#šŸ„½ā”ƒvirtual-reality

1 messages Ā· Page 29 of 1

cinder thorn
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so u still can't help me out?

wise forge
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If you really cant find anyone in your closer neighborhood to help you out, you should write some kind of dummy bot, that is doing the basic things your code provides when installed on another machine and just joins a predefined match.

scarlet cosmos
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can someone DM me and help with adapting a GI script to VR? the onyl problem is renderTextures not beign set up right and me being dumb

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been trying to fix this for 7hrs now

buoyant jolt
balmy gust
scarlet cosmos
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let me ping you to the other thread i made

strange forge
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Hi, i want to build a google cardboard vr and play unity games in it. Big issue: how can i make the screen make an stereoscopic efect?

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i made the screen divide in two cameras, but they need a kind of curve efect

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this kind of thing

balmy locust
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I might be able to help if you are tripping up on the git step in that tutorial. Probably you can also ask any dev.

strange forge
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okay perfect thanks!

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but somebody knows how that stereoscopic effect works?

balmy locust
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I believe it pre-distorts the image.. might be called barrel distortion? It's been a while since I used cardboard.

strange forge
balmy locust
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ok. good luck. If you can afford it get a Quest3, even a Quest 2, and that will be supported by Unity's modern XR framework.

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should be available on the used market.

buoyant jolt
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Yeah the math behind it all can get a bit complex, id start with the cardboard sdk rather than rolling your own

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In the original days, the two cameras were just separated by an average IPD or whatever. But later things got more complex.

maiden mural
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I have this skewer and meat setup and I want the meat to come out of the skewer only from its end, how do I add constraints on it so it stays with the skewer until I pull it enough to the end that it is released?

buoyant jolt
maiden mural
maiden mural
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Thanks a lot

maiden mural
buoyant jolt
maiden mural
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What do you use?

buoyant jolt
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I have our own thing called cxr that runs on top of the xrtk/vrtk

maiden mural
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Oh, nice

buoyant jolt
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I use their toolkit for UI, and basic interactions. But then a custom thing for the more advanced stuff. Just because it starts hurting more than helping at that point

maiden mural
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Thank you for your advice

buoyant jolt
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But i have seen tutorial videos on sliding mechanisms with the XRTK so im sure it can be done

maiden mural
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Ah

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Thanks

young remnant
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Hey guys, I ran into a wall on something I feel is very basic.

To preface, I'm more familiar with Godot and Unreal Engine 5, and I recently started working with Unity the 2nd of this month with the purpose of creating worlds with environmental storytelling in VR. However, before I undertake a larger project, I wanted to start with avatars. I've run into hurdles so far, but nothing I couldn't handle, until I tried to make an object appear only when my character is AFK. I've followed numerous tutorials, but most seem to be either outdated or out of context. I even looked at the documentation for the source pose, only to come up dry.

From what I understand, I could use an animator and bool to trigger the object on whenever the AFK bool is true. I set states for it in my FX/Action controller where the animation states are present, but that's about as far as I can get before things become hazy. I already managed to change the GoGo Loco toggle animation to my avatars default. I mostly work with modeling, so any guidance in the right direction would be helpful.

Dependencies I have that might be of use here: Modular Avatar, VRCFury, Gesture Manager

balmy locust
# young remnant Hey guys, I ran into a wall on something I feel is very basic. To preface, I'm ...

OK so this is going to be a basic, bordering on condescending answer (in the wrong context) but... You essentially want to take the game object at the root of your AFK prop and toggle it's active state. That GO might be a child of one of the hands, with your prop nested beneath it...etc.

So you would do that in a MonoBehavior attached to the object. If it were just pure Unity you might listen for a keypress, mouse button...etc to run the function that toggles the activity state.

The fact that I don't know how to wire that up to GoGo loco, or VRC is what makes this response condescending, because I think that's essentially your question, no?

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I'm 2 seconds away from deleting that response b/c it was so f**ng bad.

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Also I think a MonoBehavior is totally irrelevant WRT VRC.

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So just ignore me

young remnant
worthy mortar
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whats with that weird blue border on openxr games

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how do i remove it

atomic trout
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whenever I build my app on quest, I see these blackish outline shadows on my objects in the scene, how can I resolve this issue??
Thanks in Advance!

buoyant jolt
zenith ocean
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I'm going to create a few prototype vr ideas but not sure what to use... Steam VR plugin is what i used quite a few years ago but i've tried it and cant get my index controllers to track in unity. hands dont appear and i'm struggling to find a fix for that... should i avoid steam vr plugin?

wary birch
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OpenXR

balmy locust
zenith ocean
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Done. And I see the controllers... but they're basic. Any idea how to get the index controller features working like squeeze?

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Finger tracking etc

balmy locust
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if you do try the learn.unity.com vr pathway and get stuck on a step I can probably help. If you are already way more advanced than this just ignore me.

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be interested to know what the community is currently thinking of as the best way into modern XR. @wary birch was not wrong.

zenith ocean
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i've set up home vr projects in the past using steam vr plugin... so i'm familiar with the input system etc...

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i was expecting there to be valve index controller models that show up in game and show button depress etc.. when i pull the trigger...

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but that doesn't seem to be the case

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so i guess i just need to explore the xr input system and find the right axis for the index squeeze control etc..

balmy locust
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can you interact with any of the grabbables or UI when you run the demo project? It would be helpful to start from a non-broken setup.

zenith ocean
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yes but only with basic pinch

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trigger and thumb

balmy locust
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ok, sounds like you need to spend some more time with it to accomplish what you are trying to accomplish.

zenith ocean
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basically i've got an idea to give the player a shield but for that shield only to appear when you squeeze the controller

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yeah i'll keep driving toward that goal and i'm sure i'll get there eventually

buoyant jolt
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I yanked em all from the Steam VR sdk, Pico SDK, and Meta SDK iirc.

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Then cleaned em up, put pointer targets on the buttons, and optimized them as some of the models have dumb tri counts.

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No regrets because then you can also add your own flair to the controllers that way

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But yeah OpenXR and Unitys implementation is still missing a lot of key stuff, like fading on teleport. But at least its cross platform.

zenith ocean
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ah ok thanks so much for sharing

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lots of good info

boreal saddle
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Any ideas why my unity game is being read as "unity application" rather than the product name entered? On SteamVr and QuestLink, used to show the product name and logo instead

wise forge
balmy locust
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hey slightly OT, but what developer/creator -focused VR youtube channels are people in to these days?

zenith ocean
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i can't get a spotlight to work in my unity vr project... i was trying to make a flashlight by attaching a realtime spotlight to the player controller but i can't get spotlights of any kind to work... direction lights work fine... any thoughts on why spotlights dont show up?

buoyant jolt
zenith ocean
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with just one directional light in the scene?

buoyant jolt
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Sorry, you said "direction lights" so I assumed more than one

zenith ocean
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ah pretty sure i've only got one

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pointlights dont work either

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this is just using the basic VR scene from the standard unity vr project

buoyant jolt
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I don't use URP, so I can't help much beyond that

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I have lots of BiRP specific advice - but someone else might have some advice on URP

zenith ocean
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i created a regular 3d project and spotlights show up fine so it's something about the VR project i think

zenith ocean
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sovled... i had to change my project quality to Ultra to get them to show up.. grrr

twin verge
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Im using unity meta XR for my vr game, if i wanted to switch out the hand model that comes with the vr rig with my own hand model (which has the same bones applied to it) what should i do?

wary birch
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i have the same question, how do we make a custom hand model work for hand tracking when people have different hand sizes?

buoyant jolt
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I created mine by using the existing one as a template, and applying the bones to a new hand model. Works great, no complaints.

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The last time I worked with it though, the code for their OpenXR hands demo was pretty unfriendly. It didn't allow other meshes or skeletons and couldn't be overridden - but I suspect / hope someone has improved that since.

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As for the hand model working for hand sizes, it changes the bones to the length of the tracking. So the hands should I imagine, if skinned properly, resize to the persons real hands.

wary birch
buoyant jolt
buoyant jolt
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But you'll know once you put the headset on and lift your hands up, as it'll re-scale the mesh to your hands a bit.

pine bison
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I guess regarding different hand sizes you might be able to use the distance between the wrist and palm bones to determine some sort of scale factor

buoyant jolt
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Yeah you definitely could. If you scale the base model itll thin out the fleshy parts and they should still stretch out with the weight painting to reach the bones.

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Its an approximation at the end of the day though, like, I find people look at our custom hands and just go woah that is so cool before finding themselves immersed. I dont think they scrutinize it.

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But its also a time constraint thing, I havent spent a lot of time on them. A half day total maybe. Could maybe come up with a blendshape solution or other things too.

vernal verge
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Hello šŸ‘‹ I am using the XR Interaction Toolkit using the default XR Grab Interactable. When I grab an object using the Near-Far Interactor I can rotate it using the controllers stick. Once I pull it in all the way its locked in place, I cannot rotate nor push it further. How can I keep the rotating and push pull functionality?

pine bison
tiny niche
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as long as you get the proportions correct, it'll feel natural

maiden mural
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teleportation is being impossible, sometimes triggers, sometimes doesn't. the teleportation area is just a simple plain. teleport anchors have the same issue. the device is quest 3. the reticle shows up but releasing the teleport trigger only works like half or less of the time

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nvm it had smth to do with a script I had added

tame arrow
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Hello there kind fellow vr developers, I wanted to know if there is any way to get the roomscale boundary data created by the user on Meta quest 2 or 3, so I tried meta SDK as well as openXR sdk.
When I do this

OVRManager.boundary.GetGeometry(OVRBoundary.BoundaryType.PlayArea);

This gives out 4 points which are inaccurate

When I do this

OVRManager.boundary.GetGeometry(OVRBoundary.BoundaryType.OuterBoundary)

This is deprecated but I want to do this, I want that roomscale boundary data points.

I also tried a similar functionality in openXR with
XRInputSubsystem.TryGetBoundaryPoints

This also return 4 points

I want to know if there is any workaround that I can get that Boundary data in Unity.

pine bison
tame arrow
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Yup that's correct

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Is there any workaround for that?

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Because I want to create an experience based on the boundary set by the user

pine bison
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I know I've seen people struggle with this but I can't remember if there's a way to get it

tame arrow
unique matrix
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Anyone have experience with the headset build apk being somewhat different than the editor immediately after building? I was having some issues with the poke interactor not registering properly so I decided to make my own custom script with basic colliders for menu buttons and my god is it atrociously frustrating to use. The editor version works fine, immediate responsiveness, but with the headset app version u have to fanagle it, its just really bad and im not sure how to even start debugging

balmy locust
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Is anyone keeping up with the Presence VR/AR academic journal? I'd love to know what people are finding interesting in recent issues.

woeful dune
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i am using gaussian plugin in unity oculus VR , but when i am using any gaussian splat .ply file, and when i launching my app. app is lagging a lot. i can see the model in VR, but this is not running smoothly. does anyone have an idea about it.

rustic current
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Hello, I have no experience in AR but I'd like to explore the potentials for an idea I have.
Imagine you have am IRL space similar to a villa with a garden, that you can transform in a "level" to play. Basically an escape-room alike, but in AR (keys to collect, locks, symbols to spot etc, magics happening are all in AR).

I'm wondering how good is the environment recognition without intentional landmarks, assuming the place won't be ever different except for the weather outside, or potentially parked vehicles. It has to remember the whole place to properly apply elements where they belong, for the puzzles.
Would recognition speed and accuracy in placing objects be improvable if provided with a precise blocked out environment that traces the real-life geometry?

In fact, I have no idea of all the limitations I could run into. šŸ˜… Just an idea.

dusk carbon
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Hey guys how do you share your builds for Oculus Quest with other people these days? I can build and test the .apk directly to the device via the cable from Unity, but my buddy who is in a different country can not install it when I send his the .apk file.

wary birch
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Why can’t he install it?

dusk carbon
# wary birch Why can’t he install it?

You mean he should be able to install it just via an .apk? I just shared it on google drive, he downloads it and then there's a popup that offers to install via package installer, but nothing happens when he clicks it..

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I also tried to install it this way, same story..

wary birch
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ohh do you mean like he can download it but not run it on his Quest?

dusk carbon
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yes

balmy locust
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my answer to that might be sidequest

wary birch
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If so, use SideQuest to sideload the apk into the quest!

balmy locust
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@wary birch beat ya to it.

dusk carbon
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amazing, thank you guys! how does it work in general - do I as developer upload apk to sidequest and he, the tester, downloads it on the other side?

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or can he download the apk from google drive and install it via sidequest locally

dusk carbon
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thanks so much, you guys rock! much love ā¤ļø

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i will report back on how it went

wary birch
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Does anyone know why some OpenXR features like Foveated Rendering and Display Utilities keep getting turned off?

dusk carbon
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OK thank you guys for helping us out, our bro could finally test the .apk i sent him

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the pipeline right now looks like so:

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  1. I make an .apk build locally
  2. I upload the .apk to Google Drive and share it via an URL
  3. My guy opens the link in the browser on his PC and downloads the .apk
  4. My guy connects his Oculus Quest 2 to his PC via USB-c
  5. My guy uses SideQuest on his PC to upload/install the .apk to his Oculus Quest
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This method worked for us!

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Next step would be to figure out how to do that without a cable? To streamline this a little bit more? Any advice on this please

worthy mortar
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why does this blue border happen

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its a screenshot from an edit my friend made with my gameplay

buoyant jolt
mental quartz
torpid ginkgo
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!collab

bleak flintBOT
# torpid ginkgo !collab

:loudspeaker: Collaborating and Job Posting

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Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
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balmy locust
# mental quartz

Without 100% knowing the answer to your question, the way I would approach that is to create a C# script with a public variable for your trigger GameObject, detect the trigger (kinematic rigidbody with collider with isTrigger set to true?) and then modify the skybox programmatically (https://discussions.unity.com/t/changing-skybox-material-through-script/469633). I don't know where you are with C#, but I found this really helpful: https://learn.unity.com/pathway/junior-programmer

Unity Learn

Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.

void dock
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I am trying to make a game like crowbar climber on steam (personal project) but i do not understand how to make it smoother and stop the crowbar from phasing through the steps. I also want to be able to jump / fling myself upwards. Any help appreciated.

alpine orchid
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guys in Unity how do i make an object grabbable, is it just through using building blocks or should I use unity openXR gameobjects(i tried this way and couldnt get it working)

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I appreciate any help please

keen sequoia
keen sequoia
alpine orchid
keen sequoia
void dock
keen sequoia
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then maybe i can point you to the right resource

void dock
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No.

keen sequoia
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what is your big picture goal

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what are you making this for

void dock
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So i dont have to spend $6

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on the game

keen sequoia
void dock
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On the game on steam

keen sequoia
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haha

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i mean what are you actually making this for

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to learn how to build a game right?

void dock
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yes to learn and experiment with vr

keen sequoia
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it's a little tricky because you will have to get used to reading a lot of documentation. i mean, of course there's documentation for how to configure the physics settings in unity

alpine orchid
void dock
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I have just got so far stuck into this now that i want to finish it 😭

wary birch
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very little should be done through code, most of it should be done through physics

void dock
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i have wrote 0 lines of code

wary birch
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ah okay. well how are you doing it in that video? what is your setup like?

void dock
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XR Interaction, get hands put in the rotation position and tracking for each, attach circles, attach 2 boxes with box mesh

wary birch
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how were you actually lifting up in the video?

void dock
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What do you mean?

wary birch
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like how were you climbing?

buoyant jolt
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Part of of the problem, tbh, once you start working on meaningful games - youll outgrow the XRTK really quick and need to start really doing a lot more on your own. It can be unexpectedly complex for new users.

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Its easy to underestimate.

void dock
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im just using box mesh on the hands with a rigid body sphere colider and a vr player with box colide and rigidbody

wary birch
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are you setting the position of the hand rigidbodies?

void dock
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no mb i have just box collider on hand

wary birch
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ah okay

void dock
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hope this helps

wary birch
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here is the way i’d do it. have three rigidbodies in total, two for the hands, one for the body. connect both hands to the body using a configurable joint. tune the joint drives to an appropriate value, set the target position and rotation of the joints to the local position and rotation of the hands. this makes the physics hands actually move and rotate to the correct hand position and rotation using true physics forces and torques. and the configurable joint automatically applies force back to the body following newtons 3rd law of motion. now you can climb much more smoothly, accurately, and also have much better collisions.

void dock
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Ok! I will try and get AI to make me a tutorial on how to do thay dumbed down. Tysm

wary birch
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also enable continuous dynamic collision detection on the rigidbodies, it allows them to detect collisions much better.

wary birch
void dock
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Ty!

void dock
wary birch
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Would you say you’re particularly interested in physics stuff?

void dock
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Half and Half, I am intrested but as i am in highschool i havent realy explored it yet

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i would love to know physics though it just seems cool

wary birch
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Yes very cool

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but it depends haha. Theres so many genres. Any you want to focus on specifically?

void dock
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3d Multiplayer Friend slop. my fav games of all time are No Mans Sky (Space Open World) andCod

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oh also Sea Of Thives

potent sentinel
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Hey guys, I am trying to learn how to make a gtag fan game through unity, how is such possible with me having no experience with app building or coding? If you know how to make a vr game help please.

buoyant jolt
#

!collab

bleak flintBOT
# buoyant jolt !collab

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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**

wary birch
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but to make gorilla tag movement, you need physics based hands which are driven through forces and torques. and then apply those forces back into the body following Newton’s 3rd law of motion (every action has an equal and opposite reaction). It’s quite simple, just need to know which way to do and careful tuning. The most stable option is probably using configurable joints and their joint drives. They also automatically apply a reaction force when connected to another body.

potent sentinel
pine bison
pine bison
balmy locust
austere cedar
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I made 'Roll a Ball' tutorial for VR, then went on with my VR game after that. It is ok, but knew coding since before. Hand/controller movements is unique to each VR-game if you want to use that.

worn escarp
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I might be reinventing the wheel here, so I’m curious: how do you usually create your hand grab poses? I ended up building a small editor tool that does some (pretty naive) procedural pose generation and save the pose to a scriptable object, so I can reuse it in several objects with similar shapes.

pine bison
balmy locust
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I hate when coffee mugs stick out the back of your avi's hand.

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that might be ot. I'd be curious about your editor if you ever opensource the code.

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looks like you've got the handedness sorted in your vid

worn escarp
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@balmy locust If I find some free time I could open source the editor, but it's pretty simple in what it does. As for the attachs per hand, yes, the XRTwoHandedAttachPoint script in the video does that. It's doing the same your linked HandGrabInteractable does, but instead of using inheritance the script finds a GrabInteractable in the parent and attach on the select callback.

dusk carbon
hybrid tinsel
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Hi, I need help with mesh swapping in BNG.

I’m replacing a mesh while the player is holding an object. The mesh does change, but the new one never stays in the hand correctly. It either appears floating in the air, offset from the grab point, or rotated wrong. I already set correct pivots and hand poses for both meshes, but after the swap the pose doesn’t apply and the mesh doesn’t align to the hand.

What’s the correct way to swap meshes in BNG so the new mesh snaps into the exact same hand position/rotation and keeps the assigned hand pose? Any recommended setup for grab point, pivot, or hand pose to make the replacement object stay perfectly in the hand?

ocean ether
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when I put a button ( even does it on the name computer ) in my game the player hits it when it 5 feet away in my vr game.

balmy locust
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I posted some source code for a "march-in-place" locomotion provider called "you don't need a treadmill". The repo has a code-walk-through video and demo. Love to start a convo about this code in particular or XRI in general.

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Particular point of discussion might be "when you are writing custom VR code to drive an XR Rig in Unity, do you try to integrate it into the XRI architecture, or do you do it the way I did it? Aspirationally, I'd like to re-write this as a legit Locomotion Provider."

pine bison
# balmy locust I posted some source code for a "march-in-place" locomotion provider called "you...

Nicely done! Thanks for making this open source. Really interesting stuff and seems pretty functional. Regarding how to approach this, I personally find XRIT to be set up in such a high level way, it's difficult to implement features the "proper" way through the same architecture... It's so generic and long winded when I just want to add something simple. But if you have an idea how you could do it then it's probably useful for those who'd be interested in it!

balmy locust
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I think I can do the Locomotion Provider pretty easily, but I haven't wrapped my head around the mediator layers as far as enabling and disabling walk mode.

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Something to think about.

buoyant jolt
# balmy locust Particular point of discussion might be "when you are writing custom VR code to ...

In my case, I dont allow the team to use forced motion. I do ensure our internal framework is compatible with the XRI, even though they make massive sweeping changes from time to time. But I doubt id go as far as to turn it into an actual locomotion provider, only because id just be overriding the center of the xr rig.

The one thing I will caution is to test it on standing & roomscale for Mobile VR and again for Steam VR. They can act differently, and in some cases I find I need to adjust movement offsets based on their position within the room space.

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I.e. 0,0,0 is center to the player on some devices in stationary and roomscale, and 0,0,0 is center to the room on some devices in stationary and roomscale.

balmy locust
buoyant jolt
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So, essentially forcing motion on the user

balmy locust
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Ok that's what I thought you meant. Years ago, when this stuff started to emerge, Palmer Lucky wrote a piece about best practice, and what he said is in line with that. It was essentially the user should have autonomy over the movement of the camera. I just interpret "autonomy" a bit differently -- as in if the user wants to move around by something that doesn't have a 1:1 correlation with movement within the play space, I'm ok with that. As long as they initiate it. thoguhts?

buoyant jolt
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I.e. a treadmill is a good example, you think you are walking forward, so when the world moves, its less likely to make you sick. Where as if you march in place, and it moves forward, it is much higher risk (as you know you are standing still but seeing motion = your brain thinks you may be sick and it goes from there)

balmy locust
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it's a good debate!

buoyant jolt
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Its fine, younger audiences do much better with forced motion. Lots of tricks to reduce it (i.e. give them a stationary reference like standing on a truck).

balmy locust
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yeah, my only modification to that would be s/younger/not VR-naive/

buoyant jolt
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I wouldnt agree with that though, I dont identify as VR naive, and ill get sick very quickly with forced motion

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And then once it kicks in, and you force yourself through the experience, youll be a little sick for most of the day.

balmy locust
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fair point. I get sick with some experiences too.

buoyant jolt
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But we run VR booths and such all the time, so I have pretty strict rules (on what our team makes) to ensure no one gets sick.

balmy locust
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Yeah, or falls.

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When I jump off a cliff or fall off a world in VR -- I call that a "proprioceptive jolt" but it's probably more accurately "vestibular mismatch"? (I legit don't know the neuroscience.)

buoyant jolt
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Also, ~11-12 years ago, our first VR experiences were all forced motion. That was before the Vive, oculus, etc. And we were using experimental open source headsets with Xbox remotes. My first one was a realistic evening game, jumping from rooftop to rooftop running away from large alien UFOs. Just because falling to your death was scary at the time

balmy locust
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Where did you do that work? On your own?

buoyant jolt
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Back when I thought OSVR headsets would dominate the market šŸ˜„

buoyant jolt
balmy locust
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amazing!

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I made this with a DK1 in 2015. Hard to believe that was 10 years ago.

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grad school was a huge f**ng mistake though. I'm hugely envious of people doing it professionally/for real...etc.

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that poster made it as far as the winter poster session and no farther 😐

buoyant jolt
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(I love working with microcontrollers)

balmy locust
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rediron homepage is amaaazing.

buoyant jolt
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Ah man its so badly out of date. Its on the todo list over Xmas

balmy locust
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I always say it's the content, not the container.

buoyant jolt
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I do want to make a clarification though, I think forced motion isnt bad - gtag goes against everything in my list. Its just our event audience is uni level or older, and less used to fast motion games

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Imho

balmy locust
#

I get that. There is a local company called something like Collidascope that is experimenting with large play-areas. A limiter we all have to deal with is the kind of lowest common denominator of physically small guardian spaces.

buoyant jolt
#

But yeah I gotta add like ~10 big projects, video and images, and cleanup a whole bunch of pages. I've been dodging the website for a good 3 years now

mystic kraken
#

Anyone had issues with OpenXR delaying playmode by ~11 seconds when there's no headset plugged in? Veeryy annoying

#

I found a fix a while ago, something to do with editing packages but alas, I cannot find it anymore, so any solutions would be appreciated

bleak flintBOT
#

success @nelsonsucray muted

Reason: Too many messages in multiple channels
Duration: 29 minutes and 52 seconds

patent coral
#

Hello everyone

#

I need your help

#

I want to create a simple game for vr. And I use Universal 3D template

#

When attempting to assign the virtual hand model, I found that the primary component, the XR Controller (Action-based), was missing from the LeftHand Controller object in the Hierarchy. Consequently, I was unable to link the hand model to the required Model Prefab slot.

#

How can I solve it?

#

Is it possible for you to assist with visuals?

balmy locust
#

or did I misinterpret what you said?

patent coral
balmy locust
opal sky
#

Hello everyone

balmy locust
#

The exergame "You Don't Need A Treadmill" based on the controller I released to github a couple of days ago is almost feature comple. I finished the menu system tonight, and all I have left to do is some kind of onboarding experience and maybe a music player. I think it's going to be released on Steam because the game art pretty much outstrips standalone Quest.

#

I guess I ought to think about putting some of the game art environments behind a paywall.

#

Just for the learning experience of how to do that.

tawny harbor
#

Hello everyone

#

Hi! I need help with a build error for Meta Quest 3.

Unity: 2022.3 LTS
XR Plugin: Meta XR All-in-One SDK 60.0.0 (trying to update to 81.0.0)
Platform: Android / Meta Quest 3

Build fails with these errors:

  • BadImageFormatException: Format of the executable (exe) or library (dll) is invalid
  • Unable to locate the MetaQuestFeature Asset
  • OVRPlugin.aar seems to be corrupted / not loading

I already cleared:

  • Library/Unity/Cache/PackageCache (global cache)
  • Project/Library/PackageCache (project cache)

But the issue remains.

Any idea how to fix the corrupted OVRPlugin.aar or reset Meta XR Core SDK?

north path
balmy locust
#

Hey folks — anyone have a recommendation for a lightweight environment pack on the Unity Asset Store? I’m trying to demo a locomotion controller and the Synty nature/low-poly biomes I have are waaay too heavy for Quest. Looking for something clean and simple that won’t tank performance.

pine bison
#

I believe the garden scene should run in VR from what they've said

barren sage
#

hey folks,

we are trying to get spatial anchors(and later shared spatial anchors) running with OpenXR (with meta feature group) in unity. Are there any good sample projects out there that could help us speed things up? We found plenty of samples working with OVR but none working OpenXR?

balmy locust
#

Crack a beer for me tonight y'all - It's release party night!

main sinew
#

I have a small problem.
My in-game UI isn't working in Meta Quest Build.
Strangely enough, the menu works.
Then I load the game scene and the UI doesn't work.

But only on Android. It works in the editor. I haven't tested Windows Build yet.

Does anyone have any idea what could be causing this?

jaunty walrus
#

Probably a rendering issue...

unique matrix
#

I was able to set up the Complete XR origin prefab from the starter kit in a VR project im making, but I have some hand meshes of my own I want to replace it with, but it seems its not as simple as replacing the mesh variable and material. Image has the right hand untouched, works perfectly fine, but the left hand when trying to replace it clearly something's wrong since the palm/fingers seem to get smooshed together. The actual stand alone mesh of the gloves I want to replace the hands with look fine though. Is there a better way to be able to replace the default hands? Am I missing something regarding joints, or how a skinnedmeshrenderer works ?

balmy locust
#

On a learning journey here... I bought the Synty Meadow "Low Poly" Biome environment asset thinking I could use it for standalone Quest VR. I'm learning the unity profiler and seeing like 1500 draw calls -- I think that's about 10 times what standalone VR can handle. I'm not complaining, it looks great run from my PC - it's just interesting to me to know what is a quixotic optimization task and what is an environment that's built for the task.

balmy locust
#

It begs sort of a political question about standalone Quest -- I mean it's great if it brings a lot of people into VR, but if those people get stuck there and never graduate to PC-VR that's not ideal. The art limitations on Quest are brutal. An environment like Horizon Central could be done by maybe 200 artist in the world, total. I've got OVR metrics up when I go into amateur worlds, and I frequently see 15-20 fps.

north path
wise forge
amber mountain
#

Trying to figure out the best way to implement a brightness control for various VR devices.

I have got this working with the usual post processing but obviously adds the overhead of the uber post blit. Which is pushing the lower end devices a little too close to their fps limits for my liking.

My current approach uses a custom render feature that utilizes a blit and a simple multiply. However, if using a blit I would like to try find one thats already in use. I did experiment with editing the Final Blit to Back Buffer. This worked great in editor. But turns out this doesn't get used on devices and instead an XR flow I can't seem to access gets utilized.

Would appreciate any knowledge others have on how they would or have approached this for various devices.

pine bison
#

This was mentioned as an update in the XR session of the roadmap talk

#

So they're doing something to make it more viable on mobile VR in an upcoming version

balmy locust
# north path There is a difference between draw calls and setpass calls Use URP and then look...

My understanding is that they are related, but independent of each other
100 objects sharing one material: 1 setpass, 100 draw calls
100 objects, each with it's own material: 100 setpass calls, 100 draw calls

In my case I'm getting north of 1400 batches, but only 60 Setpass calls. That tells me there are a lot of objects in the scene, they aren't statically batchable, but that Synty is making good use of texture atlases, and shared materials.

Feel free to set me straight!

#

At any rate it's the 1400 unbatchable draw calls that are frying my quest.

north path
#

Without more insight I cannot help much

barren rock
#

Hi,
I'm trying to implement a VR application where you can talk to an NPC. This means that as a player, you speak through your quest, and speech-to-text sends what you say to an API, and the response comes back to the player via text-to-speech with elevenlabs.
I'm currently having trouble setting up speech-to-text for Quest 2. ChatGPT recommended using the Whisper API or Meta Voice SDK. Can anyone help me with this? That would be great, thanks!

buoyant jolt
buoyant jolt
#

I use BiRP. So 1 material generally adds 1 batch call, not including duplication from real time lighting.

atomic trout
#

Hi guys, I have multiplayer setup in my VR using meta xr all in one sdk and Pun (photon), currently working perfectly, I just want to change one thing, I want to remove teleport from my client, and be anchored to Master in a way that whenever Master will teleport somewhere, client will be teleported as well.
Any suggestions?

glacial dove
#

Hey trying to fix up the positions of my hands using the XR toolkit
I'm having issues though where the Left/Right hands both arent moving

#

Do I need to parent these to something else or am I missing some other field

glacial dove
kindred quest
#

Anyone have OpenXR working with Post Processing on 6.3 URP? Screen goes black for me if PP is enabled on camera and I'm in VR.

wary birch
#

Try enabled StopNANs

kindred quest
rugged breach
#

Anyone Want to help develop a vr game?

wary birch
#

what type of vr game?

north path
kindred quest
# north path In editor or standalone? Any errors etc in the editor or at runtime/logcat?

Editor during playmode for sure. I haven't tried a standalone build with this.
It's very easy to reproduce. Using 6.3, create a project with the VR Multiplayer sample. Make sure Post Processing is enabled on both the Renderer & player's camera. Hit play.

Depending on when you activated PP, you'll either see just black everywhere or you'll see a frozen image of the last thing rendered before turning on PP.

This happens whether the PP Volume object is enabled or not. Turning PP off everything works normally, except obviously without any post processing.

#

Note that I mention the multiplayer sample for simplicity's sake. This is happening on my main project, which was migrated from 6.1 a few days ago. I tested on the multiplayer sample project just to make sure something wasn't messed up in my specific project.

#

I submitted CASE IN-127091 about this, but the bug report is basically what I wrote above.

#

Sorry for spam but one last detail - you have to have the VR headset on/connected for this to happen. If you go into play mode with either Initialize XR on Startup disabled, or with it enabled but no headset plugged in, then it'll behave properly.

north path
#

If you have a repro make a bug report @kindred quest

#

Oh you already did

#

Then wait for that I guess. Unless if you get specific errors

kindred quest
# north path If you have a repro make a bug report <@104347785314181120>

Thanks yeah I did. However, when I click the link to follow through to it on Jira, it doesn't let me log in with my Jira account, so I have no way of following up on it. Would be nice to get confirmation from someone somewhere whether this is reproducible by others, and more importantly, how expeditiously it'll be addressed. I'd hate to have to roll back to 6.1 for an indeterminate amount of time.

north path
#

You'd need a Unity Jira account with the same email as you got the report on.
If you have never made one, you can create a new account @kindred quest

glacial dove
#

Does anything in the toolkit by default disable cursor in the window?

uncut plank
#

Hello, Recently I've gotten back into vr development and came across a very annoying bug. I've spent countless hours going through forums to try and fix it with no luck.

When I launch the game it doesn't boot up in my headset.

Things I've tried:
Booting up the default VR template unity offers (Still no launch)
Multiple headsets (Rift S and Quest 2) Both don't launch
Building and running the project
Updating drivers
Many Many PC restarts
Swapping XR runtime
Messing with open XR settings and settings in unity
Reinstalled PC HKEY registry for oculus runtime
Tried to boot up a template for vr
Tried to turn off initialize on startup then startup 5s after launch
Treid to run it on steamVR

Itch.io Games work, Oculus link normal games work It's only my unity and built games that don't run.

I'm using unity 6.2 on a windows 11 PC

It's like unity isn't even knowing I have a headset because I made a script to check XRSettings

Debug.Log("Loaded Device: " + XRSettings.loadedDeviceName);``` Prints False and no loaded device
uncut plank
deep kettle
#

hi im so confused about something, so basically im trying to change the xr origin camera view so i can get a better anglee but when i do that in game my camera starts falling for some reason and it gets fixed when i reset it to the default coardinates aka 0,0

uncut plank
deep kettle
#

i fixed it

north path
uncut plank
north path
#

Okay, same reply then

#

Oh and make sure you set steamvr as openxr runtime

glacial dove
#

First time working with hinge joints and fixed joints
the part thats being interacted with has a fixed joint does anyone know how to prevent it from being pulled like that?
the handle seems to be getting ripped off whilst its being held

kindred quest
glacial dove
kindred quest
#

In this particular case, there's no need for a separate box for the part that juts out, so IMO a single model is the way to go.

#

Or better yet, put all the colliders on the same gameobject so that the forces aren't applied to two separate transforms, then the model composition is irrelevant.

glacial dove
kindred quest
#

Sorry outside my comfort zone, dude. I've been using Hexa/Hurricane assets for VR interaction for a few years now. Nothing beats it - especially if you're going the physics route.

#

Hey while we're talking, you're not on 6.3 by any chacne are you?

glacial dove
#

Nah still on 6.0.43f1 cause of an assignment requirement why

kindred quest
#

Trying to nail down whether a bug I reported a few pages up is actually happening to other humans lol.

#

It would've been a simple check box flip. No big deal. Thanks anyway.

atomic trout
#

I wanted to ask a question regarding Meta Avatars
Currently I'm using networked avatar and it loads a preset avatar, is it possible to load the Meta Avatar of the device?
for example Each meta user account has their personalized avatar, is it possible to load that?

balmy locust
wary birch
glacial dove
wary birch
#

oh dang you use unity for school?

glacial dove
wary birch
#

interesting

atomic trout
wise forge
blissful oxide
#

is it normal that its building for this long?

wary birch
sinful bay
#

Does anyone know good tuts for adding physics-based fight/stabbing for unity 2022.3?

cinder thorn
#

anyone mind testing out the multiplayer for my vr game real quick?, right now it's just the default vr multiplayer template cause i don't wanna start adding stuff till i know the multiplayer works

blissful oxide
wise forge
# blissful oxide 7,09 GB 😳

if its your project folder, thats fine depending on the project. But if you are building especially for the first time, it can take up some time. It should get faster on next build tho. If not, you might have a lot of stuff going on that needs to be build on every iteration.

humble jackal
#

hi guys

#

im having some weird issues

#

my vr controllers are not moving in game even in the xri sample scene

#

in 6.3 lts

#

im using openxr

#

i have interaction profiles

humble jackal
#

ok guys

#

so idk why this was happening

#

but fixed it by goignback to older commit

spark barn
#

Hi guys, I don't know how to code but I have some pretty good ideas for a game and I also want to get into 3D designs for a VR game if anybody is interested pls dm

bleak flintBOT
# buoyant jolt !collab

:loudspeaker: Collaborating and Job Posting

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

spark barn
#

Js dm me

buoyant jolt
#

Probably best to post something there and see who wants to collaborate

spark barn
#

Yeah

buoyant jolt
#

Im busy enough with my own stuff

spark barn
#

Yo just DM me talk about this in private

buoyant jolt
# humble jackal but fixed it by goignback to older commit

The input actions SO and the XR plugins SO can both corrupt sometimes, its hard to see it when it happens. Could be something mucked up the settings files.

I did some digging into it in the past, its an annoying but persistent bug. When it happens itll ignore all your settings changes going forward until you revert the files to a working state.

spark barn
#

Oh thank you!

#

I understand now

buoyant jolt
#

I.e. it can disable your controller inputs, and never enable them again

atomic trout
atomic trout
#

hi guys Im trying to spawn my Avatars on certain spawn locations but they always spawn where camera rig is placed in the scene
this is vr instatiator

atomic trout
torpid ginkgo
cinder thorn
torpid ginkgo
cinder thorn
cinder thorn
torpid ginkgo
#

@cinder thorn That was two pings without any questions in it. Read the pinned post guidelines and stop pinging me.

barren flame
#

mb

cinder thorn
torpid ginkgo
glacial dove
#

hey yall
trying to make a hand crank but im having some issues with the tracking when it comes to grabbing onto the handle
if anyone knows what settings I have wrong here thats preventing what I want lmk
I have two colliders one on the main object and another on the handle

glacial dove
#

im also using a hinge joint cause I cant seem to find XR knob from older versions

glacial dove
#

actually is there just a modernized sample scene with stuff like wheels and levers for U6
all ive been able to find where ones for 2022

timid ivy
#

I'm using the Meta XR SDK and trying to make an object selectable without making it 'grabbable'. I want the player to be able to choose it and manipulate it with controller buttons without being able to move it around. I've been bouncing around tutorials and the documentation for a while, but nothing's clicked yet. Any advice?

atomic trout
#

I just want to make a small tutorial to make users familiar with basic interactions

north path
#

It is very confusing. If you're ealy in development I suggest using XRIT instead of the Meta SDK

timid ivy
#

Oh. Well, thank you for the advice.

rain spindle
#

yoo im having a problom were my player models upper arms are moving in a wierd way. when i turn in game or in real life the arms move on like there own axsis but i didint set anything up like that in blender or unity. dose anyone else have this problom?

kindred quest
high hawk
#

Has anybody had luck developing VR on linux?
I am using Unity 6.3, got the steam vr package, and when I press play it just crashes the entire editor.
I am on arch+hyprland if that matters at all here.
Steam vr works fine for me otherwise.

hardy musk
#

Hello there.
I'm trying to setup the vr with the simulator, when I run in the editor, it doesn't work properly, like if I hold the right click I can move the camera in x and y not rotating.
what I'm doing wrong?

#

here is a image of when running the project.

#

I tried everything with chatgpt, asking here was my last option

supple tangle
#

I can match this guy but I pay upfront lmao ^

wise forge
#

Anyone ran into this with the latest Unity and polyspatial Version?

NullReferenceException: Object reference not set to an instance of an object
Unity.PolySpatial.Internals.PolySpatialNativeExtensions.Command[T1,T2] (Unity.PolySpatial.Internals.IPolySpatialCommandHandler handler, Unity.PolySpatial.Internals.PolySpatialCommandHeader cmdHeader, T1* arg1, System.Span`1[T] arg2) (at /Users/bokken/build/output/unity/polyspatial/Packages/com.unity.polyspatial/Runtime/Platforms/PolySpatialNativeExtensions.cs:193)
wise forge
#

This is not a job posting channel!

torpid ginkgo
#

!collab

bleak flintBOT
# torpid ginkgo !collab

:loudspeaker: Collaborating and Job Posting

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

supple tangle
quick crown
#

Hello, im new to the server. I have some knowledge on character creation in blender and am trying to learn unity to create character models in vr. If someone could give me a bucket list of what to learn it would make the process alot easier thanks

kindred quest
#

Can anyone from Unity confirm whether foveated rendering should work with a non-tethered headset such as Galaxy XR running on PCVR? In all my testing, it doesn't do any foveated rendering (fixed or dynamic) no matter what I do.

#

I'm testing over Virtual Desktop with SteamVR. I confirmed the gaze tracking works, so it's not a matter of the data being passed. I spoke to the developers of VD and they confirmed they pass along XR_EXT_eye_gaze_interaction.

#

Build target Windows, of course, but to be clear I need it to work in Editor Play mode before we even worry about builds.

north path
north path
kindred quest
kindred quest
#

In case this helps, I have:

FoveatedRenderingCaps caps = SystemInfo.foveatedRenderingCaps;

Debug.Log($"Current Foveated Rendering Level: Foveated Rendering Level: {xRDisplaySubsystem.foveatedRenderingLevel} Foveated Rendering Flags: {xRDisplaySubsystem.foveatedRenderingFlags} Caps: {caps}");

printing:
Current Foveated Rendering Level: Foveated Rendering Level: 1 Foveated Rendering Flags: GazeAllowed Caps: FoveationImage

kindred quest
#

More info: I tried switching to Vulkan, and here I can see Fixed Foveation occurring, but the mask is inverted (center pixelated, outside is normal res). And the mask doesn't move around with my gaze, so even there eye tracked foveated rendering is busted.

quick crown
#

Could someone please explain to me in short how to control two default cubes with a vr head set. this would be a massive milestone for me. I have experience in blender and am learning how to use unity. ive already downloaded character Campanian

kindred quest
quick crown
kindred quest
# quick crown I only know how to make an inverse kinamatics bone structure for a character in ...

Sorry dude but you're still not being specific. I'm not an animator nor am I very knowledgeable in IK.

However, if you're trying to ask how to pickup a cube with the controller in VR, that's the question you should be asking/focusing on. (Hope I'm not sounding rude not trying to be).

Anyway, I'm a bit rusty on OpenXR (I've been using Hurricane/Hexa in my project), but this is a perfect question for one of the LLMs out there.

I asked Gemini and what it gave as a reply sounds close to what I remember of the interaction toolkit:

1. The Interaction Layer

First, ensure you have an XR Origin (XR Rig) in your scene. It must have XR Direct Interactor or XR Ray Interactor components attached to the hand controllers.
2. Prepare the Cube

Select your Cube and add these two components:

    XR Grab Interactable: This makes the object "aware" of your hands.

    Rigidbody: Required for physics. Ensure "Use Gravity" is on if you want it to fall when dropped.

3. Essential Setup

    Colliders: Ensure the Cube has a Box Collider.

    Interaction Manager: There must be an XR Interaction Manager in the hierarchy (XRI usually creates this automatically) to bridge the gap between the hand and the cube.

Quick Summary Table
Component    Purpose
XR Origin    Your VR presence/rig.
XR Direct Interactor    Added to hands to allow "touch" grabbing.
XR Grab Interactable    Added to the Cube to make it grabbable.
Rigidbody    Allows the Cube to be moved by physics.```
#

If you're fairly familiar with those concepts and already have a project set up, I can get a code snippet for you. If the above is total greek to you, then I recommend watching a video on setting up your project to work with OpenXR. Unity has a ton of example scenes you can work off too.

quick crown
quick crown
kindred quest
# quick crown What do you mean be c# and is it required

It seems you've put in a negligible amount of research before seeking guidance on implementing your goals. I would recommend you research what Unity is, how it works, what programming language it uses, what visual scripting is (and don't use it, as Mike mentioned above), and finally, if you choose to go with Unity for game dev, you need to go through basic tutorials. Start with tutorials on Unity as a whole - Unity themselves have pretty good ones, or you could hit up Youtube and pick from any of the great people on there. Then, and only then, should you start worrying about grabbing a cube in VR.

supple tangle
# kindred quest It seems you've put in a negligible amount of research before seeking guidance o...

What are the alternatives? What are the pros and cons? I haven’t had a chance to seriously look into anything besides unity for this type of stuff because the game that I am taking heavy inspiration from was ran by one man alone on Unity, so I assumed to do the same. I will admit I’m not super in this world of knowledge, but it feels like every turn I go in Unity there’s another hill to cross that’s bigger and it’s super demotivating, especially when it’s an issue that I didn’t cause and need to pay dearly for (like having to lose hours of installs because one Unity 6 system doesn’t have the same installs as another)

#

Aka it took my like 15 mins worth of restarting several times cuz versions apparently work very differently than current versions

kindred quest
# supple tangle What are the alternatives? What are the pros and cons? I haven’t had a chance to...

I'm not sure what your question is in regards to. If by alternatives you mean game engines, take your pick. They all have well-documented pros and cons.
If you mean VR interaction frameworks, the Unity one is pretty solid for most games, but if you want physics interactions, you'll have to roll your own or use one of the asset store options (there's like two or three good ones).

I'm happy to help, and really not trying to sound rude or anything, just not sure what the underlying issue is.

supple tangle
# kindred quest I'm not sure what your question is in regards to. If by alternatives you mean ga...

I meant game engines, Im actually not trying to make any physics engine for the game besides the normal gravity to floor one (since the game im basing it off has it the same way and actually balances the game towards that play style). Basically ive just been having issues with installs and codes being actually usable and such and i always seem to find myself in su[per complicated solutionable problems that take weeks to learn how to solve

kindred quest
# supple tangle I meant game engines, Im actually not trying to make any physics engine for the ...

I actually empathize with your experience. For the longest time when I was starting off, I felt like Unity was haunted, lol.

So. Game Engine-wise. Unity is probably the overall best choice for VR right now. If you want to use advanced rendering techniques like foveated rendering, DLSS/FSR, I am currently inclined to point you toward another engine such as Unreal. But if "normal" performance (not depending on the above examples) and compatibility is your goal - as it normally is for these sorts of projects - then Unity is definitely the way to go IMO.

Speaking of haunted Unity, 6.3 has been a clusterf*ck for me, so I can't recommend it right now. In my experience 6.0, and 6.1 are fine. You could also try 2022 (I think was the last version).

Unity has templates you can start with for learning and/or just to get a project setup without individually installing everything yourself. You can use the VR template to get you started - there's a multiplayer one. Even if you're not using Multiplayer, it's a pretty good starting point in terms of the project being set up properly from the start.

If you're having any specific issues, I'd recommend posting it here once you have a clean Editor Install and Project setup from a template.

Also, I would suggest avoiding following youtube tutorials for actually setting up the project. There's a lot of old stuff that's relevant from a learning perspective, but not good practice or straight up using deprecated methods and API out there - especially for the niche of VR.

supple tangle
# kindred quest I actually empathize with your experience. For the longest time when I was start...

Well yeah i kinda grasped most of the pack stuff, and the video im actually using rn uses current unity project stuff that i can comprehend, the real issue im having rn is that the C sharp is using a specific "miscellaneous" tag on it and just doesnt connect to my unity correctly and ive tried a bunch of solutions to no avail. I kinda am thinking of throwing the towel even though ive spent hundreds on atleast a thousand dollars worth of assets

kindred quest
supple tangle
#

Alright one sec\

#

Dude idk what happened but suddenly it seems to have force fixed itself magically

#

A problem i spent two weeks on just... disappeared

kindred quest
buoyant jolt
#

Usually you want to learn the engine first, game theory first, and work up to VR. Jumping right in cam be extremely overwhelming

Unity having 3 render pipelines, 2 input pipelines, 2 UI pipelines, and massive deviations in their XR toolkit over the years- its not trivial for someone at day 1.

supple tangle
#

So I had to go through many hoops to install different versions

kindred quest
#

Reminder to anyone over at Unity: Still waiting to hear whether I should expect Galaxy XR Foveated Rendering (Static or Dynamic) to work with Windows build target (AKA PCVR). Would super appreciate hearing an official word on this.

On a more general note, hope you all have a wonderful holiday and start to the new new year!

mild igloo
#

Anyone here try the new v83.0 INteraction SDK?

atomic trout
#

Hi guys, I am using Meta Avatars and its working flawlessly in my Unity VR project.
I'm trying to avoid using preset avatars and instead use the avatar associated with the account that person has on their meta quest.
How can I achieve this?

buoyant jolt
#

There has been a guy or two from unity on the VR threads on here before, but one is on time away, and the other was more of a general PM iirc

storm ether
#

!collab

bleak flintBOT
# storm ether !collab

:loudspeaker: Collaborating and Job Posting

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

torpid ginkgo
#

!collab

bleak flintBOT
# torpid ginkgo !collab

:loudspeaker: Collaborating and Job Posting

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

atomic trout
#

hi guys, I have metaxr all one sdk in my unity project and im using Photon Pun for networking, I have a guest and a admin
I also have Meta Avatars sdk in which im using preset avatars
Everything works perfectly.
I'm trying to add custom avatar instead of preset avatar is there a possibility to achieve this?
is it possible for the app to load Avatar of the account lets say I open it on my meta quest and the avatar i have created in there has some clothingon it will that avatar come inside my app?

peak sorrel
#

hey guys, i am a 13yr old developer making a vr horror game like scary baboon. Im looking for some developers that would like to help me make this game better. I currently have the movement working and working on a map but as I am not a builder that will be changed by you if u know how to build and would like to be part of a game with 10% revenue at start if we don't get many so we have 4-5 you might get 15% per month.

So, are you willing to help me on the journey to make this game?

Dm me your role you want in this game.

kindred quest
#

Man it is wild how often people post collaboration/job postings in here.

atomic trout
#

hey guys, I have a networked avatar admin and a networked avatar guest (remote and local)
how can i make a logic that guest is fixated on a certain position with admin and when admin moves guest will move?

north path
fringe brook
#

Hello guys may I show my game footage on here?

high hawk
#

Hey, I was wondering if anyone has had luck working with vr on linux?
I am usingg unity 6.3 and couldn't figure out how to get it working.
I tried the steam vr for unity, but it sadly crashed whenever I entered the play mode :/
Please @ me and thanks in advance!

north path
#

You can only do that with the (old) OpenVR loader. Not OpenXR @high hawk

If steamvr/OpenVR crashes, share crash logs

atomic trout
#

Hi guys, I have a VR Scene in Meta quest3, my 3d models are showing a black outline and its flickering. Did anyone ever face this issue?

still sleet
#

i literally started working on this like an hour ago so if it looks bad its because it is
anyway i have a vr headset but i think it would be cool to make a game where it just uses the controllers rather than the headset
idk if imma do anything with this, yall give me ideas šŸ™

muted plover
#

this is sick maby a kliming game

lime pine
#

anyone know how to fix this on my gtag copy?

dim pawn
#

Hi im new to vr development with unity i moved from unreal engine 3d games (not vr) just testing the field rn anyone able to tell me how well unity handles vr development

untold grail
#

Hey, I have a very strange bug in my VR game. Not sure how to get footage of it, as it only happens on the headset build. But for some reason, my player hands have become warped to be gigantic - like taking up nearly half the screen. It also causes distortions on my custom player hand model, I assume because it has resized the skeleton.

It worked perfectly fine on previous builds, as well as in PC / play mode. The only thing I can think of that I changed recently is that I made some custom shaders. But I even tested builds with the built-in XR hand demo and still had the same issue, so I don't think it's a problem with my camera or model.

supple tangle
#

I have a bit of a situation again. I have a specific thing of models that isn’t set to the universal rendering pipeline and somehow doesn’t want to convert over. They models are currently unusable without it because all of the color is rendered correctly and it goes hot pink. What should I do? I already tried transferring the pipeline and it doesn’t let me solve it

#

I have it posted here because I’m working on a vr game ofc

supple tangle
crude frost
crude frost
dim pawn
crude frost
dire sun
#

for some reason every time i press create hand copy i get this error. i dont know why its doing this since it just started doing this after allowing me to do it for a few hours

supple tangle
#

It was a dumb unavoidable thing but it wasn’t solved by any of the solutions anyone else gave me

#

Lucky me that he had experience with the exact Unity pack I had

torpid ginkgo
#

Pick one channel, please

untold grail
# crude frost at any point are you scaling your XR rig or camera? Were their updates to the FB...

Haven't changed the scale at all! I don't think there were any changes to the fbx either

I'll have to try the raw hands comparison though. I also haven't messed with any of the original code or hand models so I wouldn't think it would be due to Vector3, but I'll double check.

I think I might also try rebuilding my hand models just in case - though I am still worried it has something to do with shader graph (really hoping it's not). Thank for the advice though, it's at least something to try!

raw folio
#

so can someone help me setup a vr game in unity cus i dont know how please.

charred cloak
astral thunder
charred cloak
onyx bough
#

Can anybody here help me with autohand

north path
onyx bough
north path
#

Best to ask in the autohands Discord if no one here knows

onyx bough
#

is there a discord server

#

for auto hands?

steel condor
#

Works fine in the XR device simulator and I don’t fall through anything

north path
wary birch
#

you fall as if gravity is pulling you
down?

#

do you have a rigidbody on the player?

steel condor
#

I do have a Character Controller

scarlet oracle
#

hi

#

i keep getting this warning " Using more than 1 pixel lights on a mobile device may decrease performance severely. You can change the mobile quality settings in 'Project Settings -> Quality Settings'." while i try to make a avatar quest compatible.

north path
north path
#

Then you can even ignore it. Or just change the settings. But for support about VRC:

#

!VRChat

bleak flintBOT
atomic trout
#

Hi all,
I’m using preset Meta avatars with Photon PUN in a Unity Meta Quest VR app, and networking works fine.

I now need custom/formal clothing, so I’m considering switching to Ready Player Me or using a character retargeter.

What’s the recommended approach for custom networked VR avatars on Quest (IK, animations, performance)?
Any guidance or experience would be appreciated.

Thanks!

scarlet oracle
#

need some help with this, started a new avatar project and im getting this problems.

pine bison
formal garden
#

I've Been having this Issue with my Vr Game that I've Already uploaded to Itch. It's Unity 2022.3.62f1, and as said, This is when I launch the Game as an Apk, that's already Built and Uploaded to Itch.io

pine bison
#

meta quest developer hub is useful for this

wheat veldt
#

Does anybody know how to properly set up a full-body VR rig
I’m currently using Final IK, but I’m a bit stuck on how to structure everything and get it working correctly šŸ˜…. I understand the basics, but I’m not confident that my setup is clean, efficient, or scalable.
What I’m aiming for is a solution that is: Optimized for multiplayer (good performance, minimal syncing issues), relatively simple and not overly complex to maintain, compatible with automatic height calibration, since I plan to add that later.

crude frost
iron python
#

Hey guys, I'm trying to transition to a more general XR controller (I'm currently using SteamVR), and I was told to use the XR Origin (XR Rig), which I got from Hierarchy > XR > XR Origin (VR) because that's the most up-to-date way to make a general VR Player. But it doesn't properly track the camera when I move my headset around and I don't know why. I can also see gizmos such as the transform arrows. This is what the inspector for the XR Origin (XR Rig)'s main camera looks like

#

Also worth noting is that by simply converting a main camera into an XR rig and adding a tracked pose driver (input system) it works fine so what the heck is wrong with my XR Origin??

wary birch
iron python
#

I'll give it a shot when I have the time though

iron python
atomic trout
#

hi guys i added a custom humanoid avatar in my unity vr project and applied character retargetter on it, it follows my actions in the VR.
Now I'm trying to replace it with my existing networked avatars for guest and admin
but on admin side when it loads and guest comes in the guest custom avatar also replicates whatever admin is doing and on guest side they are controlling their own avatar plus the admin avatar responds to them
they cant even see what the other person is doing, can someone help me with fixing this issue and steer me in the correct direction?

wise forge
kindred quest
#

Happy to report that DLSS 4.5 gives massive improvements to smearing/ghosting in VR, if anyone's curious.

static dagger
#

does this work on a quest 2?

atomic trout
north path
wise forge
# atomic trout no one avatar is local and one is remote

Thats what you assume, but the result is still your avatars are all reacting to the local movement, right? Just because they are probably spawned by remote clients does not mean, your setup is not treating them as if they were local. So there seems to be an issue with the setup and how they are referenced.

atomic trout
#

OHH

#

if I share my code can you have a look and see if I can change something

wise forge
#

!code

bleak flintBOT
atomic trout
#

Thank you!!

wise forge
#

Thats not really a VR question but more #1390346492019212368 or even better a photon specific question. I would try their discord server to get support or ask in the channel for network, as its about referencing things in photon and unity, not really about a VR question.

atomic trout
#

oh ok, Thank you

random grove
#

Hi all, I am a complete beginner in VR and I've been trying to make to make an XR camera work. How might I do that?

wise forge
random grove
#

I figured it out and moved onto later stages, but I realised that I couldn't move forward because I don't have a VR headset. Thank you for answering though

red barn
# mild igloo Anyone here try the new v83.0 INteraction SDK?

I have tried , but any of the interaction examples scenes are not working properly for me,
Created using URP Template.
Switched platform to android.
Installed xr plugin management
Installed Meta all in one sdk v83.0.1 with interaction samples.
Installed OpenXR Plugin (1.16.1)
Set API Level 32,
No Project validation errors.
and when i run in unity editor the whole VR scene entirely following your head movement? Just like how a HMD reacts when there is no camera rig and only a camera.
Did u find anything like this . ?
Seeking inputs from experts.

#

Hello Everyone, I have some issues with using Meta all in one sdk v83,
Created using URP Template.
Switched platform to android.
Installed XR plugin management
Installed Meta all in one sdk v83.0.1 with interaction samples.
Installed OpenXR Plugin (1.16.1)
Set API Level 32,
No Project validation errors.
using sample scenes,
and when i run in unity editor the whole VR scene entirely following your head movement? Just like how a HMD reacts when there is no camera rig and only a camera.
Did anyone find anything like this issue. ?
Seeking inputs from experts.

north path
#

If that works compare settings

glacial dove
#

Hey yall just bought a mega pack with VR hand mdoels and poses does anyone have a guide on how to integerate them into unity's XR kit

charred cloak
glacial dove
#

I just need to like setup the animator for em p sure

glacial dove
glacial dove
#

think I figured it out the animation tree stuff but I still need to figure out how to animate it based on XR inputs

red barn
north path
red barn
north path
#

Youre running in editor. I thought you ran standalone

red barn
north path
#

is the quest 3 connected via Link? Do other PCVR games work? Did you select OpenXR for PC to add PC support?

red barn
north path
#

Thats android

#

The PC tab there

#

You are not using android at all when using PCVR

red barn
north path
#

You do not need the Meta XR features if you use SteamVR. Base OpenXR is fine
And is OpenXR set in the XR plugin management for pc?

red barn
north path
#

Wait

#

you did not use my sample scene

#

In that scene you have a non vr camera

#

remove that

red barn
north path
#

So you see the skybox static then?

red barn
#

yes the horizon moves along with the head movement .

north path
#

Then if there is no other camera there should be errors

red barn
# north path Then if there is no other camera there should be errors

Yes exactly, before v74 there were no errors, and even older projects run smoothly.
After V74 ive stopped using Meta SDK and swithed to XRI, this thing runs very perfectly, all of my projects i use XRI, no problem ever i face. within few seconds of project setup unity is up to run the projects.

north path
#

Then use XRIT

#

I also prefer it

red barn
# north path Then use XRIT

yes, but the capturing grab poses for tools what meta has was my requirement. so was trying.
for XRI hand grab poses is very difficult to get in

north path
#

The latest XRIT has a tool for recording gestures as well now

#

Otherwise I cannot help much more if my sample project does not work, as it did for many others

red barn
north path
#

Try and see (;

Also should not be too complex to code

north path
#

6.3 made XR plugin management dissapear. Am I the only one?

charred cloak
#

How are y'all doing the climbing? It feels so weird. If u let go you fall like a brick and when you jump at a wall you have to hit the grabbutton after or while the collision but not before. But the worst thing is to lift yourself over the edge... Is there a way to get the momentum from the hands carried over to so it's possible to throw your self up and also something so I can hold down grab button before I reach the wall but it will still grab?

honest pebble
# charred cloak How are y'all doing the climbing? It feels so weird. If u let go you fall like a...

I haven't done climbing but all those issues seem solvable with some custom coding.
For going over the top: You could keep track of the velocity of the hand controllers when grab button is pressed, and on release apply that velocity to the player (can modify it a bit, like increase or decrease it by a multiplier so it feels easier/slower).
You could also play with custom decelleration until it feels right.

the OnCollision(or trigger collision) you are using to regrab the wall after you jump also should just be able to check if you are "holding" the grab button down so you can press it before you get to the wall?

Honestly these don't seem particularly hard issues, so I'm guessing is the issue is you are using some plugin to do the climbing not your own code?

torpid ginkgo
charred cloak
weak thistle
#

Hello does anyone know how to use Emerald AI 2025 corectly with the VR system called VRIF( Virtual Reality Interaction Framework). As soon as i add Emerald AI Target Position modifier to my XR rig player( from VRIF) something happens that at play time, the Camera Rig Y goes to something like 1.xxxx which doesn't happen if i don't add that Emerald component to the VR player.

grand pumice
#

hello

#

i am getting this error everytime and my unity is closing after pressing close or ok

#

what is this error plz help me

wise forge
high hawk
# north path You can only do that with the (old) OpenVR loader. Not OpenXR <@5761561185191198...

Hey, sorry for such a late reply, I was travelling.
I switched to WiVRn and unity just appears to be working properly now, no crashes or anything.
I did have to switch from opengl to vulkan, but that's prefered anyways.
I don't know what changed, or whether it's steamvr vs wivrn, but I am just happy that it works.
Thanks for suggesting OpenVR, I think I was already using that but I am not too sure, OpenXR gives me an error due to being incompatible w linux anyways.
Really wish they provided better support for linux tho.

unique matrix
#

has anyone used the hand tracking building blocks from meta? Im trying to change the default hands with one of my own, but can't seem to get it just right. Ive been able to achieve:

  • my own getting their fingers tracked correctly, so as I move my fingers they move too, but the hand itself doesnt follow where my hand is in world space, just the finger tracking.
  • the opposite, the hand moving as I move, but some fingers get smooshed/inverted, and while the hand tracking is there, the hands are just not right.

Ive mainly been solely focusing on this gameobject specifically and its hand visual component, keeping the L-Wrist as the root bone or using my own hands (with the automap joints button), but clearly im missing something

north path
stark tiger
#

Anyone else whos working on mixed reality projects rn got like terrible performance on the headsets out of nowhere?
Old builds of other projects of ours are also suddenly performing way worse and we suspect it maybe has to do with a new quest 3 update

stark tiger
#

so wierd

storm ether
#

Someone should make a VR game were it's like life but you can be anything and do anything also earn real money some how like that one movie I can't remember the name tho

north path
north path
storm ether
#

It would have been cool

idle sinew
#

Using Unity 6 with the the XR Interaction Toolkit and the Starter Assets that comes with it so I could just drag and drop the XR Origin (XR Origin) prefab. I am testing out the APK on the Quest 3. The problem is once published and installed in the Quest 3, the camera starts slightly shifted to another location and rotated completely around and to fix it I have to hold down the Meta home button to reposition.

Anyone know what's causing this? This keeps happening no matter what project I'm working on.

storm ether
#

No point for everyone to keep making the same games over and over better to make something unique that nooke ever made befor

spark leaf
#

i mean ā€œbe anything and do anythingā€ is obviously not possible

#

and earning real money just turns the game into a job

#

where is the money even coming from

storm ether
#

Could be crypto currency earn by doing things I don't know and be anything and do anything is possible just need high end stuff to run it

spark leaf
#

no its not

#

you cant code a system where you can literally do anything

#

how would that even work

storm ether
#

Lol you could code a system for it to work you and me just don't know how to

spark leaf
#

nobody does its so far beyond the realm of development possibility i still think ur fucking with me

storm ether
#

You don't play many video games do you?

#

There is many games out there were you can be anything you want just not in the same game if you took all the code you could make it into one there for anything you want to be for a character and do anything that would be more hard because you would have to make everyone can think of

spark leaf
#

Vr chat already exists

#

u can be anything that somebody has made an avatar for

#

and u can do anything somebody has turned into a world

#

can you be and do literally everything? no because it always takes longer to make a thing than to imagine a new thing that could exist

#

people get paid money to make avatars for other people

storm ether
#

You literally just said what I been talking about since yesterday šŸ˜‚šŸ˜‚šŸ˜‚

#

So someone make a game so you can be and do anything just takes time and people to pull it off

spark leaf
#

they didnt

storm ether
#

You seem like a noob

spark leaf
#

you have to make it first

storm ether
#

You just keep saying what I been saying šŸ˜‚

spark leaf
#

what ur suggesting is just ā€œwhy hasnt anyone made a game that was bigger and better and had every mechanic possible and it was so cool and playing it made you moneyā€ like thats what a 12 yr old wants a game to be

storm ether
#

šŸ˜‚ that's what will happen at some point for video games in the future

spark leaf
storm ether
#

You can make everything humans know and seen it's been done with AI so it is possible

#

Your just a noob and don't know what your talking about

spark leaf
#

i can only admire your blind naivetƩ and optimism

storm ether
#

A team needs to make a game were you can be any person you want and do anything you want in game it's possible just hard todo and noone has made it

#

Well I am talking facts you are not

#

You might want to go educat your self a bit

spark leaf
#

every feature you add to a game will cost money right

#

so how many features will it take to make ā€œeverythingā€ whatever that means

storm ether
#

Yup that's why I said you need a team

spark leaf
#

100k? 1 million? 1 billion features?

storm ether
#

You such a noob I am done talking to you šŸ˜‚šŸ˜‚šŸ˜‚

spark leaf
#

it doesnt matter

#

u could spend a billion dollars on this project and only make a sliver of what could theoretically be possible

vapid epoch
#

Y'all I'm making a gtag horror game and I put hdr to black but the only thing that turned black was the gorilla what do I do?

reef palm
#

Hello

wary birch
vapid epoch
storm ether
wary birch
#

I believe Window -> Rendering -> Lighting

wary birch
ashen crane
#

Does anyone know where I can start with my Galaxy XR to make a game for it via unity

vapid epoch
north path
north path
vapid epoch
#

Wait you couldn't answer this one

#

Nvm

timid ivy
#

Are grab interactibles compatible with compound colliders?

If so, is there any way to make a compound collider using 3D objects I've already created, or do I need to go back and redo my work from the top following the method given in the Unity documentation (make game object, then make child empty game objects and add the colliders to those)?

north path
rigid plank
#

Hey yall I am new to all this shit and I am trying to upload a vrchat model to unity so I can put it in vr would anyone be able to help me?

north path
#

!vrchat

bleak flintBOT
north path
#

Ask there for VR Chat support

rigid plank
north path
#

Yes, they have a dev support channel for Unity

#

The setup is different and they have their own tools

rigid plank
#

Oh ok thx

timid ivy
north path
#

Did you try it?

timid ivy
#

So, just select one of the colliders and they should all work?

I haven't tried that, no, but I'll check.

north path
#

Select where?

timid ivy
#

Okay, so I should probably mention that I'm doing a ray grab interactible, sorry for not saying that, and I'm trying to set up a raycast collider in the ray grab wizard. There's no obvious 'compound collider' in the drop-down menu, so I was assuming it wasn't working correctly.

timid ivy
#

Okay, I tested selecting one of the colliders and, perhaps unsurprisingly, it only allows the grab interaction with that particular collider.

timid ivy
#

So the parent object should have a rigidbody and the child objects should have colliders and Unity should automatically make them into a compound collider?

Do they have to be overlapping or touching or anything?

compact vessel
#

Ok so I was wondering if anyone could help me out. I just started with messing with unity for vr and I am trying to make a pickaxe that I can grab with two hands. So I put two capsule colliders for the head and handle of the pickaxe and added an XR Grab Interactable to the pickaxe itself. I set it to multiple to make it so I can grab it with two hands. But for some reason the first hand grabs the handle and stays there which is good. But when I grab it with the second hand that hand slides up and down the handle of the pickaxe when I want it to stay stationary.

I cant seem to find a fix and ai can't help me either. Anyone have any ideas on how I can fix this?

charred cloak
thorn moth
#

Is it possible to get cusotm hands in the defualt vr template?

compact vessel
# thorn moth Is it possible to get cusotm hands in the defualt vr template?

I think it just comes with the controller model I followed this tutorial for the hands it is really easy

https://www.youtube.com/watch?v=9l2pEJJ3_qE&t=13s

Make a VR game from scratch in Unity 6.2 using the Unity XR Interaction Toolkit. In this second episode, we will learn how to read an input from a XR device and animate a custom hand model.

ā¤ļø Support on Patreon : https://www.patreon.com/ValemVR

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

ā–¶ Play video
thorn moth
thorn moth
#

My model somewhy falls through the floor and also in game one vr controller is turner around does anymbody know how to fix that?

trim granite
#

So what is the concensus these days, XRInteractionToolkit or Meta interaction SDK?

dire sun
#

how do i fix this why i try to enable openxr

north path
north path
unique matrix
#

hello, im having trouble building my project to submit to meta. Issue is Meta requires the min android api level to be 32 or less, while apparently some Unity things require 33+.

           depend on it to compile against version 33 or later of the
           Android APIs.
     
           :launcher is currently compiled against android-32.
     
           Recommended action: Update this project to use a newer compileSdk
           of at least 33, for example 36.
     
           Note that updating a library or application's compileSdk (which
           allows newer APIs to be used) can be done separately from updating
           targetSdk (which opts the app in to new runtime behavior) and
           minSdk (which determines which devices the app can be installed
           on).
     ```

Got a whole list of these things, im just not sure where to find these or how to lower them. Ive tried looking into the manifest, and hardcoding the compilerSDK to 33 while keeping target to 32, im assuming that's what that end note is saying, but that didnt work, so I reverted it back. Any guidance would help!
wise forge
unique matrix
#

I am....

#

(╯°▔°)╯︵ ┻━┻

torpid ginkgo
#

?ban 1463052178083020935 scam

ornate questBOT
#

dynoSuccess vvg0623 was banned.

tepid hull
#

can someone help me i cant build the apk

unique matrix
#

yoo I just had a problem with publishing a build!

#

I fixed it, but if anyone knows the ins and outs of the engine, and could share some insight:

  • made some scene updates by splitting it apart, interior/exterior scene since headsets are just mobile and meta's picky af about their performance (understandable)

  • When pushing via their developer hub the apk, it was somehow using some other scene, an older version of the exterior (although I could not for the life of me find it in my assets because I had some certain assets turned off since u can still partially see the inside via windows).

  • I even had removed all but the scenes that were specifically for the game (not testing) from the scene list in the build options,

  • Deleted some more asset scenes (again, I couldnt find the exact version of the scene that was being uploaded to the headset via the hub), praying it was just some bugs regarding rendering. I even thought some occlusion culling stuff might have been the reason like baking in an opened door when the scene actually had it closed but no.

  • The fix ended up being doing a build and run on the headset while connected, and when THAT worked, I then used the hub again to upload version 69 ( mssunglasseslegs ), and it finally worked as intended

#

and no, I had no main menu scene or start up script that forced scene loading at start. Gave me maya flashbacks. Anyone know what couldve possibly happened ?

unique matrix
weary hollow
wise forge
pure kestrel
#

Hey there all, has anyone experienced enabling "gpu instancing" on a custom shader graph material BREAKING compatibility with singlepass/multiview (material looks flat gray in right eye) ? Quest 3, Unity 6.2, URP

wise forge
unique matrix
#

The confusing part is I was definitely uploading the correct current apk, since meta doesn't allow u to have the same version number when uploading to their developer hub

#

And I was def switching it, verified version number and all every upload

#

I had a feeling building directly to device might fix whatever hiccup happened or at least confirm things with the inspector so im glad my intuition was right lol, just felt very odd. I was messing around with project setting stuff to like gradle errors and whatnot, so atp im just leaving it as some big senior tech engineer issue cuz idk too much about this type of under the hood thing

pure kestrel
# wise forge did you read the docs about it? https://docs.unity3d.com/6000.3/Documentation/Ma...

I checked this out and SPR Batching does sound like a possible culprit but in my specific Unity version it seems it's not available to select/deselect, in the pipeline settings there's just the GPU resident drawer option which is disabled. I think it's related but it's also a can of worms so I just disabled gpu instancing for these materials and problem solved, I wouldn't gain much from it anyway... I was just curious

wise forge
silk canyon
#

I am working on creating a XR controller that activates when a headset is connected and when not connected, a regular windows controller is active. The XR controller does activate and the regular player deactivates but the XR player does not work, while I can look around I can’t do anything else, gravity does not effect me and I can’t walk around. I have attached the components on my XR player, if there is any other information that would be helpful please let me know!

minor terrace
#

Im tryna make a vr game using an old version every single eversion has a secuirtu alert apart frkm about 5

north path
#

Even older Unity versions like 2017

dull kayak
#

I am developing a VR application using the Pico 4 headset with hand tracking, without controllers. I would like to know if I can use hand tracking to grab 3D objects (interactables) via the XR Direct Interactor, or whether the XR Direct Interactor is only compatible with controllers.

arctic island
#

hi guys. can someone tell me why my project does not show on the meta xr simulator 🄲

zealous willow
#

hey guys im trying to make a vr game in unity and i managed to link my vr to my pc but when i try to run the project it says i cant because its an unknown source or smth does anyone know how to fix this?

wanton nebula
#

Can someone make me a game vrcalled ducky taggers

vague forge
# zealous willow

it sounds like you need to configure your headset to allow "unknown sources" to launch games

#

(a "known source" would be something that Oculus has checked to be legitimate (so, not malware or something))

#

it's telling you to look in your headset settings

zealous willow
vague forge
#

did you look at the settings menu it's telling you to go to?

zealous willow
#

btw does anyone wanna cohost the game with me if it ever comes out the idea is peak

#

whats the oculus software

rich flame
zealous willow
#

ty

arctic island
#

hi guys. i want to add XR hands , i installed it from package manager but it doesnt show here pls help

verbal kiln
north path
arctic island
arctic island
north path
#

I just use the prefab and use that as a base

#

Otherwise there likely is documentation on how to add it

arctic island
#

do i go to

#

samples

arctic island
north path
#

Open the sample scene and check the setup

#

It's also a prefab, just not sure which exact folder it is in

#

It's the XR Origin in the hands interaction sample scene

arctic island
#

do i unfold the sample scene ?

arctic island
#

im kinda new to unity

north path
#

Google how to import samples of Unity packages

#

Or better, follow the VR development pathway on Unity Learn

#

!learn

bleak flintBOT
arctic island
#

is it now from here

arctic island
#

i think i imported all the needed samples

north path
#

XRIT Hand Interaction

arctic island
#

this XRIT Hand Interaction sample

north path
#

XRIT is XR Interaction Toolkit

#

!learn please check the VR pathway to learn the basics for VR

bleak flintBOT
arctic island
#

ok thanks

zealous willow
#

i have an xr origin bean thing and i have a floor everytime i run the project the players falls thru the floor please help me

torpid ginkgo
#

!collab

bleak flintBOT
# torpid ginkgo !collab

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• ** Collaboration & Jobs**

zealous willow
#

oh sorry

zealous willow
torpid ginkgo
#

If you want to get help with something, you need to actually post some relevant details

#

!ask

bleak flintBOT
# torpid ginkgo !ask

:thinking: Asking Questions

:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #šŸ”Žā”ƒfind-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.

-# For more posting guidelines, go to #šŸŒ±ā”ƒstart-here

zealous willow
torpid ginkgo
bleak flintBOT
zealous willow
zealous willow
charred cloak
# zealous willow does it explain things about vr tho?

Do this one. I did it and I'm making my first VR game right now. Helped alot. https://learn.unity.com/course/create-with-vr

Unity Learn

In this official course from Unity, you will learn to design and develop your own Virtual Reality (VR) applications. You will create prototypes, attempt challenges, and complete quizzes to build and solidify your skill set. At the same time, you will be guided through creating your own unique VR project from start to finish, beginning with a bla...

halcyon goblet
#

Trying to make portals for a non linear Gtag movement game but I can’t get them to work correctly

#

I can’t go through but I can see through them

charred cloak
weak thistle
#

Is there a Unity Assetstore Enemy AI System that works with VR( XR Rig) cause i got Emerald AI 2025 and it doesn't seem to work plus author doesn't even have any tips/documentation on how to set up a VR player like to do a brawler game.

thick crest
#

Btw I'm very new to unity and unreal

untold grail
#

Hey folks - sorry for the double post, but I'm pretty desperate to get confirmation on this.

Alpha-to-coverage techniques only affects alpha textures, correct?

One of the higher ups linked me this, saying I need to use it to improve the graphics: https://bgolus.medium.com/anti-aliased-alpha-test-the-esoteric-alpha-to-coverage-8b177335ae4f

But we do not use any alpha textures or transparent shaders in this project whatsoever. Am I missing something? I don't see how this would work on anything but an alpha texture, but I admit I'm not the best at the graphics side of things.

crude frost
#

Updating my project. Package manager prompts me to update many of the XR/AR packages. As soon as I do, it tells me they look sus šŸ˜‚

crude frost
#

ah

Unity is developing an urgent fix to deploy soon. After Unity deploys the fix, you will need to update your Editor.
Monitor the situation on Unity Discussions.```
brazen nexus
#

it works fine

crude frost
#

it didn't happen until i tried updating a package

glacial dove
#

Hi im having issues with keybindings
Im trying to find the A button on the meta quest but I cant seem to find the reference for it
Is there a reference image of what binding is what control

plain delta
#

would someone be willing to join a call and help me with a couple things? im having trouble with the basics lol

pine bison
plain delta
#

thank you

charred cloak
#

If you have your game running in unity u can go to the XR input system and listen to the keys you press

gaunt brook
#

Hello guys ! I'm trying to do a VR weapon assembly feature where players grab individual parts and place them into socket interactors. When all sockets are filled, the weapon should assemble and become grabbable as a single object instead of individual parts.

But I've noticed that grabbing deparents the object from its parent, and I can't have a grab component on a parent and its child*ren. So I'm looking for a solution to make my weapon fully grabbable once the assembly is complete.
Ty for ur help 🫶

north path
gaunt brook
north path
#

Latest version?
You can always force stuff with the events I guess. It should call after the internal code afaik

#

Start small, like just adding one object to another instead of the whole gun

gaunt brook
#

I'm on the 6

north path
#

No, of XRIT

#

And there are a ton of 6 versions

gaunt brook
#

Yeah sry I hadn't finished writing my message 🤔

#

Im on the 3.3.1 for the XRIT

pine bison
#

The small brain option here would be to swap the modular gun with a complete gun once all the parts are in place. But you're saying this creates issues with XRIT?

gaunt brook
pine bison
#

And while you're attaching the parts, are you holding the frame of the gun?

gaunt brook
pine bison
#

I'm not familiar enough with XRIT, I would probably still find a way to swap the guns

#

Have you looked at the XRIT sample project? They have many different interactions there, maybe not this specifically though but it might be worth checking

gaunt brook
thorn moth
#

I got a model imported to Unity it was an obj but all the parts are now inside and I can edit each one but the problem is when I am in the game the model just disappears and usualy it takes a long time to test as it's an vr game and my laptop doesn't support PCVR.

novel jasper
thorn moth
halcyon goblet
#

How hard is it to make a portal for a non Euclidean game (Gtag movement)

#

I can’t find anything online that works so I’d have to make it myself but I have zero coding experience

north path
charred cloak
jade zodiac
#

Could someone help me, im having trouble with the thumb not moving with the player model ;-;

#

hold up

jade zodiac
#

simpsons outro

#

PEAK

#

oop

#

wrong chat

limber wren
# jade zodiac

you made the armature rigging on the thumb wrong probably

charred cloak
#

Or rotation locked somehow? šŸ”’

muted iron
#

anyone know a good punching script preferably with a dummy

north path
#

Then if they hands are fully physics based it's automatic. If not, just check if hands collide with the dummy and add the appropriate force

muted iron
muted iron
#

any one know a good way to make a enemy

torpid ginkgo
#

!learn

bleak flintBOT
torpid ginkgo
#

And more importantly will learn how to ask relevant questions.

plain delta
#

any tips on how to make the screen dim, sparks and material get added? I'm trying to make a vr game based off of using a mig welder

charred cloak
plain delta
charred cloak
deep kettle
#

hi so im currently trying to work on a feature where by using the right joystick on the oculus you can rotate around something. The problem is I think im using the wrong input for the turn action

steel condor
#

I am trying to make a flight simulator for VR but the yokes a bit confusing, I don’t really know how to be able to grab the yoke and make the position restricted so I can’t move it up or down, just push back and fourth as well as rotation. Does anyone know how to do something like this, and explain pls?

charred cloak
edgy schooner
#

Hey, what are your solutions to UI aliasing/flickering? I'm havig a hard time making UI elements remain readable, and not flicker at a certain distance from the camera.

#

The filtering settings in texture import usually don't help much

#

Mip maps enabled works best, but the jump to a mip map level is very visible, and at some point it becomes a blob and the texture is not readable at all

#

Is there maybe a way to cross-fade the mip-map, and set a max mip-map level?

tall mirage
#

anyone here has experience with XRIT, knows how to stop it from making this massive hitbox (yellow)? This hole is 2.1m for reference! I've been hitting my head against the wall trying to adjust numbers and stuff, but unless I shove the player into the ground, it keeps hitting the ceiling :/

charred cloak
tall mirage
#

I ended up scaling down the xr rig to 0.8, but it feels wrong af

charred cloak
#

Is the center set correctly?

tall mirage
buoyant jolt
#

But scaling the rig should work otherwise afaik

wise forge
tall mirage
buoyant jolt
#

For me, in that photo, its not just the locomotion hitbox. Its your camera height also hitting the doorway.

ashen horizon
#

Hey Everyone, I'm new to Unity, been doing some courses and really interested in XR, Do you think it's best to learn 3D first then jump in or just jump into XR, thoughts?

north path
muted iron
#

would anyone know where i could find / if its posible to to "cut" skinned mesh
im trying to dynamically cut enemys and players

pine bison
muted iron
#

would anyone know a good free one im not able to pay sadly

north path
#

Making it yourself (;

There aren't many free tools for this, especially not for skinned meshes

wary birch
north path
#

If you don't have crazy high tri counts and don't want full dismemberment a naive implementation works fine

barren finch
#

Wsp guys does anyone know why i dont have the climbing prefab in Xr interaction?

muted iron
wise forge
#

!collab

bleak flintBOT
# wise forge !collab

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Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**

little ferry
#

please I am developing a vr 360 video player i have done everything but the only problem is that i can't show the thumbnails of videos and tips or solutions on to how i should go about it?

muted iron
#

Anyone know how to do like dynamic animation like missing a leg but still tries to walk. Like the game Gorn

north path
verbal plinth
#

I am trying to implement poking a digital touch screen with your hands (meta xr sdk)
When I drop the building block in the scene, it works with the little sample button, but when I switch the pointable element and surface patch to my objects, it does not work. (the virtual hand does stick to the screen though so something is happening)

I do not know what to do

north path
#

Put the components side by side and try. Know that you also need a graphics ray caster on the canvas @verbal plinth

verbal plinth
#

It's all there

#

cause I have a working prototype version

#

but it's not working in the actual project

wary birch
north path
verbal plinth
#

for some reason my UI parent was rotated 180°

#

and canvas was ignoring back side touches

#

for me everything looked the right way around though

#

and it wasn't registering touches from any side

#

Anyhow, resetting the rotation fixed all my problems

north path
#

Ahhhhhh yikes

#

Nice find

verbal plinth
#

Destroyed my sanity but doing fine rn

#

thanks for the help

verbal plinth
#

Anyone experience wiht Meta Immersive Debugger? I cannot poke the UI elements (I'm using hand tracking exclusively)

rich flame
#

how do i make a shader graph render for both eyes instead of just the left one in vr?

#

i remember fixing that some time ago but i forgot what i did

wary birch
rich flame
wary birch
#

what are you doing in the shader graph?

rich flame
#

No vertex shader stuff

wary birch
#

are you in URP?

rich flame
#

Yes

wary birch
#

what version are you on?

rich flame
wary birch
#

hmm weird.. see if an empty shader graph works correctly

tiny niche
rich flame
#

The shader works just not for both eyes

#

Is it supposed to be a special shader graph instead of a normal lit shader graph?

north path
#

Do you use single pass/multiview already?
Update unity
What does the sahder do?
You need URP lit for URP shaders

tiny niche
rich flame
tiny niche
rich flame
tiny niche
#

it works normally in both eyes?

rich flame
#

No

#

Only renders for one

tiny niche
#

well it doesn't count unless its in both eyes on the headset

rich flame
#

Could it be cuz I made it before enabling xr in the project

tiny niche
tiny niche
rich flame
#

ohh i get what u mean

wary birch
rich flame
#

im using textures from a unreal engine game which is why i need a custom shader to remake it in unity

heavy sphinx
#

can someone help me get my game on app lab

wary birch
heavy sphinx
#

idk

charred cloak
signal stratus
#

Hi everyone, I use visionOSXR and AR Foundation to create my MR App in unity with metal mode.
The key way to match virtual content to real world is using image tracking.

There are 2 different ways to do this:

1.moving virtual content
2.moving XR Origin

Which one is the standard way?

muted iron
#

would anyone know/ could help me get an effect like this

north path
heavy sphinx
#

do sumeone no how to make the unity game to apk for vr

signal stratus
muted iron
#

i want to use trigger and the b button the activate something how would i do that?

north path
signal stratus
#

@north pathThanks, I made a mistake. I moved XR Origin and upgraded my renderer; the image tracking instability was caused by performance issues. I will optimize my renderer performance.

muted iron
#

anyone know a good free tut for making active ragdolls enemys

north path
lapis bolt
#

Hi, I'd like to know if anyone can teach me how to create bullet holes for a VR project.

I followed some examples of creating a PNG in a shader or something like that, but I'm a bit of a VR beginner.

vagrant ledge
#

So basically I'm making my own gorilla tag. Horror fan game. And every time I press play and the audio is added to the monster. I can hear it from all the way from the stump. Can anybody please help me out with this?

potent sentinel
potent sentinel
# heavy sphinx can someone help me get my game on app lab

Pretty easy. You need to go into like orginization settings or whatever and you have to verify with like a student ID Drivers license something like that etc and then im pretty sure you can publish your game to public store release.

potent sentinel
still adder
#

Heyhey

Im looking for peiple whi can make a vr game with me in Unity.

Basically im sure you know the game Volleyball fever and how freaking lazy the owner is.

Like he hasn’t even TOUCHED his game in 4 years and it’s in early access

well i want to make a game like volleyball fever but better, more maps, npcs, better models and character customisation, but i cant do it without help, if someone could help me make a team of devs or even teach me some things over text or on call, that would be amazing
Thank you
Tawana

potent sentinel
potent sentinel
#

Sure.

still adder
muted iron
north path
#

!collab

bleak flintBOT
# north path !collab

:loudspeaker: Collaborating and Job Posting

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

still adder
#

hush

north path
#

What?

pine bison
spring coral
#

!collab

bleak flintBOT
# spring coral !collab

:loudspeaker: Collaborating and Job Posting

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

hollow lotus
daring lion
#

Hello anybody know how I can fix the near interaction pointers being curved to the left (on both controllers) on the Meta Quest 3?

#

hmm seems a collision bug with ui toolkit, probably something layer related

crisp sapphire
#

Hi all! I'm asking this here because I haven't received a response in the official VRChat discord:

I'm developing an avatar with a custom shader (built in shader graph, converted to normal shader code). When testing the avatar, a friend said that the custom shader was rendering differently in each eye, causing an effect where the mesh the shader was applied to was appearing in different spots in different eyes. Does anyone know how to fix this?

Any help would be massively appreciated!

wary birch
spark goblet
#

Hey I ran into a problem I was trying to grab using a gorrila rig and the xr interaction toolkit wasn't working does anyone know how to fix it?

tall island
#

hello everyone, I hope you guys are doing well. I have a maze box with a sphere on it inwhich the player grabs it and tilt it around and the goal is for the ball to move around based on how the player moves it.

#

The problem i have is the ball keeps jumping out of the box has a collider covering the top and sometime the world freaks out becuase of the physics in the ball like it keeps turning black and then goes back to its original world color

#

And I need the ball to act normally and to move around normally without these probelms

#

if there is anything I need to reexplain please let me know.

north path
north path
tall mirage
merry terrace
#

What are you guys using for a good hand poser animator? I've been using only unity default's animation window.. but getting tired of it..

mild igloo
#

Hey, has anyone had to deal with the world drifting slightly when you move your head when using the build block rig and the passthrough building block? I also noticed the Y position of the floor is a bit high. This only happens when passthrough is enabled. PCVR app fyi and v83 of MEta Interaction

north path
#

Got an issue through that domain reload doesn't work well with XRIT, including simulator
Please vote from it so you can also enjoy instant play mode entry with XRIT
https://issuetracker.unity3d.com/issues/xrit-xrit-simulator-is-not-initialized-on-second-play-mode-initialization-when-domain-reload-is-disabled

north path
floral kindle
#

Hey guys, how do I make VR hands interact with cloth object? I'm using meta SDK and cloth component

north path
#

I assume cloth has physics interaction. If so, you have to make physics hands

I would suggest XRIT over Meta XR for any custom interactions

#

@floral kindle

viral summit
#

Hey guys, how do I fix it not letting me select oculus in XR Plugin Management

waxen frigate
#

i am unable to select Oculus as the xr runtime for my project without it instead selecting openxr, seemingly causing my builds to open as a window instead of an actual xr app on quest. anyone able to help? might be the same issue as the guy above me (editor version is 6000.3.6f1)

wise forge
north path
fickle river
#

To clarify the video is an example of what I'm trying to do but in my VR map can someone help me?

fickle river
pine bison
wise forge
pine bison
wise forge
#

I am not sure about the plugin you are using which wasnt maintained for 6 years now. But as you were talking about addressables anyway, Id suggest go that route, because it is already doing everything that plugin might be doing anyways.

pine bison
#

Hmmmm interesting I might do a test with that

#

Appreciate the help MeowCoffee