#šŸ„½ā”ƒvirtual-reality

1 messages Ā· Page 27 of 1

worthy mortar
#

tried to emulate a device and it said "select android sdk" but where do i even do that

rancid shuttle
#

Idk what that means sorry. I didn't have any issues building to a quest 3s, just plug in (maybe allow usb button inside the headset), press refresh, select the quest, build and run.

lone dagger
#

How do people usually connect their vr devices to unity? I have a quest 3 and am familiar with unity, however I've never tried vr development. I'm trying to use virtual desktop but the editor crashes when I stop the runtime, so I can start the runtime and test but when I stop, bam, crash.
Using unity version 6000+.

Has anyone had a similar issue?

frigid shoal
#

With the XR Interaction Toolkit, how do I, with code, force grab an object into the players hand? I would like to, when the player holds the grab button, put a pre-defined object in the scene into the players hand, with the attach transform and everythign working. How could I do this?

lone dagger
#

Also I need to recognize dynamic gestures such as imitating a running motion with the hands as example. Is there a "known way" to do that? Like a known pattern that helps in building this system?

I was thinking grip + trigger pressed (to imitate hand closed) + comparing the controller movement projected onto the axis parallel to the body (should be Z?) to a sine wave

terse urchin
#

Does vr support hdrp? Because i have hdrp pc game and my brother bought meta quest 3 not too long ago.

wise warren
#

whenever I change the render mode, it resets to a default when the editor is relaunched. Is this intentional or a bug?

#

unity 6.33

#

in fact, it's any setting on the openxr tab

rancid shuttle
#

I haven't experienced any noticeable differences. You should turn on gismos so you can see the box collider if that's what you want.

wise warren
rancid shuttle
#

What do you mean with "phase through the air"?
Also the rb is set it "Is Kinematic" this will make it unable to move, is that intended?

pulsar barn
#

I am making a multiplayer mixed reality game using the Meta SDK. Is there a way I could "hide" the avatar of another player? Make it invisible

rancid shuttle
#

Do only your hands go through or can you also walk through it?
I forgot if the default XR origin has colliders because I'm using my own system. Can you also walk through other things or is the chair the only problem?

midnight ruin
#

I'm making a rigidbody xr character, and I've nearly got it fully working, my only problem is that it doesn't move in the direction the camera's facing because the orientation empty gameObject that is a child of the xrOrigin doesn't rotate along the Y axis along with the camera; how can I fix this? If I put it as a child of the main camera it rotates on all axis causing the movement to bug as it moves in whatever direction the z axis of the orientation game object is facing.

rancid shuttle
#

I think the default system is bad with collisions, not sure how to fix sorry, maybe someone else knows.

rancid shuttle
# midnight ruin I'm making a rigidbody xr character, and I've nearly got it fully working, my on...

Let's learn about Physical Motion System with our VR Rig ! :)

ā¤ļø Support on Patreon : https://www.patreon.com/ValemVR
šŸ”” Subscribe for more Unity Tutorials : https://www.youtube.com/@ValemTutorials?sub_confirmation=1
šŸŒ Discord : https://discord.gg/5uhRegs
🐦Twitter : https://twitter.com/valemvr?lang=en
šŸ‘ Main Channel : https://www...

ā–¶ Play video
midnight ruin
#

Ah thanks! I saw this tutorial but didn't know if it'd work

midnight ruin
#

I'm trying to use 6.1 to build but it won't recognise any sdk folder or anything, including the ones installed by unity itself

crude frost
#

can XR inputs not be used as modifiers? I can set up a Button With One Modifier using Keyboard keys (left shift + A), but using XR inputs doesn't seem to work (e.g. Left Trigger + Right Primary)

midnight ruin
rare totem
#

Provide some more context. Screenshots if necessary. !ask

ornate questBOT
midnight ruin
midnight ruin
rare totem
# midnight ruin

Did you install the android build module and it's dependencies via the hub?

midnight ruin
#

Yeah

#

Even that didn't work

#

I tried that first

rare totem
#

Wdym by "even"? That's the only thing you need to do. Anything else could've messed with that.

#

If you install it for the correct editor version via the hub it should work

midnight ruin
#

No i installed unity 6 earlier and made sure to check the android build module, it was the first thing I did and it didn't work

rare totem
#

Was it giving the same errors back then?

midnight ruin
#

Yeah

rare totem
#

And talking about version 0.0?

midnight ruin
#

Yep

#

I'm debating deleting 6.0 and reinstalling it

#

See if that fixes it

rare totem
#

Try clearining your project library folder

midnight ruin
#

Yea I did, I'll uninstall 6.0, but before downloading it again I'll clear the library folder again

rare totem
midnight ruin
#

Any ideas on what I should check before?

rare totem
midnight ruin
#

No idea why it wasn't before but thanks for the help

rare totem
#

Might have been a failed installation or something.

midnight ruin
#

Potentially, I mean my PC is connected via Internet, but the Internet provider isn't the greatest a large amount of the time šŸ˜…

#

Honestly though, thank you for the help you provided

wispy pumice
#

does anyone know why all my action references are set to none in my ray interactor and what the defaults are meant to be?

#

im trying to implement vr ui and allow pressing canvas buttons

woeful kiln
#

FYI: I've been debugging a new project for many hours. It just wouldn't load on device (Quest 3). I was transferring my testing to a new project, and called the package name the same as the previous project (Actually it differed by case but I guess package names aren't case sensitive). When I renamed it, it finally loaded. Quite a gotcha that was hard to find.
Do you think this would be to consider a bug or just "something you shouldn't do"

rancid shuttle
wispy pumice
#

i didn't delete any so idk why theres no presets

rancid shuttle
wispy pumice
rancid shuttle
wispy pumice
#

they're all outdated 😭

#

or it just "works" for them

rancid shuttle
#

Then just try what makes sense I guess. Like UI Press Input is the trigger, UI Scroll Input the vertical joystick axis, etc.

wispy pumice
#

the example scene doesn't have it either and the example scene has ui

rancid shuttle
#

It does have a ray interaction, Idk if it's that script tho. I won't be able to help cus I deleted it all from my project because it isn't needed for my game. Hopefully someone else will be able to help.

wispy pumice
#

i copied the near far and it seems to work but i think the reason it wasn't working is because i disabled the far part of it since i didn't want it when picking things up from afar. is there a way to make it only the near part while still allowing ui to be used? either that or have the far part snap to the users hand instead of stay super far, i want it similar to vrchat with the ui interaction and how grabbing works basically, if that helps explain it

midnight ruin
#

So I followed this tutorial series to make my character controller rigidbody based https://www.youtube.com/watch?v=qn1HcmnltZw, but how do I make wallrunning from this? So far I've tried to, the body Collider collides with the wall, but it doesn't Collides and start the wallrun, I've tried debugging and everything and it just doesn't recognise that the wall is collided with

Let's learn about Physical Motion System with our VR Rig ! :)

ā¤ļø Support on Patreon : https://www.patreon.com/ValemVR
šŸ”” Subscribe for more Unity Tutorials : https://www.youtube.com/@ValemTutorials?sub_confirmation=1
šŸŒ Discord : https://discord.gg/5uhRegs
🐦Twitter : https://twitter.com/valemvr?lang=en
šŸ‘ Main Channel : https://www...

ā–¶ Play video
lost vapor
#

I need help, for some reason unity isnt tracking my controllers, Im using the XR Interaction Toolkit along with the plugin set to XR and Oculus.

#

i dont know why it isnt tracking especially since i only added scripts to my controller which doesnt affect how it tracks

shadow onyx
#

i have this car in my scene which i want to make it turn by grabbing the wheel and steering it. i added the XRKnob script that the vrtemplate map had to the steering wheel and some Xr direct interactor to the hands in me XR Origin. however when i build and run the game, the hands do not grab the wheel and so the car does not turn. anyone can help me?

rancid shuttle
rancid shuttle
lost vapor
fossil smelt
#

how to switch from sphere hands to vr hands that move durring button presses / hand tracking?

fossil smelt
#

i found this video to be useful but i just need to figure out how to make my wheel grabbable by my hand and remote

fossil smelt
#

I think i have everything set properly to grab the wheel although when i go to grab it with my vr hands nothing happens..

fossil smelt
#

If anyone has a good video or forum for explaining how to setup an object or steering wheel as grabbable by xr hands or remotes that would be great, I am trying to switch from normal sphere hands to real xr hands

white abyss
#

can someone help me im lost i dont understand how to fix this

tacit timber
#

how much quads should my scene have?

midnight ruin
#

This was a build, the wallrunning works fine in the editor but breaks like this in the build? Does anybody have a few pointers that could help me figure out why?

sacred scroll
#

Hi! How would you implement a VR "full body" in Unity? The Unity 6 VR template that uses XRI has only floating hands/controllers, I think I could track the position of the controllers and attach the 3d hands of the full body to them and do something similar for the head, but I was wondering if there was a better way to do that, thanks!

inland ridge
#

Has anyone worked with VR builder

junior plinth
#

Any luck solving this? The player falling into the "Y" pit of despair, hit me when I upgrade the base template to Unity 6.1 and let the Project Validation fix 3 issues due to the samples being updated. I suspect they overrode some prefab and it gets reset once the samples are updated.

#

@pallid vigil I am having an issue trying to use the table code to connect two different machines. I keep getting lobby not found. Do you or did you have an issue with this?

junior plinth
#

Maybe you already figured it out -

#

Remove the gravity gameobject.

lost vapor
pine bison
pine bison
sacred scroll
#

@lost vapor @pine bison Thanks to both! I'll check them out

lost vapor
fringe spruce
#

Does anyone have this same error?
Reported issue affecting WebXR experiences on Meta Quest devices, where controller inputs and hand tracking fail to initialize properly upon first entering immersive mode. This problem has been reported by multiple developers and users, particularly following recent updates to the Meta Quest Browser.​

Issue Overview
Users have observed that upon launching a WebXR experience:​

Controllers and hand tracking are unresponsive.

The player cannot move or interact with the environment.

Exiting and resuming the experience via the Oculus button temporarily restores functionality.​

fallen mountain
#

Has anyone had issues with Meta Quest apps since the v76 update?

None of my builds work on the device, yet everything was fine previously on V74..just black screen after splash screen now

midnight ruin
#

I've not had any problems yet, even on the one time I built the apk then installed it with sidequest instead of build and run

signal forge
#

hello. has anyone been able to create 1:1 represantion of controllers in VR? Like the meta quest 2 controllers for example.

gloomy ember
#

does anyone get this issue?
When i use bloom in my VR project the whole game gets incredibly laggy, even tho it only went up like 15 batches, without bloom it goes to 60 but the second bloom is on, the game becomes unplayable and stays at 15 fps, i use fast mode and i tried optimising it but nothing changes. Whats up with that?

#

oh and i forgot to mention that i use the built in render pipeline post processing.

austere cedar
gloomy ember
austere cedar
#

Well, I don't know. It add like 5ms per frame, making 72Hz impossible for me in URP.

Maybe you can do some trick with the resolution or something... I didn't get there.

austere cedar
gloomy ember
feral lintel
#

i have a quick question. In theory, for the vr game im making in unity, i should be able to program vive trackers to do anything right? not just for full body tracking like most people do, but for mixed reality stuff?

ornate tundra
#

I am using open xr with the new meta sdk building apps for the meta quest 3/3s and I ran into this bug I wonder if anyone could shoot me in the right direction for.

The bug happens as follows when I start the app using hand controls from the meta quest menu the app would load but show nothing, unless I quick sleep the headset then everything loads, or if I start the app using controllers it loads normally. How do I go about trying to debug this because I am not sure what setting may be causing this issue.

I am on the new meta xr all in one sdk ver 74.0.2, openXR plugin ver 1.14.3, unity openxr meta ver 2.1.0, Unity editor ver 6000.0.38f1

pine bison
granite tartan
#

Guys need ideas for making a project for patients with dementia vr or ar or mr any ideas

worn escarp
#

I have a game that have flat/VR modes, when I run it (from the editor) in desktop mode the scene (baked lightning) looks way darker than when it runs the VR mode (also, running from the editor and using steamVR). Any ideas on what could cause this? I'm using unity 6000.1.2f1 and URP.

versed needle
#

I'm considering whether to buy VRIF or not. I used to use VRTK v3 and code with OpenXR and they were ok but rather time consuming.

#

Anyone got experience with VRIF, does it speedup ur production

pine bison
versed needle
#

I have been busy with a bunch of nonVR projects but thanks for the advice, I will check out the example project first

pseudo star
#

may i ask if any one has ever work using meta xr sdk. Can i ask if is it possible to make a button (not a UI) when interact it will commence a certain sequence. If possible would you be so kind to guide me or tag me a link to video or chat

#

in my case i want to on and off an animation

rancid shuttle
pseudo star
#

i will watch and try but if im encounter some trouble can i req for help?

rancid shuttle
#

If you have problems yes ofc, but try to solve them yourself first. I don't have any MetaSDK knowledge tho, but I'm sure others in here do.

ornate tundra
# pseudo star may i ask if any one has ever work using meta xr sdk. Can i ask if is it possibl...

https://youtu.be/bts8VkDP_vU?si=zpYe2RhrlgV43Qpv

this is a old video of his which goes over it this still works in newer versions of the sdk

In this second part of the poke tutorial, we will learn how to make a very simple button that will follow our index tip when we press on it.

ā¤ļø Support on Patreon : https://www.patreon.com/ValemVR
šŸ”” Subscribe for more Unity Tutorials : https://www.youtube.com/@ValemTutorials?sub_confirmation=1
šŸŒ Discord : https://discord.gg/5uhRegs
...

ā–¶ Play video
narrow briar
#

is it normal that new "build and run" to quest nukes the playerprefs?

crisp sigil
#

on a native quest build in a blank scene, my app is taking around a minute to open. whats going on here? im on 2020.3.26

pine bison
crisp sigil
pine bison
#

All the audio clips have this toggle called "Preload audio data" and if that's enabled, it's loaded on app start. That counts for clips not in the loaded scene as well

crisp sigil
#

i think thats it

#

every audio clip has preload enabled lmfao

#

Yep 319mb of sound is loaded on app start 😭

#

Thanks gang it would have taken me forever to figure that out

pine bison
#

Nice glad that worked for you, I'm chasing our 20 second boot but unfortuately it's not as easy as the audio sources šŸ˜”

crisp sigil
#

20 second isnt horrible

#

we've been dealing with 2 minute load times 😭

pine bison
#

The requirement for the Quest store is max 4 seconds

crisp sigil
#

are you able to get a splash screen to load?

pine bison
#

No that's the task at hand šŸ˜—

crisp sigil
#

Just made a build, loading time is only 30 seconds now with splash screen

#

Not amazing but way better than before

little belfry
#

Hi.
I have a client that needs a VR app where the player is immersed in a 360 environment, and I received a flat 2D image as the environment texture.

I can't find how to create, using any graphic tool, a panoramic / 360 texture that would apply correctly with the panoramic / skybox shader in Unity from this 2D image ? (that is, is therre a patron on how to deform my original image so that it is compensated by the spherical mapping)

pine bison
#

What's the layout of this 2D texture?

little belfry
#

it still needs not-to-be deformed

pine bison
little belfry
#

I thought there would have been a patron just like cubemaps to do this on a sphere

#

i can modify the file in photoshop/blender if needed, i just don't know exactly what to do

pine bison
#

It's a self contradictory ask and not something that's possible to do

#

It's just a question of how you stretch/stitch/expand the image, all with their own benefits and drawbacks

little belfry
#

But how does skyboxes like that gets created ? There should be a pattern no ?

pine bison
little belfry
pine bison
#

I don't have much have much experience with that, I've just used Substance Designer and its panoramic tools

little belfry
pine bison
#

I'm not sure with designer, it's more for building lights. An intuitive way to do it for me would be to just texture a UV sphere like with Substance Painter

little belfry
#

yeah I see. Thanks

hasty wolf
#

Can anybody please help me apply the XR push button script from the xrtoolkit? Im using it the same way as the prefab button example but i cannot get it to work :(

#

i can feel the vibration when i get close to it but it just doesnt move at all

#

the pushbutton script's box never can be lined up properly unlike the prefab, im not sure how they did it

#

it just makes 0 sense, i replace the thing in the exact same place and it just magically stops working 😭 gonna cry

fossil obsidian
#

yeah so, that stopped working

woeful dune
#

my build is going more than 2 gb for quest build. there are six scene in this build my four scenes are working fine but i try to load 5 scene which is not running. quest crashes . and show not enough space to run this apk. suggest me how to do that

dusty shard
#

I can't seem to have different platforms have different settings. I'm on the dedicated server tab and unchecking Initialize XR on Startup and OpenXR unchecks it other platforms. Anyone know a fix?

little ferry
#

how is it possible that last month i made a build, loaded onto a headset and tested the apk, everything works fine, now i test this same apk on a another headset and it crashes after loading

fossil obsidian
fossil obsidian
# fossil obsidian yeah so, that stopped working

ended up removing reliance on having manage storage permission from my app because, the flow to grant it was not popping up and it was no longer visible in the permissions menu, indeed "advanced permissions" was missing entirely now

fossil obsidian
#

It doesn't crash but hangs forever with
"2025-05-14 21:26:57.951 12307 12418 Warn MemoryBrokerClient Controllers: failed to remap INPUT_TYPE_MAP: getSharedMemoryFileDescriptor (Status(-1, EX_SECURITY): 'missing runtime permission(s)')"
and similar

spare tendon
#

Hi everyone! I'm developing a VR experience on Unity and I'm running into a problem. I'd like to play a 360 video in my scene. I first thought about applying a render texture to a sphere in my scene but I can't do it. Has anyone ever done this? Thanks for your help!

pine bison
spare tendon
pine bison
spare tendon
#

Right

pine bison
#

I can't help with HDRP but presumably the setting is just somewhere else liike on a volume profile?

spare tendon
pine bison
#

How does it not work?

spare tendon
# pine bison How does it not work?

The component i use in the volume profil is waiting for a cubemap, but in thoses tutorials, we have to create a material which is not a cubemap but a skybox panoramic

pine bison
spare tendon
pine bison
#

Your video renders to a render texture, you use the render texture as the colour texture on an unlit material, you use that material on a sphere

placid breach
#

Hi everyone, Can anybody tell me that how to avoid XRGeneralTabTransformer from going inside a plane situated below ?

balmy locust
#

Has anyone experimented with other Android/Snapdragon standalone headsets besides the Quest-series?

white ruin
#

idk if anyyone is up to help but I was trying to set up hand tracking on Unity with quest 2 but cant seem to be able to see my hands, even while using unity hands samples scene for hands visualizer they just don't appear
Something must be happening since if I turn the palm of my hand to me I can see the home symbol, which I think appears by default on the wrist, but cant interact with it since there isnt actually any hands showing

pine bison
vale robin
#

Can someone help me none of my objects are showing up

torpid ginkgo
#

@vale robin You are actively getting help in another channel. Don't cross-post.

vale robin
#

omg

balmy locust
vagrant ledge
pine bison
buoyant jolt
#

Same

stuck elk
#

When I click my oculus button how can I put a banner where the game options are

austere cedar
pine bison
unique matrix
#

does anyone have any tips on debugging a project crashing immediately when running the scene ? It just crashes the editor with no error or warnings in the console, and happens every time I restart unity/the project, so clearly somethings wrong

#

ive restarted my headset and laptop

#

also any tips with the meta quest link app, cuz even though im connecting my headset to my pc, I dont get the notif to enable link on my headset, and it says its disconnected think

unique matrix
#

painnn

unique matrix
#

also anyone have optimization tips specifically with vr to reduce lag ? Nothing specific like code but just overall project settings

unique matrix
# unique matrix also anyone have optimization tips specifically with vr to reduce lag ? Nothing ...

https://www.youtube.com/watch?v=swQFRKlgL24

I found this if anyones interested. Didnt really feel much change tbh notlikethis but there's some things i learned

In this video, we explore the settings Meta recommends for Unity and what each of those settings mean. The Oculus Quest 2 works as a mobile VR device, which can have many limitations. Optimizing is vital for creating great experience for our players if we want to be able to target one of the most dominant VR devices currently in the market!

...

ā–¶ Play video
#

final question for the day lol

I have a map object that spawns near the player's hand when pinching, and it works fine in the editor. No other changes to the spawn logic. Yet when I build it and run the build version on my quest 3, the positioning of it is wonky af and im not sure why

hexed bluff
#

Are you using the Device Simulator? If so, you need to hold "Shift" to mimic joystick movement, otherwise (not holding shift) is mimicking IRL physical movement.

livid karma
#

Guys everytime I use sketchfab models my vr game lags like hell any ways to reduce it?

pine bison
livid karma
#

dang, what are ways i can optimize em

pine bison
#

Reduce the polygon count, texture amount, texture size

steep hemlock
# livid karma dang, what are ways i can optimize em

There are some plugin and packages (free or paid) that can do it automatically but the result depends greatly on the level of reduction you try to do. You can also try by hand on a software like blender but it takes time if do not know how to do it (I usualy do a bit of both, start with automated reduction then the finishing touches by hand on blender).
You should also add LOD (the same packages usualy have the functionality).
If you use a standalone headset, try to not have more than 1M tri in your field of view (the stats in the game view tells you how many tri there are in the viewing frustum of your mainCamera)

analog valley
#

I am trying to use the Meta XR Simulator to be able to test a project in VR without using virtual reality glasses, but I don't know why when I press play in this test scene, the interface to be able to control the movement and everything necessary doesn't appear. It doesn't let me do anything, and I have everything necessary installed. (Meta XR All-in-One SDK and Meta XR Simulator)

analog valley
#

Maybe using xr device simulator es more easy

pure lava
#

this might be a long shot, but has anyone had issues with Meta's dynamic resolution in the recent versions of the Meta SDK/Unity 6 (URP)? currently getting a bizarre graphical bug where skyboxes don't adapt to the lowered resolution, and so background image appears to get larger/closer to the player as the skybox only renders as a weird cropped version of the correct image when performance causes a resolution dip

rancid shuttle
#

Hi everyone, I'm having a very weird issue that happens when I build my VR game for Android and idk what is causing it. On a Windows build the game runs normally, but when I build for Android I have this weird issue where sometimes the game world starts following the camera movement (See Video!)

Most of the time this happens when the controllers are out of sight of the headset, like holding them behind my back. It also happens at certain angles and positions, you can see in the video It happens when I'm facing that wall. But in another scene I can spin around without any issues.

I have tested this build on the Quest 2, 3, 3s and Pico 4. All of the Android build have this issue and all Windows builds are fine, so what could cause this?

true citrus
#

I have a question, I'm trying to learn C# & Unity and then blender, I'm doing all of this for VR application based development for psychology and mental health applications. I come from a Java based background, I know in Java all of structured programming and very basic OOP, also I know C# structured programming, I have a course that I paid for from Code Monkey, this I go through learn C# & Unity and have him teach me VR application in Unity, I was wondering with my experience I'm doing this 3 hours/day and in two weeks or so could I write proper code, knowing where to start, of course I'll have to use Google for errors, but for anything else. Also, can someone also send me the best VR Unity Course. In a week or two I would want to be able to work on mini-projects and planning on writing the pre-draft of my project. Is this feasible?

#

After the C# course, will I be able to do this.

austere cedar
# true citrus I have a question, I'm trying to learn C# & Unity and then blender, I'm doing al...

There is not much special just making a VR app, it all depends. It's mostly about controls. If you want to be able to pick up objects and put them somewhere or use animated hands and such, then you have to use toolkits that are available, but you must choose and learn that.

I made a game for VR that also works without VR, and that helped in testing all but the VR controls. It was my first app in Unity, but knew C++ before.

true citrus
#

Ok, what about Unity in general, also what about timing could I start writing programs in practice to my big project, the programs would enable me to learn about the key features. Three hours per day for 5 days a week for 1-2 weeks, with CodeMonkey's course. Also, how long does it take to learn XRToolKit, and here is the rest of the message for you:

#

I come from a Java based background, I know in Java all of structured programming and very basic OOP, also I know C# structured programming, I have a course that I paid for from Code Monkey, I will go through learn C# & Unity and have him teach me VR application in Unity, I was wondering with my experience and continuously doing this 3 hours/day in two weeks could I write proper code? Of course I'll have to use Google for errors, but for anything else. In a week or two will I be able to work on mini-projects and planning on writing the pre-draft of my project. Also, since I'm doing VR-based applications could I ever ask Code Monkey to explain or teach us that, or will that be in the course.

austere cedar
#

If you can code you can do it in Unity. I made the RollABall tutorial and adapted it for VR before I begun my 4 year project. You will need to learn on the way, no course can avoid this.

unique matrix
#

i have a project using VIVE and currently works fine in the editor. Im trying to make a build of it though and the VIVE tracker inputs dont seem to be working, and im not sure how to test it/ what project settings need to be checked off. Ive got OpenXR checked off in the xr settings so not sure

#

anyone have experience with building projects using vive/openxr and have an idea ?

analog venture
#

so im woring on game where i need to make it so the xr socket interactor woks that when something is put inside then it cannot be taken out does anybody know how to do that

spice belfry
crude fractal
#

Hi everyone, I'm currently working with Meta Avatars and I'm facing an issue. When hand tracking is lost, the avatar's arms remain fully extended and frozen in the last tracked position, even while the body keeps moving. This results in an awkward and unrealistic appearance.

Has anyone else encountered this? Is there a way to make the arms return to a default or idle position when tracking is lost?

Thanks in advance!

mighty raven
#

umm i just found unity northstar

#

amazing

#

is that the bar for hand tracking demos?

livid karma
#

Guys My object is not visible in play mode but its visible in scene how do fix it? its also active too

fast kayak
#

Can someone help me šŸ˜­šŸ™

So i have this UI in world position with a scroll view and it was working before. For some reason i don't know why when i try to drag with the controller the drag not only tracks the controller but also tracks the gaze and its just impossible to use. I've tried removing any gaze interactor I've seen and still didn't fixed the problem

#

Im using a quest 3s, so i think gaze shouldn't even be working

lament zinc
#

What behaviour is it exhibiting that makes you certain it's a gaze interactor?

fast kayak
#

The scroll follows the head while also trying to follow the controller

#

Like if the center of my view is looking at the corner of the ui the scroll will move to the opposite corner

#

It's super weird

lament zinc
lament zinc
fast kayak
#

It's both

#

I'm using it for a node system im working on

lament zinc
#

So if you look to the left bottom corner the page scrolls as if you want it to go to the top right?

fast kayak
#

Yep

lament zinc
#

(like a top right click)

fast kayak
#

But it also jitters a bit because it's trying to follow the controller at the same time

lament zinc
#

So just some thoughts, maybe you have an item parented to the centereyeanchor that is interacting with the UI?

#

Maybe you are losing tracking in some way that is causing the controller to interact with the canvas?

#

Maybe trying disabling different things in your scene in play mode until the behavior stops

#

That should help you narrow down what item/scripts are causing the issue

fast kayak
#

What i don't get is why it would be following where i look

lament zinc
#

I think there are many reasons a bug like that can occur. And if you fixate on the possibility of gaze interactor, you might miss the real bug.

#

It might still be a gaze interaction somewhere, but either way disabling objects should allow you to find where the script itself causing the issue lies

#

(like for example disabling controllers to see if the gaze interaction is more consistent/still present)

fast kayak
#

That makes sense, i will try a few things here

lament zinc
fast kayak
livid karma
fast kayak
lament zinc
# fast kayak like the head thing, just works when im using the controller

That's perfect, then it seems like it's a controller issue after all. the issue could be with the inactive controller messing with the canvas. Or it could be weird controller targeting (like you click somewhere but it's registering another click as well) or it can be navigational (like the scroll itself has coding saying click up here if I am interested with by the controller). Or the controller object might even have a gaze script or something attached to it.

I'd look for stuff like this. If all other interactions are working normally, id home in on the scroll scripts as my first check

fast kayak
# lament zinc That's perfect, then it seems like it's a controller issue after all. the issue ...

as far as ive seen, there are no gaze related scripts on neither of the controllers. It doesnt seem to be related to any of my scripts that work on the scroll view because i disabled them and it still happens. Like its weird because the same problem happened a month ago and i restarted the pc and it worked again, like the event system has a threshold before it starts dragging and the head only starts affecting the UI when the controller is dragging, so no idea how to fix this :/

lament zinc
#

If you disabled the scrolls how is it still scrolling?

fast kayak
#

if i disable the scroll rect i simply cant move the scrollview

lament zinc
#

I see. That makes sense. So I'd look into the drag scripts to see how they work. If you can identify in those scripts what allows a drag to happen you can think of different events that might be causing that

#

With the combined knowledge that the controllers are what's causing the input, it should get you close to a solution

fast kayak
lament zinc
#

The ability to point at a canvas and drag it to scroll?

fast kayak
#

so maybe its a problem on how unity is detecting the drag?

lament zinc
#

Any drag on the UI canvas, or like also when you grab a physical object and try to drag it somewhere else?

fast kayak
#

only UI

#

grabing object works right

lament zinc
#

I see, so basically continuous input moving across a canvas is causing a ghost click elsewhere on the canvas (seemingly opposite to where you are looking)

#

Does this persist on other UI canvases?

lament zinc
fast kayak
fast kayak
lament zinc
#

So if you are dragging something to the right of the canvas and you move your head to the bottom left the click goes to the top right. And if you are dragging to the left, the click still goes to the top right, and same if you drag down and same if you drag up... But if you move your head to the top left and do all the same drags each time the ghost clicking is to the bottom left?

fast kayak
#

i feel like it is trying to snap to the head direction if that makes sense, so if i move the controller to the left it jitters more than it moves, or it may only be moving with the controller because of inertia tbh.

#

so i think the controller defines the drag origin but then the head is trying to override the controller position or smth like that

#

let me try to record it, it might be easier to understand

lament zinc
#

That would be great!

lament zinc
#

Sorry deleted my messages because I think I see what you are saying now. i don't think that behaviour has anything to do with a gaze interactor. from my perspective if you look at the video the interaction seems normal when looking through the lens of the camera.. because the controller seems like it's moving relative to the camera down and to the right and up and to the right. That might be how the canvas is checking the drag on some way

lament zinc
# fast kayak https://youtu.be/ISacbbpFpPs

At this point I have lots of basic troubleshooting ideas on how to fix this like adding another canvas in the scene with just the drag behaviour and seeing if the issue persists, adding debug code to check the raycast data and such in the logs to identify what controller position is being passed through and what value is being used for the drag behaviour, and so on. But the video shows behaviour that looks so consistent and intentional that I'm curious if someone else with more experience might just know the issue.

#

Like to me it looks like your gaze is being used as the pivot point and the controller is being used as the drag

#

But I don't have a lot of experience with drag in the UI system

fast kayak
#

not sure were to go from here tho

lament zinc
#

Did you try positioning the other camera in front of the player?

#

I'm between the UI canvas and the player

#

*in between

fast kayak
#

but it still doesnt solve the issue

#

ive read somewhere that apparrently the canvas shouldnt have an event camera set when using a xr setup but it doesnt work if dont set anything

lament zinc
#

Are you using the meta XR interaction toolkit?

fast kayak
#

im using the Unity base vr project, in unity 6

lament zinc
#

Oh. I was gonna suggest checking the example UI elements there. That's how I debugged some UI that I wanted to do. Because if the examples have the intended functionality working correctly, then it's just a matter of compared and contrast.

But you are using a different setup

fast kayak
#

ok so the sample scene seems to be working right, the canvas configuration is the same but i cant find a event system on the scene

lament zinc
#

Thats huge

fast kayak
#

i managed to get some buttons working, but the drag is not working yet

lament zinc
#

But the drag works in the sample scene right?

fast kayak
#

no like in my own scene, apparently everything besides the scrollview(and its content) is working

#

im gonna try making a new one, to see if it works

fast kayak
#

Fr i think im loosing my mind, like nothing that i put in the scroll view works, even if it is a new scroll view

lament zinc
#

Have you looked at the scripts? Even if the drag mechanic you are using is somewhat default to the system, there should be a script making it work and a way to see the coding of that script

#

*like the code for the UI that is allowing the canvas to be dragged around

fast kayak
#

there are two other cameras on my scene that are purely used for render textures

#

but for some reason when they are active they affect the UI behaviour

#

if i disable them the UI works fine

lament zinc
#

Wow congrats!

fast kayak
#

now i just need to figure out how to use them without breaking my UI šŸ˜…

lament zinc
#

And thus the problem has shifted

fast kayak
#

omg ive never been happier in my life

lament zinc
#

That's awesome! Glad it's fixed

fast kayak
#

thank you so much for your help man

lament zinc
#

No problem!

lament zinc
worthy mortar
bold mulch
#

hi, im following this tutorial, but when i add the XR Origin thing for the camera the controllers arent included, whats going on with that? https://youtu.be/YBQ_ps6e71k?si=K2X296hwGArAKagz&t=369

Let's make a VR game from scratch in Unity. A 3 hours long lesson that will teach you everything you need.

ā¤ļø Support on Patreon : https://www.patreon.com/ValemVR
šŸ”” Subscribe for more Unity Tutorials : https://www.youtube.com/@ValemTutorials?sub_confirmation=1
šŸŒ Discord : https://discord.gg/5uhRegs
🐦Twitter : https://twitter.com/va...

ā–¶ Play video
fathom glen
#

has anyone had to deal with the meta store verification process for themselves and their business? It seems like its a nightmare or worse an impossibility. Are folks just not making apps for the meta store these days?

austere cedar
austere cedar
#

Maybe I or someone can help with something, just ask specific questions.

fathom glen
# austere cedar Maybe I or someone can help with something, just ask specific questions.

A few issues..

Every time I submit my ID for verification it says its blurry. (Its crystal clear, shot with Pixel 9)

My business is an LLC but individually owned, but I picked for tax info that my org is a business which gives only C/S Corp or Partnership options (none of which apply to me). Now I'm thinking I should have picked individual but there is no way to switch to individual. Deleting org and all apps and trying again but it seems to still remember my old choices.

When I attempt to verify my org in general and I put in my EIN and hit "next" it takes me to a form that says "TODO: Choose Path" with two options, TODO: Doc Upload and TODO: DIRO which if selecting either and hitting "Next" leads to "There was a problem saving your changes. Please wait a few minutes and try again." https://ibb.co/4hkzDhn

Image Screenshot-2025-06-01-083032 hosted in ImgBB

austere cedar
#

Ok, I understand, the problem is not in the App verification. Sorry, don't know how to fix it.

fathom glen
#

Yeah I'm mainly curious if any other new org accounts are facing similar hurddles. Maybe folks who got in before this year had an easier time? But the way it is now it seems impossible to setup for an app release let alone app testing

crude frost
light sand
#

I have some interesting issue with OpenXR Simulator. I use macos and i have to use external trackpad šŸ˜‰ But my external trackpad support only tap but doesn't support click. And for this reason i can't click on UI items. How i see when i use buildin macbook trackpad click determines on click event and doesn't work with tap. Can it configured in simulator to use tap ?

frozen merlin
#

Hello humans. I have a issue when in XR/ vr for for my game. This DX11 issue comes up when I try and change the resolution.

#

Drivers are all up to date.

versed needle
#

I just tried to build a phone app using my fresh VR project and the camera is not rendering anything. Not really a problem but curious if anyone know what exactly is causing it?

unique matrix
#

hello, im having trouble spawning in a map on my meta quest project. It spawns in the editor just fine, but when I build it, the positioning is way off, and im not sure why it would be different between the two? Is there a way to have a build give me feedback like logs or something, since Im debugging the map position but cant see these in the build as far as im aware

pine bison
sonic delta
#

hi! im having trouble with trying to use wit.ai with VR and the meta voice SDK - im trying to test with the understanding viewer but it constantly returns a timeout

zealous island
#

i need some help

#

im trying to find out how to put on a vest

balmy locust
#

Quick question for other devs:
Is it actually feasible to do Quest VR development on a Mac? Since you can’t run or test in Play Mode through Unity, you have to build and deploy to the headset every time — kind of like doing Android dev without an emulator.

Does anyone here work this way regularly, or is it just too much of a hassle?

balmy locust
#

Doing a test build of the default VR template’s sample scene on a MacBook Air. About 5 minutes into the build so far. I remember from Android dev that the first build always feels slow — but thinking about it, most of that time is spent compiling the APK, not deploying. So whether you’re using an emulator or real hardware, the initial build time is still the bottleneck.

balmy locust
#

Apologies for the live-blogging if it’s annoying — just documenting the process in case it’s useful to anyone else.

The initial build took about 13 minutes but ran fine on the Quest 3.

Next, I booted into the Basic scene from the template and imported my ā€œVR Beer Propsā€ Unity package as a quick Hello World test. After swapping out the Sample Scene for my new scene in the build settings, I hit Build again.

This time, it took under a minute — and it ran perfectly.

#

I'm still curious to know if anyone works this way in practice.

pine bison
wise warren
#

anyone know how to recenter orientation of a headset through code? on the meta quest 3, you press and hold the meta button to recenter to where the xr rig should be, but I need to see if I can fire this event through code because I can't rely on players doing that every time.

because frequently in the build I do not start in the correct place

#

I am using OpenXR and XRI so can't use anything from the meta sdk

pine bison
#

However nothing is stopping you from rotating the player to a certain orientation based on where they are looking

rancid shuttle
wise warren
#

just the camera or the whole rig?

rancid shuttle
balmy locust
#

On the subject of recentering the player - it would be cool if you could move them around the play space intentionally (i.e. with a 2 axis controller). You'd have to have human test subjects to develop that I think though.

context is a game like supernatural where you want to use all the play space but you can't rely on the user to heed in-game warnings to re-center.

balmy locust
#

Sort of inspired by "redirected walking"

balmy locust
#

here's a more polished version of what I was ranting about.

Far future idea - moving the user around the play space using a boxing dynamic

Supernatural currently relies on a warning arrow, directing the user to step back to center or the Meta guardian appears. Could we modulate the users position without this warning, and get them to move towards the XROrigin without the explicit warning.

Example: Users naturally want to center themselves on the current active portal. So the functions at one level of the api could be:

  • shiftPortalLaterally(Portal portal, float x-translation)
  • open new portal(Vec3 position)
  • close portal(Portal portal)

Also boxing dynamics themselves might move the user around

  • generateSlipBarrier(xpos, direction) // get the user to do a boxing ā€œslipā€ left or right
  • generate[Hook|Jab|uppercut|knee]Target(xpos, direction)

The thing is that shiftPortalLaterally probably would recenter the user laterally, but the users get into way more trouble front to back (into a TV or a wall). Stepping into punches naturally pulls users forward. The game dynamic to gently steer the user backwards isn’t obvious to me (other than the signifier ā€œout of bounds arrow, please step back to centerā€ which supernatural currently uses.)

footnote
(What is the role of sensor drift here?)

#

[sorry if this is offtopic!]

#

[or TLDR]

dim ice
#

Yo can somebody help me maKe a vr game

crude frost
crude frost
# dim ice Yo can somebody help me maKe a vr game

Thats what youtube tutorials are for. VR in my opinion is the easiest platform to develop for, because all the basics (movement, grabbing, climbing) Unity samples already takes care of. Lots of great channels out there. Do you know c#?

lament plank
#

hey is anybady a gtag mod menü guy i need help maiking one

unique matrix
crude frost
remote cargo
#

hello does anyone have this problem where the left direct interactor is behaving differently than the right one even tho they are exactly the same?

fathom drift
#

I can't seem to find a consensus on which renderer to use, targeting quest 3/3s. URP? builtin?
I remember some of the official Meta templates use builtin... does it mean its more efficient on these devices, or they just didnt bother setting up URP?
are there any features i am forgetting that one pipeline is missing?
This can be benchmarked, it's just very time consuming.
Coming from Godot, the official docs there just directly tell you which rendering backend to use for mobile XR.

shell kayak
# fathom drift I can't seem to find a consensus on which renderer to use, targeting quest 3/3s....

URP for Quest. That's the consensus, not because it's proven to be more optimized than built-in, but because it's the only render pipeline officially supported. Built-in is also called the legacy render pipeline. It's not receiving any updates from Unity and will be removed in future Unity versions. Meta doesn't consider it when releasing new features, such as eye tracked foveated rendering.

fathom drift
#

alright, i had the impression of having tried official Meta templates that were running with builtin... maybe im misremembering it. Thanks

crude frost
#

I feel like i'm missing something super simple here. I'm in Unity 6. I keep getting Environment Depth is not supported. Please check EnvironmentDepthManager.IsSupported before enabling EnvironmentDepthManager

#

oh geeze. everything got unchecked in the OpenXR settings

#

same errors though

#

i would just use the Oculus building blocks...but my app has grabbables, and for some reason i can't figure out how OVR grabbables works (but I can handle XR Grabbables just fine)

#

i just tried quitting unity and reopening...and all my openxr project settings cleared out again

#

i updated all my packages, and its working now.

crude frost
#

wow this is super annoying. i hit play, and all my openxr settings for desktop got cleared out again

crude frost
#

I finally got occlusion working. But, it required I used all the meta building blocks.

#

Is there a way to use occlusion just using XR Rig and some other components?

vast thorn
#

Hey, anyone experienced crashes on 6xx when using meta sdk? I literally have an empty project, and when installing meta xr core sdk it crashes, and in the log it points to Library\PackageCache\com.meta.xr.sdk.core@8e7305f79034\Plugins\Win64OpenXR\OVRPlugin.dll with error code 0xc0000005

#

no idea what's wrong because the same project works on other computer

#

also tried some older versions of the sdk and it does the same thing

steady compass
#

Is there a good solution / framework for VR object construction? Basically, I'm trying to simulate IKEA furniture assembly -- insert object A into slot X on object B, now insert object C into slot Y on assembly AB.

I know it's going to involve sockets. But does a higher level abstraction exist to make it easier to develop?

icy snow
hoary copper
#

When I press on TMP_Dropdown, it hides automatically after some time.

#

Can you say what's the problem and how can it be fixed?

#

But everything is good with Dropdown from UnityEngine.UI.

restive ferry
#

When i try to build my game for quest 3, i keep getting this error (first picture). It was working perfectly fine the day before (by that i mean i was able to build the project), and the only thing i changed about the project (outside of the editor) was copying the files to back the project up. I've already tried reinstalling the android sdk from unity hub, reinstalling unity editor, using an external android sdk from Android Studio, moving the unity installation to my Users folder, and i even tried adding the package.xml file to the platform-tools folder because it is missing for some reason (i copied it from the Android Studio sdk). If I try to press Update Android SDK, it just gives me the error shown in the second picture.

#

im going to try building the backup project now.

#

Same exact thing happens, so that means its an error with unity not the project

#

im going to try installing unity 6000.0.51f1

#

probably should have included that i was using unity 6000.0.45f1

tardy ivy
#

Hello all, is there a way to save a template of sorts, so that when I start a new project it has all of the add-ons and settings that I need already set up? Or am I stuck with making a project with everything I want and then duplicating it?

rancid shuttle
tardy ivy
#

Sorry, not like that. I meant thinks like the xrtoolkit, controller settings, xr camera settings, and all the little boxes I gotta check to set up Unity to run my specific project everytime as I’d like to do multiple projects with the same stuff loaded and ready to go

restive ferry
#

I tried again today with unity 6000.0.51f1 and it still does not work.

restive ferry
#

I fixed it (well its building right now so it might fail later). I added an environment variable to skip unity's version check.

restive ferry
#

it worked

restive ferry
#

wsg chat

#

im a furry

#

also im in sunk cost flallacy

crude frost
#

i believe it can even show up in Unity Hub with all the other templates when you do that

tardy ivy
#

Excellent I’ll try it

pine bison
#

Hi team. I'm debugging some performance issue and I've stripped down my scene to basically nothing, and getting smooth FPS. However I'm still getting significant spikes from EarlyUpdate.XRUpdate multiple times a seconds, and this is very noticeable as you move your hands in front of you. I'm a bit stumped. As you can see on these spikes I'm still within budget for 72 FPS, but EarlyUpdate.XRUpdate adds 12 ms to that, effectively doubling it!

I've been trying to google and as I understand it this is a bit like VSync, however it's way overreacing here it seems. From the testing it feels like if my ms are above ~12, the quest just clamps me straight down to 36 FPS.

Anyone have any insight into how I can debug why this happens? I'm on Unity 6.0.29f1/XR Management 4.5.0

north path
# pine bison Hi team. I'm debugging some performance issue and I've stripped down my scene to...

Feel free to check settings with my base project
https://github.com/smitdylan2001/Unity-6-URP-XR-Base/tree/main

Other than that, no idea and it seems to be a bit random. Can be the graphics API, graphics jobs, OpenXR/Oculus settings, and a whole lot more. My bug reports were taken seriously if I had a repro project like that

GitHub

Base project for Unity 6 for XR apps and games using Universal Render Pipeline - smitdylan2001/Unity-6-URP-XR-Base

balmy locust
#

https://www.youtube.com/watch?v=GCdu2eGy1Hc

TLDR

  • Orientation and translation reset is left thumb button, long press (meta button, formerly oculus button)
  • Feature is built into operating system, no implementation necessary in Unity
  • Occasional reset ameliorates drift. Even losing 20% of a small Guardian is significant in exer-gaming (exercise gaming)

Apologies for hoarse voice, I had just done a 90 minute Supernatural session.

TLDR

  • orientation and translation reset is left thumb button, long press (meta button, formerly oculus button)
  • feature is built into operating system, no implementation necessary in Unity
  • Occasional reset ameliorates drift. Even losing 20% of a small Guardian is significant in exer-gaming (exercise gaming)

*Apologies for hoarse voice, I h...

ā–¶ Play video
crude fractal
#

Hey folks! Hoping someone here has run into this and can help.

I’m working with Fusion and Shared Spatial Anchors on Unity for a colocation setup, and I’ve hit a pretty frustrating issue.

Basically, when the device that creates the session and shares the anchor leaves the session (whether by closing the app, handing the headset to someone else, or reconnecting after a drop), things fall apart:

When it reconnects, it loses master status and no longer has StateAuthority.

On top of that, it can’t retrieve the anchor it originally shared.

This ends up breaking the whole colocation, with everyone’s positions shifting way off from where they should be.

Has anyone found a good way to handle this scenario? Ideally I’d like the original anchor to persist and still be usable even if the original device drops and rejoins.

Thanks in advance!

cunning mica
#

Hello All,

I am testing hand tracking interactions using the OVRCameraRigInteraction component in Unity. I am using Unity version, 2022.3.54f1 and Meta XR All in one SDK ver. 72. In the console, I see this warning:

[OVRPlugin] [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrGetHandMeshFB(handTracker, &xrMesh), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:9286 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:348)

Could anyone suggest a solution for this? Thank you.

fossil obsidian
#

my app on oculus pro intermittently fails to start saying "not responding close/wait"

#

Anyone seen this?

fossil obsidian
#

storage permission was revoked somehow

#

granting storage permission fixed it

ivory scarab
#

I've got a bit of a problem with my configuration. I'm trying to set up build profiles for targeting Meta headsets as well as Vive headsets, however when I add the Vive OpenXR plugin, even when its not configured in the XR Plugin Management, The build I export for Meta won't load. If I revert and remove the vive plugin, everything works fine for the meta build again.

Has anyone got any experience with this and how to fix it?

pine bison
ivory scarab
#

Yeah, the problem is that when I try to go back to meta, and disable everything vive, it will not display in the headset when I build out the apk

#

I'm not dealing with a more serious error, I've rolled everything back and I'm no longer able to pick anything up in the scene. I'm now trying to get that to work again because according to Gemini, I should just be able to deploy to Vive standalone headsets without adding the Vive OpenXR profile

pine bison
#

Euuuh that sounds weird to me

ivory scarab
#

Same here, it was working fine yesterday the 2-3 times I dumped and reset back to just the meta build (I branched it with Git and dumped the branch) Now today it will run, I can press buttons in my hand UI, but I cannot pick up objects that I could yesterday prior to adding vive open XR

ivory scarab
#

Works when built to headset now, just can't grab in editor

#

Time for a coffee, my monitors are starting to look worried KEKW

novel zinc
#

i'm using a relatively old version of the xr interaction toolkit (2.6ish?) and i'm using the default rig prefab, with thumbstick movement with strafe enabled. when i move diagonally sometimes i just get stuck like i hit a wall and movement stops, but im on a wide open flat plane

novel zinc
#

nvm, im using the latest version that is compatible with 2022 lts. and this issue even happens in a fresh install in the sample scene

rancid shuttle
pseudo star
#

im having trouble trying to export a complete project scene into another project. The reason i want to export is to combine it into one app. the problem is after i completed the export ,when i open the scene it all went horrible. all script are not assign and some missing material. i already tick include dependencies on the unity before export

#

or should i pay someone to redo all of it in my new project

knotty solar
#

Hi, is there anyone I can talk to about the Unity Pro subscription requirement for developing on Apple Vision Pro? (posting in both AR and VR channels).

sly steppe
sly steppe
ivory scarab
arctic pagoda
#

Anyway to prevent screen tearing on an animation when in VR? It looks good on desktop mode, just not in VR

north path
tribal hollow
#

I am trying to make a health/damage system for VR but can't find any good tutorials for it. Are there any that I could be linked to (or unity asset packs too I can buy)

sly steppe
# tribal hollow I am trying to make a health/damage system for VR but can't find any good tutori...

hi fellow drifter, you can buy my system only tiny tiny downside it that it doesn’t use ray casting so you will need a gun that shoots real prefabs, but i have the bullet and health script, it displays a health bar,health text, spawns ragdolls on 0 health, enable as many object you want on death, disable as many, and a spawn cooldown for ragdolls so they’re not spawning multiple per death, lmk if you are interested

tribal hollow
sly steppe
#

so melee does work in short terms

tribal hollow
sly steppe
#

Can someone help, my xr grabbing isnt working and i couldnt tell you why, i have a direct interactor on both of my hands and a set up grab interactable on the item i want to grab

boreal raven
#

Hi, in Unity, the UI and transparent objects are not at all visible on Oculus Quest 3. However, everything displays fine on Oculus Quest 2. Can anyone suggest what might be the reason? I am using unity 6000.0.30f1 with urp

ivory scarab
#

Has anyone else had issues with the new Meta OS update? I've sideloaded an APK from unity on to a Quest 2, but for some reason, not one single app is showing as installed, official or otherwise

#

Nevermind, couple of reboots and reinstalls later and everything is back

ivory scarab
# sly steppe what?

So on the object you added the grabbable script to, is there also a collider attached?

#

I'm launching a project I'm working on to show you a screenshot of what I mean

ivory scarab
#

Like so

sly steppe
#

yes

ivory scarab
#

Basically without the collider, the XR Grab Interactable won't work

#

Have you also added the collider to the list in XR Grab Interactable?

sly steppe
#

for some reason it’s working with a ray interactor

ivory scarab
#

Technically it shoudl populate on its own, but to be sure you can drag the object on top of that list and it will then definitely reference it

sly steppe
#

what list

ivory scarab
#

See the colliders list in my second screenshot?

sly steppe
#

yes

#

do i need a child object for the grab collider?

ivory scarab
#

You shouldn't, mine are on the parent object

sly steppe
#

that’s what mine is too

#

let me boot up my project and i’ll show you mine

ivory scarab
#

To add the collider to the list, you drag the object from the heirarchy on to it

sly steppe
#

i can’t drag i from inside the inspector

ivory scarab
#

Try clicking the + button first then try to drag it

#

Also, drag it on top of the Word "Colliders", not directly ont he list, for some reason it won't drop on otherwise

sly steppe
#

it doesn’t make sense how it only works for ray interactors on my hands though

ivory scarab
#

So ray interactors work, but you can't pick it up with your hands directly?

#

Pinch and grabbing with rays picks it up?

sly steppe
#

no i can pick it up, but not with direct interactors

ivory scarab
#

Did you build your XR Rig manually, or did you use the one from the XR Toolkit?

sly steppe
#

manually

ivory scarab
#

I'm trying to find the location of the one they provide, its a good place to start from

#

Do you have a samples folder in your assets folder?

sly steppe
#

yes

ivory scarab
#

Don't delete your XR Origin, just in case this doesn't work. Select your XR Origin or Player, or w/e you called it and disable it in the inspector

#

There should be a tickbox

#

Uncheck that

#

That will turn it off

#

Then use this XR Origin, and test again

sly steppe
#

ik, im not new to unity even though it may look like it, ive actually been developing in unity for almost 3 years

#

i just dont know because direct interactor was working yesterday

#

then it stopped working all of the sudden

ivory scarab
#

I had a similar issue the other day actually, my ray interactor won't pick anything up in the editor, but if I compile and drop the APK on my Quest, it works fine

#

Odd behaviour

#

Are you developing for desktop or mobile VR?

sly steppe
#

mobile

ivory scarab
#

Might be worth compiling and installing to your headset to see if it works there, could be an editor bug

#

I opened the same project in my office and it all seems to be working fine there

#

But on my home computer its playing silly buggers

silver wadi
#

Someone knows how to fix this error if I play unity editor each time I make a change from code or create a new script in a VR project with XRIT MR template

sly steppe
#

ok thank you, do you know how to make it so its not all fidgety and only lets you grab it if your hand is a exact distance away? @ivory scarab

#

wait i fixed it

#

i didnt have is trigger on my hands

ivory scarab
#

Its on the controller and hand interactors

sly steppe
#

how do i make it so i can still grab it even if my hands are a layer that my grab doesnt have physics with

#

so they cant collide?

#

because i figured out that if my hands and my xr layers are turned off in physics in project settings i cant grab it

#

@ivory scarab

ivory scarab
#

You could probably add a sphere collider to a fingertip that would turn those things back on again when it is triggered by the collider of an XR Grab Interactable?

#

So the sphere collider would be hooked up to a script that is listening to the OnTrigger event or similar. You would then check to see if the other object contains an XR Grab Interactable, and if it does, then enable the physics stuff for picking objects up again

#

I had to do something similar with far cast interactor because it was causing me problems in my app.

#
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit.Interactors;

/*
 * This is effectively a brute force disabling of the FarInteraction due
 * to it turning itself back on when it wasn't required.  This ensures that
 * when a model is on the turntable that the far interaction doesn't interfere
 * with rotating the model which proved to be infuriating when trying to 
 * hover over parts in the exploded state.
 */
public class DisableFarInteraction : MonoBehaviour
{
    private NearFarInteractor interactor;
    private bool farDisabled = false;

    private void Start()
    {
        interactor = GetComponent<NearFarInteractor>();
    }

    private void Update()
    {
        if (farDisabled && interactor.enableFarCasting == true)
        {
            interactor.enableFarCasting = false;
        }
    }

    /*
     * This is how I subscribe to events in the AllEventsManager. When something 
     * triggers the methods that are subscribed, it will call the methods in this
     * class that are required to execute on that activation.
     */
    private void OnEnable()
    {
        AllEventsMgr.OnAttachToAnchor += DisableFarInteractor;
        AllEventsMgr.OnDetachFromAnchor += EnableFarInteractor;
    }

    private void OnDisable()
    {
        AllEventsMgr.OnAttachToAnchor -= DisableFarInteractor;
        AllEventsMgr.OnDetachFromAnchor -= EnableFarInteractor;
    }

    private void DisableFarInteractor()
    {
        interactor.enableFarCasting = false;
        farDisabled = true;
    }

    private void EnableFarInteractor()
    {
        interactor.enableFarCasting = true;
        farDisabled = false;
    }
}
#

You'd not use on enable or disable, instead you would use OnTriggerEnter and OnTriggerExit (iirc)

sly steppe
#

nvm i already fixed it, i jst added grab listeners and on grab switch to a diff layer on release back to old layer

vivid gate
#

anyone know why the controllers randomly disable for a few seconds? its similar to how they disable when you put them down, but its happening while they are in constant motion

sly steppe
vivid gate
sly steppe
#

i’m not sure, idk why it’s disabling that’s weird

vivid gate
sly steppe
#

yea that’s weird, tracking should stop but it disabling is weird

rancid shuttle
vapid vortex
#

Hey, I'm new to Unity VR. I try to add hand tracking and installed the plug ins I need and added a XRRig to the scene, but I don't seem to have a handVisualizer.cs script and I don't know why. Or is there an other way/script to implement hand tracking?

vapid vortex
#

it seems to be installed but I don't find the script in my assets

crude frost
vapid vortex
#

Is it normal to not have an import function under samples?

crude frost
vapid vortex
crude frost
#

on the left, you are showing Meta XR Core SDK. On the Right you are showing Unity's XR Interaction Toolkit

#

Meta doesn't allow their samples imported via package manager anymore i don't think. I think you have to go to github to get them

north path
#

For me most voice samples worked just fine

weary bolt
#

I have barebones project (Unity 6000.0.48f1) with nothing but the official unity vr samples in it... and when i open the editor, i get this error:

UnityException: Load can only be called from the main thread.

which is followed by a bunch of 'stuff' thats makes absolutely no sense to me personally... What i know is, this is not related to anything i have done, since.. the project is so barebones in terms of my contributions... So, has anyone else experienced this, and what are you supposed to do about it? since the rest of the error is basically another language to me lol.

-where would be the place to query this, i have filed a bug report.. but considering i've seen people quoting that it takes up to 2 months to get a reply from a human being via that.. and a year to expect a 'fix' --it would be nice to not have to start again with another 'fresh project' --since i dont know what caused this in the first place lol.

crude frost
#

I just updated my project from Unity 6.0 to Unity 6.1. I was having some bugs with the AR Plane Manager and AR Bounding Box Manager. But now, I'm getting this error: This OpenXR runtime doesn't support XR_FB_passthrough. The XRCameraSubsystem won't be created, and Meta Quest: Camera (Passthrough) will be disabled.

All of my settings are as they were. I can see all the required features are checked.

#

AR Foundation had an update in package manager. that solved it

untold pulsar
#

Is there currently a way to track images through the new quest 3 camera passthrough similar to vuforia for AR?

crude frost
untold pulsar
#

there is using OpenCV but that is completely out of my budget unfortunately

#

so i am hoping to find alternatives

crude frost
#

Anyone have this issue with Unity 6, where every compile, the project validation window opens? literally every single time. I updating project from 6.0 to 6.1 hoping that woudl fix it. but it didn't

solid panther
#

Hello, quick question for you all: I created a simple URP scene yesterday, and I would like to to port it to VR, is there a way to do that easily please ? The scene looks like this: The idea is I would like to be surrounded by blackness and just have this assets in front of me , like a miniature on the floor

pine bison
austere cedar
#

Also to achieve 6DoF (which is an oculus requirement), head movements must influence the scene enough, so it also depends on not having the scale of the world too large.

dusty shard
#

Can someone help me with vr hands in unity 6 i am making a project for school and have to hand it in this sunday but my hands don’t work.

north path
dusty shard
#

i followed a tutorial by valem but it seems that i can't find the controller(action based) component is it renamed or sum

cloud wagon
#

anyone familiar with gpu profiling? I always have 3 bins (I'm guessing that's in each eye) that are 1-1.5ms and have "preempt" taking most of their time. Does anyone know what this represents and how I could find out what's causing them?

vocal bane
#

guys, i’m tryna make a gtag copy but for some reason when I export the apk it’s a completely different game. I don’t know how to fix this. please help. dm me if you can pleaseee!

low zinc
#

I am working on a vr experience with Hurricanvr and quest and I've been working on it for a whole year and everything has been great, but...

After the last meta update to quest 3 and meta quest link - the game doesn't start in vr anymore when I click play. It's only visible in game view.

Anyone got similar problems?

frigid shoal
#

I am using a Ray Interactor for UI interaction, and I want to add audio feedback when the ray hovers over a UI element, but for some reason the Simple Audio Feedback component doesn't seem to work with UI interaction, are there any alternatives or is this a bug?

low zinc
north path
frigid shoal
rancid shuttle
vestal geyser
#

can anyone help me when i try to build my game i get this error: Win32Exception: ApplicationName='C:\Users\lucas\FanGame\Library\PackageCache\com.unity.burst@1.8.4.Runtime\bcl.exe', CommandLine='+burstc "@C:\Users\lucas\AppData\Local\Temp\tmp3ddf12cf.tmp"', CurrentDirectory='C:/Users/lucas/FanGame/Assets/..', Native error= The system cannot find the file specified.

heady badger
#

Hey, just learning UNITY - mostly interested in PCVR.
Using Quest3 + Virtual Desktop. Runtime set to VDXR.
Made super simple test scene with just a cube. There is some FPS cap I can't overcome - with default ambient lighting I easily reach 90 FPS (consistent with Virtual Desktop setting)
But as soon as I put any Global volume or Directional Light with ray tracing - even with lowest possible settings FPS drops to ~25
Any clues?

austere cedar
#

It's probably not the stream compression/wifi speed. That leaves only your PC. What is your FPS on the PC without VR?

heady badger
#

250~300 in this bare scene.
(I have rtx 3080ti and typical PCVR games run great on my rig - DCS, Elite Dangerous, HL:Alyx so my PC is capable).

#

I admit that - for learning purposes - I wanted to go thorough scene setup from scratch. But will probably end up creating template and mod it.
(Except there is no HDRP-VR template I guess?)

buoyant jolt
#

That said, we use BiRP for 80% of our projects, URP for 20% (mostly whatever we inherited). And everything runs great. My guess is something in your configuration.

Eventually you'll find a sweet spot project and template it.

austere cedar
#

Built In RP

heady badger
#

I see - is it somewhere in-between of URP and HDRP quality-wise?

buoyant jolt
#

Yeah, we started to move away from Unity around Unity 6. And get great performance on BiRP. So we haven't had a lot of reasons to redo all our custom shaders etc.

#

But its better to use URP going forward if you can (for VR) as BiRP is one day going to get killed off

heady badger
#

But is it possible to use - for example - ray-tracing (or viable mock up/equivalent) in URP?

heady badger
#

No worries. I'm only at beginning and no need to go into this rabbit hole yet anyway.

#

I guess "ray casting" can be considered as possible equivalent for URP-Standalone builds. While ray-tracing as full blown HDRP. Is my thinking correct?

cloud plinth
#

i just build my vr game and i have a gun with ammo and a raycast when u hold it but the raycast doesnt show up when u pick it up. this only happens in the build but not in the editor.

rancid shuttle
cloud plinth
#

In this case i wnated a visual raycast

cloud plinth
rancid shuttle
#

Please show more about what you're doing and what the result should be. Cus otherwise idk how to help.

tiny kiln
#

Hello guys. I am running into problems on Unity 2022.3/URP 14/OculusXRPlugin for a Meta Quest project. It seems that Meta has removed any control of the actual eyeResolutionScale (tried v74, v77) and will just force a resolution on me. Does anyone have a work around ? I really don't need to render at 2400x2112 in my project

#

The weird thing is I have two different projects, and they render at different resolutions (one at 2400 one at 2016) and I can't find any settings that may cause this difference (same OculusXRPlugin, pretty much the same settings across the board, same URP profile, etc...)

spring cradle
#

hi i am wondering how to upload/publish a game to the meta store?

buoyant jolt
#

Then, like the other stores, a ton of images and stuff. They are strict on text on your feature images. So this process can take some patience.

sly steppe
#

Who can help me with vr recoil

#

i cant seem to get it to work

#

with xr grab interactables

cloud plinth
#

Otherwise ill make a recording

#

Even our dev teacher doesnt know

cloud plinth
#

ok so we fixed the raycast problem. now next problem we have a sword with a gabbably snap point. in the unity engine it grabs it at the snappoint of the sword but in the uild it grabs it at the middle of the collider. changing the gabpoint posion doesnt help HELPPP

rancid shuttle
sick trellis
#

It's a lot more confusing in my opinion.

dusty shard
strong remnant
#

guys can someone help me with some tutorials/pathways from learn.unity.com? some are good? i have a best/good knowledge in coding but not in unity, in c/c++ but i need to learn unity for a project. i did Unity Essentials and Junior Programmer and i want to start rn VR Development from learn.unity.com/pathways but i don t feel like i improved a lot, if someone know some tutorials/courses from learn.unity.com? in this ideea. i need to learn unity/VR

fathom minnow
wind furnace
#

Hi, I am running into some issues regarding some crashes. I am using Unity 6, and when I try and run the game in editor, the game is running perfectly fine, no errors, but upon testing on device, the game immediately crashes. I was able to use logcat and extract the output, and this is what I found

buoyant jolt
#

I'm not seeing anything after the application is launched actually, including the normal Unity launch stuff

#

COULD be an issue with the manifest or something but I'd be guessing. It might also be that somehow Unity messages were excluded in your logcat

#

Or I'm just tired and not seeting it

wind furnace
#

Is there aanything in particular I should look for?

wind furnace
vale bridge
#

this is my first time doing unity and im trying to make a vr game with the gorila tag locomotion as a test but when i load in it makes my hands sticky

#

i can go into a vc and screenshare if that it confusing

narrow briar
#

@buoyant jolt how's the transition to unreal going?

buoyant jolt
narrow briar
buoyant jolt
narrow briar
solid sentinel
#

Does anyone know if it is possible to use the Quest passthrough API to do face tracking? So I'm wearing the headset and seeing a mask placed on another person's face.

buoyant jolt
visual root
solid sentinel
#

You would need to send the camera view

wind furnace
#

Howdy, my XR Interaction Toolkit presets are missing from the Preset Manager. Alr tried reimporting Xr Interactions and Starter Assets, and tried downgrading and updating to the latest.

sick trellis
#

Weird question but I have a basketball game and I want a natural grab what would be the most efficent way to do it?

mint trail
#

Has anyone tried building for VisionOS 26? I can’t seem to download the metal shaders for the Xcode beta

warped saffron
#

Hello everybody, I wanted to ask if there was something that would allow me to recognise handtracking gestures like how my hands moved during the last 1 to 2 seconds instead of my hand pose at an exact instant as I saw a bit with XR handes

buoyant jolt
#

Or using their pose examples, and just store the state over time.

warped saffron
#

but thanks I will look at it

buoyant jolt
# warped saffron poorly design as in "I will have raw data I need to transform myself" ?

Yes you would need to track the raw data yourself. But I mean poorly designed as it not creating things as inheritance or interfaces, and they don't provide surface level access to the data. Requiring you to do modification to their hands plugin (which means copying it all into your project and actually modifying their code) - which you should never need to do with a unity package.

#

Basically, they had someone make it that is smart enough to track complex transforms and pose information. But not experienced in making it work the way a package should work, preventing you from just overriding something or adding your own meshes easily.

#

At least, last time I worked with it. Hopefully they put time into it since them.

warped saffron
#

okok that's a bit sad but I might work with it

crude frost
#

I'm using XR Grab Interactable.
Its set to only track rotation.
I have an XR General Grab Transformer to to Permitted Displacement Axes be on the X axis.
The goal is for this to work like a lever. But it seems like its just rotating everywhere.

What am I missing?

#

ooh. i just found a youtube video for levers with xr

#

oh. it was for VRTK

crude frost
#

found another video thats helping

winter kettle
#

hi guys, does anyone has experience using XR simulator in Unity? im new to all of this and i'm having some trouble with a project that uses the XR Interaction Toolkit . Could really use some help, Thanks in advance!

crude frost
# winter kettle hi guys, does anyone has experience using XR simulator in Unity? im new to all o...

whats up man? I don't usually use it, but on a fluke, I just happen to use it a few minutes ago. All i did, was went into package manager and selected XR Interaction Toolkit, i went to the samples tab, and installed the XR Device Simulator.

Then in Assets/Samples/XR Interaction Toolkit i found the folder for XR Device Simulator, found the pefab, dragged it into my scene (where my XR Origin already exists) and it works

sick trellis
#

Weird question but I have a basketball game and I want a natural grab what would be the most efficent way to do it?

fathom minnow
sick trellis
fathom minnow
# sick trellis That looks absoulutely amazing.

It is, I've been using it along with HexaBody player (by the same creator) to make physics based games for a while. The grabbables and hands have tons of settings that you could modify to get just right for your game

sick trellis
fathom minnow
sick trellis
#

I'll do some research, thanks again for the response Cullis.

sudden meteor
#

can anybody try out my game its vr? .apk dm me if you can

sick trellis
fathom minnow
sick trellis
#

Grabbable component

#

Okay

#

So is that added to the Left Controller & Right Controller?

#

Or the object?

fathom minnow
#

Did you get the Asset?

sick trellis
#

Yes.

fathom minnow
#

Just take the OpenXR Rig FROM HURRICANE* and modify however you need for your game, it is the complete implementation of it

#

The Grabbable component goes on objects

sick trellis
#

Okay thanks Cullis.

fathom minnow
#

You can find the fully setup player here

sick trellis
#

Oh fire šŸ˜„

#

So delete the geenric XR Origin?

fathom minnow
#

You may need to make some slight modifications, like deleting the backpack (unless you want it)

And yeah just delete your current XR origin

sick trellis
#

Def worth the money šŸ˜„

fathom minnow
#

Indeed

sick trellis
#

So just add the Grabble Component?

fathom minnow
#

Yeah

sick trellis
#

Is that a backpack?

fathom minnow
fathom minnow
sick trellis
#

So how does movement work?

#

Nvm

fathom minnow
sick trellis
#

Sorry for being so annoying

#

Nvm

fathom minnow
sick trellis
fathom minnow
sick trellis
#

No way, it's that simplistic.

fathom minnow
sick trellis
#

So would I need to rewrite my shooting script for compatibility? Because it uses an XR Grab Interactable.

fathom minnow
sick trellis
#

It just tracks Velocity from the controller, Multiples Angular Velocity & Release speed threshold.

fathom minnow
sick trellis
#

I tried that but it said like couldn't triangulate rb component angular velocity

fathom minnow
#

You can also manually calculate velocity, but that's weird that it would give you issues? How are you implementing it

sick trellis
#

I'm implementing it by adding each value together based on the controllers position

fathom minnow
#

But youre getting an error from Rigidbody.angularVelocity

sick trellis
#

Yeah

#

It's so weird.

#

I'm going to figure something else out,

#

But anyway

#

So how does the HurricaneVR allow you to move.

fathom minnow
sick trellis
#

Because I tried using joysticks but I may be dumb and not activated something.

fathom minnow
sick trellis
#

I'm using Oculus - Not OpenXR because it's standalone.

#

I used the TechDemoXRRig

fathom minnow
sick trellis
#

Okay.

#

Switched.

#

What is the difference btw?

#

Enabling has disabled UnityEditor.XR.OpenXR.Features.OpenXRLoaderUI due to incompatibilities between the two.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

#

Interesting.

#

I choose OpenXR for both.

fathom minnow
sick trellis
#

Okay so I added the HVR Grabbable to the ball.

fathom minnow
#

Also i think calculating angular velocity manually is probably not hard. Isn't it just change_in_rotation/time

sick trellis
#

Sounds about right.

#

So added the Grabbable component to the Ball.

fathom minnow
#

Ye

#

Thats it

#

Youre done

sick trellis
#

🤣

#

BTW does HVR Prefab have jumping?

fathom minnow
sick trellis
#

So buy that too IG.

#

Bro I'm spending hella cash

fathom minnow
#

You can implement your own jumping too

#

Just simple jumping

fathom minnow
#

Wait

#

Dont buy yet

#

Use coupon code

sick trellis
#

Okay.

#

Too late...

fathom minnow
#

Ahhhh

#

Its ok

sick trellis
#

Chargeback?

fathom minnow
#

Eh its not worth it

sick trellis
#

I'll buy Hexabody when I feel like it.

#

I'm fine with the hands for now.

fathom minnow
#

Oh I thought you bought it

#

If you do decide to

#

You coupon codes

#

YW86GYBU8S - 25% off

#

WELCOME30OFF - 30% off (doesnt work for all)

sick trellis
#

Nah it didn't go through lol

#

Trash ahh payment system

fathom minnow
#

Lol

#

But yeah I never buy assets without using coupon codes

sick trellis
#

I'm going to need to figure out how to move with HurricaneVR

fathom minnow
sick trellis
#

This framework may be the best investment of my life

fathom minnow
#

I might try to make my own physics framework at some point for fun and just to have greater control in features but I by no means am going to have to

#

My current project is using HVR

sick trellis
#

Wait you making a game?

sick trellis
fathom minnow
fathom minnow
sick trellis
fathom minnow
#

Youre first app gets 100 CCU plan free aswell

sick trellis
#

I want to do Photon too but I don't know how to use it

fathom minnow
#

Fusion is pretty simple to learn

sick trellis
#

Yeah but it's expensive.

fathom minnow
#

You can get 200 CCU for $95 / year

#

On your first app

sick trellis
#

That's way too overkill for me anyway

fathom minnow
sick trellis
#

But if I were to use Photon I'd need to make a voiceban function or something.

#

Because My Mods want to voiceban people who break guidelines.

fathom minnow
sick trellis
#

So what do you use for vc?

#

I've never did anything with mulitiplayer networking so I'm going in blind.

fathom minnow
#

Unity Vivox, which has auto mod features. Its free up to 5,000 CCU. And I figure by the time I would have 5k active players I'll have 2 grand or whatever

sick trellis
#

Doesn't that require you to use Unity Cloud?

fathom minnow
#

Its apart of Unity Gaming Services

fathom minnow
sick trellis
#

I'm going to sleep it's 2am for me, but ttyl.

fathom minnow
#

Oh wow, gn

strong remnant
#

guys, someone have ever use an AK47VR Rifle HTC Vive Pro ? i want to ask some questions about this if can someone help me with some or if someone know other "weapon" for meta quest not for htc vive?

#

I'm looking for the closest weapon for VR with an AK47

sick trellis
fathom minnow
sick trellis
#

Yeah

sick trellis
#

But now Hexabody looking more confusing 🤣

fathom minnow
#

HVR has lots of integrations

#

I'm running the full thing:

  • HVR
  • HexaBody
  • Final IK
sick trellis
#

My brain ain't built ofr this

fathom minnow
#

lol

#

You can download the integration here

#

then it will ahve the player prefabs with HVR + Hexa

sick trellis
#

So the movement and stuff should already be set up.

sick trellis
#

Now all I need to do is test.

sick trellis
fathom minnow
sick trellis
#

Also I rewrote the shooting script to work with HVR

fathom minnow
#

Nice

#

Did you get Angular Velocity to work?

sick trellis
#

Yup

#

The error was happening because it was a null value as soon as the ball spawned.

#

So it can't calculate velocity with no velocity value yk what I mean.

fathom minnow
#

Yeah

sick trellis
#

But I just replaced the controller models with HVR's hands will that work?

fathom minnow
#

The Hexa Prefab should have the HVR hands already if you import the integration

#

Oh boy I've spent a lot on assets the last few days

sick trellis
#

Oh I went into Plugins.

#

So just import this?

fathom minnow
#

Yes

sick trellis
#

Okay I did it

#

Imported the OpenXR rig, great.

sick trellis
fathom minnow
#

Gaia, Easy Road

#

And I think SECTR

sick trellis
#

Okay so I setup Hexabody

#

And added a HVR Physics Grabbable.

sick trellis
sick trellis
fathom minnow
fathom minnow
#

Are they any different?

#

They are the exact same

#

PhysicsGrabbable is just a different name

terse pawn
#

Hi i'm new to XR technoligies can someone tell me how to convert my VR project into MR what are the steps I should follow

sick trellis
#

The hands also aren't tracking

fathom minnow
# sick trellis The hands also aren't tracking

That's likely to do with OpenXR setup, however the errors aren't. You just used the prefab from the folder right? Check the demo scene I think their might be a few additional 'manager' things you might need to add

sick trellis
#

Oh, so just load the Demo Scene?

sick trellis
#

Well can you check your scene and compare with me?

fathom minnow
#

I've made slight modifications I think but yours looks fine

#

Check the demo scene

sick trellis
#

@fathom minnow Nah it's error on my Game scene but the techdemo works fine.

fathom minnow
sick trellis
#

I did what you told me.

sick trellis
fathom minnow
#

Yeah thats whats weird

#

I think you need these things too, forgot to say.

sick trellis
#

Is HVRGlobal a Script, component?

fathom minnow
#

Take it from the demo scene

#

It has multiple components

sick trellis
#

Alright

fathom minnow
#

Thats prob why your input was bugged and everything

sick trellis
#

Oh wait that makes sense

#

Obviously you won't be able to move if no Move Event is fired 🤣

fathom minnow
#

yeah lol

sick trellis
#

Why would you need HVRGlobal that's SFX

#

@fathom minnow

fathom minnow
#

Look on the parent object

#

It has all the input scripts

sick trellis
#

Oh yeah

#

Okay so how do you drag it into another scene?

fathom minnow
#

Just ctrl + c, ctrl + v

#

copy paste

sick trellis
#

Okay it works now, but now I need to figure out how to make a basketball underhand pose

#

@fathom minnow

#

So how do I make a new pose?

#

Or whatever ya call it.

fathom minnow
#

Add the Hand Poser component and you can turn on the preview for each hand and use that (you can also mirror and such)

sick trellis
#

This is difficult...

sick trellis
#

If only someone already made a basketball pose for Hexabody + HVR

fathom minnow
#

It auto poses when no pos is set

sick trellis
fathom minnow
sick trellis
#

I mean yeah but it can't auto pose something that isn't already posed.

fathom minnow
#

It's like a physics poser

#

It makes the pos on the fly

#

Like here

#

I never set the hand pose of my steering wheel

sick trellis
#

So just hold the ball underhand and it will autopose it?

fathom minnow
#

Pretty much

sick trellis
#

That's sick

#

Holy moly

fathom minnow
#

Yeah it doesnt work for things like weapons though, since those are usually pretty specefic

sick trellis
#

Yeah it did work but now how do I make sure the pose stays?

fathom minnow
#

You don't need to

#

It will auto calculate the pos like that on the fly

sick trellis
#

DM me.

woeful kiln
#

Does anyone use game-ci/unity-builder github action and Meta XR package? I'm getting this compile error: "Library/PackageCache/com.meta.xr.sdk.core@fc2d39f84dd4/Scripts/Editor/OVRManagerEditor.cs(387,40): error CS0103: The name 'manager' does not exist in the current context"

I guess it might be because it references editor assembly definitions even when I specify WebGL as build, so it unnecessarily tries to compile editor stuff. Anyone with similar problems?

woeful kiln
#

Eh, this was less complex than I thought, and was just another Meta SDK bug with WebGL target, but quite annoying. I found one other person with this problem: https://communityforums.atmeta.com/t5/Unity-Development/Oculus-Core-SDK-v76-Bug-Compiler-errors-with-Web-GL-target/td-p/1320952

hoary harness
#

Does anyone have any experience with Quest 3 and installing Certificate Authorities? It seems they have completely locked it down (unless I enrol my device via Meta Admin Center)

urban cloak
#

There are no job postings here. !collab

ornate questBOT
#

:loudspeaker: Collaborating and Job Posting

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

buoyant jolt
#

I can't help on this one I'm afraid, the last time I used the HL2 was many years ago, but i think pass through was just normal from the sample files

#

The camera i had to run through xyzing or whatever it is, as it was doing barcode scanning

#

If i remember I'll peek at my old HL2 project when I'm at the PC and see what I did for those

lusty sail
#

If you want to enable passthrough, you need to use an OVRPassthroughLayer component and then also toggle passthrough by using the OVRManager

#

You also then need to set the camera clearflags from skybox to solidcolor

lusty sail
#

I think for full passthrough it's toggling OVRManager.isInsightPassthroughEnabled if you haven't done that already

#

Also is that MRTK2?

#

Also if it's for anything longterm, would defo recommend upgrading to MRTK 3

#

The way MRTK 2 is made is just a mess, it's hard to extend functionality, the interactable components break batching with world space UI, and MRTK 3 is more optimized (saves some CPU processing), so just a heads up

#

if its for something small though I wouldn't worry

vapid vortex
#

Hey, I'm using URP and post processing. The anti aliasing doesn't work...I set it on the camera, but it doesn't apply on my shadow. Does somebody knows why? For the camera I use the Meta VR Building blocks für hand tracking

austere cedar
sinful ridge
#

Hello i hope somebody can help me.
My VR player uses a zombie model, and the head/hand targets are correctly followed. But the whole zombie appears too high — its legs are at my eye level. I think the model's root is at the hips, so it's not aligned with the VR headset.

We tried lowering the character by setting its Y position to a negative value (e.g., -1.6), but it still doesn't line up correctly — the head is not where the headset is. I want the zombie's head bone to match the headset position properly.

vapid vortex
north path
sinful ridge
# north path Cant help much without knowing how you set everything up. Do you use an IK syste...

Oh sorry. Yes i use this tutorial https://youtu.be/v47lmqfrQ9s?si=YGcxWLr9IA3E-UrQ
I check everything and except the walk "animation" i did the same way

This is the best sums up you will find to make a full VR Body for your game !

ā¤ļø Support on Patreon : https://www.patreon.com/ValemVR
šŸ”” Subscribe for more Unity Tutorials : https://www.youtube.com/@ValemTutorials?sub_confirmation=1
šŸŒ Discord : https://discord.gg/5uhRegs
🐦Twitter : https://twitter.com/valemvr?lang=en
šŸ‘ Main Chann...

ā–¶ Play video
north path
#

Follow it completely first then I'd say, so you have something working and then go from there

#

And if it doesn't work then, ask him to help

sinful ridge
north path
#

But they also should be similar to make

sly steppe
#

can someone help me with recoil using grab interactables

sinful ridge
lusty sail
#

Depends, basically they put the footnote there for people who don't know what they want. Since MRTK 3 still undergoes updates, is the project likely to have some framework changes because of that every now and then? Yeah. So for those who don't want to deal with that, those who use MRTK 2.8 at least won't have to deal with that. However, MRTK 3 is built off XR Interaction Toolkit, made for multi-device use, and from what I understand, porting to MRTK 3 means basically rebuilding your entire UI. So the further along a project is, the more difficult it becomes to port when it does become a 'stable' build

#

Both have their frustrations at this point, it mostly depends on the use case for the application

turbid quail
#

Hi,
In VR my UI elements, even though they are set to world space, are beeing rendered to one eye only.

I'm using unity (2022.3LTS) with VR Interaction Toolkit 2.6.3.

I added UI components just clicking UI > Slider in project window.

I changed the resulting canvas to Render Mode "World Space" and Event Camera to my "Main Camera", being my XR Rig Camera, as can be seen in the screenshot. The layer is set to UI.

In my Project Settings I use Render Mode "Single Pass Instanced \ Multi-view".

Anyone has experienced something similar? Does anyone have a fix for this?

silver pewter
#

What is the rendering method recommended or not recommended for VR? Is Forward+ Deferred or Deferred+ URP ok for VR?

north path
north path
silver pewter
#

I don't know why MSAA is actually recommended for VR. It seems to be super hard on the GPU. I am useing the simpler AA

#

Also use a lot more VRAM

#

What is GPU Resident Drawer?

#

I am currently on Forward+, I think deferred is not good for VR because of how VR works. Especially the in between renderers interpolation

#

I mean... I am not sure if it's always active, but, VR has this that if you move the head and the next frame is not rendered yet, it can still calculate how your head movement would look like in the existing frame

#

By the way, is there support for that techqniue in quest for generated frames in Unity already? It used to be not available or complicated to add that in Unity for Quest native.

#

I am currently working on the SteamVR build though

sinful ridge
north path
north path
north path
north path
silver pewter
#

Or just no need to use external libs

#

I mean compile it into the project

north path
wispy marsh
#

Hello Everyone, does anyone have an idea about a security camera of our own office/house that can show directly in our Oculus

north path
frank estuary
#

Im using Unity's XR Interaction toolkit, I dont have a headset so Im using the simulator. I am able to do grabs actions using the controller, but when I switch to hands the grabbable items trigger a highlight on the hand model but I can't actually grab them by pressing [Space]+[K] as an example. Would anyone know why?

rancid shuttle
#

I'm having problems with shaking textures or models. It only happens while I'm moving and it's visible on a few different objects, the stairs being the most noticeable one. Does anyone know why this is happening and how I can fix it?

rancid shuttle
#

Also doesn't happen in the editor

rancid shuttle
#

Wrong channel...

visual root
ornate questBOT
#

:loudspeaker: Collaborating and Job Posting

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

untold ice
#

Is it possible to build a Windows app that has Passthrough for Quest 2? I'm using XR Plugin Management with OpenXR, and added a AR Camera Manager + AR Camera Background component to my main camera, but when I build the Windows program, the video-feed is not provided to the Windows game. This works neither on the final build or the editor.

torpid ginkgo
#

@dire cedar !collab

ornate questBOT
#

:loudspeaker: Collaborating and Job Posting

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

spring sluice
#

anyone with meta xr simulator experience? im having some issues with the virtual controllers that i cannot get a hold of or find anything helpful online

north path
north path
untold ice
north path
#

You can make it, just not for windows

untold ice
north path
#

You gotta make a Meta Quest app for this

rancid shuttle
north path
#

Is async SpaceWarp on?

rancid shuttle
#

Where can I see that?

rancid shuttle
north path
#

Not application SpaceWarp no

#

Async SpaceWarp is for windows. I believe it's in the steamvr settings?

#

Or Oculus link settings if that's your runtime

rancid shuttle
north path
#

Mixed them up

rancid shuttle
#

I still can't find it or anything they mention in the settings

#

Could it be "Frame Interpolation" or "Frame Buffering"?

rancid shuttle
#

@north path

untold ice
# north path You gotta make a Meta Quest app for this

I see Meta restricts access of passthrough to PCVR. But does anyone know if it instead be possible to either have "transparent" pixels where the VR will fill it in with the passthrough (or semi-transparent)? The PC doesn't need to "receive" the camera/passthrough data that way. It's because I want to make some piano VR things and the user needs to see the piano to be able to play it.

Otherwise, I'll postpone adding AR support to my piano visualizer

#

ah I guess I will look into your suggested Virtual Desktop Passthrough, I see that we just need to green-screen it there.

north path
north path
rancid shuttle
north path
pure bluff
#

I need a gorilla tag copy in christmas update, older than, or 2022, i also need help with adding bots into the server, i have the roles, dm me

wind furnace
pure bluff
wind furnace
#

And im pretty sure that's against the rules

pure bluff
#

oh damn really

wind furnace
# pure bluff damn, ight

Plus, the game is gonna get deleted not too long after u put it on meta using whatever workaround u use

pure bluff
#

how is it gonna get deleted

wind furnace
wind furnace
pure bluff
#

Oh

formal parcel
#

Yo can anyone teach me how to make a vr game i just got unity

fathom minnow
#

!learn

ornate questBOT
#

:teacher: Unity Learn ↗

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

lusty sail
fathom minnow
lusty sail
#

Whoops I replied to the wrong person, mb cullis!

#

Meant to reply to the person asking lol

fathom minnow
#

All good lol, I'll ping them so they see @formal parcel

torpid ginkgo
#

@lament timber !collab

ornate questBOT
#

:loudspeaker: Collaborating and Job Posting

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

lament timber
#

Why so many rules..

#

And what does this even mean..?

visual root
lament timber
#

I found someone but no idea how to hire em

night basalt
#

Good evening,
Has anyone here had experience developing Unity VR games for the Meta Quest (specifically for the store, so it’s built for Android)? I’m running into a problem with Build and Run — sometimes it works, sometimes it doesn’t, and I just can’t figure out why.

Every time I want to test my game, I have to restart my Quest 3, unplug and replug the cable, and hit Build and Run like five times before it finally works.

If I keep doing this, either my Quest or my PC is going to break šŸ˜…
Thanks in advance, and have a great evening

torpid ginkgo
#

You need to debug and provide more information. Like does it happen with completely empty project? What is on the scene, what rendered, etc.

#

What errors are being thrown when it fails as well !logs

ornate questBOT
#
šŸ“ Logs

Documentation

Editor logs

Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log

Unity Hub

Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs

night basalt
#

When I click Build and Run, Unity builds the APK successfully, but the APK is not installed on my Quest 3.

There are no error messages – Unity says the build was successful.
• Developer mode is enabled
• My USB cable supports data transfer (and sometimes it actually works)
• The APK is built for Android
• I have the Meta Quest Link app installed
• USB debugging is allowed

But the APK just doesn’t get pushed to the Quest. I have to keep trying: unplugging and replugging the cable, restarting the Quest 3, reopening the Unity project…
And after doing that a few times, it randomly works

fallen bough
#

Help! I've been having trouble with Unity XR for a long time now. XR NEVER wants to initialize. Idk what to do, this has been happening for years now in different Unity versions, I always followed setup tutorials and it works, but only once, then I am unable to enter VR again. Sometimes changing from OpenXR to Oculus does it and viceversa, but this time it won't work. Yes, Initialize XR on Startup is enabled, yet this has been an issue for ages now.

Idk where I got this from but I found a code that would let me get into VR mode from time to time and seemed to fix the issue, but doesn't seem to work anymore.

public class XRInitializer : MonoBehaviour
{
    private void Awake()
    {
        if( XRGeneralSettings.Instance.Manager.activeLoader != null ){
            XRGeneralSettings.Instance.Manager.StopSubsystems();
            XRGeneralSettings.Instance.Manager.DeinitializeLoader();
        }
        XRGeneralSettings.Instance.Manager.InitializeLoaderSync();
        XRGeneralSettings.Instance.Manager.StartSubsystems();
    }
}```

Anyone knows how to fix Unity not starting XR? I use Oculus Link (cable, since they broke air link ages ago), and my current HMD is a Quest 3.
fallen bough
buoyant jolt
# fallen bough Help! I've been having trouble with Unity XR for a long time now. XR NEVER wants...

There is a rare issue I've seen, where the plugins and everything looks like they are configured properly, but its bugged, and it ignores those settings.

Try creating a brand new project with default demo template OpenXR.

If that works, you probably hit the error i spent like 2 weeks troubleshooting. The XRSettings asset file seems to get corrupted (can happen easily just by changing the settings multiple times, or migrsting projects) and kind of double it's entries. If it does work, you can just copy that file from the working project over the one in the broken project.

You'll see in git that even though they should be the same, it's 1/2 the size.

Also, double check what that yellow alert is warning you about in the plugin settings. It's probably something pointless but still. And definitely try another (even if shorter) cable to rule that out.

#

Also, make sure you can use the Oculus Desktop to launch the an app on the headset in desktop VR mode.

Failing all that, could be something like a firewall (iirc some of the VR services communicate over local TCP ports as a service, but i could be wrong. I know it did for OSVR).

formal parcel
buoyant jolt