#🥽┃virtual-reality
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fixed it but ty
Hey guys, im trying to update Meta simulator but i keep getting this error
Nvm this issue is already known and fixable by downloading Meta XR Simulator v83.2 and then updating it: https://developers.meta.com/horizon/downloads/package/meta-xr-simulator-windows/
Meta XR Simulator is a lightweight OpenXR runtime built for developers and enables you to simulate Meta VR devices and features on the API level. This contains the OpenXR runtime library,...
that looks cool! what kind of game are you making?
gorilla tag?
yeah
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.
@graceful finch Help channels are not for showcasing, use #1180170818983051344
Oh ok
how do i make an vr game testing on a vr?
i connected with airlink but it dosent work
hello?
i dont want to wait 3 hours for an answer.
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do you have OpenXR installed?
Then go somewhere else for an answer. #likeaboss
😉
You could try a different version of Unity, that ones an engine level error. Its very unlikely its anything you did to cause it. Im assuming VR games are working normally, and Unity is working normally its just spamming your log ?
"It doesn't work" the story of everyone's lives
Need more than that lmao
could anyone help me figure out how to make a inventory / storage system
Sure : Here you go https://www.youtube.com/watch?v=g2a4ZK8cEso&t=304s
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...
Anybody got a clue why the UI Toolkit XR interaction sample is not working for me? I am using OpenXR with Meta Quest 3
Not without more info
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.
can i please not get ignored?
hello?
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.
well sorry for spamming, but i dont want to wait 2 hours for an answer
could we have more info? are you using OpenXR? are you using the XRIT?
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
I tested 4 different Unity versions
you the dutchy popping up on my linkedIn am I correct?
Which sample?
Does VR itself work?
What do you mean with 'doesnt work'? Is it not rendering? Errors? House burning down?
Use the latest 6.3lts
Yes haha
Wow cool I am Steven from Almere, just starting a massive game for Flevoland and Europe
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
Where are you located?
Nice! Feel free to send any messages here or on LinkedIn if you need help
So it does render, but input isn't detected?
Utrecht 😁
Cool lived there for a long time. I pinged you on LinkedIn
yes every tutorial shows it working out of the box. But I tried Unity 6.3, 4 and 5 and no difference for me UGUI works as expected, UIToolkit does not respond to input (it gives the haptic feedback tho)
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.
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
I had this problem once but I can't remember how I fixed it. The position where you place your rig is the center of your play space and let's say you start at the side of your play space you have this offset when starting.
Hi there, has anyone encountered this pixel-dragging issue on Vision Pro?
Are any transparent materials involved?
@wise forge No transparent materials; this issue was found on the outline of each model, material with opaque alpha clipping being more obvious.
Its a transparency issue on visionOS. And that alpha clip looks very very smooth. Are you sure, you are not using transparent shaders with alpha clip?
because visionOS only allows either alphaclip-opaque or transoparent-noAlphaclip
I'm sure, my shader is alphaclip-opaque.😥
Thats the shaders inspector, not the material. as your alpha.clip is false, you might have other overrides in your material? Please double check
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"
Also having Depth Write to force enabled, is there a reason for it?
Depth texture is false in my render setting. Maybe it's a performance issue?
It is a mixture. Big overlapping alpha meshes will result in that smearing. Try to make a window in front of the scene and youll see the maximum tearing happening. I also tested raw swift apps on visionOS and it persists to a certain extent. Are you rendering with realitykit or metal?
@wise forgeI am rendering with metal mode, and my app is an MR environment.
https://discussions.unity.com/t/distortion-artifacts-on-visionos-when-rendering-opaque-alpha-clipped-foliage-in-urp-unity-6-0-metal/1655969 I found this topic, which is the same as my issue.
Yeh, sounds like its that issue and a good read. But nothing we can do about yet besides avoiding to much screenspace to recalculate and performance to keep up.
@wise forge Okay, anyway, thank you for your reply. I will do more testing. Thanks again.🍻
Will test that suggestion myself tomorrow. If that "fixes" it without breaking other visuals. thanks for that thread 🙂
so as you chose this channel... what is your issue with the keys?
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.
but the issue is the ball dropts all of the sudden or jumbs off the maze box
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
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.
I'm using an XR Origin, but my camera has an OVRManager on it
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
Developers can build successfully for their future and grow their business globally with Meta by leveraging its industry-leading and open technologies, and a vast ecosystem of tools and tailored...
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
this app sucks bro
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!
Unity Learn is a great platform. Start with the fundamentals and after that the VR pathway
Hi there, has anyone tried this?
What exactly? Trying to anchor content to the real world? You gotta use anchors no matter what, because the origin is always the spot where your headset is at when opening the app
@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.
What were you having trouble with? Like if you create the anchors on AVP, it will be stored with your application and reused as soon as they are found in the world again which you can listen for on the AnchorManager
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.
I am not sure about your setup, but are you sure, you created the correct version of your xr rig
i using XR Origin (XR Rig) same as other project using quest 3
And on other projects, it works? Find the difference between those projects then, maybe some player setting or other setup change?
yeah it's work, i search some difference between them but nothing really different
Did you compare the XRORigin rig including all its children up to the main camera and its components?
only certain Pico components, but I disabled them during initialization.
and you used the pico stuff also in other projects like you do right now?
i create camera with no environment and no component (only camera) same thing
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
no, i try in other scene same thing, i think it was in project setting, but i have create build profile with other project settings only for quest
Thats what I mean. It does not matter about the scene. If tthere is some postbuild script frmo pico for example, that just hooks into the build process and could overwrite stuff. So thats why I was asking, if its a package, or plugin, or what does "pico components" mean in your case 🙂
i going to check that
@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.
yes, because you never reenter the app with the same rotation and origin in physical space as you did before. I created something like that using worldanchors. But yeh, you are right, you cant use static elements then.
You could still anchor your content with a virtual anchor and everytime you reenter the app, you reset your origin to that anchor position?
@wise forge No, after anchoring my content with a virtual anchor, I did nothing with XR Origin.
I just copy virtual anchor's transform to my modelroot
yeh, but you COULD reseat your XROrigin instead of your content. So your content stays "static" while you move the entire world around by offsetting it from your camera
@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.
Did you check for the anchors to being added and then reseat your origin again? Just to clarify, your XROrigin might reseat to your current headset position when entering the app. So everytime you enter the app, you gotta check for the Anchors added and if your last saved one is being recognised, reseat your xrorigin to it.
just store the anchors ID and check against on the arrays you get from this life cycle events
@wise forgeI will try this, thank you.👍
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.
To me it looks like its not correctly rendering the images to your eye setup. But thats just a guess
I changed the color of my solid color (white → black), which changed the color of my problem. It's temporary, but it's a lead.
so do you see those bars inside your headset when looking through it?
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
yes i going to check that
Does your model has a head? Could also be the camera being covered from something or maybe weird clipping issue. Have you tried changing focal and stuff like that?
Alright I see, thanks
I found the problem it's just headset update v82 to v201 😭
i have no models in head, i try near far too but nothing help
Hmmm that's strange.
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.
You probably want #💻┃unity-talk this is a much quieter channel focused on VR

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)
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...
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
Also you can check the FFR level in OVRMetrics I believe!
But mine also keeps reverting to legacy, didn't look into it much yet
To me it seems not a single person is smart enough to actually help me. Also I just can't find anything about the animators with avatars
oh, cool, thanks, will look at that
how about the black bar with subsampled layout, did you experience this one?
So spamming on random channels and accusing people to be "not smart enough" might be the best way to get help, not... you rather check what channels are there, like #🏃┃animation and also explain more about your problem you are having. that video and one sentence does not help to understand your issue. And stick to one channel, the correct one
Thats what happens when you post in random channels
🤷♂️
The animations take place in VR I'm super sorry I can't type perfectly when I have like over 200 problems with things...
Dont wanna be mean, but thats not our problem. You need to learn to organise your thoughts and write down your issues to actually be able to ask for help. I know it can get frustrating, but noone here got the time to spoonfeed you. we are trying to help in our freetime, so try to reflect this effort with some of your own.
Yes I need to add the spoonfeeding animation in VR that will fix everything thank you so much!
Well, that attitude wont get you anywhere near a solution. But best of luck to you, I am out 👍
Any idea how to make TimeZoneInfo.Local.Id not return "Local" in Meta Quest?
What do you need help with?
no need anymore I not continuing with unity anymore
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
I haven’t used this component before but if it’s physics based, it might be you can change the mode of your rigidbody to continuous or whatever that option is. Have you tried it?
It's not physics based
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
Interesting that it works without the angle threshold though
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
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 😄
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
On a mac unfortunately this is the only way now. The only alternative is to use the XR Simulator but it's not the same obviously
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
ah well, I guess this is what you have seen and its only supported on windows: https://docs.unity3d.com/Packages/com.unity.xr.meta-openxr@2.5/manual/get-started/link.html
When I started with VR dev it was still possible to run Oculus Link on Mac. But it was deprecated around 2019 :/
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 🙏
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?
Btw I’m using a Mac to use Unity
I believe there is a PC driver for the PSVR2 nowadays
Ah.... Then you're out of luck. You either need the AVP, or a standalone headset like the Quest and make builds to test in VR
Is there a converter of some kind, like Psvr2 to USBC?
Or one that works with Mac at least?
That's such a cursed combination, I don't think you'll be able to work around that no
Even just a mac is hard enough, but also it's a whole can of worms with the PSVR2
Worth a shot
I have been researching about psvr2, and there is a workaround or rather said extension: https://direct.playstation.com/de-de/buy-accessories/playstationvr2-pc-adaptor
Mehr Spiele für die PlayStation®VR2.
forgot to mention you, mb
Actually I should totally get that adapter... I would love to try out the PSVR2 on my computer
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 😅
It's quite nice from what Ive heard, so if you have one go for it!
I do and I really should
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?
What did you try and what is it currently doing?
I'd just want a simple example on how to spawn things to raycast hit point from near-far interactor with trigger press/pinch when pointing at a surface 🙏
I did it using the XRSimpleInteractable. When selected, spawn and force select the item to the interactor
Ray interactor should work, but I use near-far to also grab it closeby
Ah ok, was missing a few key elements, got it work now with the near-far curve caster
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.
You are mixing up two things here. Apple vision Pro is using foveated rendering, so the "artifacts" you see are basically just low res screen parts, where you are not looking. If you take a screenshot, it does not rerender in full resolution but will always include foveated rendering, unless you use the highres recording from reality composer for example.
@wise forgeThe area of the red arrow, the object's line is not straight. Can foveated rendering affect this?
two red arrows 😉 But I guess you are talking about the left one, yes foveated rendering can cause this. I most of the time see this with overlaying objects and also with passthrough. Do you use passthrough but your camera uses a skybox?
@wise forgeYeah, let me turn off foveated rendering and build again!
I am not sure, you can actually. its a performance feature, because it helps showing higher graphics for the user using the device, not for screenshots
@wise forgeFoveated rendering is unrelated to this.🤔This makes my app very strange.https://youtu.be/t_mGd3ISLOs
Ah, I have seen this using transparent materials in the scene. Can you test if without the UI in your example, the behaviour is the same for the edges on the meshes?
I have tested a lot, this is an app call JigSpace, all material are opaque, but still have this issue.
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.
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
@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.
are you using realitykit right now or the metal pipeline?
I am using the metal pipeline.
i need assistance
Ah damn it, so its not even related to realitykit conversion or usage. So I guess, you gotta live with it. You could try to ignore depth buffer just for testing
@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.
more likely about the shaders, just as a test if it still warps around it. But yeh, makes sense, that it needs that information. But I am wondering, if you are using metal, there should not be any physical world, unless you are actively using passthrough.
@wise forgeI used passthrough and image tracing and space anchor point😶
It would be worth a try if not using passthrough, so camera background color not being transparent, would actually fix this. I mean, since you need it, it would not change a lot. You could also try to go vice-versa and use realitykit, but not sure about your shaders and stuff, if they support the conversion to materialx
@wise forge 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.
@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.
I mean, I am using it on a daily basis for business customers and they are quite happy about it. So the fidelity of the screens is still a big plus for good visuals. I actually did not pay attention to the marvel app for example, if they had this issue at all, cause out of my mind, I cant remember seeing it
@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.
well, below your arrow like one thumb distance down 😄 There is a lot of distortion happening too
@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.
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
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.
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?
Can you be a bit more specific and add screenshots?
Also make sure you only use 1 quality tier
@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
- Make sure you use one quality tier only to avoid shader issues
- Check the build settings to see if this scene is in there
Oh my bad, thats kinda stupid... it works, more less
Thanks for pointing that out!
you should not randomly ping people for help.
oh mb
i just need to build and find someone to try it with me to see if its working well
Read the error, fix the error, use google
And use the XR validator
whats that and where do i find
go to player settings
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
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
Is anyone good at making gorilla tag horror fangames? pls if u wanna help me dev feel free to dm me!
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?
HDRP comes with significant rendering overhead so it's used for basically 0 % of Unity VR applications. So I'd definitely say URP
Okay, would i still be able to get a close to realistic result with URP do you think?
You can push URP quite far for sure. Do you have a target platform in mind?
Issue is that many rendering features can't be used in VR, like SSR or other post processing
im aiming for just PCVR, ive already started my project in HDRP, would it be simple to convert to URP or do i have to make a new project
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
im building a game for a college project and my worry is that none of the college computers will be able to run it effectively, making my work ruined and resulting in a bad grade. i think it would be a safer bet to go with URP, how would i convert? sorry for the questions as you can tell im new to unity and learning
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
yeah okay, thank you.
But I think with that computer setup you're right it's risky with HDRP
any idea how i can transfer gameobjects from 1 project to another, im trying to move the vr system
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
ah okay, thank you
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i’m not sure if this is considered realistic but i was able to make this with URP
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.
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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
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?
sorry i just realised the video froze ill send a new one
your hands probably have infinite force
How would I check that
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
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
There’s a custom joint setup there for drawers
What’s the issue with using joints? Just wondering as the tutorial I was following recommended joints
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
you’d want your hands to be driven through forces. I assume your hands position and rotation are currently being set every frame
nothing wrong with it, but if you’re hands are too strong, or you’re setting it’s position and rotation every frame you’re going to get that glitching.
I agree with Ole, you’d probably want to go for transform based interactions unless you want to get yourself into proper physics interactions.
im using a tracked pose driver input system to control the movement of my hands
how much of a setup did that require and is it in vr, looks amazing
yeah you want to drive the hand through forces to get it working properly with joints. you can also enable collision as well that way
it was pretty simple, i used both baked and some realtime lighting, some reflection proves, and a simple little water shader i made in shader graph. And yes I tried it out in VR, it was actually one of the few moments I felt like I was in the game
I’m not too sure how to do that, this is my first vr project
Every tutorial I’ve looked at just used the track pose driver interaction system
How would I go about it
yes you want to use a PID controller to make a rigidbody target a tracked pose driver
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.
it kind of looks like theyre stuck inside a collider
My bad
Fixing the null reference error might already be a start to make things work.
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~
That's pretty much it. Afaik, there isn't a way to force those to another type. And everything I've seen is some variation.
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
I uploaded my gt model but it says this. and deletes 2 faces on the models head please help
Prob not, but you might be able to export to SteamVR and use it over Steam Link
oh ok, alright...
The message gives you all the info you need
You have non manifold geometry somewhere
How do I fix it
try merging the vertices in blender
Doesn't work 🫠
has anyone here ever changed the normal controllers with animated hands?
i’m crashing out trying to change the controller to hands with animations 😭
the animations just won’t work
Im using this asset:
https://assetstore.unity.com/packages/3d/characters/stylized-simple-hands-221297
And the Xr rig
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...
I used the Open Hands XR and it's example for our hands
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
Could anyone help me with weight painting my blender model.
Thanks
youre better off asking in the blender discord, this doesnt sound like a unity specific question at all
Yeah..
Someone sent me an invite already. But thanks anyway
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.
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
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
Set the default OpenXR runtime properly outside of unity
Every runtime has a button for it. The runtime option should only be used for testing/debugging
Ah, I see! The project was moved from one PC to another. So you're saying it's not necessarily a Unity problem, but a problem in the OpenXR runtime's settings in the new PC that's the problem.
Thanks, I'll check it out!
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?
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.
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.
wna collab
sure dms
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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
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!
From what I see in the profiler, it says playmode, so are you profiling the editor or the device?
You can always just look at the frametimes for your methods, right?
Just ignore the vsync calls
using UI Toolkit, can Meta Quest 3 native keyboard work with UI Toolkit input fields?
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
Bake lighting for nice indirect lighting
And then use the realtime lighting for VR object shadows etc
This should look quite close in both URP and HDRP, so if you're early on it might save performance (and allow standalone builds) to use URP
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
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
I was wondering if anyone knows why my PlayFab isn't counting players when people join or atleast me.
Go to API Settings and make the settings look like this
Thanks I'll try
My settings are already on this and still not working. Have any other things to try?
you have the Request Type to "Unity Web Request" right
send a screenshot of the PlayFab window. Please scribble out your PlayFab ID and any other sensitive information
In unity?
yea
yes
try to reimport them
ok
maybe it just didnt import correctly
i just reimported them
and i just re logged in
@feral ginkgo
wtf
huh
show a screenshot of the console
yea
brb
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
@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
Do you know when they'll be back?
And will things using playfab work?
Most def next UI update they release. Soon they should realize the problem and fix it
Earlier today it did for me, I guess it just doesn't show players or new players.
Ok
Could you ping me or dm me when they're back please
I'll see when I can
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 ?
do you mean like fade to black?
what kind?
Yes sry it wasn’t clear, it is to fade to black
I don’t know gorilla tag fan game maybe
I use a full screen shader graph
But I don’t know or I wanna make like a you’re a duck and you got defeat bosses
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Ok chill
that wasn’t me
Yea, sorry, wrong id popped up.
i would use a full screen shader graph it’s super easy to use and works in VR
Ho yes thanks, I missed the message. Okay good to know, I'll look into it.
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.
You probably have that issue on all platforms, but it's usually caused by a tiny gap between the wall and roof
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
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
Ah np! Good luck in the journey
thanks
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
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
Fixed, it requires OVR Manager present in the scene
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.
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
could anyone help me fix my playfab currency?
have you tried asking in their own discord?
Probably not a great question to ask in #🥽┃virtual-reality
Yeah mb... I already fixed it anyway
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
does anybody know how to fix this error while trying to create a new app to put my game on applab
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?
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
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.
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Im not going to DM you read the bot message i just sent you.
oh
Long video, is it a question on how to do something or?
Or is it meant for #1180170818983051344 maybe
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?
Git and unity version control are the more popular ones here I think
But im looking how is there a tut or no?
I would love to hear feedback!
Any ideas to increase the juiciness of this game? Also, any feedback would be appreciated!
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
Nice! What VR Headsets can you play it on
and what editor version
Thanks! tested on Quest 3
unity 6.3
nice, will it be some sort of hand tracking game?
There's no off-topic here, and you a burying your own question.
Please use #1180170818983051344 for feedback etc.
It was working fine a week ago, what could have happened to my project?
Sine your program is loading and rendering the camera and hands, it seems like you have some logic in your scene that crashes the app
Does anyone have issues with xr sockets not working when testing it out ?
I am creating a gorilla tag fan game but is a trash. Can you give some tips for what to do to improve?
make sure not to get the textures from ambientcg
and it will look 10x better
Probably better to ask on /r/gamedev etc.
Just because it's more catered to feedback
you also havent shown us anything to give feedback on
so what kind of tips are we supposed to give
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?
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
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!
are you applying the target velocity ?
By InteractionXR are you referring to the XR Interaction Toolkit? If so, what version are you using? We fixed this in newer 3.x versions, but I would need to go look at which specific version it would have been.
Given that I’m not quite sure what you mean, I assume no. could you please elaborate?
How are you doing the physics hands?
A rigid body and collider on each hand, with a script that has the rb match the linear/angular velocity of the tracked controllers
Do you have interpolation turned on for the RigidBody?
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.
Got it. It's not something that is causing significant issues, just a little visual thing. Thanks for letting me know!
setting velocity of a rigidbody is probably not your best bet, i’d look at PID controllers instead
3.4.0, I was using an older XRRig prefab which I nuked from orbit and updated it to the version from the 3.4.0 package and that fixed it, thanks for the suggestion tho!
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...)
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
Hope everyone is having a good day.
I am getting screen position out of view frustum errors on the 2nd MPPM client on startup, goes away after loading is done.. still very annoying I found this old thread https://discussions.unity.com/t/solved-screen-position-out-of-view-frustum/423435/75 but lots of these dont really fix my problem here.. any clues?
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 )
please help me WHERE IS THE OCULUS BUTTON
you gotta go to package manager and install the oculus package
In recent Unity versions it's recommended to use OpenXR.
Oculus plugin is even deprecated
i found it alr
i need help with this
your code doesn’t recognise “manipulationInput”
so you may be missing a library or not have the correct access modifiers
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.
my view is stuck like this and i can move my hands, any solutions?
on meta quest, action based xr rig

can i see your main camera? like the components inside it
there might be a another camera that is overriding the action based rig's camera
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.
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?
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...
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...
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)
i've alr searched about it everywhere but i don't see anything that could resolve this
how are you doing this effect?
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?
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
You're describing a very complex rigging setup so if you don't have much experience with it you should start with some tutorials and start small
well the map has a gun that shoots bouncy balls and i guess i could try replacing the balls with my fluid sim i attached to a particle effect if i could actually find the gun prefab
Can now confirm that this is an issue solely caused by the OpenXR Plugin as I've reproduced this in a new project without the Meta XR SDK. Here, I'm toggling the FFR at runtime. I'll submit a bug report with the project.
I can now further confirm that this happens when JUST toggling Subsampled Layout at runtime.
Here, the FFR level stays constant as Subsampled Layout is toggled.
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
Steps to reproduce:1. Download the attached user's project "ai-xr-poc.zip"2. Switch to Android3. Make sure OculusXR is enabled in XR...
Reproduction steps:1. Open the attached project "ReproProj" with Android platform2. Open the “/Assets/SubsampledLayout.unity” Scene3...
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.
So, now I'm even more confused as I can reproduce the issue on my freshly factory reset Quest 3S.
The solution was to set the render scale to 1.6.
I need help getting started on a project im trying to make a gtag fan game
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
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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...
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.
Say youre a fat chud without saying youre a fat chud lmao
Youre not someone that is deserving of kindness
I dont think youre allowed to talk to anyone here like that
Youre a artist? Lmao bottom of the barrel bro ai does your job better and cheaper than you
Bro why are you so mad
Ur not even worth the argument tbf
I mean you started it lol, but you still shouldnt insult people.
What's your "game designer" credibility though. Tbf this is a fair thing to doubt, there are many idea guys out there.
What you want my whole pitch? How did Todd Howard get that spot? Why can other people be idea guys and make million dollar games that suck I have ideas for games that people would actually want to play why do they get that opportunity and I dont?
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
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
Are you 14 or something, why so immature. AI can't do everything, you even said it yourself, you're just one person.
Youre the one talking like a idiot bro
no
!warn 1067573585180360784 Don't insult people and read #📖┃code-of-conduct
@wrathofnile warned
Reason: Don't insult people and read #📖┃code-of-conduct
Duration: Permanent
(Assuming it’s your first time) You maybe didn’t install the Unity version with the android sdk. Uninstall the version, and install it with the android stuff selected.
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
id recommend getting help from a vrchat channel, server or forum
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
there is so much commands lol
Thanks
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?
It's been removed in the latest versions I believe. OpenXR is the way forward
got it. thank you
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
Nvm I forgot to turn on multi pass
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).
Have a trigger in each hole and while you move slowly within limits follow the rotation.
Did you already make a start? If so, where did you get stuck?
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.
I'd use a trigger and do the rotation in code with some variables for how accurate it would have to be
So like, if the finger enters the trigger, it would start rotating, and when they leave the trigger it would stop?
When it enters a hole/trigger, it will draw a direction from the center of the dial towards the finger, and rotate the dial accordingly. If the finger moves too fast, or goes too far away from the hole, stop tracking and rotate back the dial like it does irl
Okay ill give it another try with that in mind. Thanks for the help
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
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
Hi there, did anyone use this before? After turning it on, I still can't rotate reflection probe.
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?
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.
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.)
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.
Are you on a PC or Mac?
PC
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Honestly for that interaction style, hurricane is made for that. You can maybe look at their demo projects as they have some visualizations and try to mimic that
any reason when importing my mesh from blender to unity shaded smooth the blend shapes break it wont allow me to use them lol
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..
im brand new to unity and im looking to start making vr games whats the best way to start?
Unity Learn Pathways, although I would recommend starting with the Junior Programmer before the VR Pathway
I made the Roll a Ball example for VR, then went on with my own game.
@lilac seal There's no promotion on the server
Okay, that's fine. Just thought it might be of interest to unity builders. I apologize.
It seems to be related to VRChat only as well
Nah...it's built in Unity, and uploaded to VRChat as they only work with Unity for their SDK.
i cant find oculus in open xr
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.
Both on PC? Do you use 1 quality tier? If not, make sure both editor and PC have the same active tier (or remove all tiers except one!)
Is Unity updated? Using URP? Already checked the profiler?
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
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!
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
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?
- For next time, this is not a VR issue
- Use visual Studio, not vs code
- Make sure the Unity module is installed on visual studio
- Select it after a restart in external toold
Maybe check between CPU and GPU recording?
Also definitely update Unity and all VR packages. You're on an unsupported tech stream
That's not a regular canvas. Using anything fancy for the rounded canvas? Try a regular one first
Updating Unity to 6000.4.8f1 fixed it! The build runs smooth as butter now. I was hesitant to update because this project has a number of separate things I’ll need to double-check haven’t been broken. Thanks for responding both here and on Unity Discussions!
Sweet!
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?
why do my xr rays not move with my xr controllers and are frozen?
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?
Meta SDK or XRIT?
With XRIT you could have a gameobject at the palm and add a poke interactor to that
For Meta SDK, I believe it has a palm interaction included?
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?
did you switch your platform?
What do you mean?
to android
Yes
idk
Sounds like it's using a default scene maybe
!collab
I'm glad to inaugurate this channel with some work of mine. I can't wait to see all the experiences and games you are building !
I’m not touching that file 👀
Looks great! It's always fun and surprising to see a different face in reflections. 😃
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 😒
True... ive no idea neither ahah
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
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).
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
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"
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
Yeah i did that too in the end @flat charm i guess its as good as it gets for now
Are you using a mirror in your dev/.game ? If yeah, which one ?
no mirror yet, but good question, use a render texture and a second camera? or a very shiny texture 😂 no idea
@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.
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
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?
I know it's being worked on but maybe not all updates are being pushed to the asset store version. The github has a commit from 4 months ago. https://github.com/ValveSoftware/steamvr_unity_plugin
looks like they are also doing work to support the knuckle controllers in it.
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
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.
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.
I wonder why, it is the Newton VR guy who is making those commits, Newton VR wasnt bad
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.
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...
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?
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.
Actually seems like Unity have the start of spatialisation, but it doesn't seem very extensive https://docs.unity3d.com/Manual/AudioSpatializerSDK.html
And here they use either Oculus or Google Resonance tools:
https://docs.unity3d.com/Manual/AmbisonicAudio.html
but Unity has those natively supported?
I mean
I've seen those plugins in that very same dialog you just posted about
it isn't Steam Audio, which makes sense, 'cause that thing is chunky as
Definitely reccomend Google Resonance
hmmm, 2018.3 ships only with Resonance Audio one
I could swear they included more before, at least on betas
Yeah, I personally enjoy using Resonance more than Oculus audio
I really like their reverb stuff
These room effects are SO fun :P
https://developers.google.com/resonance-audio/develop/unity/developer-guide#room_effects_in_unity
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?
nah, you can use oculus audio for whatever
so it works even on desktop?
yup
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
mmm, I know a lot of people are also using AMD stuff too
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)
yeah that sounds annoying, and like.. why engines like Unity are good, because they are platform neutral
agreed
Wwise is also good like that. You can specify platform specific settings
most middlewares probably
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
Hey, any recommendations on headsets?? I'd like to start developing for vr but dont own a headset...
vive, oculus, or your phone in some cardboard
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
noob question but.. can phones detect movement? or just direction
they can detect movement
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
depends on how advanced your set up is
out of the box and officially support for phone powered mobile VR is just 3-DOF (rotation only)
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
nah they probably use detectors, kind of like the wii
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
i hate it that VR/AR are so hard to approach from a devolper's standpoint
yeah
I agree with that
@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
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 : )
you need three points to do triangulation
nah, you have wifi...
what
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
GPS uses triangulation
they all do
but you dont tell the gps to use certain points, it does it automatically
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
im not sure if the wii actually does it... i just say i wouldnt be that hard
it would be for the Wii's specs 
you've got the wii and the controllers
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
nope... it does say it uses optical sensors though... and accelerometer
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
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??
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
"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
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
They released a little dongle called wii motion plus
but that only has enhanced accelerometer sensors
anyone here using the steamvr(newest) sdk? I guess most people use vrtk?
oh how? i looked into it recently but mhmh
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
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 
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
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?
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
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
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
yeah ill wait, Im just going to do some level design, 3d modelling etc, or write some systems
I've been working on this VR tapedeck for http://naam.itch.io/apotu, and after showing it on twitter, got such a good response, plus requests for a rundown o...
I saw that on Twitter, I felt your unity joint pain 😅
Please stop making VR game with only controllers or hands 😦
We need some body damn
That look awesome by the way
Its not mine, but what else do you propose for showing hands in VR?
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.
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
yeah finalik is nice
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 
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
yer going for immersion but you are making cat girls 
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
Awww, just like me ahah
opps
Why not start learning it your self? 😄
I can do simple low poly stuff, but not stylistically
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
But how will you do that in the first place if you don't want to hire someone?
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
Sorry, that's what I meant xD
what type of game is it?
Planned to be a co-op rpg
ah cool
Like 4 ppl room
That's the view from unity, the headset has a way bigger fov
Havn't found yet how to capture the real headset picture
yeah you always forget the scene view looks way more zoomed in that the headset view 😃
I can already feel the hole in my 960 being burnt
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 😂
Idk how it looks for you in the headset, but it feels like it looks too close
That's 50% of your view in the headset
right
Do you have a way to capture all the headset view ?
for your menu btw, if you want to do a UI, i'd recomend something like this https://m.youtube.com/watch?v=LblxKvbfEoo
This video was posted on Twitter by @keiichiban who is working at Leap Motion designing UI solutions for augmented reality. He was using Leap Motion's new n...
I'm really in need if it
I dont personally but i know of ways to do it
Aw that look good 😄
I would love it if you could show me something allowing me to capture all my headset
thats AR but the same principle works in VR
yup
OBS
Actually i think you can do it with steamvr
Im a poor boy with just a phone and some cardboard 
For new computing technologies to realize their full potential they need new user interfaces. The most essential interactions in virtual spaces are grounded ...
I found it for oculus
Opening C:\Program Files\Oculus\Support\oculus-diagnostics\OculusMirror.exe
Give you a full screen right eye
oh btw that Leap Motion controller is reading the individual digits on the hands via cameras
no gloves
I know leap motion, they don't have a loot of tracking angle though
yeah, a shame
Does vrtk v4 supports the latest steamVR sdk?
any eta for v4 👀 like 01.02.2019 👀
ETA is February sometime (probably)

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.
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.
@marsh fox Why not just use Unity’s build in input system? All bindings have a button / axis in the normal Input class. https://docs.unity3d.com/Manual/OpenVRControllers.html
@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.
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
Unless you’re building as well for the Oculus store 🤔
How to do it then if you want to support both SteamVR and Oculus Go?
Got some kind of menu working on VR https://gyazo.com/58578f18b645b6e79e8dfa0fdf2112bd
I feel physically assaulted by the abruptness of that menu transition XD
+1 to what @weary citrus said
^
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
I use steam vr and my head is positionned by default right into the ground
@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
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? 🙂
Afaik that's for compatibility from when certain hmd's, cough oculus cough, were seated only with no plans for roomscale
So, not really any reason why not to set it to RoomScale, @weary citrus ?
Not that I'm aware of no
Alright, thanks!
@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. 🙂
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
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
I'm just not really a fan of using frameworks when there is native support for in this case VR.
But perhaps I should.
Yep its the good old question about using a framework or not
I'm looking at the VRTK source. And they do it with box colliders. Just the way I didn't want to go xd
Just trying it for now with a box collider.
is anyone else having problems with Leap Motion in LWRP - VR?
what issues specifically and what VR platform @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
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?
Yup, we actually upgraded a year old project, and it had been working the last 6+ months (before upgrade)
@sly crane hey is the release/v4.0.0-alpha the talked about, February release? didn't see that repo before
Yeah that's the v4 work in progress branch
is it usable, or will there big any big changes coming soon?
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
@safe fern there are some big changes coming so it's still not a good idea to start a project with it
@sly crane Will the new version of VRTK support SteamVR 2?
nice!
Anyone take part in this monthly jam?
https://itch.io/jam/vsvr-punch-feb-2019
I'd love to join a team on audio.
A game jam from 2019-02-03 to 2019-03-03 hosted by vsVRorg. About Join the vsVR community at http://vsvr.org and create a multiplayer virtual reality game in 3 weeks. Throughout the jam, we'll be posting videos
@elfin shuttle did you try Thumper in VR? looks absolutely brutal!
it's great fun! though to be completely honest i prefer it on my Switch because of the controller
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 😃
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
Yea defintely! Have some options for the casual VR-players and the hard core alike
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 ?
I have no idea what is webVR or a frame
But unity works good with vr and there is http request
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.
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
I am trying to build simple project with GSQL parser and webVR build and get this erro
Has anyone used Mozzila's Unity > WebAssembly > WebXR pipeline?
Hello everyone!
hi!
im sure we will 😃
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
Hello everyone!
I am the creator of: https://github.com/Vytek/VR-Awesome
@raven vine I've used those tools and had a pretty streamline time!
There's a slack for that tool set too
If you have info, tutorials, or libs for VR Please let me Know with a pull request! Thank you!
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)
isnt mr just low end hardware that puts you in vr?
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!
I built Unity apps for Magic Leap
@tardy cypress not really, they are just cheaper than Vive and Oculus
they have better resolution than (first gen) Vive
and inside out tracking
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
@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
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.
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
Hello XR fellow programmers. My little contribution to the community : a VR photo mode I integrated in our game. Feel free to steal the idea if you like it! https://youtu.be/9u7xBiap0Cg
Last update feature Photomode improvements, you can now tweak Dof and exposure.
@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
@wise thorn Do you will rewrite NetwonVR to use new XR Api?
probably not, I'm working on the steamvr unity plugin now
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
@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?
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
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
Yeah the Samsung Odyssey is better than first gen Vive. I have both
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
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
Some of these things persist through controller restarts and Mixed reality portal restart
@hoary tendon They broke mid session 😛
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
yeah I really dig the ease
I haven't tried new Oculus Quest or Vive though. They don't need cameras, right?
Vive Cosmos?
They're inside out as well
So no external cameras
But it's not the same as a design equivelant hmd
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
do you guys use sideloading for your UWP apps, or do you distribute in Windows Store?
side loading is a bit simpler for my purposes
@hoary tendon ok, i havent used sideloading, but i assume you have just install this https://www.microsoft.com/en-us/p/app-installer/9nblggh4nns1?activetab=pivot%3Aoverviewtab and then you dont need Store anymore
Yeah that should be all
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.
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?
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
We do use UIs in real life