#πŸ₯½β”ƒvirtual-reality

1 messages Β· Page 31 of 1

frosty stirrup
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more than you think actually

hoary tendon
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I do prefer when VR ui are diajetic to the scene, though

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instead of liek a big square suddenyl attached to me face

frosty stirrup
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we constantly bring our smartphone to interact with the world

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this is why I develop this type of UIs in games, we are so used to it

safe dragon
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That's not because you are used to that you should use it. Especially when you have the power to choose everything about your own world and user interactions.

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An example, for a character creator, instead of using the 2D screen with 2000 info and sliders everywhere on the screen to change the character, you could put the character in a room, with 2000 bocals around you with differents body parts. And give the player the ability to pick a bocal and put it on the character to change the body. That would be an adapted character creation to the VR univers.

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You have alway workaround, you just have to by smart and have a bit of imagination

frosty stirrup
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Im not saying you should use it

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Im saying that I use it

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but anybody should use what they like and fits better to their game concept

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I was just agains the argument that in real life there is no UI

safe dragon
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Well ok. In real life there is no UI greffed to the head πŸ˜›

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Let's say it like this maybe !

storm pumice
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yet

hoary tendon
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yeah, I'm gonna have AR glasses etc, maybe contact lenses πŸ˜›

formal coral
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@wise thorn Thank you so much for the reply and info! I will poke around in there. Much appreciated. And thanks for making NewtonVR! It is still a very helpful framework for rapid creation and prototyping.

wise thorn
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Glad it’s still useful πŸ™‚

vivid zodiac
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Hi, I'm working with SteamVR and all of a sudden, I'm getting a black screen. All I'm getting from the console is this warning: "Scriptable Render Pipeline stereo support requires single-pass stereo". Any clues about what can it be? (I'm using Unity 2018.2.8f1 with LWRP 3.0.0)

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In PlayerSettings -> XR Settings, I have the Stereo Rendendering Mode set to Single Pass...

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For some reason, the viewport rect of my camera is setting itself to "W:0 H:0". When I try to set it to "W:1 H:1" Unity crashes

hard carbon
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There are certain shaders that need to be reimported for lwrp vr. I believe bloom and depth of field were two of them. I recommend reimporting LWRP, post processing and shader graph (if you have it)

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I had the same bug btw, fixed it this way

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there are shaders that go "cannot load information" or something similar, those are the ones that need reimporting'

vivid zodiac
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I tried reimporting the package as you said and it's still the same situation. Then, I upgraded to Unity 2018.3.6f1 and the problem seems to vanish, so I'll jus leave it like that.

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Thank you anyway for your answer!

safe fern
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@sly crane hey, been away for a while, just checked in on vrtk, did 4.0 get released? I can see 4.0.0 alpha and an old wip 4.4.0 on git, whats the current status πŸ˜„ is it ready to use now?

sly crane
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not released yet, we're aiming to get 4.0 beta released by the end of this month

safe fern
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did you remove vrtk core also?

sly crane
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VRTK core is now Zinnia

safe fern
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before i watch the 2 1/2h video, will the beta release be significantly different then the current available alpha? (like, can i simply upgrade form alpha to beta) or should I still, rather wait till end of February for the beta release?

sly crane
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using the alpha is at your own risk, we may very well change a bunch of things and break stuff

safe fern
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ok, then ill wait, beta cant come soon enough πŸ™Œ

violet belfry
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@sly crane Malimbe and Zinnia seem very useful (even in non VR projects). I will definitely try them!

gentle yarrow
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Is there any plugin out there that does VR friendly UI, performance wise? I mean like a complete rewrite of the canvas system. If you target f.ex 120 fps in low specs the overhead with normal canvases is huge. We are resorting to using spriteRenderers but it is more clunky.

tardy cypress
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was there any plans of getting more than 4 realtime shadows in lwrp?

chrome helm
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@tardy cypress I would think since the RP are scriptable you can create such a version yourself. But I like you, am not very comfortable with the limits found in the default settings. We should be able to increase the amount of lights manually, or include certain features (such as Anisotropy shader support in my case) to fit our needs without having to create a new RP. Especially since creating a new RP would cost us time and money.

reef beacon
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I'm trying to figure out how to check whether the headset currently has tracking however every api I find ends up not working

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We're using WMR through SteamVR, any ideas?

tardy cypress
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alright. time for me to get wet in vr dev again. and when i create a new vr project i always wonder what graphics to choose
-unity default
-lwrp
-the lab renderer
-hdrp (just to check if it works(this time))

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what are the thoughts of fellow vr devs in here?

reef beacon
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We're just doing unity default

onyx loom
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I'm looking for a good documentation/tutorial for the new SteamVR 2.0 / input system. I've tried to implement the simplest thing - getting the squeeze on the Vive controller trigger, but the steam tutorial and one I found on Youtube have already an outdated syntax

reef beacon
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It's a mess last time I tried

onyx loom
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So what would be the recommended workflow for doing something as simple as getting the position from the tracked controllers and the float/single from the trigger pressure.? VRTK, some of the default OpenVR functionality?

onyx loom
carmine vapor
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@onyx loom I've been using SteamVR_Actions.actionset.action.GetStateUp(hand.handType) or keeping a reference to the action and checking that action.GetStateUp(hand.handType). It seems to work well

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GetState may only be for boolean actions, so I'm not sure what is needed for getting axis information

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SteamVR_Action_Vector3 has some methods that look like what you're after

onyx loom
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Thanks, I'll check that. I just can't wrap my hand around the fact it's so poorly documented.

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As for the axis UnityEngine.Input.GetAxis() exists, but from the OpenVR documentation it looks like the axis is just "9" "10" etc. , but it doesn't work really. Again not even sure where to look for the info on this. Looks like both Unity and Steam documentation isn't up to date

carmine vapor
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Hmm, I've never seen a mapping between SteamVR and UnityEngine.Input, and I haven't tried to use straight OpenVR input.

onyx loom
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It turned out to be actually quite simple. So I've just copied one of the existing inputs in the Project Settings -> Inputs. Changed the name to something like "Controller_Left_Squeeze". the value for the axis to joystick 9, joystick 10 (for left and right trigger values ) and a simple UnityEngine.Input.GetAxis("Controller_Left_Squeeze") get's me a nice normalized float for squeezing the damn trigger πŸ˜ƒ

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This should be like 5 minutes of Google search, not 3 hours of reading through the outdated documentation, tutorials and some ridiculously complex syntax

hoary tendon
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With WMR, I've found using their example scenes really helpful for getting functionality like that. Their slack is also quite active and helpful.

carmine vapor
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I agree, I did a lot of digging through the example scenes to get my own stuff working

wise thorn
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@onyx loom what steam tutorial did you find that was out of date?

onyx loom
wise thorn
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ah yeah, a lot of it is similar, but we unfortunately had to make some changes to 2.2 to get serialization to work in 2018.3

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and while we were doing that changing some of the class names made sense too

tardy cypress
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"unitys builtin stuff" xD

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i tried that. it works. but it feels so weird that left grip button is "joystick 14" or whatever it was

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steamvr plugin 4 life <3

wise thorn
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😁

reef beacon
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@hoary tendon Do you have a link to their slack?

hoary tendon
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Umm, it was on the toolkit on their GitHub. I'll find it when I'm near a computer again :)

onyx loom
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I also should apologise for the silly questions, but I'm a simpleminded 3D artist, so some of the coding stuff is a bit confusing.
Basically what I'm trying to do is attach hand models to the controllers and map the squeezing of the trigger to closing and opening the hand. This works if I don't put the Camera Rig prefab in my scene. For some reason I don't get the Input.GetAxis("MyInputName") from the Vive controllers. It's also a persistent effect, so if I even restart the scene without the Camera Rig prefab (deactivate or remove it) it's still not getting the input. Switching controllers on and off also doesn't help and only rebooting the whole SteamVR 'resets' the state.

reef beacon
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Cheers

onyx loom
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So this is basically working using the build-in Unity input system. But as I described it before, the moment I use the Camera Rig prefab from SteamVR it stops working.

wise thorn
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Sorry @onyx loom, there's currently an incompatibility with the SteamVR plugin and Unity's Input System. You can use one or the other, not both.

onyx loom
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I've actually ended up using VRTK. Wanted to keep the project as clean as possible, without any additional plugins, but hey ... it works.

wise thorn
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glad it's working for you πŸ˜ƒ

onyx loom
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Yeah .. and even that wasn't certain, since VRTK got removed from the asset store yesterday. πŸ˜‰

wise thorn
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Yeah that was unfortunate -_-

tardy cypress
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vrtk removed....... .... again?

onyx loom
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it's back now, but for some reason it was remove automatically for not being updated.

chrome helm
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Why can't we have an easy to use native drag and drop teleport VR function in Unity?

tardy cypress
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do we have access to transparent/cutout/vegetation shaders that gets picked up by MSAA yet?

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i want to make trees in vr but no antialiasing hurts my eyes

chrome helm
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Try oversampling.

tardy cypress
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no i am targeting midrange hardware or lower

lunar estuary
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Where did TrackedPoseDriver go in 2019.1?! It's disappeared, it's even gone from the docs - what happened?!

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ah. It's moved to the XR Legacy Input Helpers Package. But what am I supposed to use instead? Is the new input system ready?

chrome helm
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I do not think you should be using 2019.1 for a project. It looks like it's just about to reach the middle of its beta cycle and to me that means not production ready. Especially if you are using external tools and scripts you are gong to regret it.

lunar estuary
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don't worry, I've been doing this for a while. I need to work in the beta version so all our tools are ready for the rest of the team when it goes out of beta...

chrome helm
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Yeah I have been doing this for a while too, just this Beta is a bit different than others. Lots of breaking points that increase the risk. Even simple things like a simple texture scroller script are breaking πŸ˜ƒ Especially if you are using the new RP expect major breaks.

fervent seal
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Hi guys, Just a general question. When will volumetric lighting be adapted in Virtual Reality with the Scriptable Render Pipeline?

tardy cypress
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there is definetly no estimate for that LUL

vast thorn
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Hi, is there a way to sideload app to the Oculus GO so it shows in the library instead of unverified apps?

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I'm shipping an app which will exceed the size limit so it can't go to the store, and I want it to have an icon etc. I don't want my client to click on a package name to run it ...

safe fern
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@sly crane πŸ‘€ i know im probably annoying the heck out of you, but how is the beta's status ? End of the month is pretty close , any big changes from the current alpha to the beta? slimeScared

sly crane
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We're not going to hit our end of feb deadline, we've hit a couple of last minute quirks that's probably going to set us back a couple of days, looking more like next week now

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and yeah the changes we're making will affect the alpha (most likely with breaking changes)

safe fern
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alright, gonna be more patient then, a few more weeks (hopefully) good luck with πŸ‘

sly crane
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hopefully not a few more weeks, hopefully more like next week

river sigil
storm pumice
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saw this today, pretty impressive.

storm pumice
coral frost
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πŸ˜‚

modern glen
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Hi! If I’m looking to make a VR game in Unity, and I want the final product to be readily accessible in the Oculus store & steam, should I avoid using SteamVR for my interactions? Should I use newtonVR or VRTK as an alternative?

sly crane
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if you want it to work on stores other than steam, then for instance on Oculus Store you can't have 3rd party SDKs in your package (like SteamVR) you have to use their Oculus Integration package, so at that point a bridge toolkit would be a better choice (unless you write your own bridge)

modern glen
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Ah- @sly crane which bridge do you recommend?

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Thanks

safe fern
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@modern glen the one hes working on πŸ‘€ VRTK, but wait for the new release coming soon, atleast thats what im doing, cant wait for it to come, so hyped

devout cargo
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Anyone familiar with the SteamVR 2 system know if there is a clean way to offset the held object for things like weapon recoil? I am trying to stick to the system and assume there is some way to offset the object attach without just overwriting localposition every frame

vast thorn
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How would I proceed to make a good quality grass in VR?

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I'm using unity terrain, 2D grass looks fine enough at long distances, but I need to figure something other for close range and beneath the player

safe dragon
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I think it depend on the style you are aiming for.

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I do poly art, so i've purchassed a nice smooth looking grass asset, which has nothing to do with unity terrain.

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In my case I can color the floor and the bottom of the grass with exactly the same color, so it don't looks bad when you'r looking beneath you.
I don't know about photorealistic aimed game.

chrome helm
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**SteamVR Question: **

How do I make sure the camera appears exactly where I placed it in the scene?

I frequently have to manually calibrate using the settings in SteamVR dev options.

proud raft
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@modern glen It seems like no one is working any longer on NewtonVR, so maybe use VRTK or build your own.

modern glen
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thanks @proud raft!

chrome helm
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SteamVR seems to be the most up to date.

VRTK was very outdated and required you to use old APIs for it to function.

tranquil spear
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there's someone who still develop for VRTK right ?

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is putting CameraRig to your desired position not enough ?

hard carbon
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@chrome helm the camera is placed according to the data from the lighthouses. Where you place your camera is the middle of the box you defined during vive room setup. Id like to not also that when I say 'place the camera' I mean place the parent of the camera, as if you just place the camera it will use world origin as its centre.

chrome helm
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@hard carbon Thanks. I am not using lighthouses. I am using a WMR headset. But yeah the same applies there, without the beacons.

I want to have a fixed initial position of the camera that follows the movement of a parent object. i.e. a car, an airplane etc.

The current system is problematic as often the camera comes over the top of the vehicle. Hence the need to manually calibrate.

I can't find a way to automatically do what the "Quick Calibrate" button in the settings does.

hard carbon
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Ahh yeh, I have had a hell of a time with the WMR positioning, I know your pain. If I had to make a suggestion I would say:

  1. We need to get how offset the camera is from its world root (not unities, but its tracking root)
  2. Once we have that, we can move the camera's parent in the inverse of that vector
  3. This should place the camera exactly on where you want it to start
  4. Actual results may vary, this is a theory I have had in my head for a while, but not implemented
chrome helm
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At some point, I was simply positioning the camera lower than where I need it to be, and kind of helped. But even that some times is not a solution since the behavior is unpredictable.

The only thing that works is place it properly and quick calibrate, but that can't be done automatically. Only manually.

In general I do not have this problem on the ground but users need to go in vehicles and that is where the problem becomes real. Especially when there is an NPC involved.

hard carbon
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seen this? UnityEngine.VR.InputTracking.Recenter()

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Its old (should be XR now i think), but it may help

stuck pulsar
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Do you have to write your own VR wrapper if you want to target both Oculus and Steam store?

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like for example, would you have to write your own generic "controls" script that can utilize both oculus and steamvr control inputs?

raven vine
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Hi, does anyone have experience doing cross-platform mobile VR apps?

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Let's assume I'm a masochist and want to support Oculus Mobile, Google VR(Daydream and Cardboard) and iOS cardboard, but I want to make a native app and not a webapp. Any tools or resources beyond the Unity XR documentation?

chrome helm
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@stuck pulsar depending on where you plan to publish you can use SteamVR/Open VR that works with any major PC device. Otherwise you would have to manage it separately. @raven vine There are some tools that help you do that easier. I have not used them so I can't say how good they are at that.

stuck pulsar
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thanks

raven vine
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@chrome helm can you give me some examples? I've seen tools like GearVRf/Samsung XR that targets Oculus Mobile and Daydream, but doesn't support Cardboard on either system and only works with native apps, not Unity.

I haven't seen anything that makes supporting them all easy. Unity XR requires I write my own code that checks which platform is being used at runtime and switch between them. I don't understand why that feature isn't built-in, but I'm effectively looking for something like that.

chrome helm
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It isn't built in (I suppose) because it would be hell to maintain πŸ˜„ I suppose it is the same reason why we do not have a nice and easy teleport navigation.

As I said I have not tried these tools so I do not know how well they work. One of them that I see in the Asset Store is : Bridge XR . They seem to update it relatively frequently. Have a look. I hope it helps.

https://www.assetstore.unity3d.com/en/?stay#!/content/116811

onyx loom
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Would someone here be interested in testing my game prototype? It heavily relies on physics interactions and I really appreciate some feedback and advice on the physics.

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You're a fox employed at a farm and getting the eggs to the packaging area without opposable thumbs is hard!

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So far the feedback from family and friends is that it's fun, but really hard. The biggest problem I have is that the physics doesn't work as expected tbh. For example friction doesn't work as expected, spring joints have a mind of their own ... πŸ˜ƒ

reef beacon
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Do you have videos?

onyx loom
chrome helm
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Hehe could be fun. Thing is, friction is only one part of the equation. i.e. in the case of eggs it is not just friction that holds them in our hands, but our fingers wrapping them and exerting a force on them that negates their kinetic energy.

If you leave your hands open while carrying an egg so fast, without your fingers holding it in place, you will get the same results. Friction has not changed, the rest of the forces applied on the object have.

I think, the key to somehow improve the "hold" of the eggs is an improved hand model but not so perfect that would remove the challenge of carrying the egg.

vast thorn
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Can I somehow disable the X and Z position tracking in Oculus Manager? I want positional tracking to affect only Y axis

onyx loom
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@chrome helm Thanks for the feedback. I definitely don't want to make it too easy. All the fun comes from the fact it's challenging. But it's a balancing act and especially with VR people have a huge spectrum of capabilities and coordination.

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I was thinking of adding a "kid friendly" mode for actually grabbing the egg with a trigger squeeze.

chrome helm
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Remember, most people don't really want to be challenged. They just want to feel they are skilled and smart. So to widen the audience you should provide a range of difficulty for everyone. A mode like the one you mentioned is a good idea.

onyx loom
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currently I also have a spring joint with a pretty low break force, so the egg slightly 'sticks' to the paw.

wet frigate
tardy cypress
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at least you didnt die in real life

tranquil anvil
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making them not collide with the player when grabbed would be the simplest way

wraith shale
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understanding why that happens would be the first step

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basically you are forcing two physics objects to collide (player capsule etc and the cube you grabbed with)

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since both are dynamic rigidbodies, physics engine tries to resolve the collision but can't because you keep forcing the box into that position

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and second step is what Graf Eisen said already πŸ˜„

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@wet frigate

tranquil anvil
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why understand it, when you can fix it without learning anything 🌞

wet frigate
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Lol

chrome helm
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Classic physics pushback πŸ˜„

safe dragon
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Why would you want to solve this bug, when it's obviously a massive feature to make your characters able to fly !

reef beacon
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Anyone has gotten MRS to work in Unity?

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Seems to always cause artifacts on my pc

safe fern
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@sly crane any news on the eta? ultrasadpepe

sly crane
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finished all the refactor we needed to do on zinnia, now just need to go through the VRTK repo and fix the 400 errors that refactor has created πŸ˜„ hopefully be done next week

safe fern
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sounds fun, alright, good luck πŸ˜„

lethal grotto
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how to get the currently used vr method (single or multi pass)?

hard carbon
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so, LWRP VR, I am getting random images turn into rainbow static. Is this occurring to anyone else? Worldspace UI and Sprite Renderers.

storm pumice
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that sounds like some kind of texture/memory corruption

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could be anything from a badly written code overwriting the texture data, to your video card's memory going bad.

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could also be caused by video card overheating

hard carbon
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@storm pumice thanks, but some new information that throws a spanner in this: late yesterday i found it works in editor, and only breaks in build. It feels maybe like a texture compression issue?

storm pumice
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hmm that's possible i guess

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does your game have a huge number of textures?

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i remember hearing about early builds of Subnautica, they had so many textures they wouldn't all fit in the build

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so they would come up corrupted

hard carbon
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not huge i dont think. Its not a tiny game, but its small enough that it runs smoothly on mobil

storm pumice
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they were putting them in the resource folder

hard carbon
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*mobile

storm pumice
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you could try different types of compression to see if that helps

hard carbon
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final build is <1 GB

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is that set per texture, or in project settings sory?

storm pumice
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it's per texture

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though you can select multiple textures and set it bulk

hard carbon
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sorry, feel like ive gone full noob. Compression can be low, normal or high, is that what you are referring to?

storm pumice
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well i guess it's different per platform

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I've never built a mobile game so heh

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probably not the best one to give advice

hard carbon
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haha this is PC atm. We are targetting multiple platforms, but focusing on VR for now. But thanks for the advice, ill use this as a launchpad, see where I can go from here πŸ˜ƒ

hard carbon
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So, for those that are interested, it WAS the texture compression. We changed it from "RGBA Compressed DXT5" to "RGBA 32 Bit"

wet frigate
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are there any good options outside of Final IK for VR IK?

safe dragon
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no

tardy cypress
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what about unitys animation controller?

solid terrace
reef beacon
safe fern
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people expecting this to be an upgraded rift are just delusional, its existence is only so more people can easily get into vr, not to provide something for the few % of hardcore GAMERS

storm pumice
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more power or go home πŸ˜›

onyx loom
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How is Rift S getting more people into VR, when it's going to have worst spec and higher price than some of the WMR headsets?

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You can buy right now Samsung Odyssey for $250. AMOLED vs LCD, IPD adjustment, higher resolution, higher FOV, better audio, 90Hz vs 80Hz ...

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Apart from the additional side cameras which might slightly improve the tracking of controllers I don't really see the point of this headset

safe fern
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Doesn't make my statement invalid.

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Im not saying the s is necessary, its garbage

chrome helm
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Point is, WMR headsets are still better than Oculus πŸ˜„

shadow heart
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Any mention of OpenXR from unity's side? could really make it a lot easier to make a game that supports all headsets out of the box, really sounds like their MO and I'd very much like to know how this will be integrated into Unity https://www.khronos.org/openxr

tardy cypress
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of course not

livid dew
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all i really wanted from a new rift is a full body solution tbh

safe fern
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congrats on the progress, reading the tweet i have one question, "hopefully by tomorrow night it will all be working again," aka beta release tomorrow? @sly crane prxgasm

sly crane
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haha no, i doubt it. once i get everything working again (which i haven't yet it's like 95% working) we still need to run over everything and make sure everything isn't broken still πŸ˜„

safe fern
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😦

sly crane
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the problem is just the sheer weight of stuff that needs doing and my evenings are not long enough :p

safe fern
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hopes crushed

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alright, you got this πŸ‘

sly crane
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i thought i was going to be done today, but then hit another snag last minute. @faint harbor came up with a good fix though, so hopefully tomorrow it will get merged in and i can continue fixing up the farm

safe fern
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so whats your est. release for beta now? this month, or is there to many variables to give an est?

sly crane
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hopefully this month, its so close now. it's just finding the time to work on it is the problem

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pretty much every file in zinnia and in VRTK has been updated this month

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it's just been a tonne of work, with not that many hours to do it in

safe fern
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we need more hours per day

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is there anyway i can help?

sly crane
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or less stuff to do in that day πŸ˜„

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with a day job to do, then kids to look after, VRTK ends up being just a few hours each evening

safe fern
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reasonable

safe dragon
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Just a few hours when your out of home 10h/day for work purpose and then have to spend at least 2-3 hours with kids/wife are really an insane amount of time πŸ˜„

chrome helm
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@shadow heart use OpenVR (SteamVR) . It supports all headsets πŸ˜‰

weak blade
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I have a couple of questions if someone didnt mind helping,

I'm using the OVRPlayerController but I was looking to get movement based on the controller rotation instead of based off the HMD but haven't been able to figure out what to change to do this would anyone know?

Also when using the OVR Grabber when I grab an object it causes it to ignore all OnCollisionEnter/Exit's would anyone know how to fix this too? I've tried all 3 modes on the rigidbody for collision detection but nothing has worked so far

chrome helm
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Sadly not many people specialized in VR on the server.

hard carbon
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its also that VR tools are so segmented. I have used SteamVR, but not VRTK or OVR, or even the base XVR tools. Perhaps ask on the OVR forums?

weak blade
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Its all good I found a VR dev server πŸ˜„

hard carbon
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nice work πŸ˜ƒ let me know if you have any steamVR questions haha

weak blade
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Will do! But I probably should develop for steamVR instead at least then it works for both headset lol

hard carbon
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I love it haha. Im not loving WaveSDK. I get its running on an android system, but having two SDK's makes my life so much harder πŸ˜›

safe dragon
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I don't think oculus allow you to upload stuff on their store if steamVR is required to play it

safe fern
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@sly crane because twitter doesnt work for me, stop teasing us o: how is the fixing going

sly crane
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we've got like a couple of perf things to fix (which are mostly done) and a custom inspector to make, then i think we're good for beta

safe fern
#

sooooo, maybe like, this week then?

#

custom inspectors bceDisgust

sly crane
#

well it's a custom property drawer

chrome helm
#

@weak blade we have found SteamVR to be the better supported Open API and it does support all headsets.

The "bad" thing about it is it requires Steam to run. Which is something that I do not like since it forces people to install Steam and having to do that creates an impediment towards persuading other non game related people to experience your VR content. Not to mention that it is kind of a sneaky Valve gateway in a way.

safe fern
#

I mean, youre using a free SDK provided by them, if it forces you to use steam for it, nah, fair trade off if you ask me

#

Β―_(ツ)_/Β―

chrome helm
#

Sure, that was exactly the same argument when they were offering some basic networking options back then, "such a nice company valve they offer this for free" everyone was using it, ... and suddenly everyone found themselves in a store.

sturdy pawn
#

If a company provides a free service, it's not actually free.

It's there to get you to use something else.

chrome helm
#

πŸ˜ƒ

sturdy pawn
#

Or in the case of a social media company:
"YOU are the product"

chrome helm
#

Actually that was the case with Google. And they said that more than a decade ago. It has been repeated so many times that people these days take it for granted and even enjoy being someone's products. Somehow from a bad thing, it has been twisted to "normal".

#

But anyway. There is free and there is free.

Even Unity has a free tier, but nobody complains about it, nor does it make anyone feel milked, because the deal is honest and straightforward.

safe fern
#

People want free stuff, and in good quality, and dont want to do anything for it

#

It is as its always been

empty cedar
#

Hi! I have a question about SteamVR 2.0 plugin, I want to be able to use the player prefab while also being able to walk around using the touchpad, problem is the walk via touchpad is available on the SteamVR prefab, but I couldn't find a way to make it work on the Player Prefab or to combine those two prefabs, any idea how?

chrome helm
#

@safe fern No. That is not the case. Hopefully OpenXR is going to resolve this.

hard carbon
#

@empty cedar , the SteamVR Player component contains a lot of commented code to help you learn how they control interaction etc. I highly recommend going to their interaction tutorial scene, and trawling through: you will learn a bucketload.

To address your comment at the root however, your task is 2 steps: get input, apply input. Getting input is a bit more complex in the Action 2.0 system. You need to go Window-> SteamVR input.

Create a new Vec2 action, once youre done, press generate. This will create the variable in the SteamVR scripts, and allow you to reference it in you own code. Look online, or in the action system pdf in the asset to see how to retrieve said input.

Finally, its just applying this to the player, by transform.position += transfom.forward * speed + transform.right * speed

empty cedar
#

@hard carbon hi! Thanks for the help! I did read everything and i've done what you suggest here, but for unexplainable reason it works only for the SteamVR prefab, but not for the Player prefab (the one with the hands on the controllers), that's my problem

hard carbon
#

Steam takes an extremely modular approach to all their stuff, maybe try looking at the hands in question, and the attached scripts? I cant help more without details of your setup sorry

silk kettle
#

Hi, what resources you recommend to start develop VR games/experiences, I have Oculus Rift

river sigil
merry cove
#

I'm using the steamvr plugin and I want to detect collisions with a picked up object, but it seems something about the interacting with the objects prevents collision detection. Everything works as expected if I drop the item on the detector.

merry cove
#

Does anyone have a clue how to get the expected behavior?

#

@onyx loom those paws are adorable. I really think the music helps the player enjoy the game a ton more by setting the tone. Sorry to necro your post.

merry cove
#

@merry cove attaching a rigidboy to the object you're interacting with is what you want

slender quarry
#

anyone know how to fix this issue where the objects stutter?

#

using a simple overgrabber and grabbable with a rigidbody

#

ive tried all 3 interpolation modes

#

thats with extrapolate

storm ether
#

tell more about what u trying to do

slender quarry
#

if you look closely at the object im holding, when i swing it around, it jitters

storm ether
#

got it

#

how u're trying to do it?

#

do u have a fixed point and the object follows it?

slender quarry
#

its an ovrgrabber and an ovrgrabbable

#

@storm ether

onyx loom
#

@merry cove Thanks! Coincidentally, after a week break from the project, I was just working on the final paw models πŸ˜ƒ

slender quarry
#

@merry cove picking up a rigidbody probably makes it kinematic so maybe thats why

slender quarry
#

i guess no one knows how to fix the stuttering issue im having...

chrome helm
#

Many such issues have usually to do with how you are implementing something or how you have set it up. i.e. we were working on some simulation and it was jittery because there were not that many calculation intervals (for optimization purposes).

So maybe have a look there.

slender quarry
#

the thing is that its moving smoothly, but its just also moving left and right like it doesnt want to be moved

#

idk what calculation interval do i need to configure?

merry cove
#

@slender quarry I was using OnCollisionEnter() when I should have been using OnTriggerEnter(), that's why adding a rigidbody made it work before. Thanks for the input though.

safe fern
#

@sly crane sooo what am i seeing, is it beta? got some weird notification but i dont get git

sly crane
#

patience :p

safe fern
safe fern
#

@sly crane will you make a post here when its ready? slack is bugged, or will there be an final commit or sth?no idea about git

thorny adder
#

Extremely niche question has anyone here had experience with captogloves

gray estuary
#

Hi everyone, just to know, i see everywhere different answer, but is it possible to get haptic feedback with vive tracker ? If there is nothing inside to do it, do you know a way to add it ?

safe fern
#

Vive tracker dont have vibration DrakeLUL ? no way

gray estuary
#

i'm asking cause i don't have one and i'm looking for real information ^^
I saw some people on youtube who "did it" but i find nothing in documentation..

sly crane
safe fern
#

@sly crane first of all, congratulations on the release πŸ˜„ You made my day

#

"This means any external hardware can be hooked into a VRTK component with relative ease"
Fullbody MMO here we come

#

Finally another use for my vive trackers

safe fern
#

@sly crane are there plans to add more examples? Before there we so many good examples, but now its only the farm, I know Academy exist and its beta, just curious

sly crane
#

The farm will grow with more examples of how to do stuff. But we're not going to have multiple scenes as it's too hard to maintain

#

The plan is to move that stuff to the academy

safe fern
#

I see

sly crane
#

the academy will contain tutorials with their own repositories and their own scenes though

#

so there may be like a "this is how you build a little room with interactable stuff and teleport around" tutorial which would have it's own little scene in the repo

hoary tendon
storm pumice
#

funny, ppl were speculating about them filing a trademark for 'Index" back in October

#
US Serial #88139740 for Computer and video game consoles, peripherals, and accessories```
#

so yeah must be a headset of some sort

slender quarry
#

@sly crane i fi want to put vrtk in my project, should i clone it to the assets folder inside my project, which already has its own repo? (I'm using github desktop)

sly crane
#

Yes clone into your assets directory

slender quarry
#

coolio

#

@sly crane if the game i'm deploying is going into an arcade, what is the proper way to "include the MIT license"? I just want to make sure I'm not violating your copyright

#

do i just put the license in the assets folder or do i need to include you in the credits somewhere?

sly crane
#

The MIT licence is downloaded with the repo. You just need to keep it with the code files. You don't need to mention vrtk anywhere in the credits (nice if it was though :p)

full flax
#

Does anyone know if Unity has commited to supporting OpenXR in any particular version?

slender quarry
sly crane
#

there isn't one in v4

slender quarry
#

documentation doesnt say that 😦

#

also im confused why is the camera seperate from the controllers, etc.

sly crane
#

the documentation doesn't say there is one

#

v4 is completely different to v3, don't carry v3 logic over to v4 otherwise you'll get confused

slender quarry
#

i just looked on the getting started page and i got stuck

safe fern
#

@slender quarry at what point

grand peak
#

hey ! I would like to change the height of camera rig on VRTK in unity I don't find on the internet ... Do you have any idea pls ?

chrome helm
full flax
#

I know Unity is a partner for it but I couldn't see a release timeline

chrome helm
#

They have announced it. I do not remember specifics. just search.

#

Question
Using the latest SteamVR can I simply change the FOV of my camera directly in the editor? doesn't look like it is doing something.

Are there any concerns? Limitations?

Thanks.

tardy cypress
#

i thought the field of view was magically set when the headset starts?

chrome helm
#

Yes, it is. However I read somewhere that it can be affected to a certain degree, but there were no details or suggestions on how to do it.

#

Or if there are any side effects.

slender quarry
#

@safe fern on their official getting started page, they have instructions for v3 instead of v4

sly crane
#

The GitHub master getting started is for v4

slender quarry
#

oh i was on the vrtk page

sly crane
#

which vrtk page?

#

the readme.io link? that's the docs for v3.3 and below

slender quarry
#

you might specify which version its for then

gray estuary
#

it's already specify on the top of the page, you can look for the version (before v4)

By the way, congrats for the release beta TheStoneFox πŸ˜ƒ

bold orchid
#

hello ! I'm using SteamVR for a project using 2 controllers + 1 tracker, and i must have the possibility to use 1 controller and 1 tracker. I prepared everything (controllers with hand scripts, binding tracker to anything else except hand, ...) but unity keep linking my left controller to track the tracker position

#

More than this , the device index of my left controller gameObject is None, but it keeps following the tracker

gray estuary
#

Hello @bold orchid
I had the same question few minutes ago, so i have the answer open again:
https://stackoverflow.com/questions/43184610/how-to-determine-whether-a-steamvr-trackedobject-is-a-vive-controller-or-a-vive

They explain how works controller & tracker appair, and I attached the script in answer to my tracker, everything works well.

bold orchid
#

I'm already using this code ^^

gray estuary
#

hmm.. i put the script on tracker only and in the start() method

#

Controllers stay controllers (if only one controller, it become the right hand), and the tracker find it's real index by it's own (magic)

bold orchid
#

I really don't understand steam vr xD

#

seems to work by magic now, i will come here if the problem appears again

#

thx for your help

gray estuary
#

haha, happy to hear it works, hope it won't break πŸ˜ƒ

sly crane
chrome helm
#

It really sucks that we need to know all these about trackers and controllers and pairing them and such and such.

In Unreal you just drop a VR camera in there and you have teleportation in an instant.
Sorry to say so, but I repeatedly get people telling me how easy it is.

With pretty much all solutions available in Unity, things are too complex if you are an architect/artist who just wants to do some basic walkthroughs.

bold orchid
#

still have the problem /:

bold orchid
#

I was using "isValid", idk what represents that variable, but it's probably not working

safe fern
#

@chrome helm dont make your lack of skill, unitys fault.

How is it complex? Took me like 3m to download vrtk v3, drop the prefab, done.

chrome helm
#

Why should I need any skills at all to use the most basic type of VR interaction?
As I said, in other engines it is just drag and drop. So obviously they are doing something better to support VR creators, and that is Unity's problem, not mine. Others have made sure that it just works out of the box without second thoughts. With Unity you have to come and ask in groups like this and be offended by people like you. Not good πŸ˜‰

Also I do not particularly like the tone of your response. Found it a bit offensive.

I have not tested the latest VRTK, perhaps it is better now, but in the past that was not the case, and had tons of problems. Even had to work with old SteamVR for it to function properly.

tardy cypress
#

did vrtk change during the last 3 years?

safe fern
#

Dont get triggered by words, sorry for that. V3 isnt even the latest. But just go to a different engine then, clearly unity isnt for you

chrome helm
#

Kinami, Negativity is not the right mentality. It is people like you who make people switch engines. That is why even having its users subjected to exchanges like this because they have not offered a straight forward solution, is Unity's problem. πŸ˜‰

Tesrym afaik new functions have been added and improved over the years. VRTK has always been one of the top APIs on Unity. But at some point it was not compatible with some of the latest VR SDKs (in particular SteamVR) which made it a bit problematic for some developers who do not see VR as a hobby to pass their time. It appears that, for a while, the people working on this were not able or motivated enough to improve it.

Hopefully it looks like work has started towards v4 more actively, and that is not an issue anymore.

safe fern
#

k

bold orchid
#

someone tried steam vr beta 1.3.21 ?

#

in my soft the controller becomes the hmd

slender quarry
#

oh

bold orchid
#

When i rolled back to 1.3.20, problem persisted

slender quarry
#

maybe your script has the wrong gameobject reference?

bold orchid
#

Nop, using indexes, just logged out device indexes, just got device4 or device5 but still follow the hmd

#

Wrong explanation, i bind the controller to device 4 or 5 in start, but it has device hmd in inspector

bold orchid
#

ok fixed, reference problems not logged by unity, so my index became 0 after the log

wise thorn
#

trackers work a little differently these days

#

they're meant to be access by role, not by index

#

you can do that with the latest version of the steamvr unity plugin

#

it is a bit more complicated to get started, but most people find they like it once they get used to it

#

and just to be clear, unreal has the same issue

#

unity's actually in a better place tracker wise since the steamvr input plugin for unreal hasn't been released yet

bold orchid
#

Planning to build a generic tracker and controller binding system for my next projects

slender quarry
#

If I want my game to support both oculus and vive, what library/package should I be using? I've been using oculus integration (ovrgrabbable, etc.) but I'm realizing that it won't work on vive

sly crane
#

pretty sure oculus integration is cross platform now, or at least works with OpenVR devices too

slender quarry
#

oh

#

i wish i had a vive to try that out

chrome helm
#

You can use SteamVR, it supports all devices, but unless something has changed Oculus would not allow you to publish on their store with a non Oculus API in your product.

sly crane
#

you can't publish to the Oculus Store using SteamVR, but you can publish to both oculus store and steam if you use Oculus Integration

tardy cypress
#

or you could avoid vr communism by not using the oculus store at all

novel zinc
#

is anyone familiar with oculus integration stuff, like entitlements and using the platform sdk?

slender quarry
#

All I've done is ovrgrabber and ovrgrabbable stuff

gritty charm
#

@novel zinc to submit your app to oculus store you can only use OVR plugin from assetstore. It has quite good examples to start on. but the thing is submission on oculus store is quite hard process. All the assets must be in proper dimensions and also your final build must pass through all automatic tests.

#

If you search for entitlement, you will find basic script in oculus forums. Just attach that to any gameobject in your first scene and you are ready to go. For me it was failing in editor but build was working fine.

novel zinc
#

@gritty charm I'm aware, I was using the oculus integration examples. My issue was how to test it in editor as it doesn't seem to automatically detect your oculus software in the background

#

i figured it all out though. in-editor basically you have to log in with your credentials in the oculus settings menu in unity, if you make a build and want to pass entitlement it has to be uploaded to your app in the oculus dashboard and install it from the library

gritty charm
#

@novel zinc we use the same account in editor and in oculus dashboard that will be used for publish the app

#

that way you can pass the entitlement in local build too. use the support command line tools to check single tests too

#

make sure use proper release channels too.

novel zinc
#

gotcha. thanks!

vast thorn
#

Hey, I'm looking for a credit card payment solutions in VR, are there any SDKs available?

#

or even PoCs of such thing?

slender quarry
#

i dont think anyone has done that

#

just make a credit card 3d model and a simple texture and some sort of sliding joint snapping point

#

and when they slide it subtracts the order's total from the card's balance

#

maybe add a textmesh on the card to display the current balance because why not

bold orchid
#

Still having problems with trackers >< right now everything is ok on my computer when I build, but when I switch to another computer, tracker is tracked correctly except the fact that rotation is inverted and the controller is not tracked at all

#

Looks like binding are fucked up, but I dont have any errors about it

slender quarry
#

@bold orchid what API are you using?

#

Are you accessing the devices by their role instead of by the deprecated system?

#

Are the input settings configured correctly?

#

Have you messed with the settings of the tracking scripts?

#

If it works on your pc and not another, it's obviously configured in some way specified c to your computer. Go through your settings and scripts to see if you hard coded value sinstead of abstracting them or setting them programmatically.

vast thorn
#

@slender quarry I don't want to make a credit card terminal simulator πŸ˜„ I'm rather looking for informations on credit card processing, how to safely store cc data in such apps, PCI DSS compliances etc. especially with the new 3DS 2.0 coming

slender quarry
#

@vast thorn i know im just giving you a hard time lmao. looked like you were trying to do something with microtransactions in vr so i was just messing with you a bit

#

there are free assets on the asset store for paypal and unity should have built in iap

vast thorn
#

I'm actually trying to make a working retail shop in VR

slender quarry
#

im not sure beyond that

#

interesting

#

good luck with that though

vast thorn
#

And I've managed to make a PoC, but it's highly unsecured because you can't use 3DS (like sms authentication, etc)

#

so no one is going to use it that way probably

#

IAP doesn't allow for hard goods transactions I think

bold orchid
#

@slender quarry
using the last version of the steamVR plugin for Unity, and the 1.3.20 steamvr version on steam.
using the devices indexes using their roles on start (steamvr_tracked_object,...)
configured input settings and bindings in unity as needed
the problem is that it worked great with other computers last time, changed something on another part of the project that is not related with devices settings or indexes, and it's not working

slender quarry
#

@bold orchid might want to be careful because you can reach a wider market (steam + oculus store) only if you use oculus integration instead (don't worry, it supports the vive). anyway, i don't know what's causing the problem without doing some in depth digging around. maybe you could tell me what other part of them project could possibly affect the tracking of input devices? maybe track the configuration in editor while its playing on the computer where it doesnt work to see if something is being changed by a script? remember in good oop, you shouldnt have things messing with other things where it isnt intuitive. create a heirarchy with structure so that its easier to track where something is disjointed. maybe the objects you're manipulating have an extra layer of gameojects on them with the transform flipped?

#

adding force in the wrong way, check if the rigidbody is or isnt kinematic, etc.

bold orchid
#

hmm difficult, other parts of the project are not really vr related, I can't open my unity project on other devices, onlyu the build.I don(t add force and checked all my rotation in scenes, it seems to be related to the controller (i'm using 2 controllers and 1 tracker). I'm only working with tracker position (not adding force, i'm doing body tracking)

#

Is it possible that the steamvr version in steam fuck up something ? or like bindings not being conserved during transfer ? i tried to zip my build before copying on another computer

#

and i'm clearing cache everytime i try a build

slender quarry
#

well good luck idk

#

id imagine your tracking is set up weird

#

double check the transforms of the controllers

bold orchid
#

As i said, only happens in build on other computers, so everything is ok on transform. But thx for your help ^^

wise thorn
#

are you hitting Replace Defaults in the binding UI after changing bindings?

#

@bold orchid

#

also if you're actually using device indexes instead of the new Input Device enum you're going to have a bad time

bold orchid
#

Stuck to unity 2017.7

#

And yes i replace default

#

(Or unity 2017.3 i dont remember)

wise thorn
#

when you say "the last version of the unity plugin" do you mean 2.2 or 1.2.3?

slender quarry
#

why are you stuck to 2017.7?

bold orchid
#

2.2 steamvr plugin version

#

and I'm stuck on 2017.7 for a differrent reason

tardy cypress
#

thats... not an answer to his question LUL

bold orchid
#

ikr, stuck to this version because i work on a prototype developed with this version

bold orchid
#

Looks like my tracker index is stored in controller indexes only on other computers

#

(my camera rig controller track the tracker)

#

but the indexes are different (device 2 and device 4), looks like the tracker is in device 2 and device 4 in steamvr inputs

bold orchid
#

My logs in build :

Index du tracker : Device4
 
(Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Result tracker : {htc}vr_tracker_vive_1_0
 
(Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Index du controller gaucheNone
 
(Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Result controller gauche : 
 
(Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Index du controller rightDevice2
 
(Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Result controller right : vr_controller_vive_1_5
#

Here the code :

#

"tracker" is the SteamVR_TrackedObject of my only tracker
"other controller" is the other hand of the camera rig

slender quarry
#

@bold orchid when you're doing a bunch of if statements on a simple variable, consider using a switch statement with cases

#

also the output from your program doesnt seem to match your debug.log statement so im a bit confused

bold orchid
#

Just changed the whole code, seems to be fixed

slender quarry
#

oh lol

bold orchid
#

Now im building a list of indexes that are not valid on start

#

Than bind everysecond if the index is valid

bold orchid
#

(For the debug.log that is not the same, forgot it was somewhere else)

wise thorn
#

using device indexes are not a reliable way of identifying individual trackers

#

use tracker roles and input device paths with the SteamVR_Behaviour_Pose component

#

the beginning of this video talks about it

bold orchid
#

I'll check it thx

bold orchid
#

I need to work with trackers & controllers

#

seems tha I can't use behaviour pose for tracker

gray estuary
#

Hi everybody,
I would like to know if anyone hear about a plugin/asset which understand preset mouvements in VR, or anything on the way.
I'm starting this kind of thing and i'm searching if it does already exist.

versed quartz
#

Back at Unite in October, Microsoft had us fill out a bunch of info at their booth on the expo floor with the promise that they would send us a Windows MR headset "in the next few weeks". Did anyone else get one actually sent to them? I'm still waiting, but have no idea who to even contact to ask about it.

warm wing
#

Microsoft will buy Unity soon

versed quartz
#

But then will they send me my headset? πŸ˜†

tardy cypress
#

few could be 20 weeks

versed quartz
#

Yeah, very true. To be fair, I'm not put out by not getting it yet. I was just curious if anyone had gotten one from that and if anyone knew a way to track down where to find out. πŸ˜ƒ

chrome helm
#

Are you sure that was the exact wording?

Did they actually say they would send to everyone without exception a headset?
Usually these are screening forms and only approved projects receive one.

versed quartz
#

Yeah, they were pretty clear. They said they would have handed me one right then, but they were out, so they'd mail it in a few weeks after Unite and the next conference had settled down.

wraith shale
chrome helm
#

... meh, the success of this is more about game design that engine related. this could be done in any engine really. I look forward to seeing our project in such a video in the future πŸ˜„

slender quarry
#

i watched it but it wasnt really informative

#

it was mostly about keep it simple and stick to your style, but really i think its just a very easy to pick up game thats also fun to share at a party

#

and it has high replay value

shadow estuary
#

Hi there I’m writing a Unity plugin and need help on how to detect a VR app's input system (SteamVR, OpenVR, Oculus). Is there a general way to check the interaction system in use?

slender quarry
#

Proprocessor directive to check if something is defined?

#

@shadow estuary

grand horizon
glass cloak
#

Is there a way to make a lever in (Open)VR preferably using the physics system?

slender quarry
#

well there's always the hinge joint with limited angles

#

i only know oculus integration, but i would make it an ovrgrabbable with a rigidbody so i could either grab it and move it or push it with something else

glass cloak
#

Thanks, works now :-)

onyx loom
#

I'm experiencing a serious drop in frame rate when I use a second camera to render to texture. Is there some way of configuring this appropriately, or is it just not recommended to have a separate render camera in the scene?

glass cloak
#

Check the profiler to see whats using the most time?

#

I'm using the SteamVR assets in Unity, but i get unexpected behavior when two throwables are connected with a hinge and i move my hand through one object but the closest one is the other.

#

Additional info:

#

I have tried disabling the handle collider when the controller is hovering over the white cube, but even though i see it is disabled in the inspector, i can still pick it up

glass cloak
#

seems like putting the handle in the same parent as the fuse helped

slender quarry
#

@glass cloak did you figure it out? i dont see why it would break and im interested to know how you fixed it

glass cloak
#

@slender quarry It seems like unparenting the handle worked, though i havent played around with it a lot

slender quarry
#

maybe having multiple layers of throwables is messing it up

glass cloak
#

yeah it used to highlight both, now only the base

slender quarry
#

maybe have the fuse parented to a fusebox gameobject with the rigidbody, and also put the handle as a child

glass cloak
#

yeah thats what im doing now

slender quarry
#

actually you could just move the complex throwable to the base from the fuse

glass cloak
#

one extra unnecessary game object that may make the code more confusing, but it works for now

#

yeah i guess i could

#

basically the same thing

cinder osprey
#

Hello. I'm trying to check my VR app with the OculusVRCValidator before submitting it. However I get stuck with a Failed "TestSubmitFramesWhenNotVisible". The docs don't say how to fix it, nor have I found a solution in the forums (others have the same issue but no solution) ( @ me if you have suggestions! πŸ˜ƒ )

glass cloak
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try asking on their forums?

gray estuary
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Hi everyone !
Can i start a debate ? I want a VR headset, but i really don't know which one..

I'm working a lot in VR even if i'm student and it's been a while that i'm watching every news.. but i have some apprehension about new VR headset.
It's like they all use mixed reality system tracking. But at the moment i'm not really satisfy with it. (i use to know Dell headset).
With this kind of tracking, we can't have motion in our back, but they use to have a way to preview the gesture, is it reliable ?
Actually I love the HTC Vive, but with every news about Cosmos or Index, i hesitate.
Resolution in new headset isn't nothing, and controllers seems to be better for users.

Is there someone who can help me with some advise ? I'm lost ^^
(by the way, it will be for my personnal usage, but we can debate freely about new headseet, I will take some notes ^^)

safe fern
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Just wait for the Index πŸ˜„ I have the rift, im going to get the Index, i think it will be worth the (hopefull) upgrade

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biggest reason im getting it, I dont want to go through occulus - steam hell anymore, poor performance, issues etc etc

gray estuary
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And maybe Knuckles with index ? πŸ˜‰

safe fern
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i sent in the dev hardware request, paid my 100$ fee etc

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2 days later, index gets "announced"

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πŸ™ƒ

gray estuary
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Ah ! x')

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but if I understand well, with pictures, Index will use Mixed reality tracking, right ?

safe fern
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My advice, from someone who knows "moderately enough" about vr headsets/controllers etc, wait for the Index and get that

gray estuary
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not lighthouse in the room like vive ?

safe fern
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it will use lighthouse

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but it might also have front cameras or something, nothing is confirmed yet, but 100% not mixed reality

gray estuary
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oh ! nice ! That was something i needed some explaination, thanks !

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So thanks.. i will wait May for the Index announce and maybe June to get it ><"

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That's so hard, i'm waiting using the Vive at my school and my work ^^
I'm so excited to get one for me x)

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But thanks a lot for this !

safe fern
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No problem^^

glass cloak
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@gray estuary i use the lenovo explorer and it works well

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i thought it was shit for a while and turns out mine was broken so i got a new one

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now its pretty good

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also it doesnt really have the screen door effect so thats a big plus

gray estuary
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Yea, i know it works, but what if you want a game with archer, and you have to get Arrows in your back ?
It's an exemple but with the Dell i have at work, i know it's difficult, we lose tracking.
I'm not really fine with this.. :/

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i don't know if you tried this

glass cloak
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well a considerable amount of people of use it so you should take that into account

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also you have about 2 seconds of movement outside the sensors so you just have to do it without wasting so much time

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i play ex. beat saber just fine for hours sometimes

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though there is the occasional glitch its not very noticeable and well worth it based on the price reduction imo

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and oculus is also releasing one

gray estuary
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you talk about Quest ?

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yea i understand, but it's some kind of anticipation for thoses mouvements, but it's not precise and i find it a little slow.
Even steamvr get an update for some silly people like me that tryhard Beat saber x)

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And now tracking is really smooth

glass cloak
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so isnt that good?

gray estuary
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don't know :/ not enjoy it, Oculus with two front tracker, that's not really for me, even if it's really cool.
I'm better with vive at moment, i'm just thinking about new headset.
Cause if we go with pimax and others, it's just resolution, not really evolution, so now i will think about price and.. i'm student at moment so i can't x)

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Tell me if i'm wrong, maybe i miss something x)

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Hype around Index.. i'm in x)

glass cloak
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im not quite sure what youre saying but i think the price makes it worth it for me

gray estuary
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Mixed reality... ahhh don't know x)
I torture myself for a while ^^

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I can't decide

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but Kinami really get me with him for index

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he convice me with some informations i didn't understood

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i don't say mixed reality is bad, it's really cool and have a nice future. but i don't think it's for me cause of my usage

glass cloak
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ill stick with mine till a competitor is a lot better or it breaks

gray estuary
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and really sorry if my english is bad, i don't realise ><"

glass cloak
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ah its fine im not native either

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i dont enjoy throwing away or buying stuff

gray estuary
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I understand ^^ For my part, i have luck that my school have Vive and i have Vive/pro & Dell at my internship :3
So i use to compare them, but i really want one at home to continue working on applications and games

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Thanks you @glass cloak for your returns of experience, it's really interesting. thanks a lot !

glass cloak
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im not really experienced but np

gray estuary
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user experience, it counts ^^

glass cloak
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sure thing

bold orchid
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Hey people ^^ Got a problem with Unity Vector, in VR.
I track someone legs with trackers, and i need to be careful on up vectors to add a rigged body to the leg.
I draw position of hip, knee , foot and toe using gizmos (p1, p2 , p3 , p4), and draw the direction using Debug.drawsphere (i used this instead of drawLine because i though first the problem was gizmos.drawline). It seems that all vector are in absurd directions (they should just follow the points position). Here a picture of the problem

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the vectors are just (p2.position-p1.position) ... in code
Oh and forget the red line, it's another debug.draw i forgot to remove

dawn sundial
slender quarry
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Hi @storm ether

shadow estuary
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in 2018.3 is there a way to use Unity.XR to get a list of all controller inputs?

storm ether
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@slender quarry hey, fancy finding u here

hard carbon
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@shadow estuary you wouldnt use Unity.XR. As far as unity is concerned, controllers are controllers, whether connected by bluetooth or wired, handheld or MR. So look to the Input system, or the API for your platform (SteamVR Plugin for Vive for example)

shadow estuary
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Ok thanks

wise thorn
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note that on steamvr your keys may get rebound if using unity's systems. and you won't have access to knuckles functionality currently

storm ether
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Hi, I have a fully rigged Model for a VR FPS and a VR character controller. How would I go about linking the models hands and head to the controllers and headsets similar to Pavlov VR?

slender quarry
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id like to know as well how to make a player model move their hands like in a game such as pavlov

wary tide
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Trying to convert an existing game to a VR game programmatically, but I know little about Unity and nothing about VR in Unity. Are there any good coding-based tutorials for VR?

tardy cypress
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vr is just an elaborate keyboard

wary tide
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Really? All I need to worry about is the input devices? Nothing special with cameras separation and divergence and such? I remember back in the day there were issues when you converted games that had post-processing shaders, filters and effects that were done at viewplane depth, because they weren't done in stereo well. Things like that.

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If it's really that simple, I may become very happy indeed.

hoary tendon
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Depending on the toolkit, the player camera might be generated differently. But, I think generally people do take from a toolkit template, rather than trying to role their own camera behavious

wary tide
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"Toolkit template"... I know not what these are. Can such templates be applied to existing games which have their own control structures and such?

hoary tendon
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Yes definitely. So you could be using VRTK or OpenVR, or MRTK. or whatever else.

wary tide
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Thank you @hoary tendon - those names sound like a good start. I'll google them and see where it gets me :)

supple wolf
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Hi

hoary tendon
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Yes! I think VRTK is the most popular toolkit to use in Unity. But someone correct me if I'm wrong

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I have been in MRTK land for a while and haven't been paying attention..

supple wolf
hoary tendon
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I haven't. Are you thinking of using them to test your VR games across platform?

supple wolf
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May be. A big dilemma is: to have a VR game working well on practically all brands of VR Headset, we are forced to buy all the brands of VR Headset, which makes the project something very expensive ...

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And then on consoles

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And then in Windows, Mac, Linux...

hoary tendon
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Yeah haha, I have some headsets, and my friends have others, so we just test echothers games πŸ˜›

supple wolf
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That's the point. I don't know how is currently the market share between brands, but if I could get my game working in almost all of then, it would be more profitable...

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@hoary tendon But for me to start, I do not own any VR Headset yet πŸ˜ƒ What good x cheap model would you recommend to get started?

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Or is not it worth having a cheap model to develop and test?

hoary tendon
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I would definitely look at Windows Mixed Reality to start. They are good quality and much more affordable. Look at the Samsung Odyssey, which is just a bit better than the Vive 1. The cool thing about WIndows MR, is that it is very plug and play, with inside out tracking. But also you can play any VR game on steam. with their adaptor tool, regardless of if the game is ported for WMR.

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it isn't SUPER cheap, but $400USD is still getting you one of the best headsets out there

supple wolf
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Good to know. But WMR is not wireless, right?

hoary tendon
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No, it isn't. But if you're just using it for dev, then I'd think that's okay.

supple wolf
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True. I'll see this. Thanks for the tips!

hoary tendon
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Yeah. You can also look at the HP and Lenovo WMR sets, which can be as low as $100, if you think you will then upgrade. I have found it's mostly the screen quality that goes down. Tracking is still okay for dev.

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I'm gonna get an Oculus Quest asap πŸ˜›

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so excited haha

supple wolf
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How much?

hoary tendon
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I think it is $400USD. But doesn't have as much computing power. Which I'm okay with.

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they're all starting to be quite cheap really, which is cool

supple wolf
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Is there some VR headset with finger movements?

hoary tendon
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People use a leap motion attached to their headset for that, atm. My amte has a really lovely set up using the vive pro and a leap motion

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yah totes

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also I think the Knuckles controllers feel really nice

supple wolf
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I don't know what leap motion is...

hoary tendon
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I dunno where you're from. But another thing to consider is warantee and stuff for any gear you buy. In Australia we don't have many of the flagship stores or manufacturers, so when things break, it can be really annoying to have to send it to the US. That and many things aren't released at all here, so you're sort of on your own.

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Leap Motion is a little hand trackign dongle

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that people attach to the front of their headsets

supple wolf
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Wow, very cool!

hoary tendon
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Yah it's quite cheap! And the firmware was not great ~5 years ago, but is MUCH improved now. I think it's quite viable

supple wolf
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This opens a completely new scenario!

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New possibilities for the game!

hoary tendon
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hehe, mabe don't rely on the masses having it though πŸ˜›

supple wolf
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I will definitely study this further...

hoary tendon
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good for conventions I reckon. Or gallery works. Because no controllers, is so nice πŸ˜›

supple wolf
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But if you what to "manipulate" an object more precisely, it sounds great!

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Of course you will not play a virtual piano concert with this...

hoary tendon
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my friend has a pretty nice harp type function, where you are grabbing strings, which is really nice

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but yeah πŸ˜ƒ

supple wolf
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This is absolutely fantastic! Thank you very much!

supple wolf
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@hoary tendon If leap motion can see my hands, it would be able to see the external environment to project an AR?

hoary tendon
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No, but a lot of headsets do have pass through camera that can allow for something like that

gray estuary
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@supple wolf , btw htc recently released a SDK for handtracking with their headset camera, no use to wait for rift S or others. But yes, most of the time, people use leap motion.

urban cloak
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Is it possible to get the state of the proximity sensor on a Vive using OpenVR? I'm finding a lot of stuff using SteamVR and I'm getting a bit confused if that's the route I should be taking?

supple wolf
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@gray estuary Interesting. But if we develop a VR game with handtracking, will not be better the let it generic, ie, using leap motion? I mean, if the game is configured specifically to this Vive model, the sales will be reduced a lot...

gray estuary
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yea, i agree. And for sure, it's a early access sdk, so i don't recomand it. It's nice to see and test, but not something we can use to dev a real project.
It was just to talk about techniques for handTracking. We can talk about ManoMotion SDK too, but it's XR handtracking special for mobile. ^^

supple wolf
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@gray estuary ManoMotion seems to be very interesting too, although seems be less accurate than leap motion. But I'm realizing that both leap motion and ManoMotion are simply cameras, with good AI softwares behind.

quaint moss
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ManoMotion isn't skeletal tracking though. It is more suited for gestures recognition, at least the RGB camera version (i.e. what works via mobile camera).
Leap motion works using depth sensor so it is different.

supple wolf
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@quaint moss good to know. So, in short, the best way to develop a VR game with hand tracking, would be using unity's XR input and tell the customer to attach a leap motion device on its VR headset?

gray estuary
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For the moment, I think it's the best solution too.

quaint moss
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@supple wolf I don't have any experience with Leap motion or PC VR, but I think that SkyCobra is right

gray estuary
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i'm not an expert either, but it's something i see regularly and it seems to work fine enough.
Btw, we can talk about VR gloves, but it's kind of prototype. At the moment, and depend of your usage, leap motion seems fine.

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Don't hesitate to make us some return when you try it πŸ˜ƒ I'm interested by any experimentation :3

supple wolf
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Great. So just to confirm: leap motion has a better hardware image detection than a single smartphone camera, right?

hoary tendon
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probs debatable now that an IPhone X has depth cameras πŸ˜›

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As mentioned earlier, the skeletal tracking is what makes the Leap Motion so useful. Unless your Smart phone has a depth camera, it will find it very hard to do that.

gray estuary
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Nothing to add, you can add external camera with depth sensors but it won't be conveniant for common users.

bold orchid
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Hello, my Unity is binding disconnected controllers to Player, is there a way to prevent this ?

tropic coral
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Mobile sucks due to emojis

glass pivot
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@supple wolf leap motion is two ir cameras and 3 ir led. No hardware computing, only soft with the sdk. You can also do see-through ar, but the image is in grayscale due to the ir cameras. If you want to do image detection/recognition like arcore, you need to code it yourself, the sdk don't provide it. It's mainly for tracking hands but you can do incredible stuff with it (i use it to do some external positional tracking of headset and custom controllers for example).

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@supple wolf leap motion is also already integrated in few headset like pimax (the only one for now as i know)

supple wolf
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@glass pivot Thank you for the explanation!

bold orchid
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Hello, someone tried Vive Input Utility to replace SteamVR Plugin ? Are there big problems or is it safe to use it?

gray estuary
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@bold orchid , Hi, i don't understand what you want to know but yes VIU is working well, it's stable. Why ? Have you something in mind particularly ?

bold orchid
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Just want to have feedback about this plugin before to use it on a big project

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if someone already tried it

gray estuary
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tried but not in depth, i can't help you a lot :/

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just some tests ^^

wise thorn
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won't work with the Index Controllers properly

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and you can't rely on the buttons you get from that actually being the buttons that are pressed since SteamVR supports remapping at a level below the application

modern glen
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Any thoughts on the stability/versatility of VRTK? instead of SteamVR

wise thorn
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I love VRTK, but haven't gotten a chance to test the new version personally yet

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it's supposed to support actions and everything properly

modern glen
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i'm practicing with it right now on an existing project. are you familiar with the on-screen simulator? i'm having trouble commanding the hands. i can move/strafe/look around though @wise thorn

bold orchid
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@wise thorn thanks for your answer. is it really a problem that VIU won't work with indexes, if it works to bind controllers correctly itself?

wise thorn
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not really familiar with it, sorry @modern glen

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@bold orchid VIU won't have access to all the inputs on the index controllers or the skeletal data that comes through

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since it uses the legacy steamvr system

tardy cypress
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what is VIU? πŸ€”

wise thorn
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Vive Input Utility, a plugin htc makes

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has some pretty slick features before steamvr input came out. helped do cross platform things easily

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but, like all things in that vein, was super tied to specific input devices

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so every time there was a new controller they'd have to do a lot of work

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the idea behind steamvr input is that all lives in SteamVR now, the developer doesn't have to care

bold orchid
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It can be cool for projects that don't ask a lot of inputs

wise thorn
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totally

bold orchid
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The problem I have with last steamVR plugin, it's that bind are fucked up when you use 2+ controllers and 2+ trackers for examples

wise thorn
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that's fair

bold orchid
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Nothing works correctly and you have controllers not bind when needed, or steam that detects controllers that are shutdown

wise thorn
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it's kind of optimized for common scenarios right now, which doesn't really include more than 2 devices that take input at a time

bold orchid
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I fear the fact that Vive Input utility will not be updated when new controllers / trackers will be released, and projects could become un-usable with new systems

wise thorn
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it's a lot of work to update for new controllers and APIs

tardy cypress
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thats what you get for not using steamvr :D

wise thorn
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I helped create NewtonVR, we were the first do to easy cross platform support (steamvr/oculus/winmr)

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but that was a huge amount of work in of itself, and it didn't support trackers well, or any of these gun accessories, gloves, etc etc etc

bold orchid
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I'm using steamVR on project using too many controllers/trackers, and I'm looking for a solution to get something stable

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Sad solutions I find on the net are not working (indexes script,...)

wise thorn
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what's your scenario? Location based thing? Startup?

bold orchid
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2 controllers 2 trackers, i just need some inputs on controllers (trigger press, pad press) and I need my project to automatically adapt depending on number of controllers connected

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Like if 2 are connected, use a specific one (with haptic feedback) , and in another case use the one available

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same for trackers, except inputs of course

wise thorn
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yeah, the idea with steamvr now is the user is supposed to setup what their device does in the steamvr layer, not the application layer

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so I'm not sure you're going to find any solutions that are to your liking

bold orchid
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the problem is that the users of my projects are not qualified for creating the input by themselves

wise thorn
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well, they shouldn't have to bind anything manually

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just choose what a tracker does

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if it's supposed to be held in hand, or strapped to the foot

bold orchid
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automatic bind seems to be broken (sometimes trackers become controllers, sometimes controllers are connected but not bind , ...)

wise thorn
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depending on what input system you're using (legacy / steamvr input) you'll get different results

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with steamvr input if you set a tracker to a specific role it should always be that role

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it should never become left hand if you set it to right foot

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if it does, repro steps would be appreciated

bold orchid
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Imagine i just change my vive and trackers / controllers, how can i be sure eveything will stay the same ?

gray estuary
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@modern glen , i'm using VRTK with the simulator sometimes, maybe i can help ? what the problem ?

wise thorn
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what do you mean change them?

bold orchid
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using my project on different computer and vive

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or like switching from normal vive to pro vive

modern glen
wise thorn
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in steamvr when you set a tracker to a specific role it will bind based on the tracker's serial number

modern glen
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how do i set the bindings for moving the e.g. r controller?

wise thorn
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with the wands, that's different, left hand and right hand get swapped based on a variety of factors, since there's no way to distinguish them reliably

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but yeah, if you create an application and send it to somebody else, you'll have to tell them to set their trackers to specific roles

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(if using trackers)

gray estuary
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did you look at the SDK_input Simulator on the [VRSimulator_CameraRig] ?

bold orchid
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Ok

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that's why i'm looking for something like vive input utility

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But if it's not totally reliable on long term...

wise thorn
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yeah, I'm not sure how it would handle things differently

bold orchid
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now let's imagine i send my friend 2 projects where tracker have 2 different roles , my friend must changes roles everytime he start a project ?

wise thorn
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I think you can set it per project

gray estuary
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Vive trackers and controllers change index everytime they are appair, and depend of the order, I agree with Fireez that we can't give that to users..

bold orchid
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thanks for your answer Keith ^^

wise thorn
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no problem, sorry there's not better tracker support. They're pretty strange devices in a system where everything is supposed to have a defined role

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I'd like it to get better but it's hard to prioritize when there's other devices that people use a lot more

gray estuary
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for my part, I let a button in the menu to switch the index of devices with tags.. but i don't think it's a real solution ^^'

bold orchid
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thinking of creating a complete automatic system, but i can't imagine correctly how i could do that

wise thorn
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yeah that may not work well going forward

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idea is you're supposed to use device roles now

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left hand / right hand / left foot etc

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input sources*

gray estuary
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yeah, but it's not enough for me, cause i'm not using it for full tracking but differents external objects

modern glen
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or should I just pick some random button?

wise thorn
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ah

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what are you tracking specifically, if you don't mind me asking?

gray estuary
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Some tools for formation simulation, but we can switch tools from hands and have more than 2.
So i have to change their roles each time i get it in hand ? Now i think about it.. maybe i'm just stupid '-' If i can use it like that..

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x')

modern glen
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making an experimental paradigm for patients with Parkinson's disease for an upcoming study

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tracking their hand with one controller, the clinician will be using the other controller

gray estuary
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By the way, why are you using VRTK v4 ? it's in Beta for moment

wise thorn
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looks like you can set it to Held in Hand (Any)

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that may be what you want instead of a specific hand

gray estuary
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Maybe, i will look for it Monday, but i was pretty sure to try it, don't remember why I made my own script x')

modern glen
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ah the website says VRTK v4 is a complete rewrite, and that if I use v3 then i'd have to port everything ot V4 anyways. and I'm barely using any interactability functionality from the package so I figure the beta will fit the bill

wise thorn
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k, you're welcome to dm me then

modern glen
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the major interaction right now is just attaching a brush to the R hand, and when the brushtip collider runs into the 3D target the target changes color

gray estuary
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sure, thanks !

modern glen
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@gray estuary is there a typical keybinding you would recommend?/is there a standard choice, in parallel to WASD

gray estuary
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what are your needs ?

modern glen
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wait I figured it out haha, i had it set to KeyPad 1 not #1

gray estuary
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and it works now ? ^^

modern glen
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totally works.

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new question: I have a static environment, and the person will remain seated for the whole experience. but the chair location within the VR play area could be anywhere. given the TrackedAlias being used for the headset alias/etc. what's a good way to redefine x,y, and rot(y) from the current HMD position? this way i'll know that coordinates are relative to the headset pos

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the simulator doesn't have this issue because it's defaulted to the center @gray estuary

bold orchid
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Hey, anyone know how to exporte steam vr input config to use them in other projets than the one input where created?

gray estuary
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@bold orchid , When you set SteamVR Input in your project, you generate an "SteamVR_Input" folder at the root of your assets, and you have config file in it if I remember. I think, if you import this folder in your new project, SteamVR can find it and you won't have to create new input.

bold orchid
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Thanks I saw it 2 hours ago πŸ˜ƒ forgot to remove my message here

gray estuary
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Oh ^^ Sorry to be late in that case x)
Nice for you !

bold orchid
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@gray estuary Just tried the solution now, got error that action is not generated in the new project. And i can't find my bindings in the steamVR input panel

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SteamVRinput arenot working at all now, the steamVrinput menu is totally grey, not even compiling

gray estuary
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Hmm... Can you describe what you've done ? I will make a test.
Are you log to Steam or have you just SteamVR open ? Maybe you save your binding on cloud or local with your steam account. Don't know.
But what you say is strange, SteamVR_Input totally grey.. In your new project ?

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Your project may not find the file :/

bold orchid
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Looks like the project didn't find the files, but just saw steam crashed

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i will try again soon, with steam open

bold orchid
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When I load the package i have this error :

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when i hit play :

tardy cypress
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did you remember to activate the openvr package?

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wait a minute... why is that steamvr plugin bundled with openvr libraries?

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how old is this?

bold orchid
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last steam vr plugin

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And yes i activated the package

tardy cypress
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wow it really does have its own openvr copy

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maybe you should disable the one unity has in the package manager. i dont see any reason to have 2 openvr's

bold orchid
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an asset I used had a copy of openvr inside it

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the problem is still present, i cant copy my bindings using input folder :/

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maybe i had to copy the actions.json file ,?

wise thorn
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I think we resolved this issue in PM, but for future people reading this: the openvr package in the package manager is a required dependency of the plugin. Unity's package manager doesn't always actually get the package though, so sometimes you may have to manually open the package manager ui and get it

hoary tendon
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thanks for that update!

gray estuary
#

Hi guys ! Index specs has been released ! What you think about it ?
https://www.roadtovr.com/valve-index-hands-on-preview-valve-vr-headset/

violet swift
#

instabuy for me πŸ˜‰

tardy cypress
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i think they should make it available in my country

gray estuary
#

It's the application to know if our computer is ready for valve index, but i don't understand how i have this with a 2070 rtx '-'

gray estuary
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Anyway, in 1 hour, sold out on Valve Index.. x') I will wait ^^

wise thorn
#

are you on a laptop? I can't tell πŸ˜ƒ

tardy cypress
#

doesnt matter. you have to be american to buy Index anyway

gray estuary
#

I'm on laptop yes

#

An Asus Rog strix scar II with rtx 2070 @wise thorn

wise thorn
#

laptops have a pretty wide variety of display port support, and multiple graphics card can cause issues as well

gray estuary
#

yes, they just answered me, and that's cause of my laptop config, I have again some problems when i use Steam VR, but I don't understand x')

#

I did all process to tell my computer I want my graphic card in priority

hoary tendon
#

I'm on a laptop too, and it only weirds out, when it's not plugged in to power πŸ˜“

floral spire
#

hey guys, any ideas how I can connect my ps3 move controllers to unity

#

?

safe dragon
#

I don't think virtual reality is the right channel to ask this. But I would say "Plug the controller in your computer, and map the key ?"

hoary tendon
#

does PSVR have its own tools?

vast thorn
#

Hi I'm trying to install app from oculus store (beta channel) and I'm getting this error and can't find anything to fix this. I know this might be more of a GearVR issue than the app, but maybe someone had this before:

com.oculus.appmanager.installer.service.InstallerServiceInstallHelper: Installation failed for ApkUpdateInfo
com.oculus.appmanager.info.InfoUtils: INSTALL_FAILED_VERIFICATION_FAILURE
com.oculus.appmanager.info.InfoUtils: Update failed due to dependency failure from update 10

What is happening: Oculus Store downloads the app, proceeds to install and then throws "couldn't install application ..." and the above is in from logcat. Both Android and Oculus Store and other services are up to date.

#

I'm using Samsung S7

#

I've managed to download and install the app on S8 and Oculus Go with no problems

bold orchid
#

Hey, just downloaded steamvr plugin, generated my actions, put the 2 prefabs in the scene (camerarig & steamvr), but my controllers are not tracked

#

I have no errors, no log messages or warnings, and no error in the hmd, did i forgot something important ?

wise thorn
#

does the simple sample scene work?

bold orchid
#

I will try this morning

#

But other projets work

bold orchid
#

Getting this now :

#

Restarted my computer, it fixed the problem

bold orchid
#

@wise thorn the SimpleSample scene from steamVR plugin is not working, controllers are not tracked, but it works on another project

plucky glacier
#

Someone have tutorials of VR to help me? (I have Oculus Rift) I'm starting of VR development

gray estuary
#

Hi @plucky glacier , I'm not expert for Oculus, more with SteamVR with HTC Vive. But I think you can look at VRTK, it can be a good start.
By the way, if you have any question, don't hesitate. I hope, some people can help you to find nice Oculus tutorials.
By the way, if you're using SteamVR :
VR with Andrew : https://www.youtube.com/channel/UCG8bDPqp3jykCGbx-CiL7VQ
after, it depend of my needs.. ^^

Good luck anyway ! And welcome in VR !

bold orchid
#

Does someone ever succeded connect 2 controllers and 2 trackers to the same project, still having the possibility to disconnect 1 of each, with everything still working

gray estuary
#

I have issues when I build, I don't have the solution yet too. If you success Fireez, I'm interested ^^

bold orchid
#

Right now, my tracker are bind using indexes, eveything is ok. My controllers are bind by pose using left hand, right hand and the controllers are following tracker position

#

except when all the 4 are connected, where everything is at the rightplace

wise thorn
#

are you on SteamVR Beta?

bold orchid
#

nop

wise thorn
#

might try that

bold orchid
#

Just saw the steam vr beta update, seems to fix some problems

bold orchid
#

Seems to be fixed, was a tracker role problem, it's quite a problem that trackers are considered as in hand as default role. If I change the role everything seems ok.

severe pier
#

Is there any method to fade vr camera in lwrp ? UI and image not working well do you know any other solutions ?

leaden aurora
#

This is a long-shot but... we're doing remote performance testing for an Oculus Rift experience. All works well except the damn hmd constantly falls asleep. Sensor is covered, debug tools have 'Bypass Proximity Sensor Check' on, I've tried calling random methods on the Oculus dll to do with calibration, initialization etc but currently the only way we've found is to manually run sensor setup and cancel it (via the Oculus app) or physically pick up and move the hmd. Needless to say, this is very tedious. We've considered various physical constructions (like an oscillating fan) or simulating the rendering but really, this should have a software solution. When you start a game or press play in Unity, this does some call to wake up the hmd - does anyone have any clue what this is and could point us in the right direction? Thanks in advance!

brave rose
#

Hello Guys. We down have oculus quest yet. How we can understand our game performance is good for quest or not ?

wraith shale
#

if you target quest, shouldn't you test it on quest?

brave rose
#

i dont have quest yet

#

i have oculus i plan to make tests until get quest

wraith shale
#

why care about optimization for specific hw you don't have? like, can't you focus on other aspects first until you get the gear?

gray estuary
#

I agree with Olento, cause it's hard to answer you, we don't have either yet.
Btw, It seems to be a standalone headset like Oculus go. It has to be more powerful but you can look at actual standalone or mobile VR headset and you will have an idea of optimisation you can start to work. I suppose ?

brave rose
#

Because if i make high poly objects it might be hard to

#

convert them to low again

hoary tendon
hollow jasper
#

@brave rose General rules: Less than 100,000 triangles, just a few drawcalls, no realtime shadows, minimal realtime lighting, avoid overdraw like the plague.

reef beacon
#

That sounds like mobile VR hasn't changed in the past few years :/

hollow jasper
#

Oculus Quest is significantly more powerful than Oculus Go IIRC

reef beacon
#

Perhaps but those sounds like the same restrictions as there were on the first GearVR compatible devices :/

#

Was hoping that nowadays the dedicated standalone VR devices could do a little bit more than that

hollow jasper
#

Remember that GearVR was not a standalone headset but required a several hundred dollar phone.

reef beacon
#

Yeah I know

hollow jasper
#

Oculus Quest is using the same processor as the Galaxy S8, pretty sure.

#

So we're in the same boat performance-wise, but the user experience is significantly improved.

reef beacon
#

But dedicated hardware is something else than running an OS on top of it

hollow jasper
#

So we'll get a little bit of a performance boost but it's not like it's gonna be magic.

#

Standalone VR like Quest is the future. We're just 10 years too early.

soft quail
#

Quest has active cooling though, so you get a bit more out of the mobile GPU

icy nest
#

Anyone here tried the post processing stack v2 in VR ? I'm making the move to deferred instead of forward meaning I have to ditch MSAA (half my reasoning is MSAA causes artifacting with real time lighting)....

Anyway I can get both taa and fxaa to work, but it absolutely destroys performance on 2018.3 with single pass stereo enabled. Any advice? SSAA is gonna be my only solution if nothing else comes up as it almost seems broken. Even the FXAA implementation from the PP stack v1 didnt really touch performance, let alone halve it like v2 is.

Thanks!

bold orchid
#

Hello, small question. I'm using Unity 2017.3.03 and SteamVR, and have a avatar 3d model. My avatar is often diseappearing in run time, like if it was occluded by occlusion culling, but the occlusion culling is disabled, anyone has experencied these problems ? can it be related to the 3D model ? other objects, further from camera, are still shown

#

Happens always when the object is near the edge of the view of the camera , and randomly even if its at the middle of the camera

#

(just found the occlusion culling tag on the camera, but it was disabled on objects, will try with both disabled in 30min and will come with news)

tardy cypress
#

check its mesh renderer. the model should fit inside its bounds

reef beacon
#

Could be frustrum culling

#

And maybe you're too close that clipping planes are cutting it out

bold orchid
#

Object is often about 1m from the camera, and my planes are 0.01 -> 1000

#

It's a skinned mesh render, what would be the problem with the bounds ?

tardy cypress
#

how does it look like tho?

#

if the bounds are not seen by camera, then the model disappears

#

and if the model is not inside the bounds, it will cause strange behavior

bold orchid
#

It's a mesh collider, so the model i supposed to always be inside the collider no ?

tardy cypress
#

im not talking about colliders πŸ€”

bold orchid
#

Bounds seems to be ok, i'll go for a test but there's no reason the bounds are not seen

tardy cypress
#

alright. lets guess other stuff then :)

bold orchid
#

It was the bounds, quite surprised they were not big enough

#

Thx for your help

chrome helm
#

any idea why this may be happening? only in VR I see the same image 6 times like so.

reef beacon
#

Postfx perhaps?

wraith shale
#

I got 4 split screen on HDRP when using some specific stereo setting

chrome helm
#

hmmm this is LWRP 4.10 on 18.3 it doesn't do it on my old machine. This is a new onewith an RTX card. all other vr apps play fine.

wary tide
#

It looks like you somehow have a camera angle of 6*360 degrees? I have no idea how this might happen, but maybe wherever you enter the angle is in radians not degrees or something?

chrome helm
#

The exact same scene renders properly on other machines. More and more I feel there is a possibility of some sort of cornuted Unity or package installation.

brazen gull
#

Does anyone know how to get the Vive touchpad vector2 data from the new XR Input library? I tried using "CommonUsages.primary2DAxis", but that's returning 0,0 no matter what.

bold orchid
#

Wich input library?

brazen gull
#

UnityEngine.XR

hardy sand
#

'Sup everybody, here'smy first question for this channel: How many of you develop for Oculus Go?

slender quarry
#

ew

chrome helm
#

Tibor, what do you takes us for? Why would we do such a thing? πŸ˜„

btw, my problem was some weird file problem deleting the entire library folder did its magic. πŸ˜‰

reef beacon
#

Not actively and not willingly

hardy sand
#

@chrome helm "Tibor, what do you takes us for? Why would we do such a thing? πŸ˜„"
Isn't this the VR subchannel?

#

Btw, I wanted to know if anyone had any tips to share about how to squeeze more framerates out of an Oculus Go when developing a Unity-based app; of course I've got some of my own to share

chrome helm
#

Tibor, thing is not even Oculus really considers Oculus go a real VR device. It is more like a movie viewer with limited VR capabilities. Fair offer considering the price.

slender quarry
#

yeah its not really a gaming device. no one wants to develop for it when there's so few of them out there and limited options.

#

@hardy sand only thing i can suggest is use the lightweight vr render pipline, keep polygons low, and keep the number of objects in a scene low

hardy sand
#

@chrome helm spare me the flame, I don't want to argue with someone who doesn't know what he's talking about and doesn't even ask why I would use it in the first place

slender quarry
#

why do you say he doesnt know what he's talking about?

hardy sand
#

@slender quarry just to be clear, I don't use it for general purpose gaming, we are using it inside hospitals to support patients undergoing stressful treatments;
LWRP still clashes with some shaders, but I'll try to make it work on the next iteration, the poly count is low enough, I'll see if I can further lower the amount of objects in the scene

slender quarry
#

it can only do so much. good luck

chrome helm
#

Tibor, what you know and "share", is only a subset of the tips that Oculus already offers on their website. I suggest you complete reading the manual. You will figure things out. Good luck.

hardy sand
#

Wow, how do you know what kind of tips I was going to share? Please give me your clairvoyance powers, oh mighty one

#

Also, second time already in the thread you think you only have the one truth β„’

slender quarry
#

im going to suggest that both of you just stop before moderation steps in

thorn dock
#

I can't use oculus go... so yeah..

hazy yoke
#

I just got an oculus rift (1st gen I believe) off a friend and trying to delve into Unity VR game dev. I am following this tutorial and when I click play to try it after the Camera Rig is installed (he says you should be able to look around) I get the following error. Could anyone help me? I am using Unity version: 2019.1.0f2 and Oculus Integration Plugin version: 1.37.0
https://www.youtube.com/watch?v=J5pWiDf16mM

Start building your own apps for the Oculus Rift with Unity 2018.2 in just a few easy steps! Step 1: Get Unity Ready to Go Unity is free to install and use. ...

β–Ά Play video
slender quarry
#

It's not detecting your headset

hazy yoke
#

I get that, any ideas for a solution?

slender quarry
#

All I did was install unity, install oculus, set up the headset using oculus, and I was good to go. I don't know what's wrong.

hazy yoke
#

Ok thanks. Anyone else have this issue and how did you solve it?

hoary tendon
#

when you connect it to your computer, does the oculus hub/store come up? Maybe it wants to update drivers

hazy yoke
#

All that works fine

#

updated the gpu drivers, updated oculus, just played some Roborecall

#

Ahh, got it!

#

Had to set the oculus to allow unknown sources

hoary tendon
#

hmmm, noted!

chrome helm
#

Yeah make sure all the relevant software and updates are installed. I had similar problems too. It can be quite annoying. If you still have problems try using OpenVR (with Oculus support) and see what happens. (For SteamVR/OpenVR you need to have Steam and SteamVR installed.)

slender quarry
#

i built my unity project, a simple test scene using oculus integration, installed it onto my quest using adb, but when i open it, it just has three dots loading animation

#

anyone know why its frozen/hanging?

storm ether
#

Make sure you are adding Oculus to the XR Settings in player preferences

slender quarry
#

That was it

#

Now I'm wondering why my gun script is all messed up with the quest. It doesn't fire like it's supposed to. Idk if it's Android, the new controllers, or something else.

oblique agate
#

Hi @hardy sand sounds as if you know what you're doing so I assume you're already doing the obvious for reducing drawcalls, like atlasing and mesh combining (while still allowing occlusion culling to do its magic). I tend to use MeshBaker ( https://assetstore.unity.com/packages/tools/modeling/mesh-baker-5017 ) for this but if your geometry is very modular and you prefer to keep things flexible then I've had a lot of success with Mesh Combine Studio ( https://assetstore.unity.com/packages/tools/modeling/mesh-combine-studio-2-101956/reviews ), which can combine at runtime. It won't work great on every scene but can be a useful tool. Something I've been meaning to try is Google Seurat:Β https://github.com/googlevr/seurat which looks ideal for experiences where the player doesn't need to move around the scene very much.
Here’s a really good demo of it in use by Anticleric who made Technolust: https://www.youtube.com/watch?v=FTI_79f02Lg

Works With Unity 5

Combine meshes and materials to reduce draw calls. Now includes its own texture packer!

Fix models and create atlases so they can share materials (for static/dynamic batching)

Fix scaling, rotation and translation in imported models

  • Works with...

Compatible with Unity 5.1 and higher, 2017.x , 2018.x and 2019.x

Mesh Combine Studio is an automatic cell based mesh combiner which can improve to dramatically improve the performance of your game. It can be used on any type of game for any platform.

We use MCS cell base...

A short introduction to the powerful Seurat tool by Google which bakes down complex scenes to a single mesh and texture with minimal fidelity loss. Google VR...

β–Ά Play video
hardy sand
#

Hi @oblique agate , I have tried Seurat in the past and it might work for open scenes (as the video you linked shows) but in my case it produced too many artifacts; I should also mention that I used it more than one year ago when I was still developing for Daydream so maybe things have changed in the meanwhile.
Mesh baking was something I didn't think about, thanks; I've always postponed that step because I didn't have the time.

#

I'm also going to use impostors for a few items in the scene, I wonder how big the boost will be.

oblique agate
#

@hardy sand I'll let you know if I have any better luck with Seurat. Been using amplify's imposters solution, ok but really only good for far LODs. Can be tricky to match colours with original asset. Combining your own meshes is a lot more efficient than relying on dynamic batching, so yeah worth making the time although as you say, only once you've locked down your level (unless you try MCS)
Do keep in touch, I work in a similar field as you (VR research lab working with patients). πŸ˜€

tawny wadi
#

Anyone have the ~50 build errors after adding steam vr to unity project

stark vector
#

im wondering the best practice for having a VR player at one scale and another (controller) player(s) at another scale? i can think of 3 options:

  1. scale everything VR (player, interactables, environment) up 10-100x, keep everything controller player (players, interactables, environment) at unit scale
  2. keep everything VR at unit scale, scale everything controller player down 10-100x
  3. have 2 sets of environments both at unit scale, one for each type of player. have the relevant position info for each environment update in the other
#

im hoping #3 isnt necessary lol

hardy sand
#

@stark vector what do you mean by "VR Player" and "Controller Player" ? Are they both supposed to be on the same scene, but a different scales like an ant and a human?

stark vector
#

yes exactly

hardy sand
#

The easiest approach would be having the world at the same size for both players, and keeping in mind that the small scale player must be kept at more than 0.01 units from any obstacle

#

You don't actually have to scale anything up, the sense of scale is given by how close you are to things and the relative difference in size between things that are attached to you and things that are not

#

Also, set the near clip plane to the least amount possible (I've assumed you were using Unity) so it won't clip out anything if you happen to get too close

stark vector
#

if the world is the same size, how does the controller player appear the size of an ant to the VR player?

hardy sand
#

The controller player has its own model, right?

stark vector
#

yes

tepid nest
#

How can I only use a bit of steamVR?

#

It is just so bloated I don't know what I even need

#

the skeletal stuff is nice, but I don't care at all about the interaction garbage

#

I just want to get some input!

hardy sand
#

@stark vector without any sort of scaling, how many world units is it big?

tepid nest
#

the oculus SDK is apparently broken and I don't think unity can get input from touch without it or steamVR

hardy sand
#

@tepid nest can't help with that, never touched SteamVR, sorry

tepid nest
#

I literally just want input from my touch controllers

#

why is this so bloated and stupid?

hardy sand
#

@tepid nest Oculus SDK is broken?

tepid nest
#

has been since 2019 released

hardy sand
#

which version are you on?

tepid nest
#

2019

stark vector
#

im working on a cooperative game between players watching the TV and holding xbox controllers, and the one VR player using a headset. I want the TV controller players to be the size of ants walking around the VR player

#

so world units are irrelevant. just smaller than the VR player

hardy sand
#

@tepid nest I meant Oculus

tepid nest
#

I don't have it installed, but just about every review says its broken

hardy sand
#

@stark vector you can scale the TV controller players, since I suppose the VR player and the room where he's supposed to be playing are modeled after real human sizes, therefore 1 world unit = 1 meter

stark vector
#

im just worried about mesh/physics/camera issues when working with a level with object sizes that are ~0.01 m or smaller

hardy sand
#

based on this, how small are the controller players going to be, compared to the VR one? Don't worry about texture resolution for now, keep it simple, just work out the multiplier

stark vector
#

anywhere from 1-10%

hardy sand
#

@tepid nest VR plugins will be always kinda broken, updating one is a russian roulette, if you have just started stick to the latest available

#

@stark vector ok, you might be right about scales too low, if we take resolution in account maybe it would be better if you scale everything else up

tepid nest
#

I just want input, why are they so bloated?

#

Steamvr is full of total and utter crap, and the oculus one is filled with no documentation anywhere

hardy sand
#

@tepid nest isn't input just OVRInput.Get(OVRInput.Button...) ?

tepid nest
#

that never worked for me in the past but I suppose I can try again

hardy sand
#

don't tell me about documentation, most of it it's outdated or not available

tepid nest
#

and how am I supposed to get stick input? trigger input for touching and float values for how much pressed in they arE?

hardy sand
#

just tell me the basic scenario you need input for

#

Stick input should be obtained from the Axis parameters

tepid nest
#

input, I just want to know what the input is doing

#

yeah but they output some variable that is special to just that

#

and you cannot use sticks or triggers with the unity input system, you just can't last I checked

#

unity input axis is just for keyboard anyway, no matter what I do it never responds to controllers

hardy sand
#

OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick);

#

this returns a Vector2

#

basically, if you pass Axis2D as the first parameter of the Get function it returns a Vector2 instead of a bool through an overloaded function

#

Axis2D is an enum type and holds the masks you need to poll for the input

#

so, say for example I want to grab the input from the first thumbstick, that line I wrote before tells you the position of the stick on the 2D plane of the controller

#

each axis should be clamped in the [-1, +1] range

#

Imma go to bed now, I'll reply in 6 hours

tepid nest
#

yeah no, that does not work

#

doesn't matter what I do, vector stays as 0

hardy sand
#

Wait, you're on the Rift, right?

#

What's your scene setup? Is there at least an object holding a OVRManager component? Just to be sure, drag and drop the prefab named OVRPlayer

#

you need at least an OVRManager to make the input system work

#

and probably an OVRInput module, not sur

#

but try the basic barebones setup and see if it works

tepid nest
#

Yes, there is a manager

#

but nothing is working

#
void Update ()
    {
        OVRInput.Update();
        Debug.Log("Update");
        if (OVRInput.Get(OVRInput.Button.Any))
            Debug.Log("Button Down");
    }``` never logs button down
#

also disabled openVR in the SDK selection in player, that also did not help

hardy sand
#

Ok, OVRInput.Update(); is useless

tepid nest
#

Rift S, but yeah

#

Also had this problem with CV1

hardy sand
#

RIft S? Cool

#

use if (OVRInput.GetDown(OVRInput.Button.Any)) instead of the simple Get

#

In the meanwhile, set up a GameObject with a EventSystem and a OVRInputModule

tepid nest
#

OVR input is crying about ray input

#

I don't want a ray input, I just want touch controller input

#

more and more of this bloat I was talking about earlier

hardy sand
#

Wait till you get to the cursor, I wonder if it has been fixed in 1.37

tepid nest
#

Why can I not just poll for some input and use it the way I want, without adding 50 million components that do things my game will never need?

hardy sand
#

let him cry for now, just drag one the CenterAnchor camera to the RayTransform field

tepid nest
#

What centeranchor camera?

#

I'm not using the camera rig

#

If i use the main then it complains about get gaze data

hardy sand
#

Really?

#

Something about a missing prefab or a missing OVRGazeCursor?

tepid nest
#
NullReferenceException: Object reference not set to an instance of an object
UnityEngine.EventSystems.OVRInputModule.GetGazePointerData () (at Assets/Oculus/VR/Scripts/Util/OVRInputModule.cs:615)
UnityEngine.EventSystems.OVRInputModule.Process () (at Assets/Oculus/VR/Scripts/Util/OVRInputModule.cs:477)
UnityEngine.EventSystems.EventSystem.Update () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/EventSystem/EventSystem.cs:377)

hardy sand
#

I'm about to cry in the pillow

tepid nest
#

This is the exact same reason I quit VR development the last time I tried it

#

I have no clue how anything develops anything for rift or steamVR

#

It clearly doesn't work at all

hardy sand
#

I basically have made my workflow and prefabs to start quickly, once you get past the boilerplate stuff it goes smooth

#

the thing about the cursor is that you have to delete a few lines and add a custom item; even though the plugin provides a cursor example it just doesn't work

tepid nest
#

I don't want a cursor

#

I want to make my own things, not use the broken stuff oculus gives me

hardy sand
#

I know, but the InputModule requires one by design, so

tepid nest
#

Why do I need an input module?

#

It hasn't fixed my original problem either

hardy sand
#

Otherwise you would not be able to interact with the UI

tepid nest
#

So?

#

What UI?

#

I do not have UI yet

hardy sand
#

and, it should be the reason why you can't poll for buttons and axis

tepid nest
#

And why can't I just use my touch controllers to interact with UI?

#

this feels like and seems like it was all built for old headsets without controllers