#π₯½βvirtual-reality
1 messages Β· Page 31 of 1
I do prefer when VR ui are diajetic to the scene, though
instead of liek a big square suddenyl attached to me face
we constantly bring our smartphone to interact with the world
this is why I develop this type of UIs in games, we are so used to it
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.
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.
You have alway workaround, you just have to by smart and have a bit of imagination
Im not saying you should use it
Im saying that I use it
but anybody should use what they like and fits better to their game concept
I was just agains the argument that in real life there is no UI
Well ok. In real life there is no UI greffed to the head π
Let's say it like this maybe !
yet
yeah, I'm gonna have AR glasses etc, maybe contact lenses π
@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.
Glad itβs still useful π
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)
In PlayerSettings -> XR Settings, I have the Stereo Rendendering Mode set to Single Pass...
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
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)
I had the same bug btw, fixed it this way
there are shaders that go "cannot load information" or something similar, those are the ones that need reimporting'
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.
Thank you anyway for your answer!
@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 π is it ready to use now?
not released yet, we're aiming to get 4.0 beta released by the end of this month
did you remove vrtk core also?
VRTK core is now Zinnia
we did a livestream on it last night: https://www.youtube.com/watch?v=Z2oXeTUsE3s
We take a closer look at what Malimbe and Zinnia are and what they mean to VRTK v4.
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?
using the alpha is at your own risk, we may very well change a bunch of things and break stuff
ok, then ill wait, beta cant come soon enough π
@sly crane Malimbe and Zinnia seem very useful (even in non VR projects). I will definitely try them!
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.
was there any plans of getting more than 4 realtime shadows in lwrp?
@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.
I'm trying to figure out how to check whether the headset currently has tracking however every api I find ends up not working
We're using WMR through SteamVR, any ideas?
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))
what are the thoughts of fellow vr devs in here?
We're just doing unity default
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
It's a mess last time I tried
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?
For example this is already not working https://stackoverflow.com/questions/52686286/how-to-update-your-unity-project-input-to-steamvr-2-0 π
@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
GetState may only be for boolean actions, so I'm not sure what is needed for getting axis information
SteamVR_Action_Vector3 has some methods that look like what you're after
Thanks, I'll check that. I just can't wrap my hand around the fact it's so poorly documented.
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
Hmm, I've never seen a mapping between SteamVR and UnityEngine.Input, and I haven't tried to use straight OpenVR input.
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 π
This should be like 5 minutes of Google search, not 3 hours of reading through the outdated documentation, tutorials and some ridiculously complex syntax
With WMR, I've found using their example scenes really helpful for getting functionality like that. Their slack is also quite active and helpful.
I agree, I did a lot of digging through the example scenes to get my own stuff working
@onyx loom what steam tutorial did you find that was out of date?
https://youtu.be/bn8eMxBcI70 this one for example. It covers the SteamVR 2.0, but the API definitely changed since it was released.
Todayyy we're looking at the update SteamVR plugin for Unity! More specifically we will be looking at the new Input system. We will be going over Actions, an...
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
and while we were doing that changing some of the class names made sense too
if you end up wanting to use SteamVR Input instead of unity's built in stuff you can check out the tutorial here: https://valvesoftware.github.io/steamvr_unity_plugin/
"unitys builtin stuff" xD
i tried that. it works. but it feels so weird that left grip button is "joystick 14" or whatever it was
steamvr plugin 4 life <3
π
@hoary tendon Do you have a link to their slack?
Umm, it was on the toolkit on their GitHub. I'll find it when I'm near a computer again :)
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.
Cheers
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.
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.
You might be able to use an older version of the steamvr plugin that does work alongside unity input, but I'm not positive it will be compatible with the version of unity you're using: https://github.com/ValveSoftware/steamvr_unity_plugin/releases/tag/1.2.3
SteamVR Unity Plugin - Documentation at: https://valvesoftware.github.io/steamvr_unity_plugin/ - ValveSoftware/steamvr_unity_plugin
I've actually ended up using VRTK. Wanted to keep the project as clean as possible, without any additional plugins, but hey ... it works.
glad it's working for you π
Yeah .. and even that wasn't certain, since VRTK got removed from the asset store yesterday. π
Yeah that was unfortunate -_-
vrtk removed....... .... again?
it's back now, but for some reason it was remove automatically for not being updated.
Why can't we have an easy to use native drag and drop teleport VR function in Unity?
do we have access to transparent/cutout/vegetation shaders that gets picked up by MSAA yet?
i want to make trees in vr but no antialiasing hurts my eyes
Try oversampling.
no i am targeting midrange hardware or lower
Where did TrackedPoseDriver go in 2019.1?! It's disappeared, it's even gone from the docs - what happened?!
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?
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.
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...
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 π Especially if you are using the new RP expect major breaks.
Hi guys, Just a general question. When will volumetric lighting be adapted in Virtual Reality with the Scriptable Render Pipeline?
there is definetly no estimate for that 
Hi, is there a way to sideload app to the Oculus GO so it shows in the library instead of unverified apps?
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 ...
@sly crane π 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? 
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
and yeah the changes we're making will affect the alpha (most likely with breaking changes)
alright, gonna be more patient then, a few more weeks (hopefully) good luck with π
hopefully not a few more weeks, hopefully more like next week
#InteractionsVR Day 1: Tire and rope. I decided to start showcasing a #VR interaction each day of March. I'm obsessed with creating interactivity in VR and due to the B2B nature of most projects we develop at @VRMADA a lot of material never sees the light of day #madewithu...
saw this today, pretty impressive.
π
Hi! If Iβm 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?
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 the one hes working on π VRTK, but wait for the new release coming soon, atleast thats what im doing, cant wait for it to come, so hyped
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
How would I proceed to make a good quality grass in VR?
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
I think it depend on the style you are aiming for.
I do poly art, so i've purchassed a nice smooth looking grass asset, which has nothing to do with unity terrain.
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.
**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.
@modern glen It seems like no one is working any longer on NewtonVR, so maybe use VRTK or build your own.
thanks @proud raft!
SteamVR seems to be the most up to date.
VRTK was very outdated and required you to use old APIs for it to function.
there's someone who still develop for VRTK right ?
is putting CameraRig to your desired position not enough ?
@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.
@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.
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:
- We need to get how offset the camera is from its world root (not unities, but its tracking root)
- Once we have that, we can move the camera's parent in the inverse of that vector
- This should place the camera exactly on where you want it to start
- Actual results may vary, this is a theory I have had in my head for a while, but not implemented
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.
seen this? UnityEngine.VR.InputTracking.Recenter()
Its old (should be XR now i think), but it may help
Do you have to write your own VR wrapper if you want to target both Oculus and Steam store?
like for example, would you have to write your own generic "controls" script that can utilize both oculus and steamvr control inputs?
Hi, does anyone have experience doing cross-platform mobile VR apps?
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?
@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.
thanks
@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.
It isn't built in (I suppose) because it would be hell to maintain π 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
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.
You're a fox employed at a farm and getting the eggs to the packaging area without opposable thumbs is hard!
here's the prototype build https://www.dropbox.com/s/cmdlygwwutekaw3/FoxInTheHenhouse_v01.rar
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 ... π
Do you have videos?
@reef beacon here's the updated version https://youtu.be/mVVrEDLPdpk
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.
Can I somehow disable the X and Z position tracking in Oculus Manager? I want positional tracking to affect only Y axis
@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.
I was thinking of adding a "kid friendly" mode for actually grabbing the egg with a trigger squeeze.
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.
currently I also have a spring joint with a pretty low break force, so the egg slightly 'sticks' to the paw.
How do I stop objects from launching me when I grab them
https://gyazo.com/2a7c35dc8b1dc862f157db7eaf3264ea
at least you didnt die in real life
making them not collide with the player when grabbed would be the simplest way
understanding why that happens would be the first step
basically you are forcing two physics objects to collide (player capsule etc and the cube you grabbed with)
since both are dynamic rigidbodies, physics engine tries to resolve the collision but can't because you keep forcing the box into that position
and second step is what Graf Eisen said already π
@wet frigate
why understand it, when you can fix it without learning anything π
Lol
Classic physics pushback π
Why would you want to solve this bug, when it's obviously a massive feature to make your characters able to fly !
@sly crane any news on the eta? 
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 π hopefully be done next week
sounds fun, alright, good luck π
how to get the currently used vr method (single or multi pass)?
so, LWRP VR, I am getting random images turn into rainbow static. Is this occurring to anyone else? Worldspace UI and Sprite Renderers.
that sounds like some kind of texture/memory corruption
could be anything from a badly written code overwriting the texture data, to your video card's memory going bad.
could also be caused by video card overheating
@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?
hmm that's possible i guess
does your game have a huge number of textures?
i remember hearing about early builds of Subnautica, they had so many textures they wouldn't all fit in the build
so they would come up corrupted
not huge i dont think. Its not a tiny game, but its small enough that it runs smoothly on mobil
they were putting them in the resource folder
*mobile
you could try different types of compression to see if that helps
sorry, feel like ive gone full noob. Compression can be low, normal or high, is that what you are referring to?
well i guess it's different per platform
I've never built a mobile game so heh
probably not the best one to give advice
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 π
So, for those that are interested, it WAS the texture compression. We changed it from "RGBA Compressed DXT5" to "RGBA 32 Bit"
are there any good options outside of Final IK for VR IK?
no
what about unitys animation controller?
Inverse Kinematics is the process of finding a set of joint angles that reach a goal position.
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
more power or go home π
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?
You can buy right now Samsung Odyssey for $250. AMOLED vs LCD, IPD adjustment, higher resolution, higher FOV, better audio, 90Hz vs 80Hz ...
Apart from the additional side cameras which might slightly improve the tracking of controllers I don't really see the point of this headset
Point is, WMR headsets are still better than Oculus π
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
of course not
all i really wanted from a new rift is a full body solution tbh
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 
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 π
π¦
the problem is just the sheer weight of stuff that needs doing and my evenings are not long enough :p
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
so whats your est. release for beta now? this month, or is there to many variables to give an est?
hopefully this month, its so close now. it's just finding the time to work on it is the problem
pretty much every file in zinnia and in VRTK has been updated this month
it's just been a tonne of work, with not that many hours to do it in
or less stuff to do in that day π
with a day job to do, then kids to look after, VRTK ends up being just a few hours each evening
reasonable
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 π
@shadow heart use OpenVR (SteamVR) . It supports all headsets π
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
Sadly not many people specialized in VR on the server.
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?
Its all good I found a VR dev server π
nice work π let me know if you have any steamVR questions haha
Will do! But I probably should develop for steamVR instead at least then it works for both headset lol
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 π
I don't think oculus allow you to upload stuff on their store if steamVR is required to play it
@sly crane because twitter doesnt work for me, stop teasing us o: how is the fixing going
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
well it's a custom property drawer
@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.
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―_(γ)_/Β―
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.
If a company provides a free service, it's not actually free.
It's there to get you to use something else.
π
Or in the case of a social media company:
"YOU are the product"
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.
People want free stuff, and in good quality, and dont want to do anything for it
It is as its always been
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?
@safe fern No. That is not the case. Hopefully OpenXR is going to resolve this.
@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
@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
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
Hi, what resources you recommend to start develop VR games/experiences, I have Oculus Rift
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.
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 attaching a rigidboy to the object you're interacting with is what you want
@merry cove here's a good article you can read about interaction types https://circuitstream.com/htc-vive-tutorial-pickup/
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
tell more about what u trying to do
if you look closely at the object im holding, when i swing it around, it jitters
got it
how u're trying to do it?
do u have a fixed point and the object follows it?
@merry cove Thanks! Coincidentally, after a week break from the project, I was just working on the final paw models π
@merry cove picking up a rigidbody probably makes it kinematic so maybe thats why
i guess no one knows how to fix the stuttering issue im having...
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.
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?
@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.
@sly crane sooo what am i seeing, is it beta? got some weird notification but i dont get git
patience :p

@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
Extremely niche question has anyone here had experience with captogloves
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 ?
Vive tracker dont have vibration
? no way
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..
We're pleased to announce the launch of #VRTK v4 (beta 1) out now!
see the blog post on @Oculus_Dev for more details
https://t.co/6CtFijL4w0
or head over to the GitHub repo now to try it out
https://t.co/pf036L5mdT

@sly crane first of all, congratulations on the release π 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
@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
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
I see
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
here's a current list of the tutorials we're going to be working on: https://github.com/ExtendRealityLtd/VRTK.Documentation/issues
the list will grow, plus the repo is open source so we'll hope others will contribute tutorials too in time
Valve headset?
https://store.steampowered.com/sale/valve_index/
love this drill interaction: https://twitter.com/entromp/status/1111554163563999232
#InteractionsVR Day 29: Drill.
Easily on my top 3 most fun VR interactions to make!
#madewithunity https://t.co/GKCVjQR0R8
346
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
@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)
Yes clone into your assets directory
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?
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)
Does anyone know if Unity has commited to supporting OpenXR in any particular version?
@sly crane im confused. where is VRTK_SDKManager?
there isn't one in v4
documentation doesnt say that π¦
also im confused why is the camera seperate from the controllers, etc.
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
i just looked on the getting started page and i got stuck
@slender quarry at what point
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 ?
@full flax Of course. Why don't you just check their website instead of asking though? π
I know Unity is a partner for it but I couldn't see a release timeline
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.
i thought the field of view was magically set when the headset starts?
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.
@safe fern on their official getting started page, they have instructions for v3 instead of v4
The GitHub master getting started is for v4
oh i was on the vrtk page
which vrtk page?
the readme.io link? that's the docs for v3.3 and below
v4 is still in beta, but we won't be using readme.io for docs for v4 we're using https://academy.vrtk.io instead
you might specify which version its for then
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 π
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
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.
I'm already using this code ^^
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)
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
haha, happy to hear it works, hope it won't break π
@slender quarry it does specify which version it is for
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.
still have the problem /:
I was using "isValid", idk what represents that variable, but it's probably not working
@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.
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 π
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.
did vrtk change during the last 3 years?
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
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. π
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.
k
oh
When i rolled back to 1.3.20, problem persisted
maybe your script has the wrong gameobject reference?
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
ok fixed, reference problems not logged by unity, so my index became 0 after the log
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
Planning to build a generic tracker and controller binding system for my next projects
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
pretty sure oculus integration is cross platform now, or at least works with OpenVR devices too
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.
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
or you could avoid vr communism by not using the oculus store at all
is anyone familiar with oculus integration stuff, like entitlements and using the platform sdk?
All I've done is ovrgrabber and ovrgrabbable stuff
@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.
@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
@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.
gotcha. thanks!
Hey, I'm looking for a credit card payment solutions in VR, are there any SDKs available?
or even PoCs of such thing?
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
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
@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.
@slender quarry I don't want to make a credit card terminal simulator π 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
@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
I'm actually trying to make a working retail shop in VR
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
@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
@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.
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
well good luck idk
id imagine your tracking is set up weird
double check the transforms of the controllers
As i said, only happens in build on other computers, so everything is ok on transform. But thx for your help ^^
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
when you say "the last version of the unity plugin" do you mean 2.2 or 1.2.3?
why are you stuck to 2017.7?
thats... not an answer to his question 
ikr, stuck to this version because i work on a prototype developed with this version
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
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
@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
Just changed the whole code, seems to be fixed
oh lol
Now im building a list of indexes that are not valid on start
Than bind everysecond if the index is valid
(For the debug.log that is not the same, forgot it was somewhere else)
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
Todayyy we're looking at a couple simple ways for using the Vive Tracker with SteamVR 2.0. If you would like to support me or have access to the project file...
the beginning of this video talks about it
I'll check it thx
I need to work with trackers & controllers
seems tha I can't use behaviour pose for tracker
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.
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.
Microsoft will buy Unity soon
But then will they send me my headset? π
few could be 20 weeks
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. π
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.
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.
Have you played Beat Saber? This groundbreaking VR game has sold over a million copies and won a slew of awards. Watch to hear firsthand how Beat Games achie...
... 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 π
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
Hi there Iβm 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?
@shadow estuary Try XRSettings
https://docs.unity3d.com/ScriptReference/XR.XRSettings.html
Is there a way to make a lever in (Open)VR preferably using the physics system?
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
Thanks, works now :-)
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?
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
seems like putting the handle in the same parent as the fuse helped
@glass cloak did you figure it out? i dont see why it would break and im interested to know how you fixed it
@slender quarry It seems like unparenting the handle worked, though i havent played around with it a lot
maybe having multiple layers of throwables is messing it up
yeah it used to highlight both, now only the base
maybe have the fuse parented to a fusebox gameobject with the rigidbody, and also put the handle as a child
yeah thats what im doing now
actually you could just move the complex throwable to the base from the fuse
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
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! π )
try asking on their forums?
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 ^^)
Just wait for the Index π I have the rift, im going to get the Index, i think it will be worth the (hopefull) upgrade
biggest reason im getting it, I dont want to go through occulus - steam hell anymore, poor performance, issues etc etc
And maybe Knuckles with index ? π
i sent in the dev hardware request, paid my 100$ fee etc
2 days later, index gets "announced"
π
Ah ! x')
but if I understand well, with pictures, Index will use Mixed reality tracking, right ?
My advice, from someone who knows "moderately enough" about vr headsets/controllers etc, wait for the Index and get that
not lighthouse in the room like vive ?
it will use lighthouse
but it might also have front cameras or something, nothing is confirmed yet, but 100% not mixed reality
oh ! nice ! That was something i needed some explaination, thanks !
So thanks.. i will wait May for the Index announce and maybe June to get it ><"
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)
But thanks a lot for this !
No problem^^
@gray estuary i use the lenovo explorer and it works well
i thought it was shit for a while and turns out mine was broken so i got a new one
now its pretty good
also it doesnt really have the screen door effect so thats a big plus
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.. :/
i don't know if you tried this
well a considerable amount of people of use it so you should take that into account
also you have about 2 seconds of movement outside the sensors so you just have to do it without wasting so much time
i play ex. beat saber just fine for hours sometimes
though there is the occasional glitch its not very noticeable and well worth it based on the price reduction imo
and oculus is also releasing one
you talk about Quest ?
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)
And now tracking is really smooth
so isnt that good?
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)
Tell me if i'm wrong, maybe i miss something x)
Hype around Index.. i'm in x)
im not quite sure what youre saying but i think the price makes it worth it for me
Mixed reality... ahhh don't know x)
I torture myself for a while ^^
I can't decide
but Kinami really get me with him for index
he convice me with some informations i didn't understood
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
ill stick with mine till a competitor is a lot better or it breaks
and really sorry if my english is bad, i don't realise ><"
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
Thanks you @glass cloak for your returns of experience, it's really interesting. thanks a lot !
im not really experienced but np
user experience, it counts ^^
sure thing
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
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
Here's a side view
Hi @storm ether
in 2018.3 is there a way to use Unity.XR to get a list of all controller inputs?
@slender quarry hey, fancy finding u here
@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)
Ok thanks
note that on steamvr your keys may get rebound if using unity's systems. and you won't have access to knuckles functionality currently
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?
id like to know as well how to make a player model move their hands like in a game such as pavlov
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?
vr is just an elaborate keyboard
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.
If it's really that simple, I may become very happy indeed.
I posted this in #π»βunity-talk, but I think it help here. For creating universal input: https://github.com/HanaleiStudios/UnityMeetup-3-UniversalInput
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
"Toolkit template"... I know not what these are. Can such templates be applied to existing games which have their own control structures and such?
Yes definitely. So you could be using VRTK or OpenVR, or MRTK. or whatever else.
Thank you @hoary tendon - those names sound like a good start. I'll google them and see where it gets me :)
Hi
Yes! I think VRTK is the most popular toolkit to use in Unity. But someone correct me if I'm wrong
I have been in MRTK land for a while and haven't been paying attention..
Anyone knows https://www.ixiegaming.com/?
iXie Gaming, a leading Game Testing Company, provides holistic game testing services to the Gaming Industry across various platforms. Enlisted as one of the Top 10 Game QA companies in various segments including Compatibility, Functionality, Gameplay Testing, etc.,
I haven't. Are you thinking of using them to test your VR games across platform?
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 ...
And then on consoles
And then in Windows, Mac, Linux...
Yeah haha, I have some headsets, and my friends have others, so we just test echothers games π
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...
@hoary tendon But for me to start, I do not own any VR Headset yet π What good x cheap model would you recommend to get started?
Or is not it worth having a cheap model to develop and test?
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.
it isn't SUPER cheap, but $400USD is still getting you one of the best headsets out there
Good to know. But WMR is not wireless, right?
No, it isn't. But if you're just using it for dev, then I'd think that's okay.
True. I'll see this. Thanks for the tips!
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.
I'm gonna get an Oculus Quest asap π
so excited haha
How much?
I think it is $400USD. But doesn't have as much computing power. Which I'm okay with.
they're all starting to be quite cheap really, which is cool
Is there some VR headset with finger movements?
... why I don't Google first before asking... https://uploadvr.com/rift-s-finger-tracking-possible/
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
yah totes
also I think the Knuckles controllers feel really nice
I don't know what leap motion is...
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.
Leap Motion recently released a major update of the Orion VR tracking software including three new awesome hand tracking demos: Cat Explorer, Particles & Pai...
Leap Motion is a little hand trackign dongle
that people attach to the front of their headsets
Wow, very cool!
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
hehe, mabe don't rely on the masses having it though π
I will definitely study this further...
good for conventions I reckon. Or gallery works. Because no controllers, is so nice π
But if you what to "manipulate" an object more precisely, it sounds great!
Of course you will not play a virtual piano concert with this...
my friend has a pretty nice harp type function, where you are grabbing strings, which is really nice
but yeah π
This is absolutely fantastic! Thank you very much!
@hoary tendon If leap motion can see my hands, it would be able to see the external environment to project an AR?
No, but a lot of headsets do have pass through camera that can allow for something like that
@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.
VIVE Hand Tracking SDK [Early Access] A cross platform tool to track hand position and recognize gestures using the front camera(s) of the VIVE, VIVE Pro and the VIVE Focus (Wave Platform). Finger tracking (21 points) is available for the Vive and Vive Pro. For additional inf...
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?
@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...
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. ^^
@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.
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.
@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?
For the moment, I think it's the best solution too.
@supple wolf I don't have any experience with Leap motion or PC VR, but I think that SkyCobra is right
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.
Don't hesitate to make us some return when you try it π I'm interested by any experimentation :3
Great. So just to confirm: leap motion has a better hardware image detection than a single smartphone camera, right?
probs debatable now that an IPhone X has depth cameras π
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.
Nothing to add, you can add external camera with depth sensors but it won't be conveniant for common users.
Hello, my Unity is binding disconnected controllers to Player, is there a way to prevent this ?
Mobile sucks due to emojis
@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).
@supple wolf leap motion is also already integrated in few headset like pimax (the only one for now as i know)
@glass pivot Thank you for the explanation!
Hello, someone tried Vive Input Utility to replace SteamVR Plugin ? Are there big problems or is it safe to use it?
@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 ?
Just want to have feedback about this plugin before to use it on a big project
if someone already tried it
won't work with the Index Controllers properly
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
Any thoughts on the stability/versatility of VRTK? instead of SteamVR
I love VRTK, but haven't gotten a chance to test the new version personally yet
it's supposed to support actions and everything properly
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
@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?
not really familiar with it, sorry @modern glen
@bold orchid VIU won't have access to all the inputs on the index controllers or the skeletal data that comes through
since it uses the legacy steamvr system
what is VIU? π€
Vive Input Utility, a plugin htc makes
has some pretty slick features before steamvr input came out. helped do cross platform things easily
but, like all things in that vein, was super tied to specific input devices
so every time there was a new controller they'd have to do a lot of work
the idea behind steamvr input is that all lives in SteamVR now, the developer doesn't have to care
It can be cool for projects that don't ask a lot of inputs
totally
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
that's fair
Nothing works correctly and you have controllers not bind when needed, or steam that detects controllers that are shutdown
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
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
it's a lot of work to update for new controllers and APIs
thats what you get for not using steamvr :D
I helped create NewtonVR, we were the first do to easy cross platform support (steamvr/oculus/winmr)
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
I'm using steamVR on project using too many controllers/trackers, and I'm looking for a solution to get something stable
Sad solutions I find on the net are not working (indexes script,...)
what's your scenario? Location based thing? Startup?
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
Like if 2 are connected, use a specific one (with haptic feedback) , and in another case use the one available
same for trackers, except inputs of course
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
so I'm not sure you're going to find any solutions that are to your liking
the problem is that the users of my projects are not qualified for creating the input by themselves
well, they shouldn't have to bind anything manually
just choose what a tracker does
if it's supposed to be held in hand, or strapped to the foot
automatic bind seems to be broken (sometimes trackers become controllers, sometimes controllers are connected but not bind , ...)
depending on what input system you're using (legacy / steamvr input) you'll get different results
with steamvr input if you set a tracker to a specific role it should always be that role
it should never become left hand if you set it to right foot
if it does, repro steps would be appreciated
Imagine i just change my vive and trackers / controllers, how can i be sure eveything will stay the same ?
@modern glen , i'm using VRTK with the simulator sometimes, maybe i can help ? what the problem ?
what do you mean change them?
using my project on different computer and vive
or like switching from normal vive to pro vive
@gray estuary https://gyazo.com/c9ebd088c3887611d4e71cc3ca85eb86
in steamvr when you set a tracker to a specific role it will bind based on the tracker's serial number
how do i set the bindings for moving the e.g. r controller?
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
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
(if using trackers)
did you look at the SDK_input Simulator on the [VRSimulator_CameraRig] ?
Ok
that's why i'm looking for something like vive input utility
But if it's not totally reliable on long term...
yeah, I'm not sure how it would handle things differently
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 ?
I think you can set it per project
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..
thanks for your answer Keith ^^
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
I'd like it to get better but it's hard to prioritize when there's other devices that people use a lot more
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 ^^'
thinking of creating a complete automatic system, but i can't imagine correctly how i could do that
yeah that may not work well going forward
idea is you're supposed to use device roles now
left hand / right hand / left foot etc
input sources*
yeah, but it's not enough for me, cause i'm not using it for full tracking but differents external objects
https://gyazo.com/473bb80c4c763bbe917593313190262c ok i think that's the issue, it's set to Alpha 0, Alpha 1 etc. what is Alpha? is that an actual button?
or should I just pick some random button?
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..
x')
making an experimental paradigm for patients with Parkinson's disease for an upcoming study
tracking their hand with one controller, the clinician will be using the other controller
By the way, why are you using VRTK v4 ? it's in Beta for moment
looks like you can set it to Held in Hand (Any)
that may be what you want instead of a specific hand
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')
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
k, you're welcome to dm me then
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
sure, thanks !
@gray estuary is there a typical keybinding you would recommend?/is there a standard choice, in parallel to WASD
what are your needs ?
wait I figured it out haha, i had it set to KeyPad 1 not #1
and it works now ? ^^
totally works.
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
the simulator doesn't have this issue because it's defaulted to the center @gray estuary
Hey, anyone know how to exporte steam vr input config to use them in other projets than the one input where created?
@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.
Thanks I saw it 2 hours ago π forgot to remove my message here
Oh ^^ Sorry to be late in that case x)
Nice for you !
@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
SteamVRinput arenot working at all now, the steamVrinput menu is totally grey, not even compiling
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 ?
Your project may not find the file :/
Looks like the project didn't find the files, but just saw steam crashed
i will try again soon, with steam open
did you remember to activate the openvr package?
wait a minute... why is that steamvr plugin bundled with openvr libraries?
how old is this?
wow it really does have its own openvr copy
maybe you should disable the one unity has in the package manager. i dont see any reason to have 2 openvr's
an asset I used had a copy of openvr inside it
the problem is still present, i cant copy my bindings using input folder :/
maybe i had to copy the actions.json file ,?
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
thanks for that update!
Hi guys ! Index specs has been released ! What you think about it ?
https://www.roadtovr.com/valve-index-hands-on-preview-valve-vr-headset/
instabuy for me π
i think they should make it available in my country
I don't understand why their application say that. Anyone have an idea ?
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 '-'
Anyway, in 1 hour, sold out on Valve Index.. x') I will wait ^^
are you on a laptop? I can't tell π
doesnt matter. you have to be american to buy Index anyway
laptops have a pretty wide variety of display port support, and multiple graphics card can cause issues as well
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
I'm on a laptop too, and it only weirds out, when it's not plugged in to power π
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 ?"
does PSVR have its own tools?
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
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 ?
does the simple sample scene work?
@wise thorn the SimpleSample scene from steamVR plugin is not working, controllers are not tracked, but it works on another project
Someone have tutorials of VR to help me? (I have Oculus Rift) I'm starting of VR development
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 !
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
I have issues when I build, I don't have the solution yet too. If you success Fireez, I'm interested ^^
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
are you on SteamVR Beta?
nop
might try that
Just saw the steam vr beta update, seems to fix some problems
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.
Is there any method to fade vr camera in lwrp ? UI and image not working well do you know any other solutions ?
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!
Hello Guys. We down have oculus quest yet. How we can understand our game performance is good for quest or not ?
if you target quest, shouldn't you test it on quest?
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?
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 this article might help
https://www.roadtovr.com/vr-game-optimization-for-oculus-quest-mobile-hardware/
@brave rose General rules: Less than 100,000 triangles, just a few drawcalls, no realtime shadows, minimal realtime lighting, avoid overdraw like the plague.
That sounds like mobile VR hasn't changed in the past few years :/
Oculus Quest is significantly more powerful than Oculus Go IIRC
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
Remember that GearVR was not a standalone headset but required a several hundred dollar phone.
Yeah I know
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.
But dedicated hardware is something else than running an OS on top of it
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.
Quest has active cooling though, so you get a bit more out of the mobile GPU
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!
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)
check its mesh renderer. the model should fit inside its bounds
Could be frustrum culling
And maybe you're too close that clipping planes are cutting it out
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 ?
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
It's a mesh collider, so the model i supposed to always be inside the collider no ?
im not talking about colliders π€
Bounds seems to be ok, i'll go for a test but there's no reason the bounds are not seen
alright. lets guess other stuff then :)
any idea why this may be happening? only in VR I see the same image 6 times like so.
Postfx perhaps?
I got 4 split screen on HDRP when using some specific stereo setting
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.
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?
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.
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.
Wich input library?
UnityEngine.XR
'Sup everybody, here'smy first question for this channel: How many of you develop for Oculus Go?
ew
Tibor, what do you takes us for? Why would we do such a thing? π
btw, my problem was some weird file problem deleting the entire library folder did its magic. π
Not actively and not willingly
@chrome helm "Tibor, what do you takes us for? Why would we do such a thing? π"
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
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.
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
@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
why do you say he doesnt know what he's talking about?
@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
it can only do so much. good luck
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.
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’
im going to suggest that both of you just stop before moderation steps in
I can't use oculus go... so yeah..
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. ...
It's not detecting your headset
I get that, any ideas for a solution?
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.
Ok thanks. Anyone else have this issue and how did you solve it?
when you connect it to your computer, does the oculus hub/store come up? Maybe it wants to update drivers
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
hmmm, noted!
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.)
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?
Make sure you are adding Oculus to the XR Settings in player preferences
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.
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.
Hereβs 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...
Seurat is a scene simplification technology designed to process very complex 3D scenes into a representation that renders efficiently on mobile 6DoF VR systems. - googlevr/seurat
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...
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.
@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). π
Anyone have the ~50 build errors after adding steam vr to unity project
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:
- scale everything VR (player, interactables, environment) up 10-100x, keep everything controller player (players, interactables, environment) at unit scale
- keep everything VR at unit scale, scale everything controller player down 10-100x
- 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
@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?
yes exactly
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
if the world is the same size, how does the controller player appear the size of an ant to the VR player?
The controller player has its own model, right?
yes
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!
@stark vector without any sort of scaling, how many world units is it big?
the oculus SDK is apparently broken and I don't think unity can get input from touch without it or steamVR
@tepid nest can't help with that, never touched SteamVR, sorry
I literally just want input from my touch controllers
why is this so bloated and stupid?
@tepid nest Oculus SDK is broken?
has been since 2019 released
which version are you on?
2019
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
@tepid nest I meant Oculus
I don't have it installed, but just about every review says its broken
@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
im just worried about mesh/physics/camera issues when working with a level with object sizes that are ~0.01 m or smaller
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
anywhere from 1-10%
@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
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
@tepid nest isn't input just OVRInput.Get(OVRInput.Button...) ?
that never worked for me in the past but I suppose I can try again
don't tell me about documentation, most of it it's outdated or not available
and how am I supposed to get stick input? trigger input for touching and float values for how much pressed in they arE?
just tell me the basic scenario you need input for
Stick input should be obtained from the Axis parameters
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
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
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
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
Ok, OVRInput.Update(); is useless
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
Something like this
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
Wait till you get to the cursor, I wonder if it has been fixed in 1.37
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?
let him cry for now, just drag one the CenterAnchor camera to the RayTransform field
What centeranchor camera?
I'm not using the camera rig
If i use the main then it complains about get gaze data
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)
I'm about to cry in the pillow
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
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
I don't want a cursor
I want to make my own things, not use the broken stuff oculus gives me
I know, but the InputModule requires one by design, so
Otherwise you would not be able to interact with the UI
and, it should be the reason why you can't poll for buttons and axis
