for?
I just need to configure the Input Actions to identify the horizontal and vertical axes going from 0 to 1 like in the old input system
I need to do this for both controls, I want to identify the position of the analog sticks
I know, but are you doing this for smooth slide or teleport?
Also snap rotation or smooth rotation?
smooth sliding and rotation
i will streaming these data to send, for an Unity PC application
Detect collision -> do something on that object
Many guides for that, and we need more info to give a better answer
,y oculuss 2 controllers dosent follow the ones in unity im using unity xr and i dont know what i did wrong
hey my conmtrollers dosent do anything in my game do u kniow a fix? its like they dont move the left and right controller in unity
don't ping random people pls
is it air link or cable link?
Are you using the 'Action Based' XR Rig? If thats the case, you may need to set up the presets
When I Instantiate a prefab with Networked grab interactable, it won't fall down, it will go down 2 milimeters and goes back up.
Iām having a weird problem with my vr game on unity if you could be able to help it whould be awesome Iām using unity xr and itās where I canāt have xr action based controllers only device based or they wonāt 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
Air itās on steam vr
I have tried that but it still wonāt work I switched to device based controllers but now the movement is weird
I'm trying to upload my game to side Quest it's been about two months and it's still awaiting approval
If anybody has any ideas on what's happening please tell me
is it by chance a gorilla tag knock off
No it's a fan game and it just got approved
I think you need ask this question to side quest support.
I cant seem to find a working or newer tutorial to add multiplayer to my Vr game, can anyone help?
u just need photon and playfab if you want banning ect and i have a code coputer to join codes otherwise it will join automaticlly but the code computer are miostly for gtag games
Its not a gtag game
Valem has a good tutorial on it
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
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
uhhh not this advanced with vr lol
sorry
oh your alright
Any code that references Editor code needs to we wrapped in #if UNITY_EDITOR
Or, if the whole script is for editor use, move it to a folder called Editor and it will be ignored in the build
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?
i know i fixed it last night, i had it wrapped but i still had another script that was drawing gizmos and using realtime
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.
Hi community !!! i want to switch a normal 3d project to vr project ? If anyone have suggestions to do this
which device will you use for VR ?
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
Has anyone managed to get past processing volumes to work properly with the quest 3 in passthrough?
Has anyone here implemented two handed grabbing, like with a rifle?
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));
}```
I have this code to do it if there is another grabinteractable as a child of the object.
It works, but the gun flips over if the hand is perpendicular to the offhand
I know games where it only flips over if the gun is all the way back, that is much closer to my desired result.
You would have to use the new camera API for that. Natively Unity apps cannot see the passthrough
how do i get my interaction profiles + settings to save?
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?
I will use metaquest 2
I need help if anyone can
My opinion is to skip meta sdk right away and use open xr. In any case, there will soon be a desire to launch your project on other VRs, and then the pain of porting to Open xr will begin.
So start reading https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@3.1/manual/index.html . There are already good examples to start with.
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 doesnāt happen when playing the exact same scene, but unchecking āInitialize XR on Startupā in XR Plug-in Management under Project Settings.
Surprised Iāve 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.```
XRGrabInteractable already has a way to implement this from the editor using AttachTransform and SecondaryAttachTransform
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
I am not using the interaction toolkit.
i see. When you say "flips over if the hand is perpendicular to the offhand":
- is the offhand the trigger hand or the lead hand?
- what are the exact transform values that create that effect?
it still works but then u need to customize it
offhand is the foregrip, not the trigger hand
For the effect, well, you can imagine your dom hand pointing straight, and the offhand perpendicular to it. Then it flips over
Which makes sense, because the lookRotation is using the dominant hand's transform right as the axis
Here is the exact effect I am trying to replicate
See how it only flips over when it's turned around 180?
Right hand is straight in that video
I don't know what kind of transformation can do this
who can make me this, ill pay you
the movement
https://youtu.be/Kuot6dvqV0g?si=gRFWoY6d8c78SsWn there are balls on your hands that role and there is carving
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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.
So, I have a older VR Unity project, built on 2022, and upgraded to Unity 6.
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.
Here is the error:
DeploymentOperationFailedException: No activity in the manifest with action MAIN and category LAUNCHER. Try launching the application manually on the device.
UnityException: Could not find any valid targets to launch on for Android
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.
Hrm...Trying to delete the existing manifest, hoping unity makes me a new one.
That worked! Sorry for the disturbance. Continue forth, great powers that be. Ignore the mere mortal that is me.
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!
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?
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
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.
i need help uploading a avatar
youll need to elaborate
dude there are at least 15,000 tuts online
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
2022 LTS
Unity 6 is somewhat infamous for its VR bugs
dont you have problem with build using 2022? when i build the game, the game in MQ is black or in small black rectangle... 
my current project on Unity6. I don't see any problems related to unity version.
And i use OpenXR. Builds for Pico and Meta
Then I'm doing something wrong...
hmm I haven't had this problems with 2021 
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?
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
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
I trayed using mannets of my vr (metaquest2 )
Hey
Who here has worked on character body IK?
I just got mine set up. Super basic, the poles are childed under the targets
How do you make it good? The elbows do not bend naturally at all.
any help would be appreciated.
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
read the errors, from top to bottom. The first error literally gives you the solution for how to solve it in the error
if you're using the XR Controller (Action-based) scheme, you kinda do just have to check the names of the interactors
video showing in what way they currently bend would be nice
elaborate on how EXACTLY you rotate the gun or move the tank. What inputs are required (both analog/digital and spatial)
xr interaction toolkit or no?
whos good with locomotion
yeah, how else would i get the hands to move lol
What platforms have you built to?
just android cus it's a meta quest game
I made locomotion for gorilla tag work not long ago
Right now I'm working on having it on a character model
Show me all the physics materials related to this bug
just the materials on the hand colliders, the friction is 99999 and set to maximum
Screenshot every physics material. Also, bugs can happen if there isn't physics materials on the thing the controllers are colliding with
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?
Are you using different quality settings for the Android platform?
What is low quality about the visuals
I'm streaming video, and the video is getting blurry, I also have a lot of aliasing, and I don't understand why
The video is blurry or the game?anti aliasing settings should be exactly as you specify them in the URP asset
It seems to me to be a problem with the Quest specifically, because the same project on mobile does not present these problems.
Could you show some screenshots of the problem?
I need to see how I take screenshots in quest
Should be an app icon on the little hud when you click the oculus/meta button on your right controller.
If you could show an editor picture and quest picture I might be able to help
Perfect, I'll send it to you privately, I'm away from the computer now, I need to resolve other things here, when I get back I'll send you the image, okay?
š
thank you
i got a whoooole nother problem now
i start up my app
my available memory goes down to 300mb
the app crashes
i tried connecting to a profiler but all i could get from it was some debug logs
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!
i put the max texture size to 1024, no clue what lightmap blending even is but i have a load of lightmaps because the three scenes are gigantic
Do you load multiple scenes at once or just one?
Could you show a screenshot of one of the scenes lighting tab
i only have one loaded on start, this is the main scene
Can you show just a little under that, it should say how big the lightmap is.
how do i attach the memory profiler like i would with the standalone profiler? i gotta figure out whatevers causing this
oh wait i think thats the wrong scene
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
This scenes lightmap size is alright, if this is the right scene lightmaps aren't the problem
You connect your quest to your pc and you should be able to connect the memory profiler (as long as it's a development build)
alright
im gonna try using the memory profiler
how exactly do i use this?im not very familiar with this stuff
i think i got it working, which part am i supposed to be worrying about
Is this also an editor capture or is this one the quest
oh that ones editor i think
i thought the quest would connect like it would with a normal profiler
Yeah quest one will be way more accurate (cus it's the actual app)
Can you show entire UI box of memory profiler
I think I remember how to connect it to Quest
Top left drop down where it says editor, if your quest is connected you can click on it to connect
i managed to try capture it with the quest
things been loading for 9 minutes now
been stuck on taking capture for two minutes
twice
Hmm, tell me if it works
My implementation is of little relevance here, I'm literally parenting the poles to the hand itself as a test. It's that, or aligning it with the body Y rotation which would produce bad results when looking around.
I'm interested in how other people implement their IK
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.
went to sleep, woke up, still importing assets š
ill keep trying
the snapshot never even registered
uugggghh
i got it
... now i have to use
a different
profiler
to inspect
the biggest issue
im about to give up
<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
Weird.. that should be fine for Quest 2 and up
Can you show what other tabs of the memory profiler say
Does it say 300 available memory as soon as you open the game or is it like after a little
after a little
its probably the scene loading
its a big big big scene
rn im splitting the big scene into multiple less-big scenes
and i will have a small main menu scene
Take a snapshot when it drops down
Also i might know how to help if it IS the scene
https://developers.meta.com/horizon/documentation/unity/po-assetstreaming/
Even if your game isn't "open world" this would still help with general large scenes.
But if you could take a snapshot when the memory goes down I could potentially see if it's the scene or not
Walkthrough of a sample and its approach to asset streaming.
alright, ill start testing in a few minutes, if it IS the scene ill let you know
š
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
For sure the scene if it won't even load. That happened to me once.
If your deleting a bunch of stuff with no change then it's likely 1 thing or a small few things that are making up for almost all of the memory
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
wdym? like capture the snapshot as its loading?
Just take a snapshot in editor, but use the same scene switching logic as in game. So like click the play button.
And then once it's loaded then take a capture
Play mode in editor I mean
alright
heres the summary
Can you show the more expanded page
yes after unitys finished doing whatever its doing lol
it started reimporting a bunch of stuff out of nowhere
Love when that happens
ah its because i set a texture compression thing
ill ping you when i get those screenshots
Use ASCT on quest for compression
Expand the texture one to see what's using up most memory. Also why is audio using 200 mb?
i actually have no clue
im gonna take another snapshot since i did that texture compression stuff
https://docs.unity3d.com/Manual/class-AudioClip.html
Take a look at this for different loading types and compression settings that can help a ton with memory usage
ill look into that, i made another snapshot and it took up 2gb more memory than the last
That's because editor snapshots are usually less accurate. Can you double click managed and then also empty heap space if you can double click it
So far it seems like your games memory is fine
doesnt seem to be any empty heap space option
Yeah memory seems fine
Does it tell you anything else when the game crashes
no it just says not enough memory to run MunkieDeluxe
its not my headset thats the problem either
everyone with that apk has had the issue
Try and get the scene tk load and get a memory snapshot of it
What's all in the scene that could be causing this
only this
but theres multiplayer so maybe thats a problem?
How complex is your hierarchy, arw there tons of objects
I use multiplayer and don't notice this
What's your multiplayer like provider (photon, fishnet, unity netcode,etc)
7901 objects in this scene, somehow š
photon pun 2
How many networked objects
i think like 1-2?
Definatly not networking then
ill try get another snapshot
Try disabling different objects to see it any allow it to load
had to kill unity again because it was stuck on taking a capture for 5 minutes and it wasnt even doing anything
Just start disabling things till the scene loads to see if you cab find the issue
i did that then the build size DOUBLED
wgat is going onš
Not sure why that's happening but try and get the scene to load
Build size can be delt with after
it crashed after i disabled the object with the most childre, will try again later cus i need a break from this stress lol
@worthy mortar We should bring this to DMs once your back, maybe can take a closer look there
yeah would be a good idea
Silly question but totally new to it, Do I need VR headsets in order to start developing VR games ?
Yes. Especially when starting out, simulators won't get you where you need to be. When you have a lot of experience, it might be viable, but still there's usually a lot fo in and out of VR
Agreed, technically you can start, but not being able to test and experience inside of VR will likely break the end product
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?
I'm using the player model folder from the photon package that makes multiplayer
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 ?
hasnt someone met with this problem before?
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
I have the same and just skip it š
ah.... i hoped this warnign is the main problem, why i cant build the program on MQ3 
What render pipeline are you using
One way you could test if that's he issue is to just switch to oculus as the plug in provider to see if that fixes the black screen problem
yes it does work, but i would like to create app for other HMD than Oculus >.< so i chose for pc and android Open XR
OpenXR is actually recommended by Meta now too, did you try reinstalling the package?
URP
i created the empty project -> install the Open XR plugin, XR interaction toolkit (from there starter asset) and XR plugin managment. Then i followed all instruction to make it work in editor, but problem is when i want to build it >.< (only changed minimum API to 24)
Just as a test to see if it has to do with the API change it to 12L or 32 as that's the target for Quest apps
oki gonna try.
ok tried it and now i got black screen again, but now i cant get to main menu to turn it off 
Unity 6, but same problem on 2022. Never seen this problem on 2021
Try reinstalling openxr plugin to see if that does anything
Very weird because I also use unity 6 but don't expierence this
i forcly restart oculus and reinstal openXR *and now it doesnt run when i use build and run at all >.<
im getting this
its non-interactable... just black or this window (its progress, i can see something than black small window :D)
Can toy show your XR settings, and make sure the XR plugin provider is set
I get those to o but they don't seem to cause problems. Do you have the meta xr plugin installed?
Or the meta xr all in one thing
dont know, i think not. I was following the video and i thought this plugin is needed when used Oculus plugin
Openxr should have a "Meta XR feature group" and "Meta Quest Support" that should be enabled.
The SDK will also help you a ton with interacting with the quest.
Also i don't think you need all those profiles
so this sdk doesnt have something with Oculus in Plug-in managemnt?
It's just the sdk for Quest, no need to use oculus plugin management provider.
But this will give you access to many features and easy quest API
so its better to use OVR rig?
will it work for other VR than oculus?
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
I personally use OpenXR with quest and PC
Turn on use custom manifest in player settings and create store compatible manifest from the meta button on the toolbar
Are you still getting the same error
moment, the building takes a long time >.<
I had a build take like 8 hours once because of some stuff with shader variants 
same problem - blac screen and cant do anything.
maybe its a time to factory setting the Oculus or i dont know....
it works after restart!
thank you 
buying a macbook air is a good choice for vr and ar??
Mac is generally discouraged for gaming. Do you mean building vr game or playing (or both)?
Ik that mac is not good for gaming.. i am asking For vr and ar development as well as designing
Yeah everywhere I search generally says similar things. It's possible, but its not recommended over other options like desktop PCs or just other OS' is general
Hmm okk
From brief searching, but I generally would agree based on my knowledge on desktop vs Mac
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)
If you already know how to make walls you could probably just make a shader for that. If not you'd probably be better asking #š¤Æāaugmented-reality
Maybe it's too late. But I'll add my own. Here's my set of packages. Maybe it will help you later.
- PICO OpenXR Plugin is needed only if you're building for Pico.
- XR Hands is needed only if you need hand tracking
- Meta XR Core SDK is not necessary. But I add it to get visual controller models from it.
If I remember well, meta is working on new SDK for mixed reality to set the walls, furniture etc. Maybe it can help you. Anyways as Compile Error said, only option is shaders, because Meta doesn't give you permission to raw camera data
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"
Never heard about this. 
found here https://www.youtube.com/watch?v=lhnuP6lJ_yY
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
š Subscribe f...
looks like something new. š®
sure. I hope i will touch it soon š
oh yea now i see it, thanks that XR API they can do new things
same same
when i turn the project again, im getting the same problem, even i try to store the comp. manifest
Id look up the error, android builds always are piece of work for me sometimes
i found out, that i need always reimport all and then create the manifest again
wasting 10-15 min, but it always helped
Weird
dont you have problem with Unity recently? like if i write script with Public proprites, they dont show in Inspector ... (Unity 6)
Haven't noticed that, alternative is [SerializeField] private variable
both are doing the problem for me >.< mainly i use [serializefield] private variant
Strange, do you have a custom editor UI type thing that is controlling the script?
Because the editor UI code overrides like everything for the inspector in that script
not now. Im creating the new empty project and now i have only one script
I don't have that. Why do you create a manifest? On unity6, I removed the custom manifest and everything works fine. The only thing I encountered was incorrect saving of openxr settings (but this is more likely due to the fact that I constantly switch between oculus and pico). So I wrote a script to switch the platform and it works fine.
What's type of property ?
mainly string. Sometimes when i add value in sript, doesnt even refresh the value in editor
very strange. Is it just MonoBehaviour script? or inheritance from something else?
when i turn the custom, i cant build at all (get after 1 sec some errors and then editor clears it ... ) >.>
so idk >.<
mono
I think you need to have a custom manifest for the Meta Store compatibility. And it's them modifiable
hi guys someone have some expirience with oclus movent and photon?
Oculus movement as in the OVR Rig?
the full body tracking ovr
Oh, I'm pretty sure they recommend using OpenXR now. I'm familiar with photon but not too much ovr
but the sample tracking only use ovr , so i dont know what to do
they are updating all in open Xr but not this sdk
I'm not sure. How i see generated manifest contains all that need for the store.
looks like pico broken something in the last firmware (for pico 4 ultra). In my app stop working ui press with pinch gesture.
OpenXR is stuck in endless import loop, after upgrading from 6000.0.32f to 6000.0.42f, how would I solve this?
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 /
Wdym? Like your setting the camera position and such via script
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
Potentially
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
Update, I just swapped InteractableUnityEventWrapper with PointableUnityEventWrapper that still doing the job while providing extra info with the PointerEvent param
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!
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)
I don't know anything about manufacturing but i could assist you with unity and quest 3
What are your questions?
kindly check your DMs
Hey can someone here help me?
With what
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
Can you show me your player settings?
And where your setting the version
does anybody know why this happend
You gotta show more details of the error, there are a million reasons that can happen
here is my mainfest i always used this one and nothing happened
- before it never happened
I doubt it's manifest, I've had this issue a couple times for different reasons.
im using 2022.3.42f1
Do you think you could click on all 3 of the error messaged and send the expanded console error
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.
==============================================================================
- Get more help at https://help.gradle.org
BUILD FAILED in 6s
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
thats all
Weird
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
Is this also happening when not using custom manifest option in player settings
i am using custom mainfest
i am trying android studio
Try building without custom manifest to see if anything changes
wll this is greate android studio dosent work with the android mainfest this is the 7 time in a row
What device are you building for might i ask?
quest
and no im not installing any of the ocolus assets becuas they broke/curropted my games before
The meta assets have a thing that can make store compatible manifests. Also i strongly recommend getting that fixed because I imagine it's 10x harder developing without that
last time i tried it instead of helping me it corupted my game
ok ill try it
Backup your project before trying
ok
In case it happens again
OMG thank you so much it worked ||(i still need to figure out how to change the bundle name)|| but thank you so much
Glad I could help 
Also isn't the bundle name in player settings?
Unity is giving you an error or meta thing
meta dev dashboard
Can you show a screenshot of the error
its in czech but it say inputed bundle name already uses a another app.every app needs their own.
this is the error
Just override the bundle name in player settings
did that and still
Weird, show player settings
Try changing it to something more original and see if it changes
god im dumb. the problem was it actually never changed
and thx
Hey I need some URGENT Unity help, anyone able to assist me?
What's the problem?
š
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
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?
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);
}
I dont understand why you think it is complex? i dont think there is any direct relation bw grab intr movement type and the rigidbody type. esp not in terms of how that physics object interacts with others.
When you know nothing about scripting, everything is complex
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
I managed to fix it by deleting my manifest.xml and unchecking Custom Build Manifest and increasing the bundle identifier another increment
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
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
For the texture 2d, did you try changing the filter mode?
Yes, I tried to play with the wrap mode & texture shape too, but nothing changed
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
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?
Might be a better question for #archived-networking since it's not directly VR related
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.
has anyone had issues with custom shaders in VR before where they only render to one eye (in my case, left)
Hand written?
If so, did you add single pass instanced support?
yeah it's my custom shader. I have tried to add single passed instanced support to the code but nothing seems to be working.
I can send you the base shader.
I've looked here: https://docs.unity3d.com/Manual/SinglePassInstancing.html
but I'm not using the structs mentioned here, where it says to insert some code
it uses a renderpass and renderfeature script as well but I don't think anything needs to change on those...
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? š„ŗ
Do you have a different URP Asset for android that has them disabled
No I have only one asset, left only one Quality setting which is for all platforms.
That's strange that it isnt working then
yeah, seems like a bug or something or I am missing some runtime setting
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!
Use OVROverlay to add VR Compositor overlay layers in Unity apps.
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
Where are you displaying the text that its hard to read? With VR, I've found its a lot like real life. Text that is far away is hard to read. Text that is close is easy to read.
Are you finding it not sharp over Link? What are your link compression settings? I have mine set to stream at lower quality so i have better frame rate when developing. But, my builds are sharp as hell.
I am displaying this text rather close to the user maybe a meter from the eyes. I get there will be some limitations with small text but like i said compared to the same distance, same size metaOS text, mine looks terrible.
I am noticing this both over link and running locally on the quest.
Are you just using the default TMPro font?
No. We are using all sorts of fonts
@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.
Yup, just normal TMPros UGUIs on a world canvas. Have you guys messed with the render modes of your fonts at all?
no. Are you using the TextMeshPro/DistanceField shader?
Are you scaling any of your text?
Typically we only scale our canvases. Panels and Text we keep at 1.1.1
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.
Yeah. Maybe try the non mobile one
what is that 'stencil' property on your material?
Awesome, will try that when I get the chance. Thanks!
Not sure to be honest, its only on the immutable default font material
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
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
But this is not the material you are using on your actual texts right? You are using the non-mobile one?
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?
Yea i was wondering that as well. I fiddled with most player and also graphics quality settings by now. And nothing helped
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
š¤·āāļø
I'll give the new Shader a try and try your quality settings when I find the time and report back. Thanks!
good luck
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.
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.
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.
š¢ CLICK on the link below for additional info on Meta's SD...
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:
Not sure if you solved this already, but I've found including
"RenderPipeline" = "UniversalPipeline"
breaks the stereo rendering for VR in some setups. In case that might be the issue here as well.
ah ok, will try removing that tag
nope unfortunately issue is still there
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
hey has anyone been able to get meta avatars to properly work in their games? Mine keep getting stuck t-posing at 0,0
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.
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
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.
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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.
Welcome, I work in a device agnostic XR company as well :)
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?
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.
I don't know of a way to change the hitbox of a button. Its based on the rect size. You may have to use a Quad instead, and use sime Simple Interactables components
What's quad?
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.
Thank you. I'll take a look at this.
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?
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?
you need a box collider
could you have a light source on your xr rig anywhere?
Ah I'm not sure I don't think so but I'll check later but also if in my urp settings if I change max distance under shadows from 80 to 2 that following my camera goes away but obviously there's less of my shadow
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).
:teacher: Unity Learn ā
Over 750 hours of free live and on-demand learning content for all levels of experience!
Ah I'll read all that when I'm on my pc
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
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.```
Soo all of this i already done so i really dont know the issue but one thing is on the camera when i set the near to 0.06 all the shadows disappear and if lower then the shadows appear and do the moveing stuff and if higher it will stay not there lol so i really dont know lol
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.).
ok ill try thank you
I seriously need help tho
You probably need to update the input system package to the latest version
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.
I've never really seen any practical implementation of this so I wouldn't get my hopes up
Ah damn, thinking more about it I can imagine how it would be inconsistent. Do you know if people typically don't include footstep sounds in VR applications with real locomotion, or if they just don't care about them not being linked to the actual user's footsteps?
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
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
HUH! I would never have thought of that, thanks!
How exactly can I do that?
I made it 1.13.1
Try 1.8.2
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
^ I fixed it, but I appreciate it a lot
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?
its this. how can i revert this?
sorry wdym by sprawl? can you upload a vid of the issue
You haven't got is Kinematic on
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?
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
that is odd.. just to check all of your colliders are box colliders right? no mesh colliders or anything like that?
i mean you donāt need iskinematic for interactables, itll just keep them in place
it will feel weird ā and that will usually lead to motion sickness so is generally avoided
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
Have you tried it?
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
nope itās just general common practice to avoid forcing the userās player to move to avoid motion sickness
if you search up āboneworks motion sicknessā, youāll see quite a few people complaining
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
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
Has anyone used URP/Lit shader for a Quest game? It seems unusably slow.
its not just certain people, the majority of vr users are gonna have problems with it in the beginning
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
I think it's just URP is slow on quest all together. But I'd recommend SimpleLit or BakedLit if you think that's the issue
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
I can't say whether those specific numbers make sense, but the ratio between the shaders seems reasonable. SimpleLit is significantly simpler than Lit and BakedLit skips realtime lighting, saving a lot of time.
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.
The best games in VR completely ignore this.
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.
but there isn't, not compared to ppl who suffer from motion sickness in vr
"Some people will find this unenjoyable" is not a metric off which I will base my game design.
and i dunno what your metric for best games is, cause most games to optimize for this in one way or another
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%
personally i would give that crown to beat saber
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
whatever you do, do beta testing, get feedback and then refine it based on that
if very few / no people complain about it then your probably in the clear
Bold of you to assume I've been doing anything but jacking off with test projects for the past 3 years
hey everyone! im trying to change a project from 2d urp to vr and im getting this error
I agree with that š
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.
saying gorilla tag targets a specific audience is probably giving it a bit too much credit, I suspect it was more of a happy accident while prototyping š
Hah true
I dont think it was intentional, š just where it fell into
yea it does seem more like "my first climbing mechanic" gone wrong š
Haha
When I said "best" I mostly meant the most technologically advanced and impressive games, not top performing ones
Boneworks, Blade and Sorcery, etc
Which version of Unity Input + XRI has the XR Controller Component?
Turn on gizmos. Open the physics debugger from the analysis menu. I imagine there are overlapping colliders
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
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
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.
the channel? no not really
Do you know how to fix this issue:
nope
How to sync and calibrate physical position of stick and throttle into digital position of stick and throttle for a helicopter simulator in VR?
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!
Hello,
My name is Ibe, and I am a third-year student at Howest, 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, ...
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
you turne gizmos on, but you don't seem to have the physics debugger window opened.
I think you can make a call to the OVRManager
oh I'm using XRI/OpenXR
me too. but i still need the OVRManager component to do a lot.
hmm okay I'll have a look at that. Is that from the meta sdk though?
yeah, i think its in the meta core sdk
ok didnt htink you could have both openxr and metasdk in a project
yep. You kind of need meta SDK to be able to use a lot of their tools.
So, i'm still using unity XRRig. I've just added an OVRCameraManager to main camera.
It seems odd to me that the SimpleAudioFeedback and SimpleHapticFeedback components only give the options for Hover and Select. Why not also include Activate?
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
Maybe try reimporting the package, I'd also check against the versions of Unity you are using and the package itself.
by package you mean the folder right?
and ill defo check over the version, is it a better idea to be on the most up to date version?
I meant reimporting the entire FinalIK package.
Check with the developer of the package. Not all asset store packages are compatible with all editor versions. It's always recommended to check with the developer of the package to know what versions of Unity are supported.
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.
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.
are there any discord or patreon groups I could join to get guidance on this, I'd like to pay for some training.
Hi, does anyone know why text mesh pro appears a little bit jittery & blurry in VR?
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 wonāt work with any movement type, but my desired movement type is Velocity Tracking, and this is called now within FixedUpdate, and it wonāt 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
how are haptics for VR being done these days? I'm on quest but would prefer platform independency, is this possible?
Are you using XR interaction toolkit? They have a component for haptics which is generalized to the XR system
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?
Yeah that's the idea, you can also the haptics of the individual XR Plugins like OpenXR but then you're limiting yourself more
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.... )
Ah. The new XR Ray Interactor component doesn't even Have 'Activate' events. Thats unfortunate.
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?
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?
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.
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
The interactor system has changed a bit in the later versions of the interaction toolkit.
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
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
I got this to work in case anyone else has a similar issue, I ended up installing another editor version 6000.0.45f1
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.
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.).
I could try SteamVR. I just closed unity but I can open it back up
What device are you using ?
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
You test in editor or you try to compil first ?
i test in editor
Your device is in developper mode ?
ok.
What packages did you add to your new Unity project ?
https://github.com/khaled71612000/VR-Shooter
I am using this project as a basis on how to use it
i only added the XR interaction kit on the first project. It didn't work so I used that instead
You also need the XR Management plugin that you need to configure from the player settings.
aah
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
alr i will try in a bit
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.
that one, right
anyone used redident grawer GPU occlusion on quest 2? any perf gain when using DrawMeshInstanced?
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.
GPU Occlusion likely will lower performance, since it's decently GPU heavy. Depends on the project of course, but unless if you have a ton of over draw it might not be worth it. GPU resident drawer might be more interesting
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
Yeah, No, I get it, Trust me, But if I was getting answers there, don't you think I wouldn't be here?
what's the benfit of residentdrawer when using drawmeshinstacned?
Oh sorry, in that case not so sure. Likely close to no difference if you only use that
You'd be surprised how many people start here (;
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.
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
well you've got errors in the project, i'd start by fixing those
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
https://docs.unity3d.com/Manual/xr_input.html
The docs appear relevant here, I don't expierence issues using these but I haven't tried using PrimaryTouch. What issue was it giving you?
thanks for response.. yeah i thought something have changed but its shane that starting selected interactable doesnt call onSelect lol
so there is no way telling that it is selected
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
its not impossible, but you wont be able to adequately test everything
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
Got it, thanks
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?
Thank you for this, this is just using the unity XR package right? I don't have to get anything else special? I'm not 100% sure how these kinds of packages work or if it's built in
the XR interaction toolkit*
Yes this is the unity OpenXR API
with hand locomotion you'll probably need the grip buttons for other things
Is this the place to ask for help with controller things in a scene?
if its a vr controller, sure
I'm using unity 6, with interaction toolkit 3.0.8 I think, and every tutorial I find says to use XR Controllr Action BAsed and I can't find it
I follow the tutorial up to that point, i get input system, interaction toolkit, all of that
what do you mean you can't find it? you install the packages and it appears
It does not appear for me
I go under components, type in Xr controller action based and it does not appear
take a look at the assets folder
or better yet, grab one of the xr interaction toolkit examples, since they're wired up correctly
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
OK I got a new project opened, I can rebuild everything else I had back later. I Just need the controllers. Now I install xr origin vr first right?
if you used one of the samples, it should all be installed already
you just have to press play and verify it works
Which sample should I use, i used the basic install of interaction toolkit
then you can diff it with your old project to figure out where you went wrong
i forget the name, its a witch house or something
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
i guess they made a new one https://github.com/Unity-Technologies/XR-Interaction-Toolkit-Examples
And I can just dump the opened zip file into the directory of the project name?
if you haven't used git before, i'd start by learning that
btw, this is the one i was thinking of before https://assetstore.unity.com/packages/templates/tutorials/vr-beginner-the-escape-room-163264
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
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
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.
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.
Not sure why this is happening, but perhaps you could try using input in the script itself rather then the event?
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.
You've narrowed it down to...... the package manifest? 
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
Cross-platform step counting for Unity Engine. Contribute to videokit-ai/natstep development by creating an account on GitHub.
I figured it out actually. The "Activate" only works when selected is first in use. I think the devs made it so like when you use select to grab and then you could press the trigger button to "activate". They have fixed it but you'd have to use the new XR 3.
Ahhh, interesting. Glad you figured it out though
No I narrowed it down to a problem with the xr package
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 ?
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 āTrial versionā text is visible, so maybe itās 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:
When using post processing layer, out of my (VR)'s left eye i see white, but on the right one i see perfectly fine
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.
try look at the openxr api unity exposes, i suspect its just a startup setting
If anyone has an idea let me know!
I've found that Post Processing On volumes and sometimes skyboxes cause this kind of one-eye problem.
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
if its american roads i'd just make straight and intersection tiles
kenney has a bunch
what
Its some runtime error. Check your android logcat
could part of it be because i forgot to check quest pro,3,3s as target devices
Yeah valid
Also make sure you have a store compatible android manifest
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?
is dynamically scaling down renderscale on quest a viable and functoinal option when a scene gets busy?
Yes, Quest has a built-in setting for that.
which where?
Dynamic Resolution automatically adjusts the resolution during heavy GPU work and increases image quality when possible. Unity.
thanks, damn it's already active, was hoping to make a gain there š
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?
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??
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.
Your camera has a near clip value, and your canvas needs to be further away from the camera than that
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.
Fixed it by using camera stacking
I wonder what apex is
probably the game apex legends
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?
that all depends on the tracking mode you picked and the user height you configured in the software
but if you want to control the head position during recenter, then you shouldn't pick roomscale tracking in unity
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
the only thing I found so far is in the steamvr driver api documentation https://github.com/ValveSoftware/openvr/blob/master/docs/Driver_API_Documentation.md#recentering
and if I understand that correctly, steamvr handles recentering differently than the default behaviour
yea that's the problem, having the floor as the origin(roomscale tracking) means you give up control over where the head is at
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
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?
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
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
yea but we're putting the users first here and doing what they expect from their platform
which just makes even less sense
but the behavior is not consistent across using meta for everything even
doesn't matter
yeah but thats not how I want it to be for my app lol
well you can try fighting it, but its gonna be miserable for everyone involved. Since meta releases updates to these things and they wont hit all devices at the same time
well I want the options to be available so its the same results on anything
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
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?
from what I read in this post https://discussions.unity.com/t/how-to-recenter-in-openxr/935209/8 it could come from meta link not supporting local floor unlike the quest so thats why it works on the quest but not when using the quest on pc?
What is it like making a VR Game in Unity?
Like a 3D game with some extra/different steps
Thank you for letting me know, I've been thinking about making a Google Cardboard game. š
I'm working on my first VR game and it's going pretty well. I never tried cardboard tho, but you could make a quick test project with the template to see if/how it works.
the main difference there is what the game looks like when playing. In a regular vr game you also have the control mechanics making a significant impact on your design decisions
and since cardboard is only 3-dof you're also a lot more limited in how people interact with it
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
My bad.
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
Has anyone worked with the quest 2 tha can help me?
Hey, anyone using meta avatars? I've set
Yall had any trouble with acessing files on sdcard on the quest?
the directory is showing as empty...
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...
It IS a box. You need two box collider components on that object, and adjust them to cover the two parts of the desk
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)
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.
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 ?
Iām having issues with trying to grab an item with my quest 2 controller , it doesnāt grab the item at all. Any help? Or suggestions?
Can't help without more info on the setup and what you've tried
Anyone know? I already tried multiple things but it doesnt work D:
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
okay sorry! I am using OculusXR not the OpenXR plugin
this is my pickup script
I already have the OVRCameraRig attached to my player object and I assigned the OVRControllerPrefab to RightControllerAnchor and LeftControllerAnchor
Use OVR Grabbables etc to pick stuff up, not settings transforms
so dont even use the script i wrote then?
so I assigned OVRGrabbables to my gunprefab and OVRGrabber to my right and left HandAnchor is that correct?
No
Check sample scenes and tutorials.
can you show the sphere gameobject's inspector? @fossil smelt
ahh word okay i found the hand mesh, now to figure out how to disable the hand disappearing when gripping
thank you
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 š
yup it was originally and i was trying to change it to a hand š
ahh okay gotcha š
thanks again
anyone with hands knowledge please let me know!
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 throughApplication.logMessageReceivedso I guess they are outside of my application and are being caught byadb.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.
still in need of help with this
Hello everyone, I have this problem with a shader graph in VR, anyone knows how to solve this? Thanks ! (I'm using that asset : https://aetuts.itch.io/volumetric-fog-unity-lwrpurp-shader-graph )
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
a powerful website for storing and sharing text and code snippets. completely free and open source.
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Hello everyone! I am making a multiplayer mixed reality chess game using the Meta SDK. I'd like some help with the following:
- Synchronizing the chessboard pieces (not the chessboard itself)
- Making the "other player" be on the opposite side.
Anyone with a good way to properly setup proper hands and movements easily to replace these sphere hands that would be awesome.
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
There's a sample that has an XR multiplayer chessboard, it's in the Unity hub
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
all while trying to fix this bug on my own because nobody is willing to help me
What is the probelm?? Is that app not opening? How did you load it onto the headset?
crashing after a single frame of being opened
i sideloaded
Did you try using the build & run feature while having the headset connected?
it doesnt detect when im connected
Do you have USB debugging turned on on the headset?
yes
Do you get any errors in unity after refreshing? And you use USB cable right?
refreshing?
i use usb cable
1sec
This in the build menu
no errors