#🥽┃virtual-reality

1 messages · Page 36 of 1

pine bison
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The Vive has a refresh rate of 90. Rift S has 80 and Quest has 82. The Valve Index and Pimax headsets have higher refresh rates

oblique gyro
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I'm on rift

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The Vive has a refresh rate of 90. Rift S has 80 and Quest has 82. The Valve Index and Pimax headsets have higher refresh rates
@pine bison
So considering your sentence it's not actually true, but i have all the VR headset

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i'll try VIVE to sse if it change

pine bison
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The Rift DK1&2 had 90Hz displays

oblique gyro
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Ah

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so maybe

pine bison
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But the Rift S is 80

oblique gyro
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this is stupid lmao

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downgrade with The S

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ok thx anyway

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i'll try

pine bison
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It's a compromise. Not really much difference in the experience

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The Rift S has a better resolution instead

amber trench
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Hello 🙂

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Is it a long process to add smooth locomotion to the XR plugin?

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How about reverse IK body? 🙂

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Thanks

hearty iron
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a reverse inverse kinematic body ?

celest widget
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mind Blown

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what about an Inversed Reverse IK body 😄

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Has anyone had good results yet using URP with the quest? With/Without vulkan? performance wise? FFR?

hearty iron
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I did manage a 8-9ms time with OpenGLes3 unity 2019.3 , URP 7.1.6 MultiView with FFR set to medium

celest widget
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U actually got FFR to work?

hearty iron
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yes at least the OVR metrics tool reported a change when the app ran

celest widget
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Do you notice a huge impact on performance?

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still waiting on my quest so I havnt really tested it myself

hearty iron
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kinda

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The render scale had a better impact

celest widget
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Are u using dynamic rendering? When ever I tried it, id get fish eye sickness 😮

hearty iron
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High and High Top FFR also shaved like 2ms but the quality was just too bad

celest widget
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Does FFR require a dynamic render scale?

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How low did you allow your rendering to go?

hearty iron
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do you mean dynamic resolution ?

celest widget
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yea that not the same thing?

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not talking about the one on the camera

hearty iron
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well rendering is a much broader term than just resolution

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and no I had that turned off. I think oculus recommend it to be off

celest widget
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ah my bad, what do you mean by render scale then?

hearty iron
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I mean this UnityEngine.XR.XRSettings.eyeTextureResolutionScale = 0.5f; for example

quaint moss
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Can FFR work on cardboard or daydream?

shell kayak
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FFR is something that Oculus has implemented into their mobile headsets. It's not a Unity feature.

quaint moss
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OK, thanks, so no

shell kayak
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Not unless the Cardboard/Daydream SDKs have that functionality

celest widget
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Ah I see I didnt try much of the new XR api so thanks for the tip

hearty iron
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FFR is not a solution to your performance problems. Optimize your scene and shaders. Thats the real performance boost.

celest widget
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does XR render scale work with FFR?

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Optimize them more than the standard lit/unlit for URP?

quaint moss
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Yeah, what are the tips you have on URP besides noise nodes conversion to textures?

celest widget
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Feel like we shouldnt have to optimize URP this much lol

quaint moss
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Urp is pretty good without post-processing

celest widget
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on android/quest?

quaint moss
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Android

shell kayak
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Shouldn't be using post processing on Quest anyway

celest widget
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but my bloom :"(

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anyone know any decent performance articles regarding physics on the quest? preferably on URP

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mostly looking for stress testing of the sort

quaint moss
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How is urp related to physics?

celest widget
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its really not, but urp is supposed to help with scalable performance, so that = more physics?

quaint moss
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Also on DOTS then?

celest widget
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never really gave DOTS much thought tbh have u tried it?

quaint moss
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Nope

celest widget
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I figured DOTS was its own engine.... or soem experimental thing like Burst or Havoc

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¯_(ツ)_/¯

quaint moss
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I think it's a separate paradigm of code structure, aimed at high performance, no allocations, structured memory, etc

celest widget
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Sounds like ecs

wraith shale
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don't mix rendering to rest of the systems 🙂

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altho there will be hybrid support for DOTS renderer with URP but that's not really what this is about now

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scalable means it should work from very low end devices to higher end, and it has support for all Unitys target platforms

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as for perf, it does try to keep your drawcalls and batches lower, improving the perf in comparison to old renderer

celest widget
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I thought scalable means to have similar impact on prof the bigger your project gets

quaint moss
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Hopefully my game will be completed by the time we have all this great stuff 😂 also probably will have both FFR and pp working on the mobile hardware lol

celest widget
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pp?

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PP?

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OH lol

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srry srry

ashen valley
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Is anyone else here playing with the XR toolkit? I'm trying to figure out how to make a new Locomotion model for thumbstick movement.

keen rain
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@wraith shale 404?

hardy sand
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I'm coming back after months and since then Unity got to 2019.3; I am wondering:
-Does URP work right on Oculus Go/Questt

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-Has post-processing finally been fixed?

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-Is singlepass finally available for Go/Quest?

wraith shale
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@keen rain they delete the wip branches after they merge the change

wraith shale
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oh wait, it's not merged yet + it does open for me so no idea on the 404 then

versed needle
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SteamVR seems to support all HMD out there, is there any draw back?

reef beacon
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Being forced to run SteamVR

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Potentially less great implementation

versed needle
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I see

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Do developers usually use a VR emulator to speed up the process?

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At least when dealing with non-VR part?

reef beacon
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I do often enough, some people prefer to stay in vr a lot

versed needle
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what are you using?

reef beacon
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Just some fly cam and fake hand interaciton

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SteamVR comes with one

versed needle
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Thanks

deft sage
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Little help: I'm using the Oculus package to put a player on a moving boat. I want them to be able to move about the boat, however the player controller just slides off as the boat moves. Any suggestions?

lone knoll
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Valve is working on developing its own XR plugin for Unity, which is scheduled for release before Unity 2020.1 releases.
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~ https://www.windowscentral.com/unity-drops-official-support-openvr-valve-working-replacement

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^ anyone knows how accurate is this statement ?

reef beacon
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No one knows

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Valve hasn't said shit

celest jetty
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@prisma swift Man, you've got to provide some code for anyone to reasonably help you.

@deft sage Easiest thing to do might be to make your player a child of the boat. That or add every delta of position and rotation change to the player.

pine bison
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Agree with the above, but also, if the player is always gonna be in the boat you probably don't need all the features of the player controller. You could simplify it by just using the OVRController with a snap turn script

ashen valley
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XR is a mess right now anyway.

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And @versed needle SteamVR doesn't support the Quest without Link. Just something to consider.

versed needle
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I see

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Thanks

high wagon
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im using OVR for the quest

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but not sure what cases these messages.

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causes *

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i can run the application just fine

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but concerning

shell kayak
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@high wagon This doesn't tell us what the warnings are. You need to expand the console window or click on one of them to read the full message.

high wagon
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sorry wrong screenshot

shell kayak
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You can safely ignore those warnings. It's normal for projects to have useless warnings

high wagon
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got it, thank you again 🙂

limber axle
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How common is it that importing SteamVR takes a long time? (Using Unity 2019.3) Been 20 minutes now and it's still stuck on importing SteamVR_Settings.asset
Memory usage is still going up though.
Didn't take this long on another project

keen rain
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@high wagon I'm coming in late, but the "never assigned to" warning is because scripts shouldn't technically have public variables if they're not actually supposed to be accessible/changable by other scripts so you set those variables to private. However, if you want to be able to access and change your variables in the inspector, you can Serialize them using [SerializeField] before you declare the variables. That being said, if you declare an empty private variable and you serialize it, you get the above warnings because Unity doesn't detect that you've assigned the values via the editor; it just sees empty private variables and says "huh, that's not supposed to happen" and warns you on it

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So if your script goes CS [SerializeField] private GameObject thisObject; [SerializeField] private int thisNumber; then you'll get two warnings saying you're not assigning anything to thisObject and thisNumber even though you probably set those through the inspector

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imo I wish I could tell unity to just not prompt me on that type of warning specifically so I can see the more important warnings, especially if your script has 10+ private serialized variables, but I'm not sure what Unity's take is on that problem.

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It means that in order to do things the "right" way and keep your variables private but still have the easy ability to directly set those variables' values in the inspector, you have to expose yourself to warning spam D:

obsidian knoll
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I do [SerializeField] private GameObject thisObject = default to make this warning go away.

high wagon
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i see

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@keen rain thank you for the long thoughout response

keen rain
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It wasn't too thought out 🤔 everything I want to say about programming becomes an essay

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The fact that I talk a lot has finally manifested in my online persona as well

high wagon
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😄

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i just meant, thank you for taking the time to type that all out

ashen valley
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Great feedback, @keen rain. I love it when people take the time to explain something.

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The problem that happens over time is that you get so many warnings, it's just noise. And then when there is one that does matter, it's harder to track down. So, I try to avoid them if I can.

keen rain
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Yeah exactly how I feel

lyric fox
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Created a script that allows you to build for Daydream and Oculus in one project with both sdk's installed. Kind of basic but still wanted to share seeing i didn't find anything else like this on the internet.
https://paste.myst.rs/dkj

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If anyone has any thoughts or improvements please let me know lol. I wrote this while suffering from lack of sleep.

hard carbon
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make sure the player is a child of the boat when its moving?

wintry delta
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Anyone have any experiences with upgrading to Unity 2019.3 yet? Last I tried it, the new XR plugins package broke as soon as I hit play

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Currently using the OVR utilities for all my player rig and controllers stuff

lean shale
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Just got the Oculus Rift S a day or so ago. Is the developing of VR games similar to 3d games with fancy camera movement?

shell kayak
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@lean shale It's more than just fancy camera movement. The camera movement is probably the simplest part.

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The hardest part is the motion controllers and designing gameplay around them.

lean shale
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Is there no library for that to be automatic? Isnt it an input device just like a keyboard and mouse would be

shell kayak
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@lean shale Well, say if you wanted to port a desktop game to VR. Let's use Call of Duty as an example. How would the gun work? Would it be glued to your head like it is on desktop and you press a button to shoot and another button to reload?

lean shale
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I was more talking about basic VR Games like Beat Saber. The hand controller is the input and its a touch test from the blocks with a little fancy vector math

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versus hitting up or down arrows on keyboard

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Are you referring to more complex games with realistic gun loading for example?

shell kayak
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I was just using that as an example. It sounded like you just wanted to port a desktop game where you could just easily swap out keyboard and mouse input with input from motion controllers and it'd all be done automatically somehow.

lean shale
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I was just relating input controls from the desktop and vr version

shell kayak
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It's easy to get tracked controllers working in Unity and to get input from them.

lean shale
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Then once you do that its the same logic afterwards right?

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Take an input, do some math, respond accordingly

shell kayak
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It's still GameObjects and MonoBehaviours and C#

lean shale
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So a majority of it is still just a 3d game with the ways for getting input changed to motion controls instead of pressing a key

shell kayak
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Not all VR games would work on desktop and vice versa. Beat Saber wouldn't be any fun on desktop and Rocket League in first person would make you sick.

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So a lot of design decisions are different

lean shale
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But from a technical standpoint it would be the same games with different input. Even if the game suffers because of it

shell kayak
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Is there any specific difference that you're wondering about? Are you expecting VR to use a different programming language?

lean shale
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I just want to know mainly getting the input from the controllers. Id assume the camera is just attached directly to where the players head would be

shell kayak
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Getting input from the controllers isn't very different from getting input from keyboard/mouse, just a different class.

lean shale
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Would the movement of the hands be updated every frame then?

shell kayak
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Unity doesn't handle that automatically like it does for the camera/head. You can use scripts from SDKs, like the Oculus OVRCameraRig or SteamVR_PoseBehavior scripts or if you just want to use Unity's native VR support, you can get the tracking data from Unity and set the transform of your objects representing the controllers every frame.

lean shale
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Im assuming the output for that will give you velocity of the hands, acceleration as well?

shell kayak
lean shale
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Well thats super useful

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So in the case I wanted to say change the position of the players view would I teleport the player object or just assign a different camera to it. Say for example the security cameras in R6 except you have vr control over them

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Would it be more efficient to move the player around or change the headsets camera view... thing

shell kayak
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In what reality does a security camera teleport your head into them when you look at the feed?

lean shale
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R6 does the same thing but with keyboard. Its not like you are looking at a screen in game. Your monitor is the screen

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If that makes sense

shell kayak
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Okay, then let the player pick up a monitor showing a 2D feed from the camera

lean shale
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Oh you are saying give the player an object to view the screen instead of just setting their view?

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Thats a lot cooler honestly

shell kayak
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Yeah... Because that's how it works in real life.

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It's best to think of VR as a virtual reality that the player is in.

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Ask yourself "how would I expect this to work in real life"

lean shale
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Ah ok

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That makes more sense

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So just forget the game design skips and do everything how you would irl

shell kayak
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Yeah. There are unfortunately some limitations that you will have to design around, like the player won't have a big space, so you'll probably have to implement some locomotion.

lean shale
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So instead of having a different UI for a tank gun for example, literally put the player in the tank

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Ya common thing is either a manual movement with the sticks or a teleport movement

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Honestly I am not a fan of the teleport. Very hard to follow. But it does make it easier on the eyes

shell kayak
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Stick movement can give some people motion sickness

lean shale
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Thats fair

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Would it be best to give them both options?

shell kayak
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Yeah, with teleport being the default option.

lean shale
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Like click the stick down for teleport, move it around for walk

shell kayak
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That's what Half Life Alyx is doing.

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No, it should be a setting. Either teleport or stick movement.

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You don't want VR beginners to accidentally activate stick movement and get sick

lean shale
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Fair enough

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So default is teleport for safety and then settings has a toggle

shell kayak
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Yeah, that will make the game playable to a bigger majority of the VR audience.

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Some games will only do stick movement for game play reasons, though.

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Because a shooter is very different if you can just teleport between cover.

lean shale
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Is the motion sickness from the walking that big of a problem? I didnt have issues with it myself

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Ya that makes sense though

shell kayak
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Some people can "grow VR legs", meaning they get sick at first but get used to it. Some people don't have any issues ever and some people can't handle any movement except for teleport.

lean shale
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Interesting

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I have not been playing VR very long and right from the start I preferred the walking

shell kayak
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I'm sure most people would want to be able to use stick movement, but just can't because they'll get sick if they do.

lean shale
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Oh this may be an issue with my settings but my headset along with the various games always seems to be blurry at times. Maybe its my eyes? I dont know

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I used a friends headset as well and it was the same issue

shell kayak
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It could be an IPD issue, where the lenses aren't at a distance matching your eyes, so you aren't looking right through the center of the lenses

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It could also be the fit of the headset, like the lenses are too high or too low

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Or it could be you're just talking about the resolution of the screen.

lean shale
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That sounds right. When I move the headset around the blurry sometimes goes away

shell kayak
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Most headsets allow you to adjust the IPD

lean shale
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Like the blur makes it impossible to read anything

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How would I know what to change the IPD to? Just test it and hope for the best?

shell kayak
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You can measure your IPD in millimeters and use that number

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Or just eyeball it and adjust it until it looks clearer.

lean shale
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I will have to test that out over the weekend and get it adjusted

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Is jumping typically a button input? I have not seen any games with IRL jumping in it

shell kayak
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Most games won't have jumping, but if they do it's usually a button.

lean shale
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Is it from the headset moving around when jumping?

shell kayak
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Well, usually in real life, people don't press a button to jump

lean shale
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Thats true

shell kayak
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Maybe if they were on an electrical powered pogo stick, they might.

lean shale
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Then why does VR commonly leave jumping out?

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Or at least doesnt do it from a physical jump and opts for buttons instead

shell kayak
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Well, there's nothing stopping a player from physically jumping.

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But what should it do when the player physically jumps? Make them jump higher than they actually did?

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That would be weird.

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And jumping isn't trivial to detect.

lean shale
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I wasnt thinking lol. The players height is already measured out because you know the floor height when configuring

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So the headset increasing in height would be the player going up and the distance from the defined floor increasing

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So it would just be a jump. Not like we even wanted it to be. It just naturally is

shell kayak
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What about if they are crouched or sitting and are standing up?

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Or go on tip toes?

lean shale
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Its all measured from the headset relative to the floor id assume?

shell kayak
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How do you know if the player is sitting and not just a short person?

lean shale
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But if I crouch and put my head at the same height as if I was to go prone how does it know the difference

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I have no answer to your question. I dont know

shell kayak
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You can calibrate height at the beginning, like tell the user to stand straight and press a button and then you can sample the current height and save it.

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Otherwise, you can never know for sure if their current height is from them sitting, standing, stretching up.

lean shale
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How do you tell the difference between crouching and sitting?

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if the headset is at the same height

shell kayak
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You can't detect that 100%

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You can maybe make some guesses about where the hands would be relative to the head. Maybe there is some difference to where your hands are when crouching versus sitting.

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But it would never be 100%

lean shale
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Is the full body tracking commercially used yet

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That would work a bit better

keen rain
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No there’s not much commercially available, easy to set up, full body tracking around beyond steam’s vive pucks

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Which can go on feet & waist

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But developers don’t want to lock out the general player base by making games that require you have the extra pucks

lean shale
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Thats a shame. Maybe wait a few years or so and maybe it will get there

keen rain
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That's what everyone's been saying for a few years :) We're going to have to wait for the main HMD developers to say "okay, we're happy with our visual experience. Let's work on extending the tracking functionality without greatly affecting the price"

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And that's not the sort of thing I see any large companies saying for a long while, sadly

oblique gyro
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Any experimented PPl with SteamVR 2.0 and Native Hitns system With Vive controllers ?

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facing an issue concerning the placement of Controller starting point when afecting an action to the Dpad

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The Hints always come from the center of it

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Event if it's A North button press Dpad

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this is kinda annoying

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when you have 4 button on each south, north, west and east

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side

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anyone manage to solve this ?

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or any other Hints system working generic way with all the controllers ?

tired ivy
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Hi all. Does anyone know how to get rid of these blue line that overlay everything, when using the Steam SDK Teleport Area script and functionality. Sometimes they appear, then I can restart the game within Unity and then they're no-where to be seen. Any ideas or assistance much appreciated. Thanks in advance. 🙂 PS. these blue lines sit on the Game Object plane that has the Teleport Area script attached to it.

fluid ocean
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try to disable mesh render on that teleport area @tired ivy

tired ivy
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@fluid ocean You are a star!!!! Thank you so much, that worked! I have been scratching my head on this for ages. I am still learning and shaders are one of the areas that I still need to learn much more on. Thanks again and have a great weekend. 🙂

fluid ocean
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You welcome, glad to help. Unity

tired dock
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Hey everyone, My avatar hands for Oculus are not exactly where they should be

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they need to be like 3 inches more to the right

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yet, my line renderer which is attached to my hands is in the right location

whole wharf
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Does anyone know if you can write multi-threaded code on the Oculus Quest? Might be a dumb question though lol.

reef beacon
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I don't see why not

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There'll be a lower limit than on desktop class cpus

whole wharf
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Gotcha, and thank you! I've got some non-unity stuff I was looking to put on a background thread. I'll have to play around with it and see what I can do.

old widget
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Anybody know how to get the oculu quest camera feed?

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*oculus

whole wharf
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@old widget What for? You mean to output to a RenderTexture, or are you looking to record a video?

old widget
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Looking to experiment slightly with AR on a quest

pine bison
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I don't think this is exposed to developers yet @old widget

old widget
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So the camera feeds are completely unobtainable?

pine bison
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I believe so

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Keep in mind that they are also black and white. So that would limit the AR potential

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There might be some android hacks you can use to get it though, I'm not sure

whole wharf
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Yeah I'm pretty sure that's not exposed. ^^ (Sorry for late reply on this, glad Ole was able to help)

oblique gyro
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Hello guys

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Anyone have started to work with the New Unity XR interaction system with 2019.3 ?

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I don't find why my headset is not working with it

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i downloaded all the packages

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placed the Xr rig

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But on Runtime

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it seems it doesn't connect with my headgear

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i can't get it working i don't know why

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here are some screenshot if someone knows

wraith shale
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you have WMR headset?

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do note that there's no OpenVR / OpenXR support for the new system (so no SteamVR)

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@oblique gyro

oblique gyro
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Seriously ?

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So i can't get it working with Vive ?

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this is actually really bad

wraith shale
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no, you can't use it with Vive

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Unity threw the ball at Valve when they deprecated their old OpenVR plugin and didn't dev the OpenVR support for the new XR setup in-house

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so now we have to wait for Valve to come up with something

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anyway, it does suck because 2020.1 doesn't even support the old style VR plugins anymore, you have to use the new XR management there

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but ultimately, OpenVR from now on is a second class citizen on Unity ecosystem

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even once we get OpenVR plugin from Valve, every future breaking change on XR management API will mean we'll go through the waiting game again

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support has ALWAYS been horrible once Unity has dropped some built-in support and let 3rd parties deal with it

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so if this plays like it looks like it's going to play, UE4 is going to get way more popular platform for anything that uses VR

oblique gyro
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O hope they'll offer better support for it

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Did anyone used Steam VR Hints system for controllers

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I've been using it for the past 2 month

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And fuck sake this is terrible

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Anyone know a good alternative to it ?
Or the best solution is to make my own Visual Hint system

storm ether
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Hey ho

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I really need help

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Lots of it

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So ive installed the oculus intergration from the asset store

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but i cant seem to get the controllers to work

pine bison
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Are the controllers invisible so you can still grab things? Or can you not interact with anything

storm ether
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Nope

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Ive got the actual animated controllers

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But

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They arent tracked to my actual hands, how can i change that?

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They are stuck like this

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They move and interact with my hand placement on the controller but arent tracked

pine bison
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Look at the sample scenes from Oculus and look at how the hierarchy is set up

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I think you need to parent the hands under the OVRCameraRig for example

storm ether
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Sorry ole, im completely brand new to unity, sorry if im a bit slow

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Oh okay

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Where can i find this samplescene?

pine bison
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/Assets/Oculus/VR/Scenes

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Also /Assets/Oculus/Avatar/Samples

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that one might be more relevant

storm ether
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None actually have controllers lol

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@pine bison None of them have controllers, and tutorials have things that i dont have.

pine bison
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Have you tried moving the hand prefabs under the camerarig/left and right hand?

storm ether
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Hand prefabs?

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Where are they under?

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These?

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Okay i see the hands but they arent tracked

pine bison
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Search for the scene called customHands

storm ether
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Im there.

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Oh wait one sec

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ncm

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nvm*

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where would it be?

pine bison
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Search for it

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But it's under Oculus/SampleFramework/Usage/

storm ether
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Ive got the initial staging

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Ill transfer it to mine

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Ive copied the two hands from the other scene

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but they once again arent tracked

pine bison
storm ether
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yep, ive tried it

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Im missing some parts from it

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ill try it again why not

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Omfg

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I did exactly what he said

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And they are still not tracked to me

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Ive stripped everything from the scene

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Just to get that to work

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I did exactly as told

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and yet its not working

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bruh

pine bison
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try and run exactly that scene. Don't take stuff out of it. Just run the sample scene

storm ether
#

That scene works

#

The customhands one, it works

pine bison
#

Then you need to make sure your scene has the same setup as that

storm ether
#

Should i just copy OVRCameraRig?

#

And add the movement?

#

im starting a new project rn

storm ether
#

@pine bison Ive redone my entire project, and did as he said and the controllers still dont attach to mine...

storm ether
#

GOT THEM!

main delta
#

does anyone know how to get SteamVR controller input to work without being logged into Steam?

grizzled tangle
#

To build for all VR devices , do I have to include plugins and write separate code for each VR device or is there one plugin that does it all ?

hard carbon
#

OpenVR is fairly ... open. You can run most if not all devices from it

#

but it mostly just depends on the project.

#

I use multiple plugins for this one because I dont want to go through OVR for oculus things

#

Now for why im here: Anyone know how to detect if the player in quest is currently using hand tracking?

grizzled tangle
#

Thanks Rarceth

hard carbon
#

👍 🙂

pine bison
#

Good question Rarceth, I don't know yet. But interested in the answer

proven swan
#

I added VR support to our project for testing (Oculus SDK + OpenVR, Unity 2018.4.3f1). It works fine on my machine in Standalone and Editor but we can't get it to work on another PC. The main project starts loading up until 20% and then just stops - no hints in the logfiles. Another test project runs and he claims he can see something but no head tracking or movement possible. Other VR games seem to work fine.
The only issue is that his logfile is filled with "XR: Error setting active audio output driver. Falling back to default."
I'm running out of ideas and I have no physical access to the troublemaker. Any ideas where to start my search?

wraith shale
#

you sure it really stops and that it's not just slowly loading up?

#

is your cpu at idle when it stops loading at that 20%?

proven swan
#

The guy told me he had the game sitting there for 10mins at 20% and nothing happened. I know, the scene loading can be slow but this was on an SSD 😉
Will check the task manager when we manage to have a Teamviewer session.

wraith shale
#

it's not just SSD that affects this

#

if you have plenty of code and shaders, processing it all can take a long time even on fast systems

pine bison
#

With my experience opening large Unreal projects, I would definitely let it run for a while longer before writing it off haha

proven swan
#

It's just strange, he has a way better PC than me and we have the same Rift S headset. I hate it, when the "Works fine for me" bug strikes 😭

oblique gyro
#

Sup guys

#

Anyone know how to set-up Vulkan With Oculus Quest with Android in target build ?

pure drift
#

anyone uses VRTK from the asset store? I've noticed it hasn't been updated in a while, is it still good to use or would you recommend another tool? (or maybe vanilla oculus quest support)

pine bison
#

@oblique gyro I don't know if vulkan is functional on quest through unity yet.

#

@pure drift There is a VRTK slack you might wanna join

#

I still use 3.3 from github but 4 should be fine as well

pure drift
#

thanks Ole, what has been your experience with it? do you recommend it?

pine bison
#

I think it's great, definitely worth getting into if you don't wanna start from scratch. Both because of the preexisting library of interactions, and the cross-platform functionality

pure drift
#

good to know, thanks!

oblique gyro
#

It should be @pine bison

#

Anyone have done things with Vulkan yet ?

#

any idea why on Inspector it's not connecting to my Oculus ?

shell kayak
#

@oblique gyro I've only heard developers not being able to get Vulkan working on Quest.

pine bison
#

Yes I've only seen it in Unreal

oblique gyro
#

guys

distant zealot
oblique gyro
#

i m facing this

#

but Unity Hub

#

i don't see anything els than unity version in it

#

any advice ?

oblique gyro
#

ok nvm

#

found it

#

had to reinstall completly 2019.3 if anyone is asking how

oblique gyro
#

Hey guys i'm migrating my project to 2019.3 to make it run with Vulkan

#

and when i'm trying to build i'm having this kinds of error

#

anyone has an idea ?

autumn cloud
#

Are you using the Android SDK & NDK Tools that come with the Android Build Support module?

wraith shale
#

@distant zealot btw have you tried old OpenVR package on 2020.1 again on recent alphas? I think you wrote on the forums that you managed to make it run on older alpha but I think I just got tons of errors with it on recent ones

#

I haven't checked if one could just port it to be compatible or if Unity actually removed some things

distant zealot
#

Nope it works fine if you just remove all XR Management and copy paste the com.VR.OpenVR (Whatever its called) folder from the package cache of another project into your 2020.1 project

wraith shale
#

I think I tried exactly that in past

#

I guess I gotta try again

#

well, I moved the package from 2019.3 projects package cache into 2020.1 projects packages folder

#

as that how you get it there as local package

#

but yeah, I was curious about this since that forum post you just linked said they are not going to remove the old packages functionality until the new thing works 😄

distant zealot
#

Then make sure XR Management isn't there, although maybe don't update to latest 2020.1 versions

wraith shale
#

I need to be on bleeding edge for HDRP, but yeah, I'll test this... I'll try to make sure the xr management package isn't there either, thanks 🙂

shell kayak
#

@wary junco Don't update Unity past 2019.3 until Valve releases their XR management plugin.

olive ingot
#

Anyone using the XR Interaction Toolkit? How do you simply poll a controller's triggers/buttons/xy pad?

#

and are there like singleton/static properties you can access for left and right controller like a lot of frameworks have?

#

k i see that XRController has an inputDevice property... i know how to use TryGetFeatureValue with that so I guess that works, but is there a way to access them easily or do i need to roll my own?

feral frigate
#

I think we are still waiting on a package from Unity

grizzled tangle
#

Does SteamVR plugin support Oculus or do I have to use Oculus plugin and write separate code for Oculus to handle input ?

hearty iron
#

it does support oculus as far as I know. I'm actually using the reverse. I'm using the oculus plugin to run on the Vive

pine bison
#

Yes, it goes both ways

grizzled tangle
#

Alright. I have another question. What exactly is Unity XR plugin ? Can I continue using Steam VR or move to Unity XR ?

grizzled tangle
#

Thank you Ole and Uri 🙂

sand moat
#

I have downloaded the SteamVR plugin for my Vive and using it on a Universal Render Pipeline Unity 2019.3.0f5 project. I am using the CameraRig prefab for my scene, and for some reason it is only rendering out the left eye on the Vive.

#

Any idea why that might be?

amber trench
#

Hi ! Anyone has been working on vr projects (or else in fact whatever any project) with any visual scripting addon? how about the official one?

celest widget
#

did

#

ALSO!
anyone know if the new XRapi has something like this? or if I even need it? didnt find anything in the docs so ima just pretend like I dont need it and see how it goes 😄

#

Actually I found that I need to use it like this, but does anyone know how im supposed to assign it?

hollow linden
#

Hello, everybody! I'm in a bit of a pickle here and I would appreciate if anybody could offer any help and/or insight. I started development on a VR app for the Oculus Quest, and I was looking for a good and relatively lightweight solution for rendering water in my scene, and I stumbled upon this shader: https://github.com/nvjob/nvjob-water-shader-simple-and-fast

#

I have, however, not been able to make it work correctly on the device using Forward rendering. The author's documentation includes a blurb on how to make it work on mobile platforms using forward rendering, but that doesn't seem to work on the Oculus Quest at least (Or rather, I was unable to make it work properly)

severe saffron
#

so my quick googling lead me to another oculus dev trying to do another water shader

hollow linden
#

I was able to make it render properly using Deferred rendering, but I would rather use Forward if possible. Has anybody who's used this shader been able to make it work on mobile VR devices with Forward rendering? If not, does anybody know a good water shader for mobile VR that works with Forward?

#

Yeah, I stumbled upon another guy who was having loads of issues as well

severe saffron
#

depthtexturemode.depth may not work on the quest?

#

just from initial googling anyway

#

someone else complaining about it working on one eye.... oof

hollow linden
#

Yeah, that does seem to be the case. I tried fiddling with it to see if there was anything that I could modify to make it work on the Quest, but I was unable to find a good answer.

#

I believe the last I found from that aforementioned dev was that they found this one guy who created this one water shader on shader graph that works under the URP, so they moved onto that... But apparently the URP broke foveated rendering on the device, so he's currently stumped.

#

Which is why I decided against going down the same road, for the time being.

severe saffron
#

Im saving up for a quest myself but wont actually have the money for another 3 months

#

$100 a month ya know

#

hopefully the URP bugs are settled by then

#

got big shadergraph plans

hollow linden
#

Yeah, I know. The Quest is quite a neat device, but this is actually my first time doing stuff for it. I've already done a few other simpler apps for the Go, but this is my first time actually requiring to render a large body of water in a scene in VR, so I'm kind of venturing new waters right now (pun intended)

#

I really wish I could wait for the URP to get a good, stable release before moving onto the Quest, but unfortunately this one project's already got a deadline, so it can't really wait.

severe saffron
#

deadlines? Who actually does that?

hollow linden
#

People who like to suffer.

#

Or people who are working for a client. Which is kind of the same thing, really.

severe saffron
#

😂

sand moat
#

If I wanted to develop a VR game for a wide variety of devices, would it be best to wait for openvr support?

shell kayak
#

@sand moat Are you planning on using Unity 2020 or the XR Management stuff right away?

#

OpenVR will still function in 2019.3 using the standard Unity VR support. It's only the new XR Management plugin that doesn't have OpenVR support yet.

zealous gate
#

Hey guys, is anyone familiar with how to get the input to work? ive scoured youtube for what seems like an eternity and still havent figured the input out

sand moat
#

@shell kayak I see, so my choices are to use OpenVR as it stands now with Unity 2019.3 or wait until it's supported within the XR management.

#

I have a vive for developing, so I guess Ill have to either use the SteamVR Plugin or old OpenVR then?

shell kayak
#

Using the SteamVR Unity Plugin is optional, but recommended. You can get away with using just the Unity VR support, which I believe Beat Saber does.

#

If you don't need to use the new SteamVR Input or any OpenVR specific features like overlays, then you don't need the plugin.

sand moat
#

I see! that makes sense. Thanks for the heads up

coral frost
#

@zealous gate Which Unity version are you using?

zealous gate
#

@coral frost 2019.2.9f.1 appearently a lot has changed and most of these videos are outdated

coral frost
zealous gate
#

im using the Oculus Integration package @coral frost but theyve changed the package and no update to the videos ive looked at

violet aspen
#

anyone having an issue where pairing a controller while running a Unity application results in OpenVR shutdown? I'm using Vive Pro, Unity 2018.3.6, SteamVR 1.9.16

potent escarp
#

Hi guys, anyone using xr interaction toolkit already? I need some help with a couple of questions...

wraith shale
#

I added OpenVR package manually to 2019.3.0f6 and it doesn't even list the VR settings at the end of player settings like it used to

#

hmmm, it does show them on a new project, just not on my 2 older projects

#

I can't get the old style XR settings to show up on 2020.1.0a22 anymore tho

#

I tried making 2 new project with different templates and adding the old vr package, nothing shows up there

high wagon
#

does anyone know of existing toolkits which include ability to trigger something (lets say animation) when you click on it with a button on the controller (in this case the button is the trigger on the oculus controllers)

ashen valley
#

You can't do old style in 2020, I don't think.

#

It's frustrating because the new XR really isn't even ready

wraith shale
#

not anymore you can't 😄

#

technically you still could around a15

#

but now they've wiped the whole menu entry from settings

celest widget
#

Anyone using the XRinteractiontoolkit figure out 2 handed interactables yet?

#

I feel like im overthinking this and am about to write a giant script to accomplish this 😦

celest widget
#

Annnyone?

odd silo
#

hi, I made a door that worked when it was first created, now every time i try to grab it, it just bursts open and all grabbable struf just GTFO when i try to grab them. (I am using oculus with custom hands.)

#

Edit: NVM I have found the problem, I had a watch mesh that was too big and everytime i tried to grab something with would colid with the mesh and launch to who knows where.

odd silo
#

Well, that fix dident do anything. everything is still launching every where

celest widget
#

try putting your colliders on seperate physic layers

distant zealot
#

@hollow linden I am the guy who made that water shader, it renders fine on a specific version of URP but since then they broke some things in URP so it is now also broken! I am happy to share the working files if you need them anyway

celest widget
#

plse, I want URP shaders mr magical shadergrapher

distant zealot
#

Foveated rendering should also be fixed soon for URP on Quest using Vulkan and Multiview in 2020 alpha/2019.3 but not yet apparently

hollow linden
#

@distant zealot I would very much appreciate if you could share them, yes! I might not be able to use them on this specific project if it only renders correctly with the URP (As I mentioned, I don't think I can wait for a stable release of the pipeline to be released, so we're using the standard pipeline for this one), but I'd very much appreciate having access to it for upcoming projects!

distant zealot
#

@hollow linden I couldn't find a single water material that renders fine on Built-in renderer on Quest/in single pass VR! If you find any way of doing it please let me know?

The only exception was non see-through water materials which was kinda sucky

hollow linden
#

Will do, I'm still experimenting to see if I can find a solution, I'll report back if I manage to find anything

pastel panther
#

anyone else getting this error in console when there are particles in the scene? (2019.3.0f5)

Assertion failed on expression: 'task.rasterData.vertexBuffer == NULL'
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
#

something similar to this used to be in 2018.3 and i remember checking the issue page a few times a day lol

#

i'm also getting Assertion failed on expression: 'task.rasterData.indexBuffer == NULL'

storm ether
#

I need help with my oculus grabbing

#

What ive done is

#

Put the customhandprefab tothe left and right hand anchors

#

and it worked, i made a ovr grabber element to it but the grabbing is extremely wonky and holds the cube/itesm miles away

#

Ive solved that issue

#

Now how do i make the grab at a specific point

#

not just random

celest widget
#

@storm ether using XRi? If so set a attachTransform on the grabinteractable

storm ether
#

Oculus intergration man

livid zodiac
#

Stupid question, but what videos would all suggest watching for a beginner to making VR projects?

frosty haven
#

@livid zodiac Valem and VR with Andrew have good videos for getting started

high wagon
#

hello, im looking at tutorials for making an animation play on a button press (from clicking at an object or UI). Im struggling to find information how to translate that mouse button click to a oculus touch controller trigger / or button.

#

the idea is i want to point at an object, and click / pull trigger/ or just click some UI (whatever is easiest).
and some animation will play.

keen rain
#

Do you know the methods that are called when you pull the trigger?

pine bison
#

Well you would use the button trigger function. If you have a UI raycast on your controller it will work like normal UI

high wagon
#

@keen rain i dont 😦

#

@pine bison i think i understand, im trying out putting it together as if it was normal UI and just tossing on the OVR raycaster from the oculus plugin.

pine bison
#

Yes quite so. Look at the example scene in the oculus plugin

celest widget
high wagon
#

i dont know if i can handle creating this project with XRi 😄

full remnant
#

Hi everyone! I want to find a method or a Unity VR dev who knows what's the best practice to make a game object, a sword or an axe, to be front heavy, or parenting or join up some rigid bodies with different masses to behave like in titles like Blade and Sorcery, Hellsplit Arena, Saints & Sinners or Boneworks. I can pay for the help or for a skype lession... I tried different joints, tried to modify the center of mass. Joints make everything too heavy even with 0.1 mass, it looks and feels as u want to lift up a 30KG heavy axe with one hand. Center of mass works good, until I pick up the axe with the controller, than the console starts to slapping me, sayin' that the rigid body of the object was destroyed but the avatar hand still tries to hold it, and the game stops in the same second...

celest widget
#

Yea XRi deff takes some work, but so far seems like a nice foundation to build on, minus the minor bugs I come across xD, best part is after fixing said bugs, after a unity restart the packagemanager just reverts whatever script I edited to or og buggyness 😦

high wagon
#

anyone know why im missing "hands only" option for my ovr manager?

pure gorge
#

Update the asset

potent escarp
#

If anyone's using oculus hand tracking in your project, unity crashes if you start the game while not having your oculus quest focused. If you put on your headset only then press play, no crash. So just a heads up

severe saffron
#

😬

storm ether
#

VR Tank: How to create a Vr tank game for complete beginners, no experience needed. Optimized for the Oculus Quest but should work on pretty much any headset.
https://youtu.be/F_Be_I8KEIk

In this Vr Tank Game Tutorial I'm creating a Optimized VR Tank for the Oculus quest, Oculus Rift, Rift S AND HTC Vive, Valve index and so on!
The Oculus intergration is cross platform.

This is the first part of my Vr tank game series, where we will be creating a game like the se...

▶ Play video
wintry delta
#

@potent escarp How do you get handtracking to work in the editor? I saw the patch notes, but I cant find any guidance on how its supposed to work?

hard carbon
#

I am going to attempt later today, but from what I understand, make sure your headset is updated to v13, then connect and enable link. From there, just play in editor as normal. Probs want to heed Thomastums warning of making sure the headset is tracking when you do so. Either set it to stay on when off your head, or block the head sensor somehow

earnest forge
#

yup

#

also make sure you update the Oculus Integration package in Unity

wet heron
#

i cant seem to get a vrc mod working in unity. something about "unable to parse asset files"

fast mauve
#

I need some help with a unity project im working on if anyones still on

shell kayak
#

@strange patrol Search for the SteamVR Settings scriptable object. There will be an "Auto Enable VR" setting there that you can uncheck.

rapid haven
#

Does anyone have issues with the new oculus 13.0? I cant make my unity project work after the update. I get this error:
Virtual Reality SDK Oculus failed to initialize.
Will attempt to enable None instead.

potent escarp
#

With version 13 of quest, it's all built in. I followed the train example

#

check out what i managed to do

storm ether
high wagon
#

anyone know how to access hands only in unity for the quest? in the videos im watching, everyone has a "hands only" option. i dont have this.

#

also.. whats the difference between oculus integration and the oculus for android package?

shell kayak
#

@high wagon You need to switch to Android build platform to see that option

high wagon
#

@shell kayak i am on android build 😦

shell kayak
#

Have you recently imported the Oculus Integration asset?

high wagon
#

do you know if "oculus for android" is the same as the "oculus integration" asset?

#

im pretty sure i am using "oculus for android"

shell kayak
#

Are they both on the asset store?

high wagon
#

and not the oculus integeration

shell kayak
#

You need Oculus Integration from the asset store.

high wagon
#

the oculus for android is from the package manager

#

i have the prefabs like local avatar already.

#

so confused why they are different 😄

#

im afraid to import the oculus integration since im already using the oculus for android package from the package manager

#

i guess ill try it after i make a back up

shell kayak
#

Well, you're not going to get hand tracking without the Integration asset

high wagon
#

sounds good. theres no clarification online what the difference are.

#

any idea why i may be seeing the pointer flickering after i added local avatar to my player?

rapid haven
#

@potent escarp Thank you so much! That explains a lot!

hollow sigil
#

i'm trying to raycast every time i call a function while im holding the trigger on my vive controller. however, the raycast only gets created when i pull the trigger for the first time. is there a solution?

#

nevermind problem solved

cerulean viper
#

hey whats the best version for steamvr

severe saffron
#

why is it hosted on mega?

dusty pumice
#

cause its a nightmare to upload on unity asset store

wraith shale
#

that just looks highly suspicious

#

why not just put it on github?

dusty pumice
#

cause i dont know what that is

wraith shale
#

it's place where people usually put their free assets they've made

dusty pumice
#

mega was first thing that came up when i searched

wraith shale
#

git = version control, github = free cloud service to host git repositories

dusty pumice
#

does it cost money?

wraith shale
#

it has free tier that most use

dusty pumice
#

should i just delete other one then? i didnt realize it would seem suspicious, i was just trying to put it out there for people to use

#

🤷‍♀️ ill delete it, was just trying to put something out that others could use

dusty pumice
#

that git thing seem more complicated than unity asset store uploading

severe saffron
#

lmao

#

its drag n drop

dusty pumice
#

🤷‍♀️ only drag and drop thing i found said my file was too big

#

its whatever, i stopped bothering with it

celest widget
#

Hey devs! anyone know the easiest way to recenter the XRi rig? the recenter functionality im looking for is when during runtime you change the XRRig.cameraYOffset in the inspector.

celest widget
#

did anyone just get a oculus driver update?

#

I got the recenter down incase anyone was wondering

#

Looks like update 14 broke my sensors 😦

celest widget
#

fixed it.. that was a nightmare

hard carbon
#

hey all, ive seen some demo's for quest hand tracking where the hands dont disappear on occlusion, rather they turn red etc. Does anyone know where abouts the occlusion based functionality is located in the integration sdk? Im looking to do something similar 🙂

hearty iron
#

What do you mean on occlusion ? Like when the hands enter some geometry in the level ?

shell kayak
#

@hard carbon The OVRHand has a IsTracked property and tracking confidence level

hearty iron
#

oooh occluded IRL hahha

long plover
#

Hi know somebody how to decide where of the following places die Starting Point of a VR-Game will be in Unity? Two Possibilities: 1. The Starting point and rotation is set to the VR-Headset position. 2. The starting point and rotation is set to the center of the Guardian. So how to decide which one Unity sets?

storm ether
#
    private void FixedUpdate()
    {
        if (!this.paddleController.IsGrabbed(null) || !this.IsPaddleInWater)
        {
            return;
        }
        Vector3 vector = this.boat.transform.InverseTransformDirection(base.GetComponent<Rigidbody>().velocity);
        vector.y = 0f;
        vector.z = 0f;
        float x = vector.x;
        Vector3 a = this.boat.transform.TransformDirection(vector);
        this.boat.Velocity -= a * this.ForwardMultiplier;
        this.boat.RotationVelocity += x * this.Direction * this.RotationMultiplier;
    }```
#

Ok, i want to modify this method, soo the boat is a rigidbody, i want to move it instead of using the two paddles in the boat, i want to use the axis in one of my controllers, the Oculus controllers , making it follow any direction i give to the rigidbody

shell kayak
#

@storm ether Did you write this method or did you get it from somewhere else?

storm ether
#

i got it

#

but this is the method responsible that moves the boat

#

using two gameobjects (paddles)

#

@shell kayak

shell kayak
#

Since you didn't write this, I'm assuming you don't have a good understanding of it. I would just be writing code for you if I tried to help you with this.

storm ether
#

@shell kayak I do understand the code

#

is just my first time messing with the oculus bindings

#

i tried with this

#

this.boat.Velocity = OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick, OVRInput.Controller.Active);ù

#

it doesn't move an inch

wintry delta
#

2nd param : OvrInput.Controller.RTouch

#

Dont know what Active means in this context. Theyre both active

storm ether
#

it selfs adds during compilation

wintry delta
#

And that line of code is really what you should have posted. Not all the boat rigidbody stuff. Your problem is just getting an input vector and feed into the code you got from somewhere 🙂

storm ether
#

the code i got is from a game that i want to enjoy, but the issue is the goddamn boat that requires rowing for moving

wintry delta
#

Also, print out what the OVRInput.Get() function returns to ensure that some valid vector is coming back

storm ether
#

soo im modding the boat movements

#

if someone owns Catch & Release , that's the game im modding

#

@wintry delta OVRinput seems not sending anything in that part

#

or im missing something, or dunno

wintry delta
#

Dunno. I dont know how well modding works

storm ether
#

modding works with dnspy and modifying the game src

#

all i want is to enjoy some fishing time

#

but not rowing a boat

wintry delta
#

Well, if OvrInput.Get(); doesnt return a valid vector, I would say it doesnt work 🙂

storm ether
#

im going to try again

#

ill add a file log

#

and print what the OvrInput.Get() Returns

#

it returns (0,0, 0,0)

wintry delta
#

This is how it works when youre not modding :Vector2 thumb = OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick, OVRInput.Controller.RTouch);

#

That returns valid values

shell kayak
#

@storm ether Is the game running on Oculus? If it's running through SteamVR, even if it's being displayed on an Oculus device, this method won't work.

storm ether
#

is running on SteamVR

#

@shell kayak

shell kayak
#

Then this method won't work

storm ether
#

What i should do then?

shell kayak
#

Well, it depends what version of the SteamVR plugin this game is using.

#

The input is done completely differently in the new version

storm ether
#

It got updated recently, soo i think is the latest

shell kayak
#

Then it would be using the SteamVR Input system, which is based on actions.

#

There's no way to get input specifically from the joystick or whatever

storm ether
#

dunno

#

How i can check?

shell kayak
#

As a developer, you'd create an action for the input you want, like boat movement, then map that action to the joystick or whatever.

#

Then the user can remap the action to another button

storm ether
#

There's no boat movement mapping btw

#

you need to grab the two paddles

#

and then paddle it.

shell kayak
#

Is there any action that uses the joystick or whatever you want to do the movement with?

storm ether
#

That's the pain in the neck im trying to get rid of.

#

no

shell kayak
#

So the joystick does nothing in this game?

storm ether
#

Well, grab fish, trow fishing rod etc etc?

#

but not on the thumbstick

shell kayak
#

Then you'll have to modify the actions.json file in the game files to add an action that can be mapped to the joystick

#

And get this action from the SteamVR plugin

storm ether
#

The action for the touch axis is there's already

shell kayak
#

What is it called in the actions file?

storm ether
#

{
"name": "/actions/vrtk/in/TouchpadTwoPosition",
"type": "vector2"
},

shell kayak
#

Alright, then you can get this action through the SteamVR plugin

#

I don't remember the specific method to get an action by name

#

I'll look for it

storm ether
#

But first i need to make the boat move with the controller

wintry delta
#

Theres something else in the code you posted that you probably need to take care of, if you are disabling paddling in the game

storm ether
#

and not with the paddle.

#

Yeah, removing the return check

#

ik

shell kayak
#

Well, actually, since this already exists in the project, it should have it in SteamVR_Actions.vrtk.TouchpadTwoPosition

#

Check if dnSpy sees that as valid

storm ether
#

This?

shell kayak
#

Yes, that's valid as well.

#

Then you can just do SteamVR_Actions.vrtk_TouchpadTwoPosition.GetAxis(SteamVR_Input_Sources.RightHand) or whatever controller you want to get the input from.

#

SteamVR_Input_Sources.Any is also valid.

storm ether
#

in boat.velocity?

shell kayak
#

That will give you a Vector2 which will be 0,0 when centered, 0,1 when up and 0, -1 when down.

#

How you use that input vector is up to you

storm ether
#

i mean

#

i want the boat

#

to follow my directions

#

and speed

shell kayak
#

If you try to set it directly to the boat's velocity, then pushing the joystick forward will increase the Y velocity, which means the boat would move up in the air

#

You probably don't want that.

#

There's not just one correct way to use the input vector to move the boat

storm ether
#

kek that would be cool lol

#

well

#

idk then

#

@shell kayak
private void FixedUpdate()
{
this.Writelogs(SteamVR_Actions.vrtk_TouchpadTwoPosition.GetAxis(SteamVR_Input_Sources.RightHand).ToString());
Vector3 vector = this.boat.transform.InverseTransformDirection(SteamVR_Actions.vrtk_TouchpadTwoPosition.GetAxis(SteamVR_Input_Sources.RightHand));
vector.y = 0f;
vector.z = 0f;
float x = vector.x;
Vector3 a = this.boat.transform.TransformDirection(vector);
this.boat.Velocity -= a * this.ForwardMultiplier;
this.boat.RotationVelocity += x * this.Direction * this.RotationMultiplier;
}

#

This way should work?

#

No, still doesn't work

shell kayak
#

@storm ether The original code is using the paddle's velocity, which is a world based Vector3

#

Swapping that out with a Vector2 that is not similar in anyway is obviously not going to result in something.

storm ether
#

How it could be solved?

wintry delta
#

Thats the "development" part of "Game Development"

shell kayak
#

Again, you don't have enough understanding of the underlying systems that I can't possible explain to you how to fix it, so I would just be writing the code for you

#

Which I've already done to help you get the input.

#

Modding is more fun when you figure it out yourself

storm ether
#

Cmon, i we been trying for 3 days, this is what im trying to figure out.

shell kayak
#

@storm ether Do you understand velocities and how they are represented using a Vector3?

storm ether
#

Yes

shell kayak
#

It looks to me like the X axis is significant somehow, since y and z are zeroed out. So I think the boat's local forward axis is X, instead of the standard Z.

#

There might be some trial and error getting the direction right. It might be offset the first time you try something.

storm ether
#

i noticed the y and z were zeroed

shell kayak
#

But you can try doing something like:

Vector2 inputVector = SteamVR_Actions.vrtk_TouchpadTwoPosition.GetAxis(SteamVR_Input_Sources.RightHand);
Vector3 addVelocity = (Vector3.right * inputVector.y + Vector3.forward * inputVector.x).normalized;
boat.Velocity += boat.transform.TransformDirection(addVelocity);
#

I'm not changing the boat's rotation velocity, so that means it will move sideways as if its strafing

#

I assume you can live with that

storm ether
#

the rotation velocity is 1f

#

since there's no multiplier

#

public float ForwardMultiplier = 1f;

// Token: 0x040005B9 RID: 1465
public float RotationMultiplier = 1f;

// Token: 0x040005BA RID: 1466
public float Direction = 1f;

// Token: 0x040005BB RID: 1467
public float HapticFeedbackMultiplier = 0.025f;

// Token: 0x040005BC RID: 1468
private VRTK_InteractableObject paddleController;

// Token: 0x040005BD RID: 1469
private Boat boat;
#

Multiplier*

shell kayak
#

Those numbers aren't necessarily the actual values

#

Those are public, so Unity is serializing them.

#

The values in the code are just the default values, which can be overwritten in the editor.

storm ether
#

Still doesn't move T_T

#

Should i replace the FixedUpdate with Update()?

#

@shell kayak

#

Or just edit the Boat class directly?

shell kayak
#

I don't know

storm ether
#
private void FixedUpdate()
    {
        this.Velocity *= 1f - Time.deltaTime * this.Drag;
        this.RotationVelocity *= 1f - Time.deltaTime * this.RotationDrag;
        if (this.UseRigidbody)
        {
            this.rigidbody.MovePosition(base.transform.position + this.Velocity * Time.deltaTime);
            Vector3 eulerAngles = base.transform.rotation.eulerAngles;
            eulerAngles.y += this.RotationVelocity * Time.deltaTime;
            this.rigidbody.MoveRotation(Quaternion.Euler(eulerAngles));
        }
        this.hitCount = Physics.OverlapSphereNonAlloc(base.transform.position, this.CollisionRadius.Max, this.colliders, this.LayerMask);
        for (int i = 0; i < this.hitCount; i++)
        {
            this.hitPoint = this.colliders[i].ClosestPoint(base.transform.position);
            this.direction = this.hitPoint - base.transform.position;
            float d = Mathf.Clamp01(Vector3.Dot(this.direction.normalized, this.Velocity.normalized));
            float d2 = Mathf.InverseLerp(this.CollisionRadius.Max, this.CollisionRadius.Min, this.direction.magnitude);
            this.Velocity -= this.direction.normalized * d2 * d * this.DepenetrationForce * Time.deltaTime;
        }
    }

    // Token: 0x06000193 RID: 403 RVA: 0x00035E98 File Offset: 0x00034098
    private void Update()
    {
        Vector3 position = base.transform.position;
        this.Velocity.y = 0f;
        if (!this.UseRigidbody)
        {
            base.transform.position += this.Velocity * Time.deltaTime;
            base.transform.Rotate(Vector3.up, this.RotationVelocity * Time.deltaTime);
        }
        this.moveDistance += (base.transform.position - position).magnitude;
        if (this.moveDistance >= 1f)
        {
            Services.Get<IEventService>().Trigger(new BoatRowDistanceEvent(this.moveDistance));
            this.moveDistance = 0f;
        }
    }```
#

@shell kayak These are from the boat's code.

shell kayak
#

Ok?

storm ether
#

Sigh, nvm

shell kayak
#

You're just asking me to fix it for you.

storm ether
#

because i dont know what the issue is in the mod

#

It doesn't move a single inch

#

Wait...

#

@shell kayak I found the hands have a class on it's own

#

let me pastebin it.

shell kayak
#

I'm not going to debug this for you, sorry

storm ether
#

i mean

#

look at the code

#

i think the cause is here.

#

why the code doesn't run

shell kayak
#

I just said I'm not going to help you debug the issue

storm ether
shell kayak
#

And it's because it's not trivial and it can take literally hours to find a small issue

#

This is especially the case when modding

#

Because you don't have access to information that the developer would have

candid trellis
#

Hey all! Has anyone used the SteamVR Bow and Arrow? I want to add score when you shoot the balloons, any advice to accomplish this? Thanks

amber trench
#

I tried yesterday but I couldnt shoot anything, bow is broken for me 😦

#

I can pick it up, an arrow spawns in my hand, I can snap that arrow onto the rope/string, but then can't pull and shoot.

high wagon
#

any idea what would cause laser pointer to flicker when pointing at the UI in one scene, but not the rest?
i cant seem to find whats happening. the only changes here from other scene is that the touch controllers have OVR Grabber script attached. maybe somewhere in the script its using a laser pointer...

cerulean viper
#

hey i got a problem where my right eye in unity is just black

#

it looks like this

amber trench
#

make a pirate game

hard carbon
#

And try changing your view to single pass or multiview (whatever it isnt what it is right now)

high wagon
#

in regards to my problem, somehow gravity was turned on for my rigidbody on the controllers. so i fixed it.

#

new question: anyone know a up to date tutorial to setting up haptic feedback for OVR?

#

i just watched one that is outdated.

olive ingot
#

just installed a WMR headset. I'd been using a Vive before, but need to use WMR for this project. Was doing everything with Unity native XR stuff and now when I hit play on the scene, the headset is tracking and moving the camera in my XR rig, but the headset is not showing my scene :/

#

i've installed the Windows XR plugin via package manager and added it to the plugin providers section of the XR Plugin Management part of project settings

#

have I missed anything I still need to do?

hollow sigil
#

Does anyone know of a good force/distance grab script or tutorial for htc vive? all of the ones i have found are for oculus and use the oculus scripts. also i'm using a steamvr camerarig. Please ping/dm me if you can help! : )

amber trench
#

Evening ! Is it normal/okay to have this: at startup of my project?

elfin shuttle
#

yes. unfortunately, unless you have Unity Plus/Pro, it's not going to go away, since it wants you to disable the splash screen (Plus/Pro feature).

olive ingot
#

having an issue where my VR headset is not respecting the clipping plane settings of the Camera object... near clipping plane is too big and it doesn't matter what I change on the Camera component

#

any ideas what could be causing this?

high wagon
#

running into a problem with the player controller on OVR.. its using my head direction as movement. so if i look right, the player starts moving in opposite direction. no idea how this happened 😄

#

im just trying to get teleporting to work.

amber trench
#

@cerulean viper did you fix your black eye issue? I just heard from Unity copehagen VR talk if you use the post process package it can cause this issue

#

little before this point

high wagon
#

should i be using single pass for the oculus quest?

pine bison
#

The answer to that is: try it and see if it works. If it does then go for it

amber trench
#

from what I understand it is highly recomended

#

Single Pass stereo rendering is a rendering feature for Oculus Go Oculus Quest available in Unity 5.6. If your application is CPU-bound or draw call bound, we strongly recommend using Single Pass rendering to improve performance.

pine bison
#

It's just not as simple as it should be, with the different unity versions and render pipelines. Hence my reply :)

amber trench
#

Oh okay

#

I wish you luck then :p

#

What render pipeline do you refer too ? Like between HDRP and regular ? or are there many other ?

#

fairly new to vr in unity 😒 and unity too I guess even tho I used it but looong ago

#

Is the Lab Renderer something you would recommend ? I know I am not mentionning any project so it's blurry but.. Lets say you're making games right.

#

The 3d artist guy in me wants to go with HDRP now I want something smooth to play as well and not handicap my <production> with this..

pine bison
#

I was excited for LWRP and it's application for VR, but it was such a mess to manage and every new update would break something. So I work almost exclusively on the standard pipeline in VR now, until there is a stable link between URP and VR

#

There was a recent version of URP where single pass took longer to render than multi pass 😄 so there's still a way to go

amber trench
#

Oh crap

high wagon
#

i tried it, but didnt notice a difference, thats mainly why i asked

#

i cant tell if its doing anything 😄

cerulean viper
#

@amber trench yeah i fixed it you have to change a setting in project settings

amber trench
#

🙂 what was it if you remember ?

hard carbon
#

hey all! I could have sworn that Oculus had 2 packages in the package manager, one for desktop and one for mobile. Did they get removed/concated into something else?

hard carbon
#

^for content, im trying to get hand tracking working through the computer, as I heard with v13 and the latest integration asset that it was possible

river sigil
amber trench
#

hi! @river sigil what is it supposed to add btw ?

river sigil
#

Developers with existing OpenVR projects should develop their VR apps using Unity 2018.4 LTS.

Unity 2019.3 and 2019.4 LTS still offer built-in support for Open VR, but bugs and issues might not be prioritized and the package will be removed in future releases.

More information regarding an OpenVR XR Plugin for Unity will be added at a later date.

amber trench
#

oh.

#

I found the SteamVR samples to have more to use than XR Interaction altough none of them has free locomotion 😦 trying to plug that back in one of them

modest oyster
#

Hi all, I'm new to unity but enjoying what I'm learning so far. How would i go about getting a knife to stick into the object its thrown at? if knife enters the objects box collision turn on kinematic? also how about getting the pointy bit to always be at the end of the throw if you get me. Dont want it too realistic where the handle hits it falls.

keen rain
#

Why not just go for OpenXR? I believe that’s different than an XR plugin for OpenVR?

#

Ah wait a bit of googling kind of helped me out. People explain these differences too complicated for people new to the industry or programming in general 😅

pliant fulcrum
#

Hi, I’m new to unity, and game development as a whole, and an wondering how to make a lightsaber turn on. I have the model, but I’m not sure how to make it where it turns on

wraith shale
#

meanwhile, Unreal now supports both SteamVR and OpenXR 😄

#

gotta wonder what went sideways with Unity and Valve for this to happen

pine bison
#

@modest oyster like you say, when it collides set it to kinematic. Then you can set it's rotation based on the rotation between the player and the hit object, for example

hearty iron
#

Anyone here using OVR with the vive ?

keen shale
keen shale
#

Its something to do with the main scene because when I built it to another scene it was fien

rigid yew
#

does anyone have any fundamental setup for VR in unity?
merging several plugins from asset store seem like a nightmare to work with
(i didnt buy it, but the person im work with bought many of them)
there are many times that interaction doesnt work.

also, if lets say you have 2 developer, one with htc vive and another oculus rift
how do you make sure both developer can work with same project in general?

working with world canvas also seem like not easy as well (some plugin allow for you to interact with world canvas, but it didnt when you import several other VR plugin into same project).
i know unity on purpose separate the interaction for specific reason.

next atlas
#

@rigid yew for cross device compatibility, you have:

  • SteamVR plugin
  • Unity's legacy XR library (removed in 2020)
  • Unity's new XRManagement tool, which currently does not support OVR yet (so it's not a viable option...yet)
hearty iron
#

@rigid yew in our project we are using the Oculus integration and it supports both the rift and the vive.

rigid yew
#

i will check on it later
testing one by one plugin is easy
the moment we import several stuffs, then it break

#

locomotion from one plugin
grab from another plugin
pointer from another plugin etc

hearty iron
#

well dont do that

#

both OpenVr and OculusVr(OVR) support multiplatform

pine bison
#

We use VRTK at work, which gives you one interface for locomotion and interactions. You still have to manage the different plugins but it's pretty nice

hearty iron
#

We are using the XR Interaction toolkit for the XR_rig and tracking since it plays nice with multiple HMD's and then we use OVR for the input

rigid yew
#

but any of the stuff you do allow for interaction with world canvas?

hearty iron
#

yes the XR Interaction Toolkit covers that. You should check out the demo scene from github. Since we are using CurvedUI our interactions come from that.

pine bison
#

There are UI pointers in VRTK as well. However we will also be looking at the XR Management System

distant zealot
#

Using standard Unity Legacy Input Helpers/XR Interaction Toolkit and Room scale tracking, what's the best way to detect a 'recenter' of the player or to force them to be facing a direction (like facing a menu) when they start regardless of which way they have turned when starting an app?

next atlas
#

@distant zealot Not sure if the XR interaction toolkit has a way to do it, but if your HMD camera is parented to an object, you can move/rotate that object to move the player

distant zealot
#

Just wondered if there was a tidier way by detecting a recenter

rotund stream
#

Has anyone had any success and/or issues with building for Oculus Quest with 2019.3?

#

I am having horrible gradle build issues 😦

pine bison
#

I just tried and it worked fine for me @rotund stream. On 2019.3.1f1 with scripting backend set to IL2CPP and api compatability to 4.x. I also have my own downloads of the JDK, SDK and NDK

distant zealot
#

What kind of issues

livid zodiac
#

That moment when there's a pretty good course on Unity Learn for Oculus headsets, but not for SteamVR headsets.. feelsbadman

pearl bluff
#

@livid zodiac Except despite being released in like December 2019, the course uses 2018.4, uses VRTK, doesn't use LWRP (now URP) and with all of the new XR stuff, is now outdated. So ultimately, you aren't missing much.

livid zodiac
#

Ah. Okay

jagged basin
#

Just bought an Oculus Rift S and I was hoping to use it with Unity. I decided to try a few free VR games to see what they are like and use of the headset keeps tripping my breaker. Any idea why? My PSU is rated for 500W and my "monitor" is 120W.

livid zodiac
#

@pearl bluff Is there any SteamVR courses you suggest watching for someone wanting to learn how to work in VR?

pearl bluff
#

Unfortunately, no. Since the quest came out, oculus has been my focus, and quite frankly with the disarray unity has been in lately, I’m shifting to unreal now.

jagged basin
#

@pearl bluff out of curiosity, what disarray are you talking about? Is it something that relates specifically to VR development in Unity?

pearl bluff
#

Their XR Toolkit and how openVR isn’t even in there yet. All of the buggy/half baked issues we have experienced throughout 2019... look at the forums and you will see frustrations from developers

#

It’s like unity starts something and doesn’t finish it up before either changing it or moving on to the next new shiny to get a press release to industry

#

Meanwhile, devs are stuck spending their time trying to make sense of it all

livid zodiac
#

That and them dropping support for OpenVR come next update put a bad taste in a lot of people's mouth.

pearl bluff
#

Right, with no communication or clear path forward

livid zodiac
#

So, now if you have a problem with OpenVR you have to contact Valve..

#

Which we all know all about their customer support..

jagged basin
#

Oh, okay. I can see the frustrations in that.

pearl bluff
#

And also, why should valve support unity?

#

It would be great if they released the source 2 engine and it had all of those sweet half life alyx interactions built in

livid zodiac
#

To be honest.. Idk

pearl bluff
#

Exactly. Where is the financial gain for them?

#

It’s just a frustrating time

livid zodiac
#

Honestly, I might just wait until Source 2 comes out to start learning VR projects

pearl bluff
#

Or try unreal, man. It’s not so bad

rotund stream
#

@distant zealot Gradle linking resources error.

#

@pine bison interesting. Could you share your specific ndk,jdk, and sdk setup?

#

And also which Gradle are you using

dusty jetty
shell kayak
#

@dusty jetty Looks good! What's the performance like?

dusty jetty
#

2 draw calls

shell kayak
#

You mean the whole scene is drawn with 2 draw calls?

dusty jetty
#

Well its 4 when I added butterflies and bees 👍

shell kayak
#

What is the GPU usage? Looks like a lot of transparent objects.

dusty jetty
#

It's using google seurat

shell kayak
#

I see. So the shadows are all baked into the mesh texture as well?

dusty jetty
#

Yup. I just created my environment. Imported seurat, set the size of the area I wanna walk about in. Clicked capture which gets all the images. Ran one command line and it creates obj and png material

shell kayak
#

Are the leaves and grass all opaque then? No transparent materials?

dusty jetty
#

Yep, no transparent materials. I have a link to a tut if your interested

shell kayak
#

I have looked into it before, but never actually used it. I have no doubt that it's simple to use.

pearl bluff
#

@dusty jetty please share that link if you don’t mind. That looks amazing in the quest

dusty jetty
rigid yew
#

finally managed to play around with VR in unity
why do i feel steamVR default control confusing as heck.

but i really need to learn VR plugin one by one rather than trying to combine them....
also, if my steamVR hand in ok in vive, but feel off in oculus, any reason why?

pearl bluff
#

thanks for the link, @dusty jetty

dusty jetty
#

@pearl bluff welcome

rotund stream
#

@distant zealot @pine bison Found it.... maxAspectRatio manifest attribute was breaking Android 25 (required for Quest deploy) gradle merging... simply deleting from auto-generated manifest solved.

#

So now lol...how do I make it NEVER add that prop again for builds with 25.... i thought the api-versions.xml was supposed to dealw ith that?

#

it says "since=26" in there...

#

I still can't build for Quest straight from Unity 2019.3.1

#

have to export project and unfubar manifest

thorn dock
#

I been playing with quest hand tracking working and seem like the current oculus intergation doesnt match their documentation, there is now a hand manager that oculus documentation doesnt mention

pine bison
#

is that on v13? I haven't looked at that yet

thorn dock
#

yeah

#

also hiting play in editor with any of the hand stuff crashes the editor

#

i havent really used much of the OVR or SteamVR stuff since 2017 because i been so head down in the LB space

pine bison
#

Have you got it working without hand tracking in editor?

thorn dock
#

yeah i need to remove the OVR hands then its fine

#

from the scene

pine bison
#

Sure. Well check out the forums. But it's the first release so I'd expect it to be buggy

high wagon
#

any idea why i cant run my rift s in unity editor? ive been building for the quest, but want to try it for the rift s now.
not sure if its because i need to switch to windows as its running as android platform at the moment.

pine bison
#

You shouldn't need to, I've been doing that without issue. Is the Rift S working properly outside of Unity @high wagon?

livid zodiac
shell kayak
#

@livid zodiac Probably made by the person who made the Unity plugin for Valve.

hearty iron
#

quick question. Do I need to integrate steamworks in order to publish on steam? Anyone know this ?

velvet cave
#

Anybody know of a way to trigger the Select action in the XR interaction toolkit via script? I'm trying to make a simulator to test simple interactions in the editor. I can trigger the Activate action via the XRDirectInteractor, but only if an object is selected. But the XRDirectInteractor Select triggering mechanism relies on the XRController's selectInteractionState which is a getter only.

velvet cave
#

Seems like the only way is to extend XRBaseInteractor and XRBaseInteractable and make my own classes that expose their respective select mechanisms.

potent escarp
#

hi, guys, can anybody help me out? i am not able to uninstall Oculus android package and change it with Oculus XR plugin, becuse oculus android doesnt uninstall correctly

#

it uninstalled from package manager, but i can still see oculus android package in my assets

shell kayak
#

@hearty iron To publish on Steam? No.

#

Without it, the game will effectively be DRM free, but even with it, it's not a very effective DRM anyway.

tiny kiln
#

Hey VR friends, has anyone ever had problems with oculus go controller support using UnityEngine.XR ? I have this really really weird issue where my app works fine on my Oculus go, but when installed on another Go, it detects contrôler position but NOT rotation... (Unity2019.2.17 with Oculus Android 1.38.6)

rigid yew
#

i know this one i might need to ask on oculus forum
but anyone is using CV1 + unity + steamVR?

it keep crashing randomly and steamVR have restart every couple of minute
i know it could be my connection issue

but i dont remember steamvr crashing this much before

high wagon
#

@pine bison its working fine outside of unity

#

i just disabled my regular player

#

and imported the ovrplayer controller

#

i think that works? but my rift is like showing a loading screen

#

but in the scene i see the camera moving at least now.

#

i really need to use the same player prefab i have put together.

#

so not sure what i need to do here exactly

high wagon
#

i think i need to restart my pc. will try it after lunch

hollow sigil
#

how do i acess the colliders on the steam vr player hands (PLEASE PING/DM)

wraith shale
verbal dome
#

Has anyone used Unity to view Solidworks projects via VR?

rigid yew
#

my gosh, this vr plugin that my colleague buy is having so many issue
is there something like #if UNITY_ANDROID

but to check if current unity is using steamvr / ovr?
i saw the line in other plugin
but they always have this #if stuff

#

it seem like it was designed for old steamvr

shell kayak
#

@rigid yew No, there's no define symbol for the current XR platform. If there was, your app would only be able to support one XR platform.

#

Unless you made another build for each XR platform

rigid yew
#

i guess that plugin maker is horrible then :(
seem like no properly update / documented

my friend bought the asset for the 3d stuff
so i stripped all script from the project and use other plugin instead

oblique gyro
#

anyone strong with math ?

shell kayak
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@oblique gyro Depends what kinda math

oblique gyro
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i can post my whole problem here

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i'm developing an AR APP
to place furnitures
everything works fine
except one thing

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The line represent the raycast from the phone to the object

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this is the code that allow me to move an object onto a plane
The fact is
It's working
for the 2nd scheme it's working great
but when it comes to the 1st one
it's not working as intended
because as i can moove in the room, the X and Z direction of the object should change with me
as my phone is turning around
but i don't manage to find a way to do it
i've done many test already but i just don't make it
so if you have any idea or solution
would be awesome

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the place too look and help is in the Else if

shell kayak
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Trying to understand what the functionality is here

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Do you want to "glue" the phone and the object so that you can move the phone around to move the object with it?

oblique gyro
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....

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as the method says

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it's a movement script

shell kayak
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Okay, so you're moving the object on a plan(e)

oblique gyro
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yes

shell kayak
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What controls the movement?

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The position of the phone?

oblique gyro
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no

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have u read the script ? it's the touch that drives it

shell kayak
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What would you expect to happen in the second drawing?

oblique gyro
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and i'm not trying to do it, it's done

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i'm trying now to fix the orientation of the X-Z axis of my object

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acording to my phone

shell kayak
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So it's not the fact that the raycast is parallel to the plane that is the issue, but rather the rotation of the phone?

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You can use transform.TransformDirection to rotate a direction, like the touch.deltaPosition, so it rotates with the transform, which would be the transform of the phone.

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You can also rotate a direction by doing:

Vector2 rotatedTouch = phoneTransform.rotation * touch.deltaPosition;
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I don't know if that answers your question because I didn't quite understand the problem.

oblique gyro
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how do u multiply here a quaternion with a vector 2 xD

shell kayak
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It's a matrix multiplication, where the Quaternion is the matrix.

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And it only works in that order: Matrix * somethingElse

oblique gyro
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so

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this

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should do the trick

shell kayak
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Not at all

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Here you're multiplying arCamera.transform.rotation.y * touch.deltaPosition.y

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That's not Quaternion * Vector

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That's float * float

oblique gyro
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so this

shell kayak
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Yes, that's closer to what I meant.

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Whether it will do what you want, I don't know.

oblique gyro
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actually

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i just want that the forward of the object i touch

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is the same of my camera

shell kayak
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So you don't want to just move the object, but also rotate it?

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Also, you're in the wrong channel

oblique gyro
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what you sent is not working at all

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xD

shell kayak
oblique gyro
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actually the behaviour didn't changed at all

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with the change i have made

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y

high wagon
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anyone know the easiest way to implement teleporting for OVR?

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i cant seem to get it to work, all tutorials are outdated.

crystal pond
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how do i fix a model to my player

hollow sigil
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why do my left hand glitch out when i switch scenes?

hard carbon
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Hey, does anyone know if you can use hands in a oculus windows64 build, if the headset is a quest connected via link?

dusty jetty
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So could someone explain a couple of things: when I'm using the overlay on quest what should I be setting for my stats and why? Obviously fps is a gimme ?

high wagon
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@hard carbon yes you can now.

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they just updated the oculus integration

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to support this.

shell kayak
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@dusty jetty I assume you mean the OVR Metrics tool?

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GPU usage and CPU usage is good to have, as well as an FPS graph

high wagon
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does anyone know what this means?

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im trying to create a google cardboard build, after having been building using ovr.

dusty jetty
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@shell kayak so what is difference between cpu and gpu?

shell kayak
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@dusty jetty GPU handles turning draw calls from the CPU into pixels on the screen. Draw calls being like "draw this mesh with this material with this transform"

dusty jetty
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@shell kayak thx, do you do any development on quest?

shell kayak
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@dusty jetty Yeah, I've worked on a published Quest game.

dusty jetty
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Can I pick your brain for a few mins on profiling for quest?

shell kayak
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Sure

dusty jetty
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Here or private?

shell kayak
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We can move to DM

hard carbon
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@high wagon Do you know what version integration that is? I know that v13 integration allows for Unity Remote Rendering, but from what I understand that only allows for hand visualisation within the editor, where as I want to build for windows but use my quest with hand tracking

high wagon
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im honestly not sure sorry 😦

hard carbon
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all good 🙂 Its for a client to present, and my current avenue is to just stream output in a mirror format.

magic shale
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Anyone using Wwise for a Quest project?

high wagon
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in case anyone runs into my issue, i had to delete the oculus sdk entirely in order to use the google vr sdk.

rigid yew
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just curious, is there any drawing app like tiltbrush to draw stuff in unity?
i think tiltbrush is a plugin to import tiltbrush drawing into unity right?

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i meant during gameplay,

  1. draw something
  2. process that drawing
  3. use it as gameplay element

something like that
like super old game crayon physic

lone knoll
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@rigid yew I'm interested in this as well, have you found anything like that yet ?

sonic oasis
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Trying to interact with objects in my environment (given box/mesh colliders set to convex) but I'm only picking up the mesh and not the object itself - I'm doing the same thing for each of my objects and it works for only 1, but does this weird activity for the rest. Anyone have any idea why? Using VRTK to test btw

Edit: Fixed, just had everything set to Static (think I used it for some rendering options earlier and forgot about it) so I unchecked it