#š„½āvirtual-reality
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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.
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
been trying to fix this for 7hrs now
Sorry, I'd be the wrong guy to ask, I don't have the luxury of free time š But I'm sure there are some places you can recruit testers
How about telling what your issue is and showing the script
so basically in vr, the GI has a bug where the right eye accumulates way faster than the right, turning areas unlit by the directional light solid black.
let me ping you to the other thread i made
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?
i made the screen divide in two cameras, but they need a kind of curve efect
this kind of thing
Maybe try this? https://developers.google.com/cardboard/develop/unity/quickstart I think there is still open source support for cardboard.
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.
I believe it pre-distorts the image.. might be called barrel distortion? It's been a while since I used cardboard.
nice
my computer had issues at installing, so i wanted to make the effect by myself, i'll try it again. I'll keep working, thanks
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.
should be available on the used market.
Yeah the math behind it all can get a bit complex, id start with the cardboard sdk rather than rolling your own
In the original days, the two cameras were just separated by an average IPD or whatever. But later things got more complex.
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?
The quickest way would be adding a trigger to the end and changing the rigidbodies kinematic setting
Thanks!
Would it also work if the skewer is moving/is being held by the other hand?
Sure just parent it before
Thanks a lot
My child interactable has constraints on its position but when I interact with it with the other hand it just overrides everything and picks it up
Yeah, the xrtk is better, but it has its limitations. I dont use it very often tbh for more advanced things.
What do you use?
I have our own thing called cxr that runs on top of the xrtk/vrtk
Oh, nice
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
Thank you for your advice
But i have seen tutorial videos on sliding mechanisms with the XRTK so im sure it can be done
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
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?
I'm 2 seconds away from deleting that response b/c it was so f**ng bad.
Also I think a MonoBehavior is totally irrelevant WRT VRC.
So just ignore me
I appreciate you trying to help anyway. In this context I have it anchored to the ground because it's a motorcycle. I could easily just make a toggle, but it wouldn't trigger during the AFK state. So I'm still trying to wrestle bools š
whats with that weird blue border on openxr games
how do i remove it
noticable here. excuse the gorillaslop
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!
Post processing or shaders maybe? Looks like a baked ambient occlusion map maybe
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?
OpenXR
Download the most recent LTS version of Unity, and then go into templates, and try out the VR template.
Done. And I see the controllers... but they're basic. Any idea how to get the index controller features working like squeeze?
Finger tracking etc
Welp.. the trailhead is that template, but there's a lot of mountain to climb. I'm not sure the next thing I'd look at is the input system, but it's definitely going to figure into it. The learn.unity.com VR pathway is a little out of date, but it might be a good place to start. I'm not exactly sure where you are in your journey though.
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.
be interested to know what the community is currently thinking of as the best way into modern XR. @wary birch was not wrong.
i've set up home vr projects in the past using steam vr plugin... so i'm familiar with the input system etc...
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...
but that doesn't seem to be the case
so i guess i just need to explore the xr input system and find the right axis for the index squeeze control etc..
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.
ok, sounds like you need to spend some more time with it to accomplish what you are trying to accomplish.
basically i've got an idea to give the player a shield but for that shield only to appear when you squeeze the controller
yeah i'll keep driving toward that goal and i'm sure i'll get there eventually
With OpenXR, AFAIK, they finally integrated controller models - but I dont think they have in Unity yet.
We just do detection manually and show the right models from our prefabs.
I yanked em all from the Steam VR sdk, Pico SDK, and Meta SDK iirc.
Then cleaned em up, put pointer targets on the buttons, and optimized them as some of the models have dumb tri counts.
No regrets because then you can also add your own flair to the controllers that way
But yeah OpenXR and Unitys implementation is still missing a lot of key stuff, like fading on teleport. But at least its cross platform.
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
What platform are you talking about?
hey slightly OT, but what developer/creator -focused VR youtube channels are people in to these days?
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?
My best guess is that you are at the light limit
with just one directional light in the scene?
Sorry, you said "direction lights" so I assumed more than one
ah pretty sure i've only got one
pointlights dont work either
this is just using the basic VR scene from the standard unity vr project
I don't use URP, so I can't help much beyond that
I have lots of BiRP specific advice - but someone else might have some advice on URP
i created a regular 3d project and spotlights show up fine so it's something about the VR project i think
sovled... i had to change my project quality to Ultra to get them to show up.. grrr
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?
i have the same question, how do we make a custom hand model work for hand tracking when people have different hand sizes?
I created mine by using the existing one as a template, and applying the bones to a new hand model. Works great, no complaints.
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.
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.
But wouldnāt the hand mesh look weird with different hand shapes? Also same question but for custom characters, how do people get them to work with people who are tall, short, wide, skinny, etc?
Re hands: It will scale up/down the bone distances, which will apply the scale/up down pattern from the weight painting. In otherwise, it should shrink/stretch the skins in relation to the hand and finger positions. You can experiment with it, but it's been quite successful for me.
If your weight painting is more gradual at the ends, it'll blend the edges a bit more evenly (image of a finger) but something with a more harsh line (image of a hand) is going to probably cause more creases and edges and not look as nice.
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.
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
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.
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.
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.
Hello š 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?
I think this is a good point. Most experiences with hand tracking or just hand avatars don't worry about mirroring the users hand. Apart from skin colour sometimes, but that's also solved a lot of the time by gloves š
its not like there's a benefit to mimicing what the user looks like right now, since you just have them inhabit the body of someone else
as long as you get the proportions correct, it'll feel natural
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
nvm it had smth to do with a script I had added
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.
Is the issue that you want to get the real shape of the boundary, but the supported functions just give you a rectangular boundary that fits inside the defined area?
Yup that's correct
Is there any workaround for that?
Because I want to create an experience based on the boundary set by the user
I know I've seen people struggle with this but I can't remember if there's a way to get it
Please let me know if you remember any way it can be done, I think meta did allow usage of boundary data b4, but now it's deprecated so it cant affect privacy of users.
But for my case I am the user so it's kinda ungenuine that I can't get my own data
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
Is anyone keeping up with the Presence VR/AR academic journal? I'd love to know what people are finding interesting in recent issues.
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.
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. š Just an idea.
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.
Why canāt 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..
I also tried to install it this way, same story..
ohh do you mean like he can download it but not run it on his Quest?
yes
my answer to that might be sidequest
If so, use SideQuest to sideload the apk into the quest!
@wary birch beat ya to it.
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?
or can he download the apk from google drive and install it via sidequest locally
this
Does anyone know why some OpenXR features like Foveated Rendering and Display Utilities keep getting turned off?
OK thank you guys for helping us out, our bro could finally test the .apk i sent him
the pipeline right now looks like so:
- I make an .apk build locally
- I upload the .apk to Google Drive and share it via an URL
- My guy opens the link in the browser on his PC and downloads the .apk
- My guy connects his Oculus Quest 2 to his PC via USB-c
- My guy uses SideQuest on his PC to upload/install the .apk to his Oculus Quest
This method worked for us!
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
why does this blue border happen
its a screenshot from an edit my friend made with my gameplay
I just opted to make a custom launcher that lets me push updated APKs. But sometimes ill manage it through the meta & steam stores as beta streams, and once in a blue moon through a third party mdm. But lots of options in that regard
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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
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
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.
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)
I appreciate any help please
what are you trying to make, big picture?
you can mess with the physics simulation parameters to improve things. it's a very challenging task for unity physics. you might need to use entities (modern) physics
where and how should I
like a building blocks MR simulator, and thank you so much for responding
it's a ton of work
there's a player settings called Physics you can explore
are there any docs on it?
hmm. would you say you are an experienced developer?
then maybe i can point you to the right resource
No.
what do you mean?
On the game on steam
haha
i mean what are you actually making this for
to learn how to build a game right?
yes to learn and experiment with vr
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
Wdym, can you tell me why?
I used to do python i can handle docs.
I have just got so far stuck into this now that i want to finish it š
how are you doing this?
very little should be done through code, most of it should be done through physics
i have wrote 0 lines of code
ah okay. well how are you doing it in that video? what is your setup like?
XR Interaction, get hands put in the rotation position and tracking for each, attach circles, attach 2 boxes with box mesh
how were you actually lifting up in the video?
What do you mean?
like how were you climbing?
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.
Its easy to underestimate.
im just using box mesh on the hands with a rigid body sphere colider and a vr player with box colide and rigidbody
are you setting the position of the hand rigidbodies?
no mb i have just box collider on hand
ah okay
hope this helps
here is the way iād 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.
Ok! I will try and get AI to make me a tutorial on how to do thay dumbed down. Tysm
also enable continuous dynamic collision detection on the rigidbodies, it allows them to detect collisions much better.
Of course, I will say itās probably pretty hard to understand any of this if youāre new to Unity haha. But if you need any help lmk.
Ty!
As this is my 2nd project what would you recomend me to do in normal unity 3d (no vr) after this to help me get better and learn Unity in a good manor
Would you say youāre particularly interested in physics stuff?
Half and Half, I am intrested but as i am in highschool i havent realy explored it yet
i would love to know physics though it just seems cool
Yes very cool
but it depends haha. Theres so many genres. Any you want to focus on specifically?
3d Multiplayer Friend slop. my fav games of all time are No Mans Sky (Space Open World) andCod
oh also Sea Of Thives
i sent you a DM
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.
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I strongly advice you to not start out Unity with VR. Itās much harder doing this
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 Newtonās 3rd law of motion (every action has an equal and opposite reaction). Itās 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.
Oh alright thanks for the advice.
Really cool already, I think something you can change that might improve things right away is change the rigidbody on the hands from Discrete to Continuous Dynamic
I recommend looking at the XRIT sample project, it has a ton of functionality which you can learn from
Ok. Cool thank you.
the learn.unity.com vr pathway is pretty good too. A little outdated.
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.
I might be reinventing the wheel here, so Iām 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.
Looks cool! I've done something similar before but didn't have time to make it as nice
I do them by hand, and the attach vector always breaks my brain. My current interest is in dual attach points for left hand / right hand grab. I've got some working code for that on github.
I hate when coffee mugs stick out the back of your avi's hand.
that might be ot. I'd be curious about your editor if you ever opensource the code.
looks like you've got the handedness sorted in your vid
@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.
thanks mate, i used to do the beta stream approach before, i thought maybe there's some simpler approach these days. appreciate your input!
Hi, I need help with mesh swapping in BNG.
Iām 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 doesnāt apply and the mesh doesnāt align to the hand.
Whatās 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?
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.
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.
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."
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!
Thanks Ole. I agree about the degree to which XRIT is composed of a lot of high-level abstractions.
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.
Something to think about.
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.
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.
I think I know what you meant, but can you clarify "forced motion"?
Thats where the world moves (I.e. walking or thumbstick) but the real person doesnt (motion sickness)
So, essentially forcing motion on the user
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?
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)
it's a good debate!
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).
yeah, my only modification to that would be s/younger/not VR-naive/
I wouldnt agree with that though, I dont identify as VR naive, and ill get sick very quickly with forced motion
And then once it kicks in, and you force yourself through the experience, youll be a little sick for most of the day.
fair point. I get sick with some experiences too.
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.
Yeah, or falls.
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.)
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
Where did you do that work? On your own?
Back when I thought OSVR headsets would dominate the market š
Yup! We formally created our VR company ~10yrs ago. Been a cool ride
amazing!
I made this with a DK1 in 2015. Hard to believe that was 10 years ago.
grad school was a huge f**ng mistake though. I'm hugely envious of people doing it professionally/for real...etc.
that poster made it as far as the winter poster session and no farther š
Thats super cool, I love it
(I love working with microcontrollers)
rediron homepage is amaaazing.
Ah man its so badly out of date. Its on the todo list over Xmas
I always say it's the content, not the container.
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
Imho
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.
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
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
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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?
Is there a reason you aren't starting from the VR template, or the XRI Sample XRRig prefab?
or did I misinterpret what you said?
No. I meant to say I'll deal with that first.
not sure what you mean by "I'll deal with that first." Are you having trouble with the stock XR Rig?
The most recent VR template starts with a default handed XR Origin.
Hello everyone
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.
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?
First update the SDK (and Unity if you're on an old 2022.3 version, use the latest bugfix as it's the last one there will be)
Then we can talk
Hey folks ā anyone have a recommendation for a lightweight environment pack on the Unity Asset Store? Iām 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 wonāt tank performance.
I believe the garden scene should run in VR from what they've said
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?
Crack a beer for me tonight y'all - It's release party night!
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?
Probably a rendering issue...
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 ?
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.
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.
There is a difference between draw calls and setpass calls
Use URP and then look at setpass calls, which are the actual GPU commands
Just because assets are optimized, does not mean, you cant mess up the scene setup š Or are you using a sample scene from the package, that "should" run on quest?
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.
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
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.
No, SRP batcher works on the shader level (100 materials with the same shader and keywords should still be 1 setpass call). Check the frame debugger. If it shows 1400 there, check why they do not batch
Without more insight I cannot help much
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!
Iād say gamma to fake it
This might also help you.
https://developers.meta.com/horizon/documentation/unity/unity-perf/
Overview of performance requirements and recommendations for Meta Quest Unity apps.
Synty has its issues. The other thing is static baked works different than dynamic. But yeah how batches work changes by pipeline and workflows.
I use BiRP. So 1 material generally adds 1 batch call, not including duplication from real time lighting.
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?
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
Solved the issue, I created the player before importing the XR control sample so it loaded without controls
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.
Try enabled StopNANs
No dice. Still happens whether that's on or off. Just to be clear, is it working for you in 6.3?
Anyone Want to help develop a vr game?
what type of vr game?
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.
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
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.
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
Does anything in the toolkit by default disable cursor in the window?
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
Do you have this enabled?
Yes
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
I don't think you can rotate something with a xr pose driver
i fixed it
Share your settings and project setup I guess
It doesn't even boot up in the headset with the default vr template unity provides
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
The rigidity of Fixed joints can counterintuitively lead to disoriented positions at the joint (from it overcompensating to remain "Fixed"). You'll could try applying less force, using damping, or switch to something a bit more flexible like config joints.
Okay so just a question here is it better to keep something like this a single model or seperate them into two game objects?
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.
Does XR Grab interactable only use one of the colliders on the object or both?
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?
Nah still on 6.0.43f1 cause of an assignment requirement why
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.
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?
Meta does have an avi API. I'm not sure what's in it. I'd be pretty surprised if you could bring your Horizon avi into Unity if that's what you are trying to do tho.
assignment requirement?
College course wants us to use a specific version
oh dang you use unity for school?
Yuh
interesting
yeah that's what I'm trying to achieve, to use the avatar I created on my account to be used inside the app too
Actually, forget what I said. Meta seems to provide an avatar SDK: https://developers.meta.com/horizon/documentation/unity/meta-avatars-overview/
An overview of the Meta Avatars SDK, including information on each page in this section.
is it normal that its building for this long?
How large is your project?
Does anyone know good tuts for adding physics-based fight/stabbing for unity 2022.3?
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
7,09 GB š³
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.
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
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
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Js dm me
Probably best to post something there and see who wants to collaborate
Yeah
Im busy enough with my own stuff
Yo just DM me talk about this in private
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.
I.e. it can disable your controller inputs, and never enable them again
im using the meta avatar sdk it works fine, the only thing I want to achieve is for my app to pick up the avatar associated with the email (meta account and use that in the app)
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
anyone?
Use #1180170818983051344 to ask for play testing. Make sure to read posting rules there.
it can just be a zip file in unity play right?
That's not what pinned posting rules say.
in the guidelines on rule 3 it says "Playable projects must be hosted on a publishing platform. Use https://itch.io/ or https://play.unity.com/ if you are unfamiliar."
i'm asking cause it mentions WebGL
@cinder thorn That was two pings without any questions in it. Read the pinned post guidelines and stop pinging me.
@barren flame Don't cross-post. Read #šācode-of-conduct
mb
can the file i post to unity play just be a zip file or does it have to be whatever a WebGL build zip file is?
Playable projects must be hosted on a publishing platform
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
im also using a hinge joint cause I cant seem to find XR knob from older versions
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
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?
I have a question
Do you have any idea how we can put a overlay tutorial kind of thing in our vr project, lets say for example for pinch gesture, for moving the ray around and for locomotion gesture?
are there prefabs provided by meta?
I saw this on youtube
https://www.youtube.com/shorts/-by7iN_pqEQ
I just want to make a small tutorial to make users familiar with basic interactions
Right click the object, interaciton sdk, and select the grab type
It is very confusing. If you're ealy in development I suggest using XRIT instead of the Meta SDK
Oh. Well, thank you for the advice.
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?
In case anyone has the black screen with post processing on 6.3 issue, I tested a bit more and it turns out, this is only happening with PSVR2. Issue not reproducible with Quest 3/Steam Link/SteamVR or Galaxy XR/Virtual Desktop/SteamVR.
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.
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
I can match this guy but I pay upfront lmao ^
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)
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Sorry twin šāļø
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
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.
Id say just make stuff and look at the requirements if you are going to work for VRChat etc
Other than that VR is not much different than other games, as long as you use humanoid rigs
\How did you set up eye tracking and foveated rendering?
I followed the directions here for the SRP Foveation version (not legacy): https://docs.unity3d.com/Packages/com.unity.xr.openxr@1.16/manual/features/foveatedrendering.html
Tried on both DX11 and DX12.
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
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.
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
You'll have to be a bit more specific. How do you intend on the head set to control the cubes? Do you instead mean to use the controllers to grab them? Describe the flow you want to accomplish start to finish.
I only know how to make an inverse kinamatics bone structure for a character in blender. Will that be used in vr. Also my goal is to import a low poly mesh character from blender into Unity in order to prep the model to be able to pick up a default cube in vr chat
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.
So would I need to learn coding or does Unity have an equivalent of blenders nodes
There are a few options there
https://docs.unity3d.com/6000.2/Documentation/Manual/com.unity.visualscripting.html
But I do recommend learning c# instead
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.
What are the alternatives? What are the pros and cons? I havenāt 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 Iām not super in this world of knowledge, but it feels like every turn I go in Unity thereās another hill to cross thatās bigger and itās super demotivating, especially when itās an issue that I didnāt cause and need to pay dearly for (like having to lose hours of installs because one Unity 6 system doesnāt 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
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.
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
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.
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
You'll have to show some code if you're having issues with code. I don't know what you mean about the misc tag.
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
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.
Yeah and I tried that, I understand what basic things do and what my assets do and what the separate XR toolkit changes have been, but I kinda did all of that after I installed the version lmao
So I had to go through many hoops to install different versions
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!
Anyone here try the new v83.0 INteraction SDK?
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?
You probably wont get that on the discord, youll need to use their discussions for that.
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
Thanks!
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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?
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.
Man it is wild how often people post collaboration/job postings in here.
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?
Provide more context please.
If you just want the guest to follow directly, you can make it a child of the host. Otherwise just add a follow script that also dampens the movement a bit to avoid nausea
Hello guys may I show my game footage on here?
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!
i did this its working
You can only do that with the (old) OpenVR loader. Not OpenXR @high hawk
If steamvr/OpenVR crashes, share crash logs
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?
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 š
this is sick maby a kliming game
anyone know how to fix this on my gtag copy?
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
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.
I have a bit of a situation again. I have a specific thing of models that isnāt set to the universal rendering pipeline and somehow doesnāt 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 doesnāt let me solve it
I have it posted here because Iām working on a vr game ofc
The whole trade off is that most games that run Unity rn have higher crash rates, but Unity is also much easier to use and comes with lots of assistance in what they do (Iām also a beginner but this is kinda what I think is the case)
In my opinion, as someone who started his Dev Career in VR (On the oculus Go), I now have experience with 2D, 3D, and VR all in Unity.
VR is the easiest platform vs 2D and 3D to quickly build a prototype out of. Unity does a great job of getting you up and running in VR.
at any point are you scaling your XR rig or camera?
Were their updates to the FBX for your hands? Is it possible the import settings are wrong?
Have you compared the Raw Hands.FBX to a Unity Cube to see if the 1,1,1 size looks correct?
Are all the scales in your XR Rig hierarchy Vector3.One?
Alright thank you, ive never worked vr except for lil messing around before deciding a software
what version of Unity are you using?
Have you done this:
- Select the materials folder for the pink materials
- Window>Rendering>Render Pipeline Converter
- Check 'Material Upgrade' and click 'Initialize and Convert'
If that doesn't work, check what shader those materials are using. if its a custom shader, unity won't be able to convert. You can try just manually changing the shader to a URP one
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
Uhhh Iām not at my pc rn but itās like 6000.3f1, I found out the issue now though cuz I got like a big professionals help
It was a dumb unavoidable thing but it wasnāt solved by any of the solutions anyone else gave me
Lucky me that he had experience with the exact Unity pack I had
Pick one channel, please
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!
so can someone help me setup a vr game in unity cus i dont know how please.
That's a good starting point š https://learn.unity.com/pathway/vr-development/unit/vr-basics
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
Does anyone know how to fix the gradle error problem
What does the error log say?
Can anybody here help me with autohand
Only if you tell us the issue you have
So i bought auto hand about 6 months ago now im getting back into it and when i make a apk and open, My hands are on the floor and i can use them like move my controllers around and track them.
Best to ask in the autohands Discord if no one here knows
Works fine in the XR device simulator and I donāt fall through anything
Yes
No, because it doesn't have a collider
I do have a Character Controller
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.
Okay, then turn it down to 1 (or 2)
Or is this for VR chat? In that case, ignore it as you won't use the full Unity project to submit an avatar
yeah its for vrchat
Then you can even ignore it. Or just change the settings. But for support about VRC:
!VRChat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
Hi all,
Iām 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 Iām considering switching to Ready Player Me or using a character retargeter.
Whatās the recommended approach for custom networked VR avatars on Quest (IK, animations, performance)?
Any guidance or experience would be appreciated.
Thanks!
need some help with this, started a new avatar project and im getting this problems.
Please ask these questions in the VRChat server
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
You need to get the log and find out what causes the crash
meta quest developer hub is useful for this
Does anybody know how to properly set up a full-body VR rig
Iām currently using Final IK, but Iām a bit stuck on how to structure everything and get it working correctly š
. I understand the basics, but Iām not confident that my setup is clean, efficient, or scalable.
What Iām 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.
Install Android Logcat in unity package manager. plug headset into computer. open logcat in unity, run the game, and watch the logs.
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??
try the other tracked pose driver without the input system
To my knowledge that's deprecated
I'll give it a shot when I have the time though
This works, thanks
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?
Is that somehow scripted? Sounds to me like all avatars are referenced to the local player
Happy to report that DLSS 4.5 gives massive improvements to smearing/ghosting in VR, if anyone's curious.
does this work on a quest 2?
no one avatar is local and one is remote
Not standalone, its an nvidia technology
It should work via link
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.
!code
š Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
š Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
Thank you!!
https://paste.ofcode.org/S5TBwu8ijUNNXhAFY6RGrd (Avatar Instantiator)
https://paste.ofcode.org/NiHjj9tLKC8Ld5kwGUwpMm (Networked Avatar)
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.
oh ok, Thank you
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?
There are sample scenes and packages as well as tutorials.
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
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.
Maybe give my base project a go:
https://github.com/smitdylan2001/Meta-SDK-Sample-Project
If that works compare settings
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
Are they rigged already? š¬
They are yeah dont worry
I just need to like setup the animator for em p sure
This is what the package came with just an fyi
think I figured it out the animation tree stuff but I still need to figure out how to animate it based on XR inputs
Thankyou for the responce,
Still it doesnt work for me. Same the vr scene follows the headset movement.
Did you clone the whole project?
Me and many others used this base project, so then there should be errors in the console or in logcat.
of course make sure that tracking does work on other apps as well
I have downloaded the github zip and started unity with the project, setup build profile and then used a scene with camera rig, and controllers, not worked for me,
Also tried OVRcameraRig prefab in the hirearchy, not worked.
But when i build and run the project in the quest 3 it works perfectly.
Youre running in editor. I thought you ran standalone
yes in editor,
is the quest 3 connected via Link? Do other PCVR games work? Did you select OpenXR for PC to add PC support?
yes connected with usb 3.1, Yes PCVR Games work, Selected OpenXR
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?
Disabled Meta XR feature group but same ,
I use meta horizon link pc app.
Wait
you did not use my sample scene
In that scene you have a non vr camera
remove that
Yes my bad, removed, same thing,
So you see the skybox static then?
yes the horizon moves along with the head movement .
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.
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
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
is there any way to have custom grab poses for XRI, just like meta SDK has Hand Grab pose Recorder
will switch back to V74 and unity 2022 for any Meta SDK projects ,this runs perfect for me.
Try and see (;
Also should not be too complex to code
6.3 made XR plugin management dissapear. Am I the only one?
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?
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?
@honest pebble #1180170818983051344
Yeah, I was hoping that there are some settings for this basic stuff. I could fix the grab issue inside the XR direct interactor and added a little script to the climb Locomotion to carry over some energy from the hand movement š
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.
hello
i am getting this error everytime and my unity is closing after pressing close or ok
what is this error plz help me
you probably are overloading your GPU with something in your project or on your system. Thats nothing related to VR but to your setup, so you might rather ask in #š»āunity-talk
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.
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
Nice!
And yeah, really hoping Linux support will be better with the Steam Frame out
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
update: we had a headset with version v74 still on it from ages ago and that headset seeme to run quite a bit better
so wierd
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
There are some new features automatically enabled. Make sure to do an optimization pass.
I got some resources here: https://youtube.com/playlist?list=PLjnZTAR0BuTDNeDPy44G4bUpYRHGzy_xh
Too many crypto bros and metaverse people tried to make that already lol
It would have been cool
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.
you must be joking
No it's a good idea lol
No point for everyone to keep making the same games over and over better to make something unique that nooke ever made befor
i mean ābe 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
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
no its not
you cant code a system where you can literally do anything
how would that even work
Lol you could code a system for it to work you and me just don't know how to
nobody does its so far beyond the realm of development possibility i still think ur fucking with me
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
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
You literally just said what I been talking about since yesterday ššš
So someone make a game so you can be and do anything just takes time and people to pull it off
they didnt
You seem like a noob
you have to make it first
That's what I been saying for 2 days
You just keep saying what I been saying š
what ur suggesting is just āwhy 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
š that's what will happen at some point for video games in the future
you cant make everything dude it would take infinite time and money
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
i can only admire your blind naivetƩ and optimism
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
every feature you add to a game will cost money right
so how many features will it take to make āeverythingā whatever that means
Yup that's why I said you need a team
100k? 1 million? 1 billion features?
You such a noob I am done talking to you ššš
it doesnt matter
u could spend a billion dollars on this project and only make a sliver of what could theoretically be possible
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?
Hello
like Ready Player One?
Try generating the lighting in the lighting window
What's the lighting window? Where's it located?
Ya
I believe Window -> Rendering -> Lighting
haha good luck
Does anyone know where I can start with my Galaxy XR to make a game for it via unity
It doesn't make the entire map dark
If you have prior experience, just pick up the AndroidXR OpenXR package and off you go! XRIT supports it out of the box
Otherwise Unity Learn's fundamentals and VR pathways are quite good to get the hang of it. Just make sure to setup the AndroidXR package properly according to its docs
Then maybe change the ambient/environmental light in the environment tab in lighting (assuming you already turn down the directional light intensity)
Ok but I have a worse problem š
Wait you couldn't answer this one
Nvm
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)?
It should work if you just put multiple colliders on the same object (or as a child to the rigidbody)
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?
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
Ask there for VR Chat support
I am having a unity problem tho
Yes, they have a dev support channel for Unity
The setup is different and they have their own tools
Oh ok thx
Once I have that set up, how do I tell if it's working correctly, and how do I select the compound collider in the interactable wizard?
I never used a compound collider in VR tbh
If the colliders are in the same or a child object they already act as one
Did you try it?
So, just select one of the colliders and they should all work?
I haven't tried that, no, but I'll check.
Select where?
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.
Okay, I tested selecting one of the colliders and, perhaps unsurprisingly, it only allows the grab interaction with that particular collider.
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?
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?
You need to set two children as the grab anchors to the places you want to hold on and put them into your attach transform and secondary attach transform
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
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
š Subscribe for more Unity Tutorials : https://www.youtube.com/@ValemTutorials?sub_confirmat...
Whenever I drag the hands into a folder in unity it doesn't work
My model somewhy falls through the floor and also in game one vr controller is turner around does anymbody know how to fix that?
So what is the concensus these days, XRInteractionToolkit or Meta interaction SDK?
how do i fix this why i try to enable openxr
Any info in the package manager?
Try to install XR Management first or reinstall it
100% XRIT
It has the same feature set now, in my opinion is more flexible, and you are not locked into one provider
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!
Are you using Unity 6 for your project? Not 100% sure, but I think its not supporting anything lower than 33 in unity 6
?ban 1463052178083020935 scam
vvg0623 was banned.
can someone help me i cant build the apk
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 (
), 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 ?
did u hit the build button ?
I have made this small VR demo just to demonstrate myself to gaming and software companies in INDIA.
If its an old version of your scene, it might just be an old version of your apk. Are you using addressables or somethign and did not build them before building
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
did you read the docs about it? https://docs.unity3d.com/6000.3/Documentation/Manual/GPUInstancing.html Just to be sure, you are not falling into one of the two compability topics, that prevent it from working
Haven't come across addressables before so prob not. And yes, remembering it now, it did seem to be a scene I WAS using, just an older version. I probably shoulda debugged first the name of the scene as a screen UI for a quick verification or something, but I was able to fix it nonetheless
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
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
Yeh especially on low vertice counts as on quest, which docs also state, that that might not be a performance up anyways. but good to know š
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 canāt do anything else, gravity does not effect me and I canāt 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!
Im tryna make a vr game using an old version every single eversion has a secuirtu alert apart frkm about 5
Yes, use a version that has a bugfix. Pretty much all major branches have had a bugfix release
Even older Unity versions like 2017
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.
hi guys. can someone tell me why my project does not show on the meta xr simulator š„²
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?
Can someone make me a game vrcalled ducky taggers
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
yea i tried that and i tried asking chat gpt but he couldnt explain
did you look at the settings menu it's telling you to go to?
btw does anyone wanna cohost the game with me if it ever comes out the idea is peak
whats the oculus software
Go into the settings on your quest link pc app and turn unknown sources on
dam bro aint no way you fixed it just like dat
ty
hi guys. i want to add XR hands , i installed it from package manager but it doesnt show here pls help
Use xr origin then copy the hand setup (in camera hierarchy)
I personally use the hand interaction prefab from the samples
how do i copy the hand setup ?
can u help me pls
I just use the prefab and use that as a base
Otherwise there likely is documentation on how to add it
and look for interaction prefab?
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
do i unfold the sample scene ?
im kinda new to unity
Google how to import samples of Unity packages
Or better, follow the VR development pathway on Unity Learn
!learn
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is it now from here
which sample do i import
i think i imported all the needed samples
XRIT Hand Interaction
but in which package is it in
this XRIT Hand Interaction sample
XRIT is XR Interaction Toolkit
!learn please check the VR pathway to learn the basics for VR
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ok thanks
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
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oh sorry
well can anyone help me with that
If you want to get help with something, you need to actually post some relevant details
!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 #šāfind-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 #š±āstart-here
i would but i really dont know anything about coding or unity
!Learn Then start here.
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ok ty
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
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...
Tysm
Trying to make portals for a non linear Gtag movement game but I canāt get them to work correctly
I canāt go through but I can see through them
How did you try to get em working?
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.
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.
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 š
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.```
i don't have this in 6.3 tho
it works fine
it didn't happen until i tried updating a package
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
It's the primary button
would someone be willing to join a call and help me with a couple things? im having trouble with the basics lol
If you're new then you should start with the VR path on Unity learn https://learn.unity.com/course/create-with-vr
thank you
If you have your game running in unity u can go to the XR input system and listen to the keys you press
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 š«¶
Disable the parent grabbable component until it's finished?
You can listen to the Select/Hover events etc to fully customize the logic
I tried that approach, but with XR Interaction Toolkit it breaks down because XRGrabInteractable reparents the object when grabbed, and XR doesnāt allow a grab interactable on a parent if children also have colliders / interactables registered.
Or may I missed something on the comprehension maybe? Ty for ur suggestion
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
I'm on the 6
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?
Nop, I haven't tried swapping the model; it'll cause me problems later š
And while you're attaching the parts, are you holding the frame of the gun?
I just tried adding grabbable components to my weapon's parent (empty) and its children (the parts), and disabling/re-enabling them depending on whether the weapon is assembled or not, and with that I'm getting XRIT warnings.
And I noticed the problem with objects that get unparent when you grab them, so my weapon root doesn't follow the different parts when I move them.
Hum, nop!
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
I'll recheck that ! Anyway ty š
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.
does your scene have a floor? does your model have any rigidbodies or anything that make it fall?
Yes and yes it's suppost to be a gun you can shoot it also has an XrIneractable
How hard is it to make a portal for a non Euclidean game (Gtag movement)
I canāt find anything online that works so Iād have to make it myself but I have zero coding experience
What did you try? There are a ton of resurces on different ways of doing portals
Not too hard but depending on how good it should look it can get harder
Could someone help me, im having trouble with the thumb not moving with the player model ;-;
hold up
you made the armature rigging on the thumb wrong probably
Or rotation locked somehow? š
anyone know a good punching script preferably with a dummy
Make it physics based :P
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
Thanks finally an actually helpful person
any one know a good way to make a enemy
These are an extremely vague questions that do not describe anything. Start learning about the engine, doing tutorials/courses then you'll get the idea how things work and how to make them.
!learn
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And more importantly will learn how to ask relevant questions.
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
For dimming the screen you can add a UI canvas Infront of the players canvas and with a little Script you can make it dimmable one what ever event. There are also particle effects u can add easily in unity
Ok, Iāll have to try that, thank you
Oh and to dimm it you control the alpha channel to change transparency
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
what makes you think that
I am trying to make a flight simulator for VR but the yokes a bit confusing, I donāt really know how to be able to grab the yoke and make the position restricted so I canāt 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?
The component is called "configurable joint" you can set pivot points and lock axis in there
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?
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 :/
You can set the size in "character controller" height and radius
It changes during runtime, if I set it low enough to pass through the door, it places the player half inside the floor
I ended up scaling down the xr rig to 0.8, but it feels wrong af
That also sounds wrong af š
Is the center set correctly?
it wasn't, but changing the center didn't seem to change anything, it modified the character controller values as soon as I moved anyways
I suspect, at runtime, it will ignore your setting and scale it based on the headset distance from the floor. Scaling down the rig would work in that case, but it could mean its a room scale orientation issue. And other players will end up too short.
But scaling the rig should work otherwise afaik
never worked with CC in that manner. But are you sure, tracking origin should be Floor? I usually use not specified or device, as this is the one, that is actually being tracked.
I can test it again in the afternoon, but I've tested all of them, the Locomotion always gets an additional hitbox that is way too tall
For me, in that photo, its not just the locomotion hitbox. Its your camera height also hitting the doorway.
Like if you hit this upper door with the camera.
#š„½āvirtual-reality message
It would make sense the capsule collider is hitting it as well
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?
First basic Unity/3d would be good yes
Unity Learn has good pathways for learning the tools
would anyone know where i could find / if its posible to to "cut" skinned mesh
im trying to dynamically cut enemys and players
There are packages for it, https://assetstore.unity.com/packages/tools/modeling/mesh-slicer-59618
would anyone know a good free one im not able to pay sadly
Making it yourself (;
There aren't many free tools for this, especially not for skinned meshes
how would you even do such a thing? cutting a mesh especially a skinned mesh sounds so complex
It is complex, but it is a solved problem. You need to sort the vertices in left and right cuts, split the cut triangles, and fill the gap left behind.
Made a quite naive implementation for Advanced Mesh Interaction back in the day and still want to make a multithreaded version somehow.
If you don't have crazy high tri counts and don't want full dismemberment a naive implementation works fine
Wsp guys does anyone know why i dont have the climbing prefab in Xr interaction?
im hoping to make something like blade and sorcery but i prefer dynamic slicing then static slicing aka when it cuts at the joints
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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?
Anyone know how to do like dynamic animation like missing a leg but still tries to walk. Like the game Gorn
The limbs can be seperate skinned meshes you can disable
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
Put the components side by side and try. Know that you also need a graphics ray caster on the canvas @verbal plinth
It's all there
cause I have a working prototype version
but it's not working in the actual project
i think they are active ragdolls
Maybe there is too much? Also check which components to remove
I found out why
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
Anyone experience wiht Meta Immersive Debugger? I cannot poke the UI elements (I'm using hand tracking exclusively)
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
i believe it should by default
It doesn't tho
what are you doing in the shader graph?
Just applying textures with some math to it
No vertex shader stuff
are you in URP?
Yes
what version are you on?
Unity 6000. Something
hmm weird.. see if an empty shader graph works correctly
that usually means the shader is broken
It's not
The shader works just not for both eyes
Is it supposed to be a special shader graph instead of a normal lit shader graph?
Do you use single pass/multiview already?
Update unity
What does the sahder do?
You need URP lit for URP shaders
a broken shader will usually still appear in 1 eye, but depending on how it broke, it'll sometimes appear differently
How would a shader be broken tho
well normally you try to use an unsupported feature, but it could also be a logic error or a math mistake
It's just simple math and shader works normally so it can't be that
it works normally in both eyes?
well it doesn't count unless its in both eyes on the headset
Could it be cuz I made it before enabling xr in the project
no, cause that'd mean no asset store assets would work
what
well its not like they where made in xr projects
ohh i get what u mean
what math are you doing?
just adding and subtracting numbers from textures
im using textures from a unreal engine game which is why i need a custom shader to remake it in unity
can someone help me get my game on app lab
what do you need help with
idk
Nice š
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?
would anyone know/ could help me get an effect like this
The XR Origin is the VR camera, which takes user movement only, so moving the virtual content sounds a lot better
do sumeone no how to make the unity game to apk for vr
Thanks for your reply. Moving virtual content will break unity light baking system, such as the Directional Mode baking, and the reflection probe does not support rotation, many functions of Unity will malfunction.š„
i want to use trigger and the b button the activate something how would i do that?
You can set it static, then bake lighting, and keep the lightmaps and reflection probes afaik. Just not sure about light probes
@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.
anyone know a good free tut for making active ragdolls enemys
Did you try any already?
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.
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?
I work on games like those all the time and currently making one. Kind of easy fix. Because if you got it from some youtube tutorial or something like that then the Monster HorrorAI will never have the best like sounds and jumpscares etc. I recommend learning more about how Monster AI works if you dont already or the script/package already has some built in adjustments. Hope this helped.
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.
Happened to me with the left hand not connected to the forearm. and I found out I accidently like duplicated one bone and another bone beetween i forgot to just add its almost certainly you just forgot something or messed something up while rigging it.
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 hasnāt even TOUCHED his game in 4 years and itās 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
Depending on what the main mechanics of the game is is depending if i can help or not. I am not familiar with some mechanics in vr development.
shall we talk in dms?
Sure.
accept my request
Yeah saw a good on so im following it now
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What?
I've done this before and I did it simply by instancing a plane wherever there is a bullet hit, and the plane has a material with a bullet hole cutout texture
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put Debug.Log("Cursed Energy") in your script
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
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!
I believe I ran into a similar problem and this helped me:
https://docs.unity3d.com/6000.3/Documentation/Manual/SinglePassInstancing.html
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?
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.
Be specific what is not working. That can be anything from no input to your house burning down
When the user moves the ball?
If so, move it with physics and maybe use continues physics if it moves fast
sorry to necro this, I only saw your answer today, but it really isn't colliding, I can't find a better way to screenshot this, but in game, the camera isn't colliding, even when looking straight up, there's essentially a whole lot of space on top of my head
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..
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
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
Steps to reproduce:1. Open the attached user's project "TestURPTemp.zip"2. Open "Assets/Samples/XR Hands/1.7.3/HandVisualizer/HandVi...
https://discussions.unity.com/t/unity-xr-updates-february-2026/1709764
Update from Unity and a full survey to find XR devs their pain points!
Definitely the most direct method to get your feedback seen by Unity staff!
Hey guys, how do I make VR hands interact with cloth object? I'm using meta SDK and cloth component
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
Hey guys, how do I fix it not letting me select oculus in XR Plugin Management
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)
What does the warning sign tell you?
Oculus XR is deprecated. Use OpenXR with the OpenXR Meta package and set those up properly
To clarify the video is an example of what I'm trying to do but in my VR map can someone help me?
Can someone help me I'm trying to figure out how to trigger a animation by pressing a button the video on the right is a example of what I'm trying to accomplish
8 months later but I did find a solution to our app taking too long to load before displaying the splash screen. I wrote down my steps on the forum. https://discussions.unity.com/t/android-game-takes-too-long-to-start/778934/11
I am just wondering, why the initial load into memory happens within the splash screen. are you for any reason using inspector references to other scenes?
Hmmm, no, we use this plugin for it https://github.com/JohannesMP/unity-scene-reference. Could the way you're referencing your scenes impact the initial load time?
If you add something in your inspector (apart from addressable assetreference), it will be loaded into memory, no matter if you instantiated already or not. So a reference to a scene most likely loads the entire scene in memory already. I suggest going for addressables with the scene too.
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.
