#🥽┃virtual-reality

1 messages · Page 30 of 1

wise forge
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you are very welcome. I have been fighting a lot with memory optimization on AVP to make the project run smoothly 😄

jade zodiac
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fixed it but ty

floral kindle
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Hey guys, im trying to update Meta simulator but i keep getting this error

floral kindle
graceful finch
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Making a new VR game give thoughts (only level 1)

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And some level 2

wary birch
graceful finch
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parkour

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its my server tag if you wanna join

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the server

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@wary birch

wary birch
graceful finch
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yeah

formal bough
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Any ideas how to solve "[arvr.simulation.openxr.compositor_readback]: Error creating swapchain image" error while using AMD GPU and (latest version) Meta XR Simulator? All working for me with NVidia RTX, team member with AMD GPU having mentioned issue.

torpid ginkgo
graceful finch
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Oh ok

sullen pasture
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how do i make an vr game testing on a vr?

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i connected with airlink but it dosent work

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hello?

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i dont want to wait 3 hours for an answer.

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^1ANCBV:;M; ujmk,ihnz z kzhnujm

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g`Rgzzunmj zhugkv0,9

wary birch
buoyant jolt
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😉

buoyant jolt
mystic kraken
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Need more than that lmao

muted iron
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could anyone help me figure out how to make a inventory / storage system

daring lion
# muted iron could anyone help me figure out how to make a inventory / storage system

Inventory System with UI Toolkit continues by exploring the Model and Controller, putting it all together and implementing the new Runtime Data Binding feature via a View Model and a new class - the generic Bindable Property!

NOTE: UI Toolkit data binding is only supported in Unity 2023.2 and above.

WATCH PART 1: Build Procedural UI with Callb...

▶ Play video
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Anybody got a clue why the UI Toolkit XR interaction sample is not working for me? I am using OpenXR with Meta Quest 3

sullen pasture
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guys how do i play a unity game on an ocolus? 1. im in the engine 2. i pressed on start 3. when i press a button on the joystick the fingers move but i cant look around and move.

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can i please not get ignored?

sullen pasture
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hello?

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guys how do i play a unity game on an ocolus? 1. im in the engine 2. i pressed on start 3. when i press a button on the joystick the fingers move but i cant look around and move.

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well sorry for spamming, but i dont want to wait 2 hours for an answer

wary birch
daring lion
# north path Not without more info

Dylan, what info do you need ? I just start from the VR template import the sample, use Meta Link hit play and BOOM UI toolkit is not working

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I tested 4 different Unity versions

daring lion
north path
north path
daring lion
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Well the UGUI works in my scene , the UI toolkit does not, while I can grab the panel. it's showing but not processing any input

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Where are you located?

north path
north path
north path
daring lion
daring lion
unique matrix
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anyone experienced differences in unity editor vs build to the headset? In the editor, my player spawns in just fine where they are in the hierarchy, moves fine regarding collisions, but when building and testing out in the headset, I spawn at an offset (it looks like its the "pivot point" rather than the "center"), and the collision of the floor is off sometimes as well. For example, there's spots on the floor that when walking by the player drops half way through the floor, shortening the player height, but again, works perfectly fine in the editor.

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and there's no visible gaps in the editor regarding the floor. Id understand if it was happening in the editor fine, but whats tripping me up is the difference between built and in the editor. Is there somthing im missing regarding the meta quest hardware/how they run apps ? Like a default fallback option or setting or smthing

charred cloak
signal stratus
wise forge
signal stratus
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@wise forge No transparent materials; this issue was found on the outline of each model, material with opaque alpha clipping being more obvious.

wise forge
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because visionOS only allows either alphaclip-opaque or transoparent-noAlphaclip

signal stratus
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I'm sure, my shader is alphaclip-opaque.😥

wise forge
signal stratus
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Alpha clipping is shown in the inspector.

wise forge
# signal stratus Alpha clipping is shown in the inspector.

Than its just visionOS being visionOS. You can try to combine all objects into one visionOS Sorting Group Component and see, if that helps. but the more "transparent" objects are rendering on top of each other, you will run into this, because the more screenspace they take up to recalculate, the more it will start "dragging"

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Also having Depth Write to force enabled, is there a reason for it?

signal stratus
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Depth texture is false in my render setting. Maybe it's a performance issue?

wise forge
signal stratus
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@wise forgeI am rendering with metal mode, and my app is an MR environment.

wise forge
signal stratus
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@wise forge Okay, anyway, thank you for your reply. I will do more testing. Thanks again.🍻

wise forge
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Will test that suggestion myself tomorrow. If that "fixes" it without breaking other visuals. thanks for that thread 🙂

raven shoal
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can anyone help me i cant create keys in unity keystore manager

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how do i fix it

wise forge
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so as you chose this channel... what is your issue with the keys?

tall island
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Hello everyone, I have an issue with the rigid body in my vr game and to be more specific on what issue Im having I have a mazebox and the player is suppose to grab and when the player grabs it it activated the phsyics for the ball and the player is suppose to tilt the mazebox until the ball goes to a hall.

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but the issue is the ball dropts all of the sudden or jumbs off the maze box

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I made both the box and the ball continues in their rigid body but still problem is not fixed does anyone have any reccomendation to how to fix it

crude frost
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whats the proper way to recenter Oculus Quest 3 from C# code in Unity? I tried OVRManager.display.RecenterPose(); and it seems to only work once, but also it resets to floor instead of keeping me at eye level.

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I'm using an XR Origin, but my camera has an OVRManager on it

unique matrix
# charred cloak I had this problem once but I can't remember how I fixed it. The position where ...

aight im not sure whats going but Im currently in build code 1.82. It shows correctly in the meta quest developer hub, TODAY I put it in the Production (store) release channel (previously only had it till 1.15 but mainly been using the RC release channel thats always had the updated version correctly, so now BOTH the RC channel and the Production channel are the same version 1.82. ). It also shows it on the https://developers.meta.com website, it shows v1.82 in the app's PDP, and on the headset's "See Details" page, it shows the correct version (img 2).

However, in the app settings on the headset (img 1) which i guess is different from the see details, thats the only place that I see a 1.76 (a previous version from a month ago, took a break from dev stuff). You can even see it the third image when I click on Release Channels, it has the 1.82 version on there, but regardless of which I click, the 1st image ALWAYS stays at 1.76. Ive been consistenly pushing the same with no issues.

When I added a test gameobject to one of the scenes, and I run the app, its no longer there (this is 1.82). So clearly despite everything else saying its 1.82, it seems its still stuck at 1.76 and im not sure what the fix is

unique matrix
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id i had to go through hoops, I think another profile I had had it previously even though it didnt currently, but after removing that profile and hard deleting everything, looks like it works now. Probably some weird meta ghost data bug

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this app sucks bro

high shore
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Hey everyone, I’m completely new to Unity and I wanna get into VR development. I’ve only developed Roblox games and I’m just starting to learn Unity. If anyone has any general tips or things I should know as a beginner, I’d really appreciate it. Thanks in advance!

north path
signal stratus
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Hi there, has anyone tried this?

wise forge
signal stratus
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@wise forgehttps://discussions.unity.com/t/what-is-the-standard-way-for-using-image-tracking-to-create-mr-app-in-unity/1708647/6 Please look at this. I have tried these two workflows, but none is perfect.

wise forge
cerulean portal
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Hi! I'm having trouble with my app when I view it in the headset (Quest 3 / OpenXR).
When I put the headset on (Build or Link), there's a sort of white area above the lenses. I don't have this problem with the Pico 4.
Even when I create a simple camera view by removing all the environment and gameplay, I get the same thing.

wise forge
cerulean portal
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i using XR Origin (XR Rig) same as other project using quest 3

wise forge
cerulean portal
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yeah it's work, i search some difference between them but nothing really different

wise forge
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Did you compare the XRORigin rig including all its children up to the main camera and its components?

cerulean portal
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only certain Pico components, but I disabled them during initialization.

wise forge
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and you used the pico stuff also in other projects like you do right now?

cerulean portal
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i create camera with no environment and no component (only camera) same thing

wise forge
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yeh, but pico components, what does that mean. there can be surely some script from pico that overrides stuff that when building creates wrong setup values for quest, I could imagine

cerulean portal
wise forge
signal stratus
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@wise forgeI'm creating an MR app. My initial approach was to anchor the virtual content to anchor points. However, the virtual content can't be static, meaning I can't use lighting for baking, and the reflection probes would rotate, causing many problems. So, I tried keeping the virtual content static and using anchor points to control the XR origin, which achieved my goal. The only issue is that the virtual content shifts when I re-enter the app. This problem doesn't occur when the virtual content is anchored to anchor points.

wise forge
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You could still anchor your content with a virtual anchor and everytime you reenter the app, you reset your origin to that anchor position?

signal stratus
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@wise forge No, after anchoring my content with a virtual anchor, I did nothing with XR Origin.

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I just copy virtual anchor's transform to my modelroot

wise forge
signal stratus
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@wise forgeYeah, I have tried this, and it works. But if I reenter my app. Something was reset; my virtual content transforms based on my headset position. I should rescan the tracked images again.

wise forge
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just store the anchors ID and check against on the arrays you get from this life cycle events

signal stratus
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@wise forgeI will try this, thank you.👍

cerulean portal
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the white border is due to my solid color being white, even though my background type is set to Skybox. Some forums suggest it's due to XR Occlusion Mesh, but I'm in VR, not AR or MR.

wise forge
cerulean portal
wise forge
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so do you see those bars inside your headset when looking through it?

wise forge
# cerulean portal yes

I would bare test your setup, so create a new project. Put in only xr for quest, build it, see the result and than add your pico package and see the result. to be sure its not the pico package

cerulean portal
charred cloak
cerulean portal
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I found the problem it's just headset update v82 to v201 😭

cerulean portal
charred cloak
opaque fulcrum
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My unity is bricked. No one seems able to even guide let alone help. I'm having a lot of problems with the bases in Unity. I can't really find anything about the animator controller and animator. Reply to me so I can respond. I think this problem goes beyond just assigning because I have tried so much nothing as worked.

buoyant jolt
unique matrix
vast thorn
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Hey, having a problem with OpenXR FFR - every time I build the app to quest, the FFR API changes to Legacy on its own in the OpenXR settings... not sure if it's even working in the game afterwards. There's very little distortion visible at highest setting, I would expect it to look well.. worse, (but if it works and looks like this then I'll take it)

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Bonus question - in FR settings, when Subsampled Layout is enabled, on the device, there is a black bar visible on the left side, of the right eye...

wise forge
# vast thorn

Id search the codebase for anything that changes that API setting on build with build scripts. find out the name of the settings in API script and search in vscode including packages

north path
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Also you can check the FFR level in OVRMetrics I believe!

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But mine also keeps reverting to legacy, didn't look into it much yet

opaque fulcrum
vast thorn
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how about the black bar with subsampled layout, did you experience this one?

wise forge
buoyant jolt
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🤷‍♂️

opaque fulcrum
wise forge
opaque fulcrum
wise forge
strong kite
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Any idea how to make TimeZoneInfo.Local.Id not return "Local" in Meta Quest?

opaque fulcrum
bold sentinel
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I hope that this is the right channel to ask this type of question. I need help figuring out why I'm unable to rapidly press a XR simple interactable button in VR. Inside the editor when moving one of the poke interactors with my mouse while in play mode, each rapid press gets successfully registered but in VR, that's not the case. I bet it has to do something with the XR Poke Filter because when I disable the "Poke Angle Threshold" I'm able to rapidly press the button but I obviously want the angle threshold to be active. Any ideas?

It has to do something with FPS because while the headset is not connected, I get around 400FPS and the poke detection is flawless but once the headset is connected, the FPS is capped at 90 at the poke detection is worse and you have to go slower. Something to do with velocity calculation

pine bison
bold sentinel
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The way it determines a valid press/select of the interactable uses velocity or something like that and in a low FPS setting it gets a little janky. But 90 fps shouldn't do that

pine bison
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Interesting that it works without the angle threshold though

high shore
pine bison
# high shore If anyone has any more advice please lmk 🙏

There's a VR pathway on unity learn, and Valem tutorials on Youtube has some good tutorials. However if you're completely new to Unity I would highly recommend doing some non-VR tutorials first. It's good to get a fundamental understanding of the engine before you add the VR complexity layer

vast thorn
# bold sentinel I hope that this is the right channel to ask this type of question. I need help ...

you pretty much answered yourself, if you just move transform in the editor you're not using physics to move the controller, and adding to that you have 400fps so if the detection is somewhere in Update you get more frames to check.

when you switch to vr, you might be moving the controllers using physics and if you move your hands too fast it'll skip the collision at 90fps.

had the same problem in my golf game where the golf club head would never hit the ball at fast swings, just go through.

you will most likely have to create your own button or try to modify the component so it works for your case.

the way I solved my problem was to not use collision events (collider enter, trigger enter etc), but have a boxcast from previous club head position to current position (controller "touch point" in your case). And some additional smaller features to make sure it registers the hit 100% no matter what, like making the boxcast bigger the faster you swing, or making the ball collider bigger the faster you swing to give players more slack. Nobody is going to notice that at 100mph swings, and the ball flies 😄

high shore
# pine bison There's a VR pathway on unity learn, and Valem tutorials on Youtube has some goo...

Thank you, I understand and I’ll definitely check that Youtuber out. I also had another question, I’m using a Macbook and when I test my game I have to use Build and Run with the run device set to my Oculus while it’s connected to my Macbook with a usb c cable. It usually takes a while, so it doesn’t seem ideal for like quick testing and I’ve seen people on Windows just press Play in Unity and test it instantly. I was just wondering if there’s another way to test it on Mac or if this is just how it works for now. Thanks

pine bison
wise forge
# high shore Thank you, I understand and I’ll definitely check that Youtuber out. I also had ...

Just to add here, you could of course also build for mac, as you can do for windows, but if your game is VR and relies in VR packages and input, there is no "easy" workaround to this. As long as its not for testing the input but just behaviour of things, you can always write a platform dependent input version, that will handle input in a standalone build. I got a AVP project, where artists need to quickly test their behavior and if editor is not enough, they can build standalone versions and run around with mouse and keyboard. But of course, that does not help in testing input, this will always be tied to building for the device. I am not sure, if there is something like Unity remote for android VR devices, where you basically stream the game to the device and only get back the input information from the device. But maybe worth googling

pine bison
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When I started with VR dev it was still possible to run Oculus Link on Mac. But it was deprecated around 2019 :/

high shore
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Thanks for the clarification, that makes sense. I figured it might just be a limitation on Mac for now but I’ll try using the XR Simulator when I only need to debug, I appreciate the help 🙏

plucky hawk
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So the only VR headset I have is a Psvr 2 and I want to try Vr dev at some point, could I get some tips on how to get started?

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Btw I’m using a Mac to use Unity

north path
north path
plucky hawk
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Is there a converter of some kind, like Psvr2 to USBC?

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Or one that works with Mac at least?

pine bison
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That's such a cursed combination, I don't think you'll be able to work around that no

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Even just a mac is hard enough, but also it's a whole can of worms with the PSVR2

plucky hawk
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Worth a shot

wise forge
pine bison
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Actually I should totally get that adapter... I would love to try out the PSVR2 on my computer

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I bought a Quest 1 when it came out and it was awesome for PSVR too, but the price of being an early adopter is that the hardware is quickly deprecated 😅

north path
pine bison
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I do and I really should

placid sparrow
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Heyy, I'm struggling figuring out how to get a simple raycast hit event out of near-far interactor. The MR sample ships with it, and it works great if you're targeting UI or objects, but I'd need a raycast hit point on pinch instead.

I'm not quite sure if I can just slap Ray Interactor to the same hand, as isn't it fighting the near-far interactor then?

north path
placid sparrow
north path
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Ray interactor should work, but I use near-far to also grab it closeby

placid sparrow
signal stratus
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Is this a bug?
build the “Main” metal sample scene from Apple visionOS XR Plugin
Set the near clipping plane of the XR camera to 0.1, virtual content is stable, but distortion artifacts are obvious.
Set the near clipping plane of the XR camera to 0.01, virtual content is unstable, with no distortion artifacts;
All of these happens when camera is moving.

wise forge
signal stratus
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@wise forgeThe area of the red arrow, the object's line is not straight. Can foveated rendering affect this?

wise forge
signal stratus
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@wise forgeYeah, let me turn off foveated rendering and build again!

wise forge
signal stratus
wise forge
signal stratus
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I have tested a lot, this is an app call JigSpace, all material are opaque, but still have this issue.

wise forge
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yeh, its nothing, we can do about yet. If it is not because of performance issues with transparent, its just how visionOS is generating the frames with that warping issue.

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If you are not going to use MR, you might test metal rendering and see, if that fixes anything, but I am not sure if that would help

signal stratus
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@wise forge The smaller the near clipping plane, the less noticeable the distortion artifacts, but there will be jitter; the larger the near clipping plane, the more noticeable the distortion artifacts. I can't balance them. I think this problem is related to how Vision Pro uses Unity's depth buffer.

wise forge
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are you using realitykit right now or the metal pipeline?

signal stratus
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I am using the metal pipeline.

merry falcon
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i need assistance

wise forge
signal stratus
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@wise forgeI can't ignore depth buffer, unity says no matter use metal or realitykit, vision os always use depth buffer to stable virtual objects to the physical world, I think I have to live with it. Thanks anyway.

wise forge
signal stratus
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@wise forgeI used passthrough and image tracing and space anchor point😶

wise forge
signal stratus
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@wise forge Ok, I will try, thanks bro.

wise forge
# signal stratus <@1408393982505123873> Ok, I will try, thanks bro.

but in the end, you gotta live with it to a certain amount I guess. I have been working with avp since the start and especially things like windows and objects behind or in front of it will elevate that issue of depth buffer not keeping up, making things behind transparent objects rerendering with some weird parallax effect falling behind visually.

signal stratus
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@wise forgeI suddenly remembered that a year ago, when Metal was still immature, I made a version using RealityKit. Because RealityKit had too many limitations, I switched to Metal. I just opened that version and encountered the same issue. Perhaps I was too impressed by Vision Pro when it first came out and didn't pay attention to the details.

wise forge
signal stratus
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@wise forge"what if...?" of Marvel also have this issue! At least after I saw it. but its optimization is so good that it's not very noticeable.

wise forge
signal stratus
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@wise forgeYes😅 , I feel relieved. I always thought it was my own problem. Thank you for your reply. Although the problem isn't solved, your information was very helpful.

muted iron
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i want to make a script(or a tut) that lets me draw a rune then have it replace with a premade one letting u draw it with it still looking good

past otter
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Hey there! I'm making a VR project, and every time I call XRGeneralSettings.Instance.Manager.StartSubsystems();, it almost instantly (next frame?) prints "Shutting down OpenXR" to the console and then calls Quit on the application (my OnApplicationQuit code is being hit). Any thoughts on why that might be happening? It's happening consistently on my laptop, but only happened on occasion on my desktop. This issue doesn't occur in builds.

In practice, this means that when I try to test in editor, it plays for a moment and then exits play mode.

upbeat tendon
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Hey guys, I am trying to build a test scene for Oculus 2 using Unity and URP shader, but for some odd reason, I see only plane mesh, which has no material attached to it. All other object are visible in editor, but not in headset itself. Did someone ecounter this issue? What should I check?

north path
upbeat tendon
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@north path Yeah, I ll try to be more specific. When building the scene and running it in VR, all I see is a flat plane, nothing else. I tought it might be caused by shader, but even basic cube does not show up in VR. Also, I got only one scene, so no clue if Oculus might be loading something else

north path
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  1. Make sure you use one quality tier only to avoid shader issues
  2. Check the build settings to see if this scene is in there
upbeat tendon
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@north path Am I doing something wrong here?

north path
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You didn't include your scene in the build

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Replace the sample scene

upbeat tendon
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Oh my bad, thats kinda stupid... it works, more less

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Thanks for pointing that out!

muted iron
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Anyone know how I would make something like infinity from jjk

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Like blue and red

whole edge
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how do i fix it wont let me make a build

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@north path could u help maybe?

modern fractal
whole edge
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oh mb

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i just need to build and find someone to try it with me to see if its working well

north path
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And use the XR validator

whole edge
wary birch
placid pasture
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Yo guys I’m making a animal company fan game horror game sadly I don’t have a pc and I’m looking for people to help me develop dm me if. You would like
The game will include varieties of monsters and summoning
I have the models already I just need someone to do everything else because again I don’t have a pc. I’m willing to pay for this to be done but don’t expect a lot of money prob like 20 tbh

pine bison
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The technology you're looking for is called "daydreaming", it's actually pretty close to VR. You just close your eyes and you can see the gameplay right on the back of your eyelids. Super neat and a lot of replayability. If you want to take it a step further you can draw screenshots on a piece of paper with a pencil

unique talon
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Is anyone good at making gorilla tag horror fangames? pls if u wanna help me dev feel free to dm me!

white notch
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hello everyone, im looking for some advice. i want to build a reasonably small realistic horror PCVR game but im not sure wether to use HDRP or URP shaders, i was wondering if anyone had any advice as this is my first time developing in VR?

pine bison
white notch
pine bison
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You can push URP quite far for sure. Do you have a target platform in mind?

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Issue is that many rendering features can't be used in VR, like SSR or other post processing

white notch
pine bison
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If you're ok with targeting PCVR users with capable computers (like for half life alyx) then you should be able to use HDRP though you might need to disable some features

white notch
pine bison
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I would just set up a new project tbh if you're not too far in yet. I think there are guides for how you can convert, I haven't done it

white notch
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yeah okay, thank you.

pine bison
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But I think with that computer setup you're right it's risky with HDRP

white notch
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any idea how i can transfer gameobjects from 1 project to another, im trying to move the vr system

pine bison
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You can right click on a folder in the project view and export it as a unitypackage which can be imported in your other project

white notch
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ah okay, thank you

bleak flintBOT
# modern fractal !collab

:loudspeaker: Collaborating and Job Posting

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

wary birch
river dew
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so modeling problem i cant seem to troubleshoot with any tuts, i have a clothing chest piece that i can't seem to move dynamically with the chest jiggle bones (VRC) is there any way that I'm missing something through the unity software or is it purely rigging since i only use one bone for this chest piece.

torpid ginkgo
#

!collab

bleak flintBOT
# torpid ginkgo !collab

:loudspeaker: Collaborating and Job Posting

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

north path
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Does anyone here know how to link the Meta Quest Developer hub (already have a private app with a business channel) to the Meta Work dashboard?
No invite shows up in the Meta Work dashboard, so now I have to manually update it with a self hosted apk every update

white notch
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hello all, im having a really weird issue when making a drawer in vr. im using a confiurable joint to limit the amount it can be pulled but if you pull past that point it starts glitching. i need it to just stop instead, anyone know a solution?

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sorry i just realised the video froze ill send a new one

wary birch
white notch
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How would I check that

soft swallow
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Im making a vr game and how do i export the file cuz when u build the apk and try and go to where i saved it i CANT FIND IT please help

pine bison
# white notch hello all, im having a really weird issue when making a drawer in vr. im using a...

Im not sure joints like that are a good way to go about it. Generally I would recommend using a framework for interactions, the XRIT demo scene is really good and gives you basic interactions like this https://github.com/Unity-Technologies/XR-Interaction-Toolkit-Examples

GitHub

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

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There’s a custom joint setup there for drawers

white notch
pine bison
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I just always struggle with it lol with exactly the kind of issue that you have there. I always go for transform based interactions instead

wary birch
wary birch
white notch
white notch
wary birch
wary birch
white notch
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Every tutorial I’ve looked at just used the track pose driver interaction system

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How would I go about it

wary birch
stiff kite
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Hi guys, was wondering if someone knew what the cause of all the objects in the simulation kind of just start flying whenever I start the simulation? I messed around with the gravity settings and the colliders and it hasn't fixed anything, want to know if anyone has any insights on what I could potentially do to fix this (I am not able to interact with any of the objects either, not sure if maybe it's an issue with my meshes?), or where I should try looking at least.

wary birch
modern fractal
#

this is a help channel

novel zinc
wise forge
safe fern
#

any tips to reduce floating point precision errors? (that arent floating origin) it seems especially bad in VR because at around 1700meters i can already see verticies glitching :( most discourse about this online seems to say its only noticeable at around 7000m so im a bit concered why im seeing it at 1.700~

buoyant jolt
smoky wedge
#

can newer versions of unity still build to Oculus Quest 1?

#

im still working on stuff using my quest 1 standalone (mainly for maintaining a certain level of performance)
but i kinda was interested in using some of unity's newer features

unkempt breach
#

I uploaded my gt model but it says this. and deletes 2 faces on the models head please help

buoyant jolt
smoky wedge
#

oh ok, alright...

modern fractal
#

You have non manifold geometry somewhere

unkempt breach
wary birch
unkempt breach
ashen kindle
north path
# ashen kindle has anyone here ever changed the normal controllers with animated hands? i’m cra...

There are many tutorials out there
https://www.youtube.com/watch?v=DxKWq7z4Xao

What's the best way to animate VR hands using Unity's XR plugin and the new input system? Find out in this video!

Hey guys! If you're like me at all, my hands are the first things I look at when starting a VR game. The model and animations are core to the immersion I feel. They really connect me to the game, you know? So I figured it's the next...

▶ Play video
buoyant jolt
#

And yeah we use custom controller free hands in all our stuff

#

The trickier part was just that they didn't make the tooling very good. So for a long time they had overrides buried as private inside the stupid package, so you couldn't change, inherit or override key components. And really weird convoluted ways of animating the bones.

But iirc they put some effort into it since and last time we updated everything it was a lot more sane

But the lazy way to do the model side is to just import their FBX example. Then use Blenders sculpt pose tools to move your fingers over the one they provide. And assign the rig over. And keep the project open, you'll probably need to add some vertices along your joints for smoothing

unkempt breach
#

Could anyone help me with weight painting my blender model.
Thanks

modern fractal
unkempt breach
white notch
#

im not sure if this is vr specific but i am using vr and my button is invisible or something. Idk how to fix it.

north path
#

Only in VR? Or also when editing? (if also when editing, its not a VR issue)
Make sure your world space canvas is set up, and make sure its not just behind that screen
For any more info we need more info on the setup

#

@white notch

vast eagle
#

In an Oculus OpenXR project, every time a project is opened in Unity, Project Settings have to be set up again. Meta Link app also seems to forget settings or have trouble running an app.

What could be the cause? Something about Windows accounts? Mismatchbberween admin and normal.user Riggs?

#

Specifically, the project seems to 'forget' whether it should be using OpenXR or Oculus in Play Mode OpenXR runtime

north path
#

Every runtime has a button for it. The runtime option should only be used for testing/debugging

vast eagle
trim granite
#

Hi, im running into a problem with the unity Xr interaction toolkit. On release of physics objects they snap back to the original position (and dont get set to physics nonkinematic) however, using the XR simulator they do work? What could be the cause of such weird behaviour?

crude frost
#

Issue #1
i've been learning UI Toolkit this weekend. Usuing UI Builder for everything. My XR controllers can interact with UI, except joysticks aren't scrolling, and i am used to legacy xr and legacy UI being able to scroll my holding trigger at panel, and just swiping.

What am I missing to get scrolling working?

Edit: I did just discover I can click with trigger, and drag panels to scroll them. But, I'd like to be able to auto scroll with the joysticks.

crude frost
#

Issue #2:
None of my old XR Grab Interactables Work Anymore. I can create one from a cube. And it works fine. But if I grab one of my Prefabs that were working previously, they don't work.

Even If I drop in the scene, remove all the grabbable related components, and re-add them. They don't work.

But, if I start from total scratch, by dragging the FBX into the scene and add the needed components. it works. 😠

Edit: Prefabs must be corrupted or something. Models I hadn't set up yet work fine once I added the components. So, I'll just need to go back to my original models and start over with them.

unique talon
bleak flintBOT
#

:loudspeaker: Collaborating and Job Posting

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

crude frost
#

I'm having a hard time using Near-Far Interactor to scale XR Grabbable objects. I can make it work with XR Ray Interactors, but not with the Near-Far Interactor.
Moving and Rotating work fine.

#

i think i figured it out. I had to use these settings

vague birch
#

Hello everyone!
Perhaps someone here will have already encountered this issue or is more comfortable with the profiler then me but here goes nothing:

When profiling my game on my Valve Index using Steam VR, the wait time of the CPU and GPU are included in the graphs. As you can see in the attached images.
That obviously makes the graphs themselves incredibly useless and even worse the target frame time section blatantly misreports on the frame time budget.

Does anyone know why this is the case? From what I've seen in tutorials online, the profiler shouldn't look this way.

More about my setup:
Windows 11
Unity 6.4 (0f1)
Steam VR Beta 2.15.6

Help is greatly appreciated!

wise forge
north path
crude frost
#

using UI Toolkit, can Meta Quest 3 native keyboard work with UI Toolkit input fields?

white notch
#

I have a small 5x5 meter office room with no windows and a ceiling panel light. My project is HDRP in vr. How would I light the room to make it look realistic. I’m decently new to unity and especially vr development and HDRP

north path
feral ginkgo
#

I am making a game that is inspired by a Roblox game, and it has Gorilla Tag Locomotion
No, this is not a Self Promotion. This is just a preview of what the game looks like so far.

Inspired by: https://www.roblox.com/games/18521198389/Classified-Part-Underground-Facility
If anyone is interested in Playing, the game will be released on Meta Quest sometime this year. Not for sure when, due to it being freshly made last weekend.
No Discord Link will be provided due to me saying this is not a self promotion

Roblox

All the action takes place in 1983. In the 1980s, nuclear science succeeded thanks to the High Science Corporation. In order to protect the privacy of their achievements, this facility was built.

An experimental controlled fusion reactor based on the "Little Sun" was created in the facility. Most people were interested in this achievement, espe...

#

If you have any recommendations they will be greatly appreciated

unkempt breach
#

I was wondering if anyone knows why my PlayFab isn't counting players when people join or atleast me.

feral ginkgo
unkempt breach
unkempt breach
feral ginkgo
#

you have the Request Type to "Unity Web Request" right

unkempt breach
#

Yes

#

And the id is correct

feral ginkgo
#

send a screenshot of the PlayFab window. Please scribble out your PlayFab ID and any other sensitive information

unkempt breach
#

In unity?

feral ginkgo
#

yea

unkempt breach
#

mb that took so long

#

theres also this error

#

@feral ginkgo

feral ginkgo
#

huh thatas weird

#

did you install UnitySDK and PlayFabEditorExtensions

unkempt breach
#

yes

feral ginkgo
unkempt breach
#

ok

feral ginkgo
#

maybe it just didnt import correctly

unkempt breach
#

and i just re logged in

#

@feral ginkgo

feral ginkgo
unkempt breach
#

huh

feral ginkgo
#

show a screenshot of the console

unkempt breach
#

it still not working

#

in unity?

feral ginkgo
#

yea

unkempt breach
feral ginkgo
#

brb

unkempt breach
#

is there something where it doesnt show if you play it in unity or smthn

#

ping me when you come back

#

now it says this

#

no clue if its related but wtvr

feral ginkgo
#

@unkempt breach So PlayFab for me isnt also showing. I have everything setup properly, and yet still doesn't work.

Playfab Recently had an UI update and reorganized most things, and i suppose something interfered with the PlayFab code causing Servers/PlayFab to temporarily go down

unkempt breach
#

And will things using playfab work?

feral ginkgo
feral ginkgo
unkempt breach
#

Ok

unkempt breach
feral ginkgo
vocal vigil
#

Hi guys. I'm trying to create a Fade out effect for my VR application and it seems they are quite a lot of different way to do so but they all seems to have some kind of issue :
- I Tried to use XR Composition layers with a texture and a Color Bias and Scale component but ran into issue. (Only quad working with SteamVR and oculus link, the Color bias was not working...) Well this doesn't seems stable at all and working on all platform.

- A Canvas with a Screen Space - Camera render mode, but the edge don't match the edge of the view in the headset so the background leak through the canvas.

- The good old trick of adding a 3D sphere / cube around the camera with custom shader. I'm not a huge fan of such solution but if nothing else work I'll go that way.

- To be honest this one was an AI idea, and it almost worked :

Hooking up into the rendering pipeline and using GL to draw directly on the camera, but I admit I don't understand everything going on here. It is almost working perfectly except it only draw on the Left Eye... And I'm having trouble finding docs as why it does that, here is the code :

RenderPipelineManager.beginCameraRendering += RenderPipelineManager_beginCameraRendering;

private void RenderPipelineManager_beginCameraRendering(ScriptableRenderContext context, Camera camera)
{
    if (camera != Camera_VR) return;
    if (fadeMaterial == null) return;

    // Set the shader pass
    fadeMaterial.SetPass(0);

    // Draw a fullscreen quad using GL immediate mode
    GL.PushMatrix();
    GL.LoadOrtho(); // Switch to orthographic projection (screen space)

    GL.Begin(GL.QUADS);
    GL.Color(fadeMaterial.color);
    GL.Vertex3(0f, 0f, 0f);
    GL.Vertex3(0f, 1f, 0f);
    GL.Vertex3(1f, 1f, 0f);
    GL.Vertex3(1f, 0f, 0f);
    GL.End();

    GL.PopMatrix();
}

So I'd really like to use the custom GL draw if possible, otherwise do you have other recommendations ?

wary birch
#

what kind?

vocal vigil
rose swan
wary birch
rose swan
#

But I don’t know or I wanna make like a you’re a duck and you got defeat bosses

torpid ginkgo
#

@rose swan Don't spam off-topic media on the server.

#

!collab

bleak flintBOT
# torpid ginkgo !collab

:loudspeaker: Collaborating and Job Posting

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

rose swan
#

Ok chill

torpid ginkgo
wary birch
vocal vigil
unkempt breach
#

I've got a problem where my lighting is leaking up a wall into a different area in my map. I've tried baking the light but then thr light doesn't work? If you know and way to fix my light leaking please ping/dm me.
I can provide a photo if you want.

buoyant jolt
#

For example, lets say the roof isn't welded to the wall, like, the wall is missing an edge loop that the roof is supposed to be on. Then I'd imagine vertex lighting would creep up the whole wall across both floors. And per pixel lighting could seep through

unkempt breach
#

sorry i forgot to delete the msg, but i just deleted that whole idea. i might have the problem later so thank you very much anyways

buoyant jolt
unkempt breach
vast thorn
#

Hi, has anyone worked with OVR Overlay Canvas? I'm trying to make my canvas render on top of the Unity scene, which should work by setting the Composition mode to Depth Tested + No depth submission mode selected in OpenXR. At least that's what the Notice is saying.

But when I select Depth Tested, the Canvas completely disappears, both in scene / game view, and is not visible in the build as well.

Switching depth submission mode to 16 or 24bit doesn't do anything too.

The only way this works is if I set Composition mode to punch a hole, but this isn't what I'm looking for. I want my UI to work as an overlay over everything in my scene

white notch
#

what would be the simplest way to mute/disable an audio source when an object is picked up using the XR grab interactable. I want to make it so my phone will stop ringing when i pick it up in game

vast thorn
unkempt breach
#

I have followed a shop/currency tutorial using playfab but when I look at the text it just says you have: 100 (which is what i typed) but it should say something along the lines of You Have 750 Coins. If anyone knows how to fix this please lmk. sorry for asking here i tried the tutorials dc server but couldnt get an answer.

glass forge
#

Im getting a error when im trying to build my apk and im wondering if anybody knows the fix btw its a vr game here is the error

unkempt breach
#

could anyone help me fix my playfab currency?

modern fractal
buoyant jolt
unkempt breach
#

Yeah mb... I already fixed it anyway

foggy kiln
#

Hi everyone! I am currently working on a game in Unity with my Meta Quest 3S for a school project. I have the Meta XR Core SDK and the Meta XR Interaction SDK installed with versions 85.0.0 on both packages. My goal is to get controller inputs working without any Hand Tracking. In my OVRCameraRig, the OVR Manager script Hand Tracking Support field is set to Controllers Only. I assumed this would disable hand tracking, however I still have the System Menu Icons appearing when I place my controllers down and turn my palms to face me. Does anyone have any idea as to what might be causing this? I'm open to any suggestions

timid junco
#

does anybody know how to fix this error while trying to create a new app to put my game on applab

rancid grail
#

hey i need help with something. I am a beginner looking to create xr/vr games. I opened up XR plugin management and i only see the desktop tab. does anyone know what to do?

unkempt breach
#

i was trying to add something to my vr game but got this error and someone told me to install the all in one oculus xr plugin, so i did.

#

but now i get this error, does anyone know how to fix this. i think i need to delete a line of code in a script, but im not sure which one. if anyone knows please lmk

leaden mist
#

Hi. I've made these periscopes for my VR game, to allow the player to see outside the vehicle. These are made in shader graphs. It works by having a second camera childed to my main camera which renders to a render texture (resolution and FOV synced to the main camera). Then the material (unlit) samples the render texture in screen space. The parallax effect is just applied on top with a blend node. This works fine in mono (flatscreen) but is really trippy in VR. I apply an offset to the sampling based on eye index to get the images to match up, but its still trippy to look through, and you're still looking at a mono render texture so there isn't any perception of depth. Does anyone have any tips for how I can adapt this to work in stereo VR? I'm using single pass instanced.

#

Here's my shader.

modern fractal
#

!collab

bleak flintBOT
# modern fractal !collab

:loudspeaker: Collaborating and Job Posting

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

modern fractal
#

Im not going to DM you read the bot message i just sent you.

slate condor
#

oh

dim fern
buoyant jolt
# dim fern

Long video, is it a question on how to do something or?

bronze flume
#

guys i have a question i am making a VR game and its a gorilla tag fan game is there a way i can share the project so all my developers can access the one scene?

buoyant jolt
bronze flume
#

But im looking how is there a tut or no?

dim fern
dim fern
#

Any ideas to increase the juiciness of this game? Also, any feedback would be appreciated!

little rune
#

bro i dont see oculus when i am trying to make a game about cats

#

is it a new unity update?

#

never mind i found it in the package manager

little rune
#

and what editor version

dim fern
dim fern
little rune
torpid ginkgo
lapis bolt
#

It was working fine a week ago, what could have happened to my project?

pine bison
keen prawn
#

Does anyone have issues with xr sockets not working when testing it out ?

languid summit
#

I am creating a gorilla tag fan game but is a trash. Can you give some tips for what to do to improve?

little rune
#

and it will look 10x better

buoyant jolt
#

Just because it's more catered to feedback

modern fractal
#

you also havent shown us anything to give feedback on

#

so what kind of tips are we supposed to give

trim granite
#

Hi, using InteractionXR while grabbing an object (with the far interactor) and teleporting with the other controller the grabbed object yeets/flies away like 10000m. Is this something that is not supported or some bug with an easy workaround?

pine bison
#

I believe this is why you normally disable the rigidbody on an interactable when you grab it

#

Alternatively turn it off/on before/after teleport event

crisp sapphire
#

Hi all!

I'm working on a VR player setup with physically based hands, and I'm running into an issue where whenever I snap turn, the hands "flick" for about a frame to adjust to the instant rotation.

Does anyone know of any ways to fix this? I'd hugely appreciate it. Thank you!

wary birch
short nova
crisp sapphire
wary birch
crisp sapphire
short nova
crisp sapphire
short nova
# crisp sapphire I do not.

What I think might be happening is that the rigid body is trying to update during FixedUpdate, while the visuals and headset are moving at the target framerate. We have seen this cause issues in the past and have made attempts to fix this in newer versions of XRI. While it should be fixed with grabbed objects with a rigid body, I'm not sure we handle the case where the object and rigidbody are attached to the hand/controller itself. I will ask our team and see if they have any insight.

crisp sapphire
#

Got it. It's not something that is causing significant issues, just a little visual thing. Thanks for letting me know!

wary birch
trim granite
pallid notch
#

Can someone please help? I'm not sure what happened. Enforcing T-Pose does this. Please correct me if this is the wrong channel to ask! (I'm a beginner at this stuff...)

unkempt breach
#

i was making a main menu for my game and i put the gorilla rig and player prefabs into the new scene and now when i move my gorilla player around in the main scene the hands fade through the floor, and if i turn off is trigger they will somtimes collide with the floor but pass through if you hit too hard. Please help

#

this game uses the gorilla tag rig movement aycs or i guess read

austere willow
#

Hope everyone is having a good day.

trim granite
trim granite
#

ending with a Attempted to open unsupported window in cloned player systems: UnityEditor.ProjectSettingsWindow.Please reach out on the forums and contact Unity Admins for more info. UnityEngine.Debug:LogWarning (object) Unity.Multiplayer.PlayMode.Editor.ClonedPlayerSystems:BlockWindowIfRequired (UnityEditor.EditorWindow) Unity.Multiplayer.PlayMode.Editor.ClonedPlayerSystems:OnWindowChangedShouldBlock () UnityEditor.EditorApplication:Internal_CallDelayFunctions ()

#

ahh deleting the Library/vp folder fixed it, this was maybe caused by me updating the MPPM from 2.0.1 to 2.0.2 (which didnt change anything )

jovial arrow
#

please help me WHERE IS THE OCULUS BUTTON

light gust
north path
jovial arrow
teal cedar
#

i need help with this

frank oasis
#

so you may be missing a library or not have the correct access modifiers

buoyant jolt
#

FixedUpdate doesn't run at the full FPS. So it's always going to have some kind of lag or stutter. I don't really understand what you are trying to do with the velocity though.

quasi hound
#

on meta quest, action based xr rig

bronze knot
#

there might be a another camera that is overriding the action based rig's camera

glossy edge
#

I want to create a labyrinth game that the user will first listen to a voice telling him/her about how to navigate through the map and reach the goal point.

I was thinking maybe I can use NavMesh somehow to help me identify first the decision points,
Then maybe I thought I could generate a JSON format data like ( decision point 2, distance from previous point: 9m, instruction: go straight, maze node: x x, target entry; x x)

This is what I thought I could achive my idea with, but I want to ask here if anyone has experience with kind of game that explains the map to the users.

icy mantle
#

Regarding XR Interaction Toolkit v3.5, XRRayInteractor / Teleportation:

What would the function/event be, that I need to overwrite, to cast the ray, and check if it hit a special collider from my teleporter surface.
Then continue the ray from the other portal surface, so I have a continious appearing teleport curve ray.

Seems like a lot of functions in the XRRayInteractor are not virtual. Any one got an idea?

polar flame
#

I am making a game and I used a tutorial and it is for vr and was using open XR but he has a box under android called oculus but when I looked for it was not there here is the video:https://youtu.be/nll9A1aHoM0?si=2kEH4ZeRtsW1rCRy the box is on timestamp 5:09

Hi guys! This is my updated tutorial for How To Make A Multiplayer Gorilla Tag VR Fan Game in 2025. This is an updated tutorial from my last tutorial that I made a few years ago. All the links that you need are down below (under the Discord links). Please comment down below what videos you want me to make. Thanks for watching!
**Set rendering mo...

▶ Play video
flint dove
#

has anyone worked with the apple houdini toolkit for vr optimisation https://youtu.be/RELnRZmb02c ?

Discover how you can use procedural tools to create beautiful immersive environments for your visionOS app or game. We’ll share the building blocks for creating a high-quality environment, then dive deep into the optimization process. Learn how to use a series of Apple-provided workflows for Houdini to reduce your scene’s polygon count, clea...

▶ Play video
vagrant sand
#

For some reason, on both play mode and when I build the game for the vr headset, the sniper camera offsets. But when it's on the editor it's perfectly centered (and the position is centered). And I've already tested setting the target eye to both and none (fixed)

vagrant sand
quiet jetty
#

I'm getting this black bar in the right eye image with the new OpenXR Subsampled Layout (from v1.17.0, part of the Foveated Rendering feature) enabled. I have Meta XR Foveation and Subsampled Layout disabled, but I am using OVRManager. Is anyone else getting this?

cinder thorn
#

how do i rig a humanoid and non-humanoid character model for full body tracking VR? i'm using the vr multiplayer template and i think i'm gonna start by replacing the default avatar with something with an actual complete body, i have a humanoid rigged model ( made for VRChat ) and this Ark raptor and i know i'll need to use constraints to "puppeteer" some of the actual limbs for the Ark raptor so it still stands and walks like a raptor but i've never used constraints before

pine bison
cinder thorn
quiet jetty
quiet jetty
#

I can now further confirm that this happens when JUST toggling Subsampled Layout at runtime.

quiet jetty
#

Well, turns out this was also an issue with the Oculus XR Plugin previously?
https://issuetracker.unity3d.com/issues/quest-3-oculusxr-artifacts-on-the-right-eye-when-subsampled-layout-is-enabled-with-vulkan-on-quest-3-in-mr

Also, I am able to reproduce this issue, but it's been marked as "won't fix" for some reason. Interestingly, this can be "mitigated" by disabling Subsampled Layout in the project settings, then enabling it at runtime after the XRDisplaySubsystem is initialized.
https://issuetracker.unity3d.com/issues/quest-vulkan-no-splash-screen-and-only-color-is-rendered-in-player-when-built-on-quest-2-with-subsampled-layout-vulkan-selected

quiet jetty
#

After further testing, this seems to be an issue on Meta's side as this is reproduceable even with Meta's XR SDK feature BUT not reproducable with the same Meta XR SDK feature on a Quest 2 with HzOS v2.3 non-PTC.

quiet jetty
#

So, now I'm even more confused as I can reproduce the issue on my freshly factory reset Quest 3S.

quiet jetty
#

The solution was to set the render scale to 1.6.

simple shoal
#

I need help getting started on a project im trying to make a gtag fan game

brittle sandal
#

Are there any developers looks for game designers? I have a idea for a ready or not type game mixed with resident evil and scp

bleak flintBOT
# modern fractal !collab

:loudspeaker: Collaborating and Job Posting

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

modern fractal
#

also a guy who has an idea for a game and a game designer are 2 completely different things

#

In video game development, the door problem is an analogy about game design that summarizes the contrast between the perceived simplicity of implementing a trivial feature and the actual difficult nature of the task that becomes more apparent in a development process. The term was coined in 2014 by Liz England, a game designer, while she was wor...

smoky field
#

I'll try asking here for lack of a better (faster) place to get answers regarding VR. I am using the Meta Quest XR integration, and I am having troubles with the Near Far interactor (i am using the template's XR Origin prefab), because I don't find it obvious if the far interaction can be properly customized. Stuff like the max amount you can extend the held object min amount to pull it closer etc. and similar settings.

Annoying, but I ended up just manually editing the scripts and embedding the xr interaction toolkit package.

brittle sandal
modern fractal
#

Wow where the fuck did that come from

#

Thats not very nice

brittle sandal
modern fractal
#

I dont think youre allowed to talk to anyone here like that

brittle sandal
#

Youre a artist? Lmao bottom of the barrel bro ai does your job better and cheaper than you

modern fractal
#

Bro why are you so mad

brittle sandal
#

Ur not even worth the argument tbf

modern fractal
#

I mean you started it lol, but you still shouldnt insult people.

smoky field
brittle sandal
smoky field
#

Personally I don't no, but I am sure that someone who actually was looking for a game designer (good luck) would want that pitch yeah. And the reason "other guys" can be idea guys is because you don't start as one, you have to prove yourself before you get to slowly do more and more. Todd Howard didn't just go from nothing to what he is now.

#

And again, ideas really aren't worth that much by themselves.
If it's because you're having trouble figuring out how to code, then try making your own board games.

#

Game designers can do all sorts of stuff to better their craft, if you were looking to expand your portfolio or something

brittle sandal
#

Coding isnt the issue bro ai exists and youre fucking stupid if you think 1 person can develop what im trying to make

#

Yea just learn to code, no shit

smoky field
#

Are you 14 or something, why so immature. AI can't do everything, you even said it yourself, you're just one person.

brittle sandal
#

Youre the one talking like a idiot bro

smoky field
#

*an idiot.
*you're

#

Come on man

brittle sandal
#

Oh forgive my grammatical error

#

Fucking chud

smoky field
#

no

torpid ginkgo
bleak flintBOT
blissful oxide
quick crown
#

I tried uploading an avatar to vr chat. Does anyone know why it would say avatar not supported. It shows the default robot avatar with the word "height...". It won't let me press apply

brazen loom
frank oasis
#

!vrchat

bleak flintBOT
brazen loom
#

there is so much commands lol

quick crown
#

Thanks

thin wedge
#

When you guys are creating a new project, and you go to xr plugin management to install the oculus plugins - can anyone not see them? Like previously the optiojns were always there but now i jsut have openxr. I checked and on the version i have installed it does have android support. Any Ideas?

pine bison
iron blaze
#

i need help im making a vr game but when i move my head set it moves with it its not in the part with the head set

iron blaze
bold ocean
#

Hi, I'm wondering if anyone would have a recommendation on how to make an object rotate as a player touches it. I'm trying to make a rotary phone where you would actually rotate the dial using your finger in the holes. I am using the XR toolkit if that could be useful (with only physical interactions no raycasts).

north path
bold ocean
# north path Have a trigger in each hole and while you move slowly within limits follow the r...

Well I started with a prototype to just use the XR grab intractable, and that worked okay, but it felt too unrealistic.

I tried having the hole follow the finger once it's in the collider and another where the player pushes the dial of the phone as it enteres the hole collider

Then what I attempted was to use a collider on the hole and the fingertip of the player, so when the player would enter the trigger of the hole it would "push" itself. But I ran into bugs where the finger would slip. And then a different try I had issue where the angle the player entered the hole collider would mess up the rotation entirely.

I think i'm just going about it wrong, but I don't see the proper solution here.

north path
bold ocean
north path
bold ocean
arctic depot
#

Yo I want to use pro builder but if I go on tools and then on pro builder it doesn’t show pro builder window

dreamy verge
#

Made my fist little vr game last summer in a week im happy with the results for a first vr game but im still struggling with hand sinking and other stuff like that

#

By the way this is a older version the mower version has proper loading and different firing modes

signal stratus
#

Hi there, did anyone use this before? After turning it on, I still can't rotate reflection probe.

livid pier
#

I have a weird situation that I can't replicate in a clean project. Using latest OpenXR in Unity 6.3.14 (only slightly modified Hands rig). I have 2 overlapping world canvases (actually switched from screen space to world space at runtime), both set to same sorting layer, one order 0, one order 20. In the editor using te XR simulator, render order and ray cast order works as expected, but on device, while the render order works correctly (order 20 canvas is rendered on on or through the other canvas), the TrackedDriverGraphicCaster ray cast is always hitting the order 0 canvas where they overlap. The order 20 canvas follows the headset. I can't think of why it would work properly in Editor with simulator but not on headset build. Thoughts?

livid pier
#

JK, seems like the issue is that the canvases had different Event Cameras, and when i nulled them all out, it is now working on device as expected.

upbeat drum
#

Hi, I'm new to Unity. I have a few questions about the “Meta Quest All-in-One SDK.” When I press “Play,” the Unity screen isn't being projected onto my VR headset.
(My Meta Horizon Link is already connected to the device.)

modern sky
#

anyone know any good videos or courses on how to make boneworks style vr rig in unity. Ive been making my own and its going pretty well but im getting stuck on grabbing and hand poses. all the tutorials use xr for grabbing but mine is a physics rig so that wont work and i never get very far with frameworks like vrif, hurricane and auto hand since im better off if ive made it myself.

upbeat drum
north path
#

!collab

bleak flintBOT
# north path !collab

:loudspeaker: Collaborating and Job Posting

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

north path
viral mica
#

any reason when importing my mesh from blender to unity shaded smooth the blend shapes break it wont allow me to use them lol

ashen horizon
# upbeat drum PC

Sorry mate, I'm not very familiar with PC, but Unity Learn's VR Pathway does have step by step instructions on settign that up, If I recall it don't have to go to far into thte course..

vestal prism
#

im brand new to unity and im looking to start making vr games whats the best way to start?

ashen horizon
austere cedar
torpid ginkgo
#

@lilac seal There's no promotion on the server

lilac seal
#

Okay, that's fine. Just thought it might be of interest to unity builders. I apologize.

torpid ginkgo
#

It seems to be related to VRChat only as well

lilac seal
#

Nah...it's built in Unity, and uploaded to VRChat as they only work with Unity for their SDK.

subtle venture
#

i cant find oculus in open xr

past otter
#

Hey there! This is kind of a weird one, but has anyone ever experienced a situation where VR runs totally fine when testing in editor (no stuttering at all, a solid 90Hz), but when testing in a build it's completely unplayable (like 2 fps)?
Attached screenshots show in editor (no change in performance graph whether I'm wearing the headset or not) and in build (yellow is before wearing the headset, pink is after putting it on)

It's worth noting that this particular setup has a lot going on, including 4 cameras writing out to render textures. Turning those off does bring everything down to a reasonable level in the build (8ms), but I'm still having trouble figuring out what exactly is causing the build to be so much worse than in-editor.

north path
past otter
# north path Both on PC? Do you use 1 quality tier? If not, make sure both editor and PC have...

Both on the same PC, only 1 enabled quality tier, Unity 6000.2.7f2, URP.

Connecting the build to the profiler, I can see a couple things (first screenshot is build, second is in-editor):

  • CPU is 90% Gfx.WaitForRenderThread > Semaphore.WaitForSignal, so (as expected) it's definitely a GPU bottleneck
  • Most of the GPU time seems to be from the various render texture cameras (Z+, X+, Z-, and X-) which is expected. What's not expected is how different those timings are (the cameras are set up mostly the same, and the scene is quite bare). X- camera being at 40% sometimes while Z+ gets to a max of 10% is pretty suspicious. Looks like they're usually listed in reverse scene order. In the scene, it goes Z+, X+, Z-, X-, and the percent is usually reverse of that. Could it be that by the time it gets to X-, it's struggling to write out more to render textures for some reason?
  • Another note on those cameras, X- can be anywhere from 2ms to 300ms (usually somewhere around 100)
  • In editor (second screenshot), you can see the numbers are all far more reasonable, with each individual camera rarely breaking 10ms
past otter
# past otter Both on the same PC, only 1 enabled quality tier, Unity 6000.2.7f2, URP. Connec...

Additional information! It appears a large amount of the lag is caused by OBS being open, and if it's closed it runs fine. (The 4 render textures are being sent to OBS via KlakSpout, which is then sent over ethernet via NDI, so no active recording or streaming happening) It doesn't seem to matter what resolution I have OBS set to, what scene I have selected, or whether or not the preview window is enabled, so I'm not sure what's going on, and especially not sure why this would be causing an issue in the build but not in-editor. More investigation needed!

deep kettle
#

Hi what do i need to install on visual studio 2026 for vr

#

i installed C# is that all i need

#

on vscode 2026 tgere isnt a unity development folder or package

wheat salmon
#

i have an issue

#

i have a canvas that works in 2d mode

#

i have another canvas that's a copy of teh 2d canvas

#

that worked previously

#

but now when i'm in vr, it shows black

#

in scene view, the 3d canvas renders fine

#

but it shows black in vr

#

idk if this is relevant but when i highlight the canvas in scene view i see this

#

where its obscured by the 2d canvas

#

would that matter?

north path
north path
north path
past otter
north path
#

For some reason XRIT 3.5's teleport (using our own prefab, it works in the default XR Origin prefab without seeing the difference) only rotates the XR Origin but doesnt move the position.
When I disable the character controller this is fixed, but I am in the ground (as there is no character controller haha)

#

Any ideas what it could be?

bold crest
#

why do my xr rays not move with my xr controllers and are frozen?

thick jay
#

A question for the Meta XR plugin which i am stuck on.
i am trying to make the poke interaction to the entire hand instead of just the finger tip. I have been looking online for ways to do it, but all sources only show the poke interaction with the finger.

does anybody have an idea on how to solve this?

north path
next meteor
#

Hey I need help! I'm developing a VR game currently and every time we load in, you are just met with a blue screen. Does anyone know why?

shell remnant
next meteor
shell remnant
next meteor
#

Yes

shell remnant
#

idk

buoyant jolt
modern fractal
#

!collab

safe dragon
indigo hill
#

I’m not touching that file 👀

rancid plank
#

Looks great! It's always fun and surprising to see a different face in reflections. 😃

safe fern
#

Any tips on making "throwing stuff in vr" feel better? Like when you throw something, peoples expectation of where its supposed to go, versus where it actually goes, so much stuff thats just weird for vr object handling 😒

safe dragon
#

True... ive no idea neither ahah

indigo hill
#

I think the main issue is that you don’t have any haptic feedback when you throw something, normally of you throw a ball you can feel the force and weight of the ball push back on your hand as you throw it, this gives you some kind of indication as to what’s about to happen

high hornet
#

Because of that, make sure objects weigh the same when it comes to force needed to throw. It's really awkward when the users throws 100 things consistently, and then suddenly a different object falls short or launches into space (since its all the same weight in the hand).

weary citrus
#

You mostly need to tweak the mass to match the object and transfer the the angular momentum of the throw as well. Generally it feels fine if you approximate an irl object

flat charm
#

What helped us a huge amount was just putting in some foley sounds when you grab / release, some haptic feedback, and maybe a Velocity modifier if you feel like it (we added about 30% onto every throw to make you feel more like a champ).

#

Made our throwing go from "yeah that feels about right" to "Ooph yeah now im really feeling it"

storm ether
#

Is there a way to get Unity Editor to go straight into 2D Debug mode when I test my game?

#

For a lot of what I'm testing I don't strictly need the HMD and I find it annoying to have to keep switching it manually

safe fern
#

Yeah i did that too in the end @flat charm i guess its as good as it gets for now

safe dragon
#

Are you using a mirror in your dev/.game ? If yeah, which one ?

safe fern
#

no mirror yet, but good question, use a render texture and a second camera? or a very shiny texture 😂 no idea

leaden flame
#

@safe fern for throwing check out the recent updates to https://assetstore.unity.com/packages/tools/integration/steamvr-plugin-32647 they have a few different throw types that feel really good! It's all open source too so you can see how they do it.

ATTN: When upgrading from an older version, it is best to first delete the SteamVR folder in your project, and then import the package. You may also want to delete any "openvr_api" files in your Plugins folder and its subfolders before importing the new package.

Beta v...

safe dragon
#

Texture works but thats not a mirror. You want stereoscopique double render, one per eyes, to achieve some 3d mirror effect

#

There are solutions but my own bugged when i resized my camera view...
If anyone else heard of a good mirror asset

storm ether
#

the steamvr unity plugin has some pretty major bugs with their ItemPackageSpawner and an open pull request to fix it without any acknowledgement. How active is the development of that plugin?

leaden flame
#

looks like they are also doing work to support the knuckle controllers in it.

frosty stirrup
#

they keep SteamVR repo private, only public things are the beta releases

#

thats why you dont see anything going on and cannot checkout their master branch

storm ether
#

I don't use the asset store version. I clone from github. Not sure what you mean about not being able to checkout their master branch. Seems to work for me.

storm ether
#

Seems like fixing major bugs within the basic features in their interaction system should be a high priority.

#

    requireTriggerPressToTake=true and requireTriggerPressToReturn=true : Unable to return object
    requireTriggerPressToTake=false and requireTriggerPressToReturn=true : Unable to return object
    requireTriggerPressToTake=false and requireTriggerPressToReturn=false : Object can be returned, but immediately jumps back into your hand in the same function call.

Do they even test this stuff?

#

The evidence points to "no". They changed from if ( hand.controller != null && hand.controller.GetHairTriggerDown() ) to if (currentAttachedItemPackage == itemPackage && hand.IsGrabEnding(currentAttachedItemPackage.gameObject)) and pushed it into their master branch despite the fact that it utterly and completely breaks that feature. Total amateur hour. I've seen people get fired for such mistakes in other contexts.

frosty stirrup
#

I wonder why, it is the Newton VR guy who is making those commits, Newton VR wasnt bad

hoary tendon
#

Cross posting here (only once I promise) to introduce myself to VR peeps :D
Hullo! I'm Maize, I'm an audio dev. I do composition, sound design, and implementation. Currently working (mostly solo) on a lil VR instrument/performance game/concert you can read about here: https://www.patreon.com/posts/first-23742433
Otherwise I freelance the rest of the time.
maizewallin.com
Tryin to work on my thing for at least a day a week! That's what I'll probably concentrate most on here.

Patreon

Official Post from Maize Wallin: Thanks for your support! So I wanna show you one thing I’m working on at the moment, here’s NOISE DRAWERS.https://www.youtube.com/watch?v=qnmTQAhaY2gNoise Drawers is my current biggest project. In the last quarter of 2018, I was approached...

frosty stirrup
#

Welcome, I got a question for you

#

Do you know DearVR? Do you think this quality of binaural audio can be achieved using only Unity Audio Mixers?

hoary tendon
#

hmm, Unity doesn't convert to binaural in engine

#

Currently, (afaik) you'll always have to use some other tool, to get the sounds to actually be binaural. Google Resonance and Steam Audio both do this and are free

#

You can get ambient binarual recording for atmos and things. But, when it comes to dynamic binaural stuff for audio sources in game, Unity doesn't do this natively.

wraith shale
#

but Unity has those natively supported?

#

I mean

#

I've seen those plugins in that very same dialog you just posted about

hoary tendon
#

it isn't Steam Audio, which makes sense, 'cause that thing is chunky as

#

Definitely reccomend Google Resonance

wraith shale
#

hmmm, 2018.3 ships only with Resonance Audio one

#

I could swear they included more before, at least on betas

hoary tendon
#

Yeah, I personally enjoy using Resonance more than Oculus audio

#

I really like their reverb stuff

wraith shale
#

I haven't really looked these much yet myself

#

bit worried about the platform limitations from some of these

#

oh right, we are on VR channel :D, I totally thought this was #🔊┃audio

#

but does oculus audio work without oculus runtime on target system?

#

or is it tied to the whole oculus platform?

hoary tendon
#

nah, you can use oculus audio for whatever

wraith shale
#

so it works even on desktop?

hoary tendon
#

yup

wraith shale
#

ok, that's not so bad then

#

nvidia has VR audio thing that requires their GPU 😄

#

Maxwell+ (altho you wouldn't really do VR on lesser nvidia GPU)

#

I dunno if they even have Unity plugin tho

hoary tendon
#

mmm, I know a lot of people are also using AMD stuff too

wraith shale
#

yeah, this is also why I never wanted to port that nvidia audio thing to newer ue4 versions (I've merged their gameworks techs into newer ue4 versions in past and some people requested that)

#

altho in case of audio spatialization, you'd still have other alternatives even if all your users couldn't use the exact same tech

#

but I dunno, you'd think that would make the tweaking and testing harder, considering you'd have to fix all edge cases from multiple approaches

#

(I know almost nothing about game audio)

hoary tendon
#

yeah that sounds annoying, and like.. why engines like Unity are good, because they are platform neutral

wraith shale
#

agreed

hoary tendon
#

Wwise is also good like that. You can specify platform specific settings

#

most middlewares probably

frosty stirrup
#

That is interesting, I also tried many, never really liked any until I found DearVR

#

they are making very good work with Audio

#

and their mobile ports are very good as well

elfin skiff
#

Hey, any recommendations on headsets?? I'd like to start developing for vr but dont own a headset...

indigo hill
#

vive, oculus, or your phone in some cardboard

frosty stirrup
#

I prefer developing on the Vive since it only requires having SteamVR on

#

If you do Oculus and you use Steam VR, then you need to have the Oculus App and Steam VR open

#

Oculus Touch controls are nicer to work with

#

if you go Vive, Vive pro is cool because its resolution

elfin skiff
#

noob question but.. can phones detect movement? or just direction

indigo hill
#

they can detect movement

frosty stirrup
#

they can track gyroscopic movement, which mean you can rotate your head around and look around within a single point of space

#

but you can not translate your head

indigo hill
#

depends on how advanced your set up is

leaden flame
#

out of the box and officially support for phone powered mobile VR is just 3-DOF (rotation only)

frosty stirrup
#

yeah

#

I have seen some experiment using acceleration to perform translation

#

but all of them seem very sketchy and I bet they will cause very bad motion sickess

#

Im sure soon enough we will see mobile devices that can detect translation, the Oculus Quest will do this, but for now we are very limited on this to just the VR headsets with base stations

indigo hill
#

I doubt it

#

best we have for detecting digital movement is triangulation

elfin skiff
#

nah they probably use detectors, kind of like the wii

frosty stirrup
#

I think what they are doing is having multiple cameras around the headset, then creating a virtual representation of the world similar to the WMR headset

#

then they constantly measure the distance of the headset to everything else thus estimating the position of it

#

it is the same concept as AR on smartphones except that they will have cameras all around

elfin skiff
#

i hate it that VR/AR are so hard to approach from a devolper's standpoint

frosty stirrup
#

what do you mean?

#

you mean is not that accessible?

elfin skiff
#

yeah

frosty stirrup
#

I agree with that

indigo hill
#

@elfin skiff I dont think the Wii remotes actually detect ovement

#

i think it only detects rotation and the movements you see on screen are just an illusion

elfin skiff
#

mmm, i dont think so... i mean toherwise they would have to interpret the rotation from the control to the real world movement and that creates WAY less posible combinations...

#

cansidering how close they are and being connected i dot think its that hard tbh

#

they can do it without cameras or detectors though : )

indigo hill
#

you need three points to do triangulation

elfin skiff
#

nah, you have wifi...

indigo hill
#

what

elfin skiff
#

you do need 3 points for triangulation but you dont need to do every calculation, most systems do it automatically with wifi networks or phone antenas (for phones...)

#

or gps

indigo hill
#

GPS uses triangulation

elfin skiff
#

they all do

#

but you dont tell the gps to use certain points, it does it automatically

indigo hill
#

think about how the Wii works, it legally isnt allowed to connect to WAP's on a home router, so it must only use whats on the Wii itself, and thats a single point

elfin skiff
#

im not sure if the wii actually does it... i just say i wouldnt be that hard

indigo hill
#

it would be for the Wii's specs LUL

elfin skiff
#

you've got the wii and the controllers

indigo hill
#

it wont work then if you only own one controller

#

A main feature of the Wii Remote is its motion sensing capability, which allows the user to interact with and manipulate items on screen via gesture recognition and pointing through the use of accelerometer and optical sensor technology. https://en.wikipedia.org/wiki/Wii_Remote

#

No triangulation in use

elfin skiff
#

nope... it does say it uses optical sensors though... and accelerometer

indigo hill
#

the optical sensor is for pointing at the screen, you can do the movements without pointing it at the screen

#

the accelerometer is the only thing in use to read gestures

elfin skiff
#

but using both isn't it possible to detect at least up and down movements?? or side to side?

#

"A main feature of the Wii Remote is its motion sensing capability, which allows the user to interact with and manipulate items on screen via gesture recognition and pointing through the use of accelerometer and optical sensor technology."

#

Isn't motion what we are talking about??

indigo hill
#

you can? but the wii wouldnt be able to tell the difference between me just rotating the wii up and down and me physically moving the remote up and down

elfin skiff
#

"Motion detection is the process of detecting a change in the position of an object relative to its surroundings or a change in the surroundings relative to an object. Motion detection can be achieved by either mechanical or electronic methods"

#

it will

#

it probably just uses a mechanical method

weary citrus
#

Motion detection via an accelerometer and via an external positioning system are very different. The former (what the wii and phones use) just detects the change in acceleration from a set point and extrapolates the position/rotation change. It kinda works but can drift over time. Actual positional tracking doesn't suffer from drift

#

And the acceleration method can be easily fooled by external forces acting on it's local frame of reference. For example using it in a moving vehicle

#

Electromagnetic interference is also an issue afaik

frosty stirrup
#

They released a little dongle called wii motion plus

#

but that only has enhanced accelerometer sensors

safe fern
#

anyone here using the steamvr(newest) sdk? I guess most people use vrtk?

safe dragon
#

Using vrtk

#

I got my mirror working finally

safe fern
#

oh how? i looked into it recently but mhmh

sly crane
#

You can write a custom sdk bridge for vrtk to get it to work with steam vr V2 if you're happy getting your hands dirty. Hopefully vrtk v4 will be out next month that supports steam vr V2

safe fern
#

oh 👀 i didn't expect v4 to be out so soon, i know i asked this once, but i forgot the answer, so @sly crane what exactly is the difference between v3, v4 coming out next month(I'm hyped) and VRTK.Unity.Core? I know upgrading from v3 to .core wont be possible, but v3 to v4 will be? Could you explain a little bit bceThanks

sly crane
#

There's no upgrade path from v3 to v4. V4 is a complete rewrite and instead of scripts that do a job. Core (which is going to have a name change) is a complete generic package that offers common design patterns (that's nothing to do with vr). Then vrtk v4 implements these design patterns in to prefabs that solve common problems in vr. So an example is, instead of a teleport script you get a teleport prefab that performs the same but uses generic underlying scripts. This means you can customise functionality much easier and without needing to write any code a lot of the time. Plus if you're into visual scripting like playmaker then it works really well there too

safe fern
#

hmm, this makes me think, should I stop using v3 for my project (very early stage) and just wait for v4, or just continue using v3 and deal with it not beeing updated anymore

#

is the vrtk.unity.core repo as close as it gets till the next-month-release? So i could start using that now?

sly crane
#

Don't use v4 now, it's still going through many breaking changes

#

You can migrate your project to v4 depending on how deep you're linked to v3. You basically just need to replace everything with v4 equivalents

#

Some people may find that easy enough

safe fern
#

I just dont want to get used to v3 now and then have to rethink to v4 😂

#

i know this is stupid complaining about nothing, oh well, thanks for the info 😃

#

lets hope for an early month release of v4

sly crane
#

We're going to provide loads of educational documentation for v4 over the coming months

#

If you can wait it may be worth it now

safe fern
#

yeah ill wait, Im just going to do some level design, 3d modelling etc, or write some systems

indigo hill
sly crane
#

I saw that on Twitter, I felt your unity joint pain 😅

safe dragon
#

Please stop making VR game with only controllers or hands 😦

#

We need some body damn

#

That look awesome by the way

indigo hill
#

Its not mine, but what else do you propose for showing hands in VR?

safe fern
#

a body

#

so many vrgames show you only as hands

#

sucks especially when it has multiplayer, a floading low poly body and non attacked floating hands

#

no thanks.

sly crane
#

i think a lot only show hands, because getting hand models to follow controllers is way easier than inverse kinematics. Final IK (with VRIK) makes that much easier (but it does cost a fair bit which is a barrier for some). I like the RecRoom solution though where you just have a floaty body and head with no IK

safe fern
#

yeah finalik is nice

safe dragon
#

It last from 6 months ago, and havnt been that hard to make

indigo hill
#

you dont see the body in vr since you are within the body, but you need to see your hands and their locations which is why we have hand models and controller models

#

For singleplayer of course

#

in multiplayer it makes sense since others would be able to see your body and you should too

#

but in a single player game no ones going to see that, and there is no reason to make anything more than hands

#

unless you have mirrors thonking

safe dragon
#

In my experience I havn't played a single VR game where when I look down I see empty void and only hands floating for more than few minutes

#

Don't need a lot of IK, just put a body placeholder so you really here. No floating hands

#

It help a lot for immersion

indigo hill
#

yer going for immersion but you are making cat girls thonking

safe dragon
#

I don't have the money to hire a 3D modeler

#

If you are up to make me free models of this quality with visiems, eyes tracking and gestures well, let's go 😄

#

The worst model is still way better than no model at all

indigo hill
#

i can barely bevel a cube

#

and thats when the bevel tool is automated thonking

safe dragon
#

Awww, just like me ahah

indigo hill
#

opps

coral frost
#

Why not start learning it your self? 😄

indigo hill
#

I can do simple low poly stuff, but not stylistically

safe dragon
#

Because learning it is as much time lost in any single part of the developpement for the game i'm making

#

And I would need professionnal quality with hundred of blendshapes which mean spending thousand hours learning it

coral frost
#

But how will you do that in the first place if you don't want to hire someone?

safe dragon
#

I use this cat girl placeholder model which is just fine, untill my game is almost ready to be released so I have a community and can make some crowfunding

#

Or something like that

#

Problem is not about hiring someone, it's about the cost

coral frost
#

Sorry, that's what I meant xD

safe dragon
#

😛

#

Here an example of inventory

sly crane
#

what type of game is it?

safe dragon
#

Planned to be a co-op rpg

sly crane
#

ah cool

safe dragon
#

Like 4 ppl room

indigo hill
#

eh, thats too close to me for comfort lol

#

move it out a bit

safe dragon
#

That's the view from unity, the headset has a way bigger fov

#

Havn't found yet how to capture the real headset picture

sly crane
#

yeah you always forget the scene view looks way more zoomed in that the headset view 😃

safe dragon
#

yup

#

Another one with spell casting

indigo hill
#

I can already feel the hole in my 960 being burnt

safe dragon
#

I've a 970

#

And this effects run pretty nice.

#

The mirror itself is destroying more fps than all my scripts, effects and physic and post processing bringed together 😂

indigo hill
#

Idk how it looks for you in the headset, but it feels like it looks too close

safe dragon
#

That's 50% of your view in the headset

indigo hill
#

right

safe dragon
#

Do you have a way to capture all the headset view ?

indigo hill
safe dragon
#

I'm really in need if it

indigo hill
#

I dont personally but i know of ways to do it

safe dragon
#

Aw that look good 😄

#

I would love it if you could show me something allowing me to capture all my headset

indigo hill
#

thats AR but the same principle works in VR

safe dragon
#

yup

indigo hill
#

OBS

#

Actually i think you can do it with steamvr

#

Im a poor boy with just a phone and some cardboard cri

safe dragon
#

I found it for oculus

#

Opening C:\Program Files\Oculus\Support\oculus-diagnostics\OculusMirror.exe

#

Give you a full screen right eye

indigo hill
#

oh btw that Leap Motion controller is reading the individual digits on the hands via cameras

#

no gloves

safe dragon
#

I know leap motion, they don't have a loot of tracking angle though

indigo hill
#

yeah, a shame

safe dragon
#

It was 30 % last time I tryed it

#

30degrees*

frosty stirrup
#

Does vrtk v4 supports the latest steamVR sdk?

sly crane
#

Yes

#

Someone in the vrtk community is working on support for v3.3 as well

safe fern
#

any eta for v4 👀 like 01.02.2019 👀

sly crane
#

ETA is February sometime (probably)

safe fern
marsh fox
#

Does anyone know how I'm supposed to use the autogenerated SteamVR input classes in code?
If I had something like this pre SteamVR 2.0:

hand.controller.GetPressDown(SteamVR_Controller.ButtonMask.Trigger)

what do I change this to?
Let's say I want to replace it with the InteractUI action from the default set.

urban cloak
#

Hey everyone, we're looking to test an APK on an Oculus Go we just ordered. After building the project and sideloading it to the the Go, it doesn't show up in the unknown apps list.

#

We did run the adb shell monkey -p packagename 1 command line to force it to run, but as this is a client device, we will need to have it appear in the list, somehow.

coral frost
marsh fox
#

@coral frost SteamVR 2.0 has a new abstraction layer for input. You define actions and map those to buttons. This has two main benefits. 1. you decouple input from physical buttons i.e instead of hardcoding grabbing to trigger, you just ask "is the grab action active?" 2. it allows the user to remap the controls very easily.

hard carbon
#

its very nice for multiple headset design 😃 on vive, use vive controls. On wmr, just remap them to wmr controls. Bit harder to use on our end ive found though

coral frost
#

Unless you’re building as well for the Oculus store 🤔

frosty stirrup
#

How to do it then if you want to support both SteamVR and Oculus Go?

safe dragon
weary citrus
#

I feel physically assaulted by the abruptness of that menu transition XD

frosty stirrup
#

+1 to what @weary citrus said

indigo hill
#

^

safe dragon
#

😂

#

Let's make an ennemy from it

coral frost
#

Why is Oculus be like "let's not position the camera in the right position", and is SteamVR be like "Let's position the camera right!" :c

safe dragon
#

I use steam vr and my head is positionned by default right into the ground

coral frost
#

@safe dragon Odd, for me SteamVR positions it self with the height of the person.

#

Which is rather nice, but now I'll have to fix when only the Oculus app is active that it also gets the right height :3

coral frost
#

Could anyone explain to me why I shouldn't always set the XR.TrackingSpaceType to RoomScale? Since for me this was the issue why the camera wouldn't position right when using the Oculus SDK. So I don't get why I would want to use Stationary, which is apparently the default? 🙂

weary citrus
#

Afaik that's for compatibility from when certain hmd's, cough oculus cough, were seated only with no plans for roomscale

coral frost
#

So, not really any reason why not to set it to RoomScale, @weary citrus ?

weary citrus
#

Not that I'm aware of no

coral frost
#

Alright, thanks!

coral frost
#

@safe dragon May I ask how you've set-up your UI? Since I can't quite find the right thing to detect when a player aims for a UI button with his hands, like you've in your video. I came across the GraphicalRaycast class but it didn't seem to be able to shoot from a position in the world. 🙂

safe dragon
#

I'm using vrtk classes

#

If you use vrtk too i can help you with it, otherwise you"ll have to figure it out by yourself

coral frost
#

I'm not using that

#

Rip me again x)

safe dragon
#

Honestly if you are not too advanced in your game, you should give it a look. There are plenty stuff to help you, pre-setup fonctionnality in many examples scenes, headsets compatibility and even a simulator

coral frost
#

I'm just not really a fan of using frameworks when there is native support for in this case VR.

#

But perhaps I should.

safe dragon
#

Yep its the good old question about using a framework or not

coral frost
#

I'm looking at the VRTK source. And they do it with box colliders. Just the way I didn't want to go xd

safe dragon
#

How are you going ?

#

Meshs ?

coral frost
#

Just trying it for now with a box collider.

hard carbon
#

is anyone else having problems with Leap Motion in LWRP - VR?

leaden flame
#

what issues specifically and what VR platform @hard carbon

hard carbon
#

The hands were disappearing so fast I thought the sensor just wasn't tracking. I ended up finding out that it's because LWRP doesn't call OnPreCull or OnPreRender. I did a manual subscription for these to the beginCameraRender part of lwrp, which fixed it, but with a lot of swimming/jitter because of the different execution order

#

This is on SteamVR for pc

leaden flame
#

Interesting, I guess that makes sense. I wouldn't have expected the rendering to affect the actual performance of the device. I assume you tried it on legacy renderer and got expected results?

hard carbon
#

Yup, we actually upgraded a year old project, and it had been working the last 6+ months (before upgrade)

safe fern
#

@sly crane hey is the release/v4.0.0-alpha the talked about, February release? didn't see that repo before

sly crane
#

Yeah that's the v4 work in progress branch

safe fern
#

is it usable, or will there big any big changes coming soon?

storm ether
#

I want to simulate vr input so I downloaded the vive input plugin with the simulation system, the docs said I should activate it in the vui but I cant find it

sly crane
#

@safe fern there are some big changes coming so it's still not a good idea to start a project with it

frosty stirrup
#

@sly crane Will the new version of VRTK support SteamVR 2?

sly crane
#

yup

#

there's a community branch for steamVR2 in vrtk 3.3 as well

frosty stirrup
#

nice!

hoary tendon
tight turtle
#

@elfin shuttle did you try Thumper in VR? looks absolutely brutal!

elfin shuttle
#

it's great fun! though to be completely honest i prefer it on my Switch because of the controller

tight turtle
#

All those hard turns and such.. that'd get me queezy in no time I think 😃 You're lucky if you got the stomach for it!

#

Although I should say.. I got in early and got a oculus dk1.. and that was horrible.. I did try dk2 and vive and they were definitely improvements but i still got queezy pretty fast

#

but im sure there have been improvements 😃

elfin shuttle
#

i've been blessed with good inner-ear fluid to keep me steady 😛 but i definitely understand how some people can get motion sickness from it. if you do go down the VR path, maybe add a "reduced visual speed" option or something

hoary tendon
#

omg dk1 one was A Time

#

I think that HUD stuff helps

tight turtle
#

Yea defintely! Have some options for the casual VR-players and the hard core alike

winter kernel
#

hi all
We have project on learning SQL using webVR. It is depending on taking SQL statement from the user and parsing it then using animation of different components to explain to the user the output.We have Zero knowlge in unity and A-frame.
Does any one have idea what will be right to start with unity or A-frame ?

safe dragon
#

I have no idea what is webVR or a frame

#

But unity works good with vr and there is http request

hoary tendon
#

Unity is a lot more powerful than A-Frame. I know some people sketch ideas in A-Frame and then move to Unity.

#

I'm not sure how A-Frame would deal with getting an SQL statement. So, I'd probably lean toward Unity.

safe dragon
#

I use a mysql base with my unity multiplayer game. I handle it via http request to a domaine where i have my sql in php controllers. Thats a way to do it, but there are probably betters

#

Whatever it works very nice so its totally doable

winter kernel
#

👍

#

and can I use antlr with unity

#

😅

winter kernel
#

I am trying to build simple project with GSQL parser and webVR build and get this erro

raven vine
#

Has anyone used Mozzila's Unity > WebAssembly > WebXR pipeline?

torn jasper
#

Hello everyone!

storm ether
#

hi!

tranquil spear
#

Hi !

#

I am Unity Developer who currently learn about VR. hope we can get along

storm ether
#

im sure we will 😃

tranquil spear
#

😄

#

Let's get start to discuss things then :))

river sigil
safe dragon
#

This tutorial is great. Though a minus for the animation on the 3D software

#

To animate basic movement like hand, you want to use unity build in animation editor, and a mask on the hand body part

#

So you can have your character rig animated and your hand animated otherwise by controllers action

river sigil
#

Hello everyone!

hoary tendon
#

@raven vine I've used those tools and had a pretty streamline time!

#

There's a slack for that tool set too

river sigil
#

If you have info, tutorials, or libs for VR Please let me Know with a pull request! Thank you!

storm ether
#

Anyone else using MR headsets in Unity apps?

#

Its a shame you have to rely on Steam VR when doing standalone builds....you have to build for UWP if you dont want Steam VR (which works quite unreliably)

tardy cypress
#

isnt mr just low end hardware that puts you in vr?

formal coral
#

Hello all! Does anyone have any experience combining NewtonVR framework with the Oculus PlayerController/Avatar? Basically, I'd like to use the OVR platform and avatar features, but use Newton only for throwing. An alternate approach could be replicating what Newton does and adding that to the existing OVR Hand/Grabber objects. Any info or leads would be appreciated! Thanks!

night prawn
#

I built Unity apps for Magic Leap

storm ether
#

@tardy cypress not really, they are just cheaper than Vive and Oculus

#

they have better resolution than (first gen) Vive

#

and inside out tracking

hoary tendon
#

I'm using the wmr toolkit now yeah!

#

I have a Vive 1, but bought the Samsung Odyssey, and love it way more now

#

But yeah having to deal with UWP is a bit of a pain. I'll definitely use SteamVR and OpenVR once a premier this project hah

#

Sick. Of. UWP

#

But, the toolkit devs and community are super active and lovely on the slack, so it's not too awful haha

#

Also I do love the sample scenes

storm ether
#

@hoary tendon I have heard that UWP is pain. Can you elaborate what is causing it?

#

because dealing with Steam VR has its pain points as well..like controllers not appearing, or appearing in wrong place, and processes not shutting down when application is closed etc

sacred sphinx
#

If anyone has the need for using Vive controllers/trackers in unity without requiring a HMD (not using the null driver) let me know. I’ve recently figured this out for a project I am working on.

hoary tendon
#

It's not so much the dev but the build stuff that's been bloody annoying. I had to I stall windows insider on my machine and corresponding SDK, just stuff that outside unity was really annoying., I had to faff around with a whole lot of .NET stuff for visual studio.
When using MRTK, the guide says to use their "configure project/scene" tool which actually just seemed to BREAK it!

#

And on build there were weird errors, which after googling, the solution was just "reimport your entire project". Like, seriously?! 😅

#

Sometimes the controllers seemed to take a lil while to wake up when testing in editor. They'd appear fine, but for example, wouldn't let me teleport for a minute.

#

But yeah, I got to the point where googling errors I was getting, the solutions were "install experimental build of windows" and I was like. Whaaaat, no."

#

I have found that the windows MR hub makes my laptop chug a lot more when doing other things, than when I have the Vive plugged in with Steam VR. Which is a bit annoying. I think it might be because the Vive has its own power supply, while the MR headsets draw off USB power

tiny kiln
wise thorn
#

@formal coral Hi, I'm one of the people that made NewtonVR. I'd probably recommend taking out the "move by velocity" stuff and putting it into a related oculus script. You'll find that stuff here: https://github.com/TomorrowTodayLabs/NewtonVR/blob/dea8de6315cd9f19590be1277899d95900c15a5b/Assets/NewtonVR/NVRInteractableItem.cs#L68 that's an old version of the script when it was more simple

river sigil
#

@wise thorn Do you will rewrite NetwonVR to use new XR Api?

wise thorn
#

probably not, I'm working on the steamvr unity plugin now

pure willow
#

Hey everyone. I started the Moon Motion Toolkit for Unity, which is a free and open-source locomotion toolkit including booster jet, skiing, treading, and more locomotions.
You can read more here: http://tiny.cc/MoonMotionRedditPost
We also have a specific Discord channel for the toolkit: http://tiny.cc/MoonMotionDiscord

Discord

Step up your game with a modern voice & text chat app. Crystal clear voice, multiple server and channel support, mobile apps, and more. Get your free server now!

storm ether
#

@hoary tendon, Thanks for sharing your thoughts on UWP. I havent toyed a lot with it, but I have the same image bout it that all the non Unity related stuff is painful and the documentations are outdated. Its kind of a norm in XR world where "everything" is still new and kinda beta-ish, but on Windows Mixed Reality the situation seems to be even worse

#

@hoary tendon btw, how recently have you used WMR? Are those experiences years old, or very recent?

hoary tendon
#

yeah I'm working on this project every day right now

#

But didn't swap to the alpha branch on their stuff. Just latest proper release. So they might've fixed things

#

The alpha stuff I was using earlier in 2018, and it was too unstable and annoying to use

#

y'know for stuff that is work 😛

#

not just learning

reef beacon
#

WMR is pretty shitty compared to Oculus/Vive

#

Maybe the new generation or the oddysey is better but the medion/acer/asus headsets are pretty shitty

hoary tendon
#

Yeah the Samsung Odyssey is better than first gen Vive. I have both

reef beacon
#

Sometimes WMR just loses "connection" with controllers

#

Where it says they are there but are not tracked

#

We had an issue yesterday where it wouldn't pick up one of the controllers even though they were paired properly

#

The button on one controller just stopped working while the other was fine

hoary tendon
#

I don't get the controller disconnection stuff much. About the same as Vive 🤷

#

oh yeah buttons on controllers seem to take a while to wake up sometimes LOL

reef beacon
#

Some of these things persist through controller restarts and Mixed reality portal restart

#

@hoary tendon They broke mid session 😛

hoary tendon
#

oh noooo.
I'm thinkin WMR is a great solution for home use. But probs oculus/vive at the office

#

'cause I do find WMR nice and easy to set up. PLug in and go, y'know

reef beacon
#

That's the reason we're using it for this project

#

It needs to be easy setup

hoary tendon
#

yeah I really dig the ease

#

I haven't tried new Oculus Quest or Vive though. They don't need cameras, right?

reef beacon
#

Vive Cosmos?

#

They're inside out as well

#

So no external cameras

#

But it's not the same as a design equivelant hmd

hoary tendon
#

oh hmm :/

#

I can't imagine buying something where I have to set up cameras again.

#

I have worked on some warehouse scale VR though.. I just don't work on it from home lol

storm ether
#

do you guys use sideloading for your UWP apps, or do you distribute in Windows Store?

hoary tendon
#

side loading is a bit simpler for my purposes

storm ether
hoary tendon
#

Yeah that should be all

chrome helm
#

UWP is a "pain" (not really, it's fine) but for the completely wrong reasons.
The only stupid problems I had with it was when I had to upload the package for beta testing. Too many checks even for ridiculous things i.e. missing an icon or the most ridiculous, a splash screen that was there, but the system expected it in a very specific way otherwise would simply ignore it.

But these are not really development problems. These are publishing nonsense.

Sideloading is super easy, just enable it from your settings (developer mode) then all you have to do is build the application. You can install it very easily elsewhere too as long as they have dev mode sideloading enabled.

tranquil spear
#

Hi guys

#

I want to ask something

#

How do you usually do with authentication using google and fb in vr mode? Do you construct your own UI for it?

safe dragon
#

I really think you shouldn't use UI at all in vr

#

It should be the most like real life, so the less UI the better. There are always workaround.
If you really have to, I think you should authentificate before launching your vr app

frosty stirrup
#

We do use UIs in real life