#🥽┃virtual-reality

1 messages · Page 38 of 1

shell kayak
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VR works in the editor

stuck isle
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and should I see anything special?

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aah I see split screen!

shell kayak
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You should be able to set which eye you preview in the game view, the default being left eye

stuck isle
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Okay I see that, nice

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Are there supposed to be differences between left/right?

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In multi-pass the opaque texture seems to not be generated for right eye

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Does work in single pass instanced

shell kayak
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I don't think you'll get many people complaining about something not working in multi-pass. No one should be using that.

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If it works in Single Pass and Single Pass Instanced, then you're good

stuck isle
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Neat, that's very useful information. Thanks!

reef beacon
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Wait what version is that?

olive ingot
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so how do you specify Single Pass rendering with this new XR Plugin Management system?

olive ingot
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never mind, i see now that the stupid WMR plugin doesn't have an option exposed for it while the Oculus one does. good grief.

flat rampart
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could anyone here offer some help? First time making a VR game and I have a characterController issue

icy kindle
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Quick question, when using steamvr, one unity unit is equal to one metre, Right?

reef beacon
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Yeah

icy kindle
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thanks

dim ravine
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Does a plugin exist to use OpenVR on unity's new XR Management system?

pine bison
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Not yet. Apparently it's almost ready @dim ravine

dim ravine
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oof. is there a placeholder way of operating it e.g. with kb/mouse?

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and also, is there any sort of news channel so i know when it is released?

pine bison
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It's pretty here and there to be honest, there's probably gonna be an announcement from Unity when it happens. And @wraith shale is usually the first to hear of these things so maybe they know where to look

wraith shale
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no official package yet for the com.valve.openvr

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it "kinda" works but apparently there are some calibration issues here and there

dim ravine
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is there a dummy mouse-based driver perhaps? my project only needs head tracking for now

wraith shale
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if you want to test that, clone that git branch to your projects packages folder as subfolder

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that package uses some legacy tracking scripts

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I've only tested it on head tracking and that worked

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apparently there may be some issues with hand tracking atm

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@pine bison I don't usually hear from these though (I wish), I'm just actively snooping around 😄

dim ravine
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thanks, i'll try it out. my project is actually for oculus but due to the corona situation i can't go to the office get it, so i have to make do with my vive xD

pine bison
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Haha that's what I meant @wraith shale 😄

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If you play the Oculus character controller without a headset connected you get keyboard controls, but I guess that's not what you want

tropic hollow
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Hi, I am having issues installing xr mock hmd package. I have many missing namespaces after install, anybody had similar issues? Metadata, IXRPackage, IXRPPackageMetadata, IXRLoaderMetadata

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nvm

odd tusk
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why do i always see people developing for oculus, is it because of the quest ?

dim ravine
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hey @wraith shale thanks for the tip, i actually had to fiddle a bunch with the plugin code, but got it working in the end!
controller tracking is fine, the problems i had was with it not showing up in the platform selection for the plugin manager, and unity crashing upon second playtest.

  • the first one i fixed by adding a IXRPackage type to the assembly, i copied the one from unity's MockHMD and adjusted the type names.
  • as for the crash, it was just double initialization of the openvr library, i fixed it by properly shutting it down in the deinitialize method of the loader.
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i might contribute these changes back to that github on the weekend, i need to clean it up a bit first

wraith shale
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I dunno if that's a good idea at this point @dim ravine, considering that's not even supposed to be out yet 😄

vast mesa
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Hello! I have a Pano2VR Tour, it's a HTML file with javascript and the different panorama Photos. And now I want to launch this file in Unity without a Browser, just like the Application VrTourViewer. But I don't understand how it is possible? In my APP I would just like to have a UI menu where I can chose my Virtual Tour, if anyone could help me, I'm very lost, I researched for the past few days but didn't find anything.

reef beacon
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Does PostProcessing stack v2 not support SPI?

storm ether
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works perfectly with a normal camera but the steamvr one is a special case:

  • doesnt work properly in game view on free aspect
  • works almost properly in game view on remote disregarding a small offset caused by the left eye right eye disparity
  • doesnt work properly in a build
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i need it to work in a build

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any ideas?

reef beacon
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Don't use GUI.DrawTexture

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Just ut a canvas in front of the center eye

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Or in front of your object

storm ether
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@reef beacon canvas is really shaky with steamvr camera for some reason

hardy sand
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coming back after a while on VR in Unity I was wondering whether the Oculus Integration package is still needed or if I can sidestep everything in favour of the newest Input System / XR package stuff

stark wolf
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anyone get 360 spherical captures to work with HDRP?

midnight saffron
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hey everyone! i just released my indie game that i made with unity onto steamVR! super excited to share with you all, hope you enjoy ^_^
https://twitter.com/WuchiOnline/status/1248385466593718277?s=20

After two years of late nights and long weekends, I'm proud to say Hooplord is now available on Steam #VR !🥳

Hooplord combines boss battles and basketball into a hybrid #virtualreality experience that's unlike anything you've ever seen or played before: https://t.co/hv5pMLE1...

▶ Play video
livid thicket
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I have distance grabbable working in Unity, but for some reason I am unable to target a specific object. The same object will be pulled from any distance, any help?

cobalt ledge
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I'm a beginner to unity, how do I make my character controller follow my headset position rather than the center of my playspace so that it can collide with the world accurately based on my actual position

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Up to this point I've been able to just follow tutorials but now I need to start learning to code my own functions, but I need some help with that

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Figured out kinda what to do, but how to I get the headset's/player's position for the Vector3 on X and Y axis

cobalt ledge
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Got it to track my head now, but it doesn't play nicely with my joystick movement script, the character controller quickly goes out of sync with my player when it's moving both based on my head location and my joystick inputs

rain belfry
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I'm working with SteamVR and I've noticed that my hands are moving and jittering when I walk about using joystick movement. I've disabled Player:Player collision in the Physics tab but someone on YouTube said to disable interaction between the player and the PostProcessing layer however I can't see one in my menu. Could anyone help me make my hands less jittery? ❤️

violet belfry
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Do you use hand physics?
Jittiring usually comes from different update cycles. For example you might move your character in update but your hands are moved with physics in the fixed update loop

cobalt ledge
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@rain belfry Check if the hands are on the post processing layer

rain belfry
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I can't see any PostProcessing layer @cobalt ledge

cobalt ledge
rain belfry
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I also have it on player

cobalt ledge
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So it shouldn't be related to the post processing thing then

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@rain belfry Are you following the tutorial from that french guy?

rain belfry
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Aye

cobalt ledge
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@rain belfry He posted this in the comments

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Helped me, especially since I was struggling to make the character controller move my actual headset

rain belfry
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at least put it in a plaintext box @cobalt ledge

#
using System.Collections.Generic;
using UnityEngine;

[RequireComponent(typeof(CharacterController))]
public class ColliderFollowHeadset : MonoBehaviour {

    private CharacterController charController;
    public Transform centerEye;

    private void Start()
    {
        charController = GetComponent<CharacterController>();
    }

    private void LateUpdate()
    {
        Vector3 newCenter = transform.InverseTransformVector(centerEye.position - transform.position);
        charController.center = new Vector3(newCenter.x, charController.center.y, newCenter.z);
    }
}


2) IF THE HANDS ARE JITTERING its because the character movement needs to be in FixedUpdate and not Update like I did so you can do it this way instead : 

    private Vector3 direction;

    void Update()
    {
        direction = Player.instance.hmdTransform.TransformDirection(new Vector3(input.axis.x, 0, input.axis.y));
    }

    void FixedUpdate()
    {
        characterController.Move(speed * Time.deltaTime * Vector3.ProjectOnPlane(direction, Vector3.up) - new Vector3(0, 9.81f, 0) * Time.deltaTime);
    }```
cobalt ledge
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Ah sorry I'm new to this

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How do I do that?

rain belfry
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just put the ` three times

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before the code

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Is that as a new script?

cobalt ledge
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The one for making the character controller follow the camera?

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Or to fix the jitter

rain belfry
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Both

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I can't see his comment

cobalt ledge
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It's far down, but I'm trying to figure out the jitter atm as well

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The camera follow thing is a separate script

rain belfry
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Found it, don't get why he didn't pin the comment

cobalt ledge
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Yeah same here

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If you figure out how to remove the jitter let me know, in the process of trying to implement it into my code as well

rain belfry
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I'm just working on some level design right now, making a museum for games i like for a uni assignment, gonna implement buttons that play music and have items to pick up as well

cobalt ledge
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@rain belfry Found a fix to the jitter, find the HandColliderLeft and HandColliderRight prefabs and add interpolation to their rigidbodies

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Much smoother

rain belfry
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I'll give that a go later on 🙂

cobalt ledge
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Now I just need to figure out how to sync the rest of the player colliders with the character controller/camera

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Since the body collider and snap turn still stay in the middle of the play area

rain belfry
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What's the advantage to having the character controller follow the player?

cobalt ledge
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If you move in the actual physical space instead of using teleport/joystick, the controller won't move with you so when you step out of the controller's collider you can't go up slopes/stairs based on your position

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Idk if that made sense

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The script he provided made the controller sync with the camera which fixed the movement issue, but not having player and snap turn sync with that and follow behind may cause some other issues

rain belfry
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Ah right, I'm only using variable terrain in some of my levels

cobalt ledge
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It also affects colliding with walls, so it's good to keep it synced to the headset location constantly

brazen tundra
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@livid thicket Can you explain with more details, please?

livid thicket
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Fixed it, the grab manager was not in the correct layer

brazen tundra
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Ah, sweet

steady compass
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Using Unity's XRTK, how do I keep the colliders on when I pick up an object? I'm specifically looking at the Escape Room example.

silver lynx
shell kayak
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@silver lynx Since this is from 2018, maybe it's already been added to the SteamVR Unity plugin?

silver lynx
cerulean dawn
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Hey, I'm trying to start playing around with unity and my wmr headset. I'm having trouble finding the prefabs for the controllers. I feel like I have read through many different sets of documentation and it says that it should be located simply within the mrtk but after adding all the packages there are no prefabs for controllers. Am I looking in the wrong place?

thick vine
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I dont know where to go and download what can anyone help me?: unity Package missing for Virtual Reality SDK Oculus. Please add the Oculus (Desktop) package using the Package Manager Window. Will attempt to enable None instead.

cerulean dawn
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Have you looked in Edit -> Project Settings -> XR Plug-in Management ? @thick vine

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and package manager is located in Window -> Package Manager

thick vine
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@cerulean dawn Do i install XR plugin mangement?

cerulean dawn
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I believe so - everything I've looked att so far says that the XR is handled thru plug-ins now and that is the tool to do it

thick vine
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Thank you it every thing works now! 😄

cerulean dawn
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Awesome - was surprised when you said it worked - I honestly have no idea what im doing.
Repost question from before if some knows what to do with wmr

Hey, I'm trying to start playing around with unity and my wmr headset. I'm having trouble finding the prefabs for the controllers. I feel like I have read through many different sets of documentation and it says that it should be located simply within the mrtk but after adding all the packages there are no prefabs for controllers. Am I looking in the wrong place?
cerulean dawn
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Does anyone have any good resources for windows immersive headsets and unity? Everything I have found seems to be out of date - including microsofts documentation pages.

crystal whale
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I need a simple example project that has an avatar you can move using VR controllers. Any links?

steady compass
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Using XRI, is there a way to force an interactor to interact with an interactable? Specifically, I'd like to force the controller to pickup an item when selecting another object -- think of it like a holster.

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@crystal whale What type of locomotion?

crystal whale
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smooth

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I don't need teleportation

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Just need to be able to move the avatar (humanoid)

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I'm guessing I can just use a rigged fbx?

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I also need to be able to animate the legs programatically

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So the arms will be controlled by Oculus Touch and the legs via script

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I don't need facial animation

lethal orchid
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does anyone use an htc vive? i can't find much recent documentation on how to actually use it in-editor.

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Is the steam vr import what id have to use?

cobalt ledge
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How do VR games generally handle leaning over objects without pushing the player back?

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I'm trying to figure out the logic

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I made a script that makes my character controller follow my VR camera so that I'm not locked into one position in my physical space for my hitbox to work with objects

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This let's me walk around without it desyncing my character controller, but it also means that when I move my head over objects it makes the controller collide with them and push me back

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Would be so much easier if I could make it follow my torso's position rather than my head, but would require me to get a extra tracker 😄

cerulean dawn
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@cobalt ledge Some games make it so that there are two stages. such that the when the player space hits the collider it bounces but if the player walks within that space it doesn't bounce and just warns the player they are walking out of bounds.

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Assuming this is room scale

cobalt ledge
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Hmm, so in theory I could just make the controller follow my headset position only while moving with my joystick?

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Just wondering how I could handle situations where I've walked into a wall irl, then use my joystick and the controller suddenly teleports into that wall

cerulean dawn
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you could make the controller try to regroup on the headset such that it lerps towards the headset but if it's behind a wall it will just run into the wall. So the controller will always be chasing the headset but will be unnoticeable when in-bounds

cobalt ledge
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Or maybe if I made another collider that only detects when I'm inside/over any object, so when I use the joystick I can have a additional if statement saying if I was over/inside something, it will teleport me back to the last location of the character controller

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I just want to prevent being able to walk through a wall and then just teleport the controller through the wall to the player

cobalt ledge
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I need to know which component is the actual player in the steam vr player prefab, as in if I want to teleport myself to somewhere, which component do I teleport for everything to follow behind?

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I can't teleport the entire prefab since it's causing some issue with the way I handle my character controller's position atm

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I'm trying to make a system that detects me trying to go on the other side of the wall physically and teleport me back to where my character controller was left/other side of the wall when I try to move there with the joystick

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Using linecast to detect the wall, it's detecting it properly and everything else is working as it should except for where it's teleporting me back to

compact cove
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@odd tusk Hi, Is there a tutorial somewhere on how I can do this?

odd tusk
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he seems to have items in there so he might go over the velocity but not sure

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but it should just be a flag you put on the "Throwable" items called something velocity and remove the kinetic flag

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im not 100% certain the mass stuff affects it though i was just thinking it did

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it affected a door i made before, when i increased the mass it would open slower

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but im not certain if stuff inside your hands are affected

compact cove
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@odd tusk Right now I have the instant positioning thing and I have fake hands that lerp to the true position based on the weight of the object it has, but if I applied a force in the direction it needs to go, would that be better?

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Since Lerping moves anything out of the way regardless of weight

odd tusk
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so if you are doing translate to position, you aren't doing anything at all with physics or rigidbody right now

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so if you want it to interact with physical stuff automatically you'd need to use rigidbody force or velocity

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or program some kind of interaction script but im not sure how to do that

crystal whale
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I've written a scene that allows me to manipulate the muscles in a rigged humanoid fbx. How do I manipulate the arms and fingers using a VR controller such as Oculus Rift? Do people use Oculus SDK or SteamVR SDK or are people using VR libraries such as VRTK? Doing research brings up so much old information. I just need to know what I should do with the latest Unity to control an avatar in VR. Any advice would be greatly appreciated.

odd tusk
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i havn't done that but what i would guess is that there are people using any of those methods. There isn't really a standard, although going forward Unity is pushing their new xr plugin system that released this year as the new standard. However, plugins for openvr/steamvr havn't been made yet for it, so I would say its not yet at the state to be able to replace the other systems.

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as for finger tracking, iwould guess whatever system you use should have a way to retrieve finger data, and you can use that to manipulate the muscles. I can tell you the steamvr asset has out of the box support for its included hand prefabs, but those are just hands, so if you go that route you'd have to figure out how to move it over to a full humanoid.

mild drift
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Hi there. Is there a solution available on how to get MSAA running with URP on the Oculus Quest?

gloomy frigate
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Has anybody here played SCP: blackout or VR:chat

reef beacon
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This channel is vr development not gaming discussion

rain belfry
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@cobalt ledge did you have any luck with fixing the controller?

rain belfry
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Also does anyone know how the "Switch to Scene" works for SteamVR Teleport Points?

reef beacon
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I mean you have the source right?

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So just look it up

crystal whale
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is there an example of using VR controllers to move the arms of an avatar?

crimson kettle
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That would require some kind of IK to do right, not sure if the toolkits offer any kind of IK?

crystal whale
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I'm looking for is something as simple as this

crimson kettle
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That looks like just some really cheap IK

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If the position of the joints don't need to be in agreement between the owner and clients, just rerun the IK on all clients. If it needs to agree you will want to sync all of the joint rotation states.

cobalt ledge
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@rain belfry Fixing the controller in what way?

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Because I fixed couple things and then got twice as many issues 😄

steel rain
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So i just imported the Oculus Integration assets from the store and while i was setting up my OVRPlayerController it seems there is an issue with my hands. they show up when i tested the game but it would seem there are also a set of hands on the ground (following my player as if they are a child object) And even if if i add the "OVRGrabbable" script to the objects I cannot interact or pick them up (and yes they all have rigidbodies) Has anyone encountered this problem before?

storm ether
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Correct me if I'm wrong but WebRTC is not supporting Android right now? (I need it for Android VR)

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Is there anyone that might have found a solution to creating peer to peer connections from a Unity Android VR project to any other app or website? This peer to peer connection has to stream the screen of the VR app to other native applications or websites.

dusty pumice
pine bison
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@void canyon look up a tutorial on how to build to a phone from Unity

void canyon
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I know how to build it but when i try it out, it doesn't work at all

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Like it runs and all

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but no vr

pine bison
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Are you building with stereo rendering?

void canyon
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I have no clue what that is

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I just build and run

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I am very new to mobile and vr development

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I've tried to follow a tutorial

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Wait imma hop into my project

pine bison
void canyon
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Yes, but it didn't work

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And i don't have a cardboard thing

pine bison
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What do you mean cardboard thing

void canyon
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Cardboard headset

pine bison
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No but you have a different mobile VR headset. Same thing

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It's just the setup for stereo rendering on mobile

void canyon
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My stereo rendering mode if that is what u mean is on multipass

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Am i supposed to be using deprecated settings?

pine bison
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If you're on 2019.3 then probably

void canyon
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yeah im on 2019.3

pine bison
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You need to add cardboard like he did in the tutorial

void canyon
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Do i need the cardboard app?

pine bison
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No

void canyon
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So, everything else should be set?

pine bison
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There are many more settings so I would recommend to keep following the video

void canyon
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Ok, so i got it working now. But when i look around it does not move?

pine bison
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Yes that's because you don't have any controls on the camera

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But knowing that you can work with the cardboard plugin, look for tutorials on that

void canyon
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but on the video he gets it working fine though? I used the standard assets aswell? Should i make my own character controller?

pine bison
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Did you add the FPS controller from the standard assets?

dim ravine
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With the XR framework, how do i check if a controller is present?

void canyon
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Yes i did.

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Does it work anymore?

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@pine bison

pine bison
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It's only a year old so I would assume so, I haven't done this though. Did you delete the main camera?

void canyon
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yes, i did

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Like i can load in everything else works except i cannot look around

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Soo what should i do?

pine bison
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Have a look around. I think there is a cardboard package on the asset store, or there will be some other simple camera controllers for mobile VR

void canyon
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I found a Trinus PC VR

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Not sure if it's like somewhat essential

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I didnt seem to find the cardboard package?

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Nvm just realized something

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I dont think my gyroscope is working correctly

pine bison
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That would be one explanation

void canyon
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I tested it and it told to shake it gently to see if it vibrates

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It does not

pine bison
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You can also just print the values of the gyroscope to some gui text

void canyon
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Wait nvm

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I dont think my phone even has a gyroscope

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Imma test a different phone real quick

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yeah nope, my phone doesnt have a gyroscope

pine bison
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Not much you can do about that

void canyon
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yeah

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Wait, is Accelerometer the gyroscope thingy?

pine bison
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Gyroscope measures the current attitude of the devices, accelerometer measures sudden changes in movement

void canyon
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Oh ok just didnt know the differences between them

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nvm my phone has gyroscope

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its a problem with project

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trying a diff app and it works

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What could the problem be

olive ingot
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i'm gonna be working on a little bit of proof of concept Oculus Quest work... haven't worked with it since last year. is it gonna be feasible to use URP at this point? Does vulkan help with performance?

steel rain
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are there any up to date tutorials for Unity and the Quest? The newest ones i can find are from two months ago and Unity decided to fuck literally everything about what they have and the Oculus Integration Package

buoyant jolt
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No, it usually takes oculus / unity 4 to 5 months to make tutorials.

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But I don't recommend ever using the latest unity and try hard not to use their package manager

pine bison
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It possible @olive ingot, but still not stable at all. Latest versions should work but there are still a lot of features missing on URP

formal solstice
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Just so I understand it correctly, if we are using XR Plug-in framework we can still use OpenVR - If so, why can't I find OpenVR as a XR plugin?

pine bison
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That's not right @formal solstice. OpenVR is still in development

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It should be ready soon though

formal solstice
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Don't you think of Open XR?

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Correct me if I am wrong:
Open VR: Older API developed by Valve. Have been out for quiet some time
Open XR: The new common API to be used by most VR/AR hardware developers

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Oh perhaps not

reef beacon
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Not as a plugin

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Well there's an experimental plugin

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That's on github

formal solstice
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What plugin are you refering to?

reef beacon
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The OpenVR plugin for the XR management system

formal solstice
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Alright, but just to be certain, Open VR is an old plugin while the bridge between Open VR and XR Management System is a new thing?

reef beacon
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Yes

pine bison
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This is just a new implementation of OpenVR to work with the new Unity XR management system

formal solstice
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Gotcha, also - Anyone with experience with the Unity XR management system? I just upgraded our project to use that instead and yet, when I run an empty scene it seams like OpenVR is still being executed. In the Player settings I do still see a remnant from OpenVR - Do I have to purge OpenVR from assets?

pine bison
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Probably need to purge yeah

formal solstice
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Yikes

reef beacon
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Yeah not sure how it works with the legacy openvr things

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It should still work from what I heard

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Anyways, it apparently tries to run all plugins in order to try to initialize them

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And potentially give popups or errors if it fails

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Like WMR opens a popup that it failed to initialize

formal solstice
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My hunch tells me that I can disable OpenVR if I remove the plugin from player-settings but the entire thing is greyed out

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Do you know how I could remove this in another way?

reef beacon
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Uninstall the XR Management system iirc

formal solstice
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No idea how, remove it from the package manager?

reef beacon
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Yeah

formal solstice
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Oh well, a restart of the project is all it took.

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I guess some dlls were not unloaded unless you rebooted the project

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My next pickle: It won't register OculusXRPlugin

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Unity is trying to load a dll named OculusXRPlugin - But I don't see that dll present in the project. I imagined that Unity XR Plugin Frameworld would the necessary DLLs for each hardware provider but am I wrong?

pine bison
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You might still need to import the Oculus integration from the Asset Store, I don't recall

reef beacon
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Nah

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you don't

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I'm assuming you have an oculus connected right?

formal solstice
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Yep - I correct my previous statement - There is a folder in the package manager named "Oculus XR Plugin" but without a dll named OculuxXRPlugin. I am now uninstalling the package and trying to see if I can get Unity to reinstall it.

formal solstice
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I just tried reinstalling the package and then reimport it again. It just seems so odd... The dll is right there. Aren't dlls suppose to be in plugins folder or do they have different requirements if they are packages?

reef beacon
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Shouldn't matter anymore afaik

formal solstice
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Fair enough

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It seems so basic, why can't Unity load the dll?

reef beacon
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No clue tbh

stoic sun
#

Does everybody have an ascii heart emoji when they go to uninstall oculus in windows control panel...?

reef beacon
#

Yes

#

Fuck oculus

stoic sun
#

So cheeky

compact cove
#

Currently I'm just lerping my fake hand model to their true position with regard to weight of what they have, would it be better to have either a constant .AddForce or adjusting the velocity?

hardy kayak
#

hey guys

#

i need some help

sterile hatch
stoic sun
#

Ever just strap into a vr game and think "Wow, my hands are fuckin' rad"

gaunt crown
#

Alright. Here's a weird one. After detaching an object from my hand. My hand continues to not collide with anything in the scene (as it does while holding the object, which is fine), until I move my hand away from it. Then I can move it back and it'll collide again.

steel rain
#

I'm trying to play test my VR game with my oculus quest but when i try to start up the game it immediately crashes, but when i disconnect the headset it dosent (but it wont play either bc its looking for the headset obviously) Anyone else have this problem?

hardy kayak
#

hello

#

how can I move my character in the way i am looking?

#

i use wasd to move with the headset on

#

and currently when i look in the default direction and go forward the direction is correct, but when i look left and walk forward, it goes in the wrong direction

pine bison
#

You wanna base the movement on the forward direction of your camera

hardy kayak
#

can you please show me how to do that? @pine bison

#

I know I need a script

#

but how can I save the view position

pine bison
#

Well you already have a movement script. Just edit that

hardy kayak
#

I have no idea how

#

never worked with VR before

#

this is my script, what do I need to edit?

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class move : MonoBehaviour
{
    public CharacterController controller;

    public float speed = 12f;
    public float gravity = -15.81f;
    public float jumpHeight = 5f;

    public Transform groundCheck;
    public float groundDistance = 0.4f;
    public LayerMask groundMask;

    Vector3 velocity;
    bool isGrounded;

    void Update()
    {
        isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);


        if (isGrounded && velocity.y < 0.01f)
        {
            velocity.y = -2f;
        }

        if (!Input.GetKey(KeyCode.LeftShift))
        {
            speed = 12f;
        }
        else
        {
            speed = 24f;
        }

        if (Input.GetButton("Jump") && isGrounded)
        {
            velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
        }

        float x = Input.GetAxis("Horizontal");
        float z = Input.GetAxis("Vertical");
    
        Vector3 move = transform.right * x + transform.forward * z;
        controller.Move(move * speed * Time.deltaTime);
        velocity.y += gravity * Time.deltaTime;
        controller.Move(velocity * Time.deltaTime);
    }
}
shell kayak
#

Why are you using WASD controls for VR? Last I checked, it's no longer 2013.

hardy kayak
#

I don't have a VR

#

my collegue does

#

and we work from home

#

so he cannot give it to me

#

so i use phone and vr for this

#

and wasd to move

shell kayak
#

So this is a temporary script just so you can move around in VR because you don't have controllers?

hardy kayak
#

yes it's a temporary script

shell kayak
#

You don't have to do anything different in VR, you just have to remember you can't change the position of the camera directly, just its parents

#

If you know how to do this in non-VR, you'll know how to do it in VR

hardy kayak
#

I have no idea

shell kayak
#

You mean you don't know how to make a character controller for non-VR?

hardy kayak
#

I know how

#

I did it for the moveement in vr

#

can I show you in a video?

#

I can record a video for you

shell kayak
#

I understand the issue, I'm just telling you this isn't a VR issue, so this isn't the right channel to ask in

hardy kayak
#

but it works in non vr

shell kayak
#

Well probably because you have a script that uses the mouse to rotate the character controller

hardy kayak
#

yes

#

I need the code that detect which direction the vr camera is looking at

#

that's it

shell kayak
#

How would you detect the direction of a non-VR camera?

#

Because it's no different

gaunt peak
#

camera.main.forward

hardy kayak
shell kayak
#

Because it's not valid

#

Camera doesn't define any forward property

#

They probably meant to do Camera.main.transform.forward

gaunt peak
#

e

shell kayak
#

I wouldn't recommend using Camera.main, though

hardy kayak
#

I have a "NullReferenceException: Object reference not set to an instance of an object
move.Update () (at Assets/Scenes/scripts/move.cs:47)" error

#

47th line is Vector3 move = Camera.main.transform.right * x + Camera.main.transform.forward * y;

shell kayak
#

@hardy kayak Probably because you don't have an active camera tagged as "MainCamera" in the scene

#

This isn't a VR issue

storm ether
#

Hi there. In the new XR Management (using Oculus for Quest Development) I can choose between Multipass and Multiview (which is as I understood a new label for single pass). As I need good performance I want to use multiview, but only get a white screen on my quest.

#

I tried with urp and legacy pipeline and only use standard shaders

shell kayak
#

@storm ether Any post processing?

storm ether
#

nope

#

wait. a fxaa asset from the store

#

will deactivate and recheck

shell kayak
#

You should use MSAA for VR and 4x MSAA is practically free on Quest.

storm ether
#

i switched back to the legacy pipeline because for some reason i could not get msaa to wotk in the urp (at least with almost no effect)

pine bison
#

Oh I completely missed that single pass changed into multiview, I was pretty confused. Thanks for mentioning it

storm ether
#

yeah could have just been called multiview (formerly single pass)

#

UX is not unitys strength

shell kayak
#

I think it technically always was "multiview" when you used single pass on Quest, because that's what OpenGL calls their implementation

storm ether
#

so besides my rendering issue, does anyone here have good tips for crisp graphics with the quest? i only use a very few primitive objects, very basic materials and only baked light. So performance should not be a prob. Anything besides AA I can do to get a simple, but very clean look=

shell kayak
#

Supersampling is a common method to get "crisper" pixels, but it's essentially a AA technique.

#

Not sure if developers can change that setting in Quest. Maybe XRSettings.eyeTextureResolutionScale works on Quest too.

#

It'll be a lot more expensive than MSAA, though

storm ether
#

is that the resolution scaling fixed dpi factor setting in quality settings?

shell kayak
#

It's not the same setting but it might do something similar

#

I doubt it'll work on Quest, though

storm ether
#

msaa 4x works pretty good. should have dropped urp sooner (cost me 2 days... plus recreating my materials now)

#

thanks!

#

any other tips for crisp graphics besides msaa and supersampling?

shell kayak
#

That's all I got

storm ether
#

thx. and cool name btw. 😉

#

which pipeline do you guys use for quest development?

shell kayak
#

Our last game was on the legacy pipeline, but that was only because we were porting a full PCVR game that was made before URP/LWRP existed.

#

But we're experimenting with URP for PCVR and might eventually look into URP on Quest.

#

For PCVR, it seems to work fine and we get things like Shader Graph and VFX Graph

compact cove
#

Has anyone here made VR hands with proper collisions

storm ether
#

you mean handtracking or controller tracking?

compact cove
#

Controllers that interact with stuff in vr

#

Like pushing a box or not going through the wall type stuff

storm ether
#

which sdk?

#

/headset

compact cove
#

steamvr

storm ether
#

did you try the steam sdk?

#

works pretty good out of the box

#

they have seperate hand models you could attack colliders to

compact cove
#

The steamvr thing I have now automatically puts the hands at their true position every frame

storm ether
#

did that for a menu and keyboard you can pus buttons (capsule colliders on finger parts that only interact with the layers you want them to)

#

oh, so you mean the hand gets blocked while pushing independently from where the "real" hand is at?

compact cove
#

Yeah that's what I'm going for

#

I made a fake pair of hands that go to the true position but have colliders

#

I'm setting the velocity currently to try move them, it works alright but is quite buggy and the hands sort of bounce when hitting a surface

#

Some people have said to use .AddForce instead but I can't set that up to work correctly

storm ether
#

if you can afford it I can recommend this:

#

one of the best starting frameworks i have seen so far

#

and working for steam vr as well as far as i know

#

(only using it for oculus)

#

it has all the physics stuuf implemented very well, also what you are looking for

compact cove
#

also love it when the steamvr examples they provide have errors when i start them

storm ether
#

the steam sdk is way better than the oculus sdk IMHO

#

migrated a large project from oculus to steam a while ago and think it was worth it

#

anyway. you could try adding the colliders to finger(tips) and the hand body and only make them collide with what you wanna push

compact cove
#

I already have colliders all over my hands

storm ether
#

worked in my case and also should prevent the hand from going into the obkect you are pushing

compact cove
#

It's just that if I put my hand into a wall or something, it sort of starts bouncing slightly against the wall

storm ether
#

so do they ineract at all?

compact cove
#

Yeah

storm ether
#

detach it from the player as son as it hits the wall (trigger) and attach it when the hand leaves the wall trigger?

#

(maybe a little dirty and hardcoded)

#

but might work

compact cove
#

But what if I want to move the hand across the wall

#

I'm not sure if the problem is cuz I set the velocity instead of doing .AddForce

storm ether
#

adjust the trigger so that it is inside the wall a little.

#

so you can move the hand across the wall, but not inside it. or maybe better, make the hand dissappear when it is "inside" the wall

#

similar to the black screen in half life when sticking the hand inside a wall

compact cove
#

I kinda want that blade and sorcery / boneworks type hand interaction

storm ether
#

really take a look into vrif

#

it is similar to boneworks

hardy kayak
#

how can I get the VR camera to follow the cinemachine camera?

compact cove
#

What is a framework

storm ether
#

the dev is really responsive so maybe you cann ask some prebey questions

#

it gives you the basis for a specific usecase so you dont have to handle all the setup. vrif is very clean and easy to use/set up and lately they added steam vr integration

compact cove
#

ok I'll take a look at the demo then

storm ether
#

just check out the video and forum

compact cove
#

Since I'm not rich

storm ether
#

i think its for quest only

compact cove
#

I have a rift

storm ether
#

yeah, but its a real timesaver

#

ok i think there is a pc version as well

pine bison
#

@storm ether I keep looking at URP for VR at home but we still stick to standard pipeline at work. It's just not stable enough at all to take the leap, and also still has some missing features

storm ether
#

ok, thanks. whats the real advantage performance wise (thats why I actually tried it)? Legacy is running smoother for me on quest right now...

potent escarp
#

guys please help, i am not able to show logos before my vr game launches. it is either a vr logo instead of Unity logo or just Unity logo, ignoring additional logos

shell kayak
#

@storm ether The main performance difference is in realtime lighting of additional lights (any pixel lights that is not the main directional light). The standard pipeline does it pretty naively and causes a lot of overdraw and set passes

#

You can use the same technique as URP does in the standard pipeline, but then you have to use custom shaders for everything and usually extra scripts on every light.

#

An example of this would be the Lab Renderer from Valve.

#

Which was made in 2016, before any concept of SRPs

storm ether
#

ok, so if i dont use real lightning anyway this should not have much of an impact, right?

shell kayak
#

@storm ether I think that's the biggest performance difference you'll find

pine bison
#

There is also the shader graph, which is nice to have access to. And some batching tools that batches more effiently

storm ether
#

It seems there is an issue with hdr and msaa. I want hdr activated for a blur effect asset I want to use. But whenever I build with activated hdr msaa automatically gets disabled. msaa works fine with hdr deactivated (standard pipeline)

#

any workaround here?

bright bone
#

Anyone know how to modify controller input using the Oculus Integration? I specifically need to modify the controls to work better with a Vive and change the grabing from held to toggle

dusty pumice
agile idol
#

Does anyone know info about the OpenVR Plugin for unity XR Manager?

pine bison
agile idol
#

ohh nice! thanks

formal solstice
#
if(t.TryGetFeatureValue(CommonUsages.primary2DAxis, out Vector2 axis))
{
      Debug.Log("Axis: " + axis);
}

Anyone with an idea as to why axis is 0,0 even though TryGetFeatureValue reports true?

#

I am sitting on an Oculus Rift S

gloomy bloom
#

Which controller are you using @formal solstice ?

formal solstice
#

The Original Oculus Rift controllers - However, I think the problem resolved itself. Even though the controller are being positionally tracked it does not seem like it register button inputs unless you actually put on the headset.

gloomy bloom
#

I meant left/right, because iirc primary axes are always left controller. And yes, it will only work if headset is mounted.

#

I recently opened an older project I did with an older Oculus integration version and I'm now facing a warning at this particular line, where I'm getting the current headset rotation:
currentRot = InputTracking.GetLocalRotation(XRNode.Head).eulerAngles;

with the obsolete warning: This API is obsolete, and should no longer be used. Please use InputDevice.TryGetFeatureValue with the CommonUsages.deviceRotation usage instead

I looked it up on google but couldn't find a working solution, does anyone know how I have to change it?

hearty iron
#

Anyone here ever used the SteamWorks.Net to invite a friend to your game? I'm having a bit of trouble.

long plover
#

hi i am looking for a unity vr tutorial with smooth movement for oculus rift s, nothing i found works, can someone suggest where to download a template project or a tutorial?

magic jay
#

@long plover Valem has good tutorials on youtube, i got smooth movement with the steamvr plugin on my quest/link

storm ether
#

So, this is a long shot, and I doubt anyone here will know this program because in order to do what I want to do I have to use programs back from the time of the wii, essentially deprecated programs, but in the rare chance you do know the program GlovePIE, which is an emulator, I'm trying to make a budget vr game for the app store which uses wii-remotes, and currently im using Wiimote.Yaw for the y-axis, Wiimote.SmoothRoll for the z-axis, and Wiimote.SmoothPitch for the x-axis. which I use these to rotate the wiimote. They work generally, yet there are some few outliers in the mix which appear for like one nanosecond and make the wii remote on my screen all shakey. If you know how to filter these outliers out from the rest of the longer, gradual, and more consitent values, please let me know by @'ing me and your help is very much aappreciated because I cant look anywhere else lol. 🙂

hard carbon
#

You could have a running average of the last 10-100 values. If the value is more than a certain % different than the average, then discard it?

#

@storm ether

storm ether
#

So, would I have to intentionally slow the program down to be able to collect the averages?

#

Or just not apply the process in the beginning and apply it continuously after the first 100 are collected?

hard carbon
#

not so much slow it down. You would collect the value as always to use it, and during that process you would perform validation.
Give me a sec to write some example code

storm ether
#

Got it. I’m just wondering, if the wii remote is always rotating, how do we know if a value is an outlier or is a movement made by the user

#

If they’re all averaged out, wouldn’t any rotation seem like an outlier?

hard carbon
#

Depends on the scale of the outliers. If they are just shaking in place, then I would suggest a smoothing algorithm. I was thinking your outliers were fairly large, but i might have misinterpreted.

storm ether
#

It’s a mix of both. During small rotations, it’s more just jittery, but during large and complex ones, it can end up reallly moving around the place.

#

I would provably apply smoothing then do whatever you just said

hard carbon
#
//smoothing algorithm
//yaw, roll, pitch
Vector3 input = new Vector3();
float smoothingDelta = 4;
void GetInput () {
  var yaw = Wiimote.Yaw;
  input.x = Mathf.MoveTowards(input.x, yaw, smoothingDelta * Time.deltaTime);
}
#

I use that for jittery VR controllers (or something like it)

#

you'll end up fiddling with the smoothingDelta, it needs to be fast enough to be reactive, and slow enough to smooth it

storm ether
#

I’m confused, I’ve never used MoveTowards(), but it seems like it spans a movement over time, yet the values in getting for the wiimote are real time, not speed. The angle the yaw from the wiimote is is the angle the controller in unity should be at that given time

#

Or did I misinterpret it.

#

If it helps, I can export the yaw pitch and roll values over an instance of the game and send them to you so you could have a better understanding of what I’m talking about

hard carbon
#

MoveTowards will move from value a to value b, in units. So, if a = 0, b = 1, and units p/frame = 0.5, the output will be 0.5.
What this does is say, this is my current value, and this is the current value received from the Wiimote. I dont want to just snap to that, instead I want to move towards it.
If you enter a high units p/frame, it will be pretty much the same result. If the units is higher than the actual distance (say, if units was 2 in the last example), it will just move to the target and stop.

#

And just because you are getting the rotation in realtime doesnt mean you have to apply it in realtime. A 0.05 second delay is fine

#

it might even feel better, it can give some weight to what you're holding

storm ether
#

Well, that concept seems like it would work, but I don’t know how to implement you example into the code I have. I’ll send you the snippet that modifies rotation so you can see what I mean

#
private void FixedUpdate()
    {
        Debug.Log("Yaw: " + ((int)yaw).ToString() + " Pitch: " + ((int)-pitch).ToString() + " Roll: " + ((int)-roll).ToString());
        transform.eulerAngles = new Vector3((int)-pitch, (int)yaw, (int)-roll);
    }
#

some background, the pitch and roll values come out reversed, and im using a cast to int because unity dosent have Mathf.Truncate()

hard carbon
#

why do you need ints again? why not

{
    transform.rotation = Quaternion.Euler(-pitch, yaw,-roll);
}
storm ether
#

I want to round to zero, but since unity dosnt have the Truncate() function, casting to int rounds the number towards zero.

#

and does editing the rotation transform make a difference from editing the eulerAngles transform? Im curious since that is what you used in your example.

#

That’s an example of what my project looks like

hard carbon
#

Mathf Floor function is what you want there i belive

#

and yeh, give me a couple secs ill refactor your code to include the smothing

#

*smoothing

storm ether
#

Well, if it was a negative value Math.Floor would increase the negativity, I just want equilibrium.

hard carbon
#

You floor the initial value, then negate it. Still not sure why you're moving to zero, but that you. Here:```cs
//Create a persistent value for your rotation.
Vector3 rotationValues = new Vector3();
//Smoothing value. In units p/second. Because this is rotation, its in degrees/second
public float smoothingDelta = 135;

private void FixedUpdate()
{
Debug.Log("Yaw: " + ((int)yaw).ToString() + " Pitch: " + ((int)-pitch).ToString() + " Roll: " + ((int)-roll).ToString());

Vector3 newInput = new Vector3(-Mathf.Floor(pitch), Mathf.Floor(yaw), -Mathf.Floor(roll));
rotationValues = Vector3.MoveTowards(rotationValues, newInput, smoothingDelta * Time.fixedDeltaTime);
transform.eulerAngles = rotationValues;

}

#

also, why are you doing this in FixedUpdate?

#

Theres no physics here

storm ether
#

I thought that modifying the rotation was physics, I mig be wrong though.

hard carbon
#

nope

#

unless theres a rigidbody on it, and you are using Rigidbody.MoveRotation, you should chuck that in Update

storm ether
#

I wanted to move the values closer to zero to reduce shaking, because lower values produce lower shaking, and relatively speaking -300 is a high value, and floor would increase it. Ciel would lower negatives, yet increase positives, floor would lower positives, yet increase negatives, and casting reduces everything.

#

My bad

hard carbon
#

ah right. hmm, you could also use MoveTowards in that too. 2 secs

#

actually.... different technique. Just set every incoming input to a percentage of its value.

#
private void FixedUpdate()
{
    Debug.Log("Yaw: " + ((int)yaw).ToString() + " Pitch: " + ((int)-pitch).ToString() + " Roll: " + ((int)-roll).ToString());
    
    Vector3 newInput = new Vector3(-pitch, yaw, -roll);
    newInput *= 0.7f;
    rotationValues = Vector3.MoveTowards(rotationValues, newInput, smoothingDelta * Time.fixedDeltaTime);
    transform.eulerAngles = rotationValues;
}
#

you do that, and every incoming value is 70% of its original

storm ether
#

Should I use first or second?

hard carbon
#

Second is more efficient, and easier to mess with

#

If you want to reduce values further, just decrease the number

storm ether
#

Second it is! Lol

hard carbon
#

if they are too small, increase it

#

🙂

storm ether
#

I’ll get back to ya with the results.

#

🙂

hard carbon
#

good luck!

storm ether
#

For some reason, number one seems to work better

#

Here’s the results with two

hard carbon
#

...

storm ether
#

Lol jk. Don’t know why it did that

hard carbon
#

that wasnt my code 😛

storm ether
#

xD

hard carbon
#

youve got a kernel error there

storm ether
#

here’s the results with two- YOUR PC-

hard carbon
#

95% didnt come from unity

storm ether
#

Yeah I had some weird background processes going on.

hard carbon
#

thatd do it haha

storm ether
#

In the meantime, can I just thank you for how nice and responsive you’ve been? Awesome man, mad props.

#

Okay, results with two, and looking back on it now it actually looks better.

hard carbon
#

Its all good 🙂 I like figuring out these kinds of problems because I know that someday, some random client is gonna be like "I want you to implement wii motes in a vr game", and I can now just turn to him and be like "therell be some stability issues, but I should be able to do that for you"

storm ether
hard carbon
#

noice 🙂

#

Try lowering smoothingDelta down to around 100

storm ether
#

Got it

hard carbon
#

the lower that delta is, the more smooth, but the longer it will take for them to rotate

storm ether
#

Ah, I see.

#

Ok, so looking back at both of them, second is better, and here are results with 100.

#

Much better than what it originally was.

#

Now it’s not spaziming out to different places!

hard carbon
#

haha useful if nothing else

#

its kind of weird that its jerkiness is more away from zero

#

because this isnt a magnitude, this is a rotation

#

so by reducing to zero, we are effectively actually changing the rotation

storm ether
#

You know, you’re right. I never saw that.

hard carbon
#

You might have actually been experiencing gimbal lock

#

which would be weird, but possible

storm ether
#

Oh, gimbal lock, I’ve heard of that. I think you can get rid of it with quaternions but I don’t know if the wiimote can output that.

hard carbon
#

yeh, exactly. Its pretty much why quaternions exist, you cant do proper rotation with only 3 axis

#

might want to do some googling, like 'unity wiimote gimbal lock'

storm ether
#

Makes sense, but quaternions scare me lol

#

Yet sadly i think both quaternions and normal rotations suffer yaw drift unless you have like a magnetometer

hard carbon
#

haha 6 years in, i have very little idea how they work, but all you really need to know is how to use the unity quaternion class

storm ether
#

Okay that’s a relief lol. I’m glad someone told me.

hard carbon
#

yeh yaw drift was definitely a wii mote problem back in the day

storm ether
#

Oh yeah I’d get so mad because I had to constantly recalibrate it

hard carbon
#

if i can ask, why use the wii motes?

storm ether
#

I think most be headsets now a days use computer vision.

#

Oh, because I had them lying around the house, and it’s also kinda funny. But mostly just because everyone has them lying around and they could totally be vr remotes.

hard carbon
#

nowdays its a mix between accellerometer, gyrometer and IR tracking

storm ether
#

Ah, a nice everything bagel of positional tracking.

#

But imagine if you could convince steam you had a oculus so you could play beat saber when all you actually have is two wiimotes and a google cardboard.

#

That’s the dream

hard carbon
#

pretty much haha. You will have trouble convincing steam you're an oculus headset, but if you can integrate your wiimotes with the OpenXR package then you've got the next best thing

storm ether
#

Pretty much. Facebook owns oculus and there driving costs up the walls and I just wanna be in vr chat.

#

Sad things is, there are a ton of actually good wiimote ports for unity but the download links are all down because of how old the wiimote is and how these links were put up back then as well.

#

Almost ironic

#

Hey, you said after ‘6 years’ if I can remember, what field do you work in?

hard carbon
#

game dev 🙂 Did my degree back in 2013-2015, been working indie till about 2018

#

got a job doing training games for a health org

#

good fun

storm ether
#

Hey, that’s pretty nice. A health org, you say? Got anything on coronavirus hahaha

hard carbon
#

Haha we do first aid and ambulance, so there've been some changes. Digital first aid training for one

storm ether
#

Dang thats actually pretty interesting. So do medical staff have to view the trainings you make?

hard carbon
#

oh yeah. Its been in dev over that whole 2 years actually. VR, mobile and web. We use the information from our existing first aid, made the content. Then, it was like a year of sending it to the education department, they would look it over, ask for changes. We'd make them, send it back, rinse repeat

storm ether
#

How many times would it have to go to education department before they caved hahaha

hard carbon
#

haha nah they're tough, they dont cave. Theres national guidelines etc that we definitely have to meet, then internal ones that we have to meet to maintain that standard of professional training. They defs dont want to let that slip

#

Recently diabetes guidelines changes, so we had to remove it from the app until we can remake it according to the new guidelines

storm ether
#

Oh dang that sucks. Well it’s good to know that they’re strict on what they educate doctors with. I know someone who’s a doctor and apperantly something happened to him with like new icd10 codes that forced him to re learn a ton of stuff.

hard carbon
#

oh yeah. In the whole health profession, the rules change literally weekly. New research on something will bring to light how something was being done slightly wrong, and maybe causing harm, or even is just inefficient. Country/orgs change their regs, then train and implement the information in all docs. Its a huge amount of continuous work

storm ether
#

That must be hard to have to rewrite everything weekly. Hopefully you can retain some of your old work though so you don’t have to start from scratch.

#

But I hear some of the changes can also be ‘extra’. That same guy sent me this to show me how ridiculous the new codes are, and keep in mind this is a real code: “V97.33XD is a billable code used to specify a medical diagnosis of sucked into jet engine, subsequent encounter. The code is valid for the year 2020 for the submission of HIPAA-covered transactions. The ICD-10-CM code V97.33XD might also be used to specify conditions or terms like sucked into aircraft jet, sucked into aircraft jet, without accident to aircraft, sucked into aircraft jet, without accident to aircraft, member of crew of commercial aircraft in surface to surface transport injured, sucked into aircraft jet, without accident to aircraft, member of ground crew or airline employee injured, sucked into aircraft jet, without accident to aircraft, occupant of commercial aircraft in surface to air transport injured, sucked into aircraft jet, without accident to aircraft, occupant of military aircraft injured, etc The code is exempt from present on admission (POA) reporting for inpatient admissions to general acute care hospitals.”

hard carbon
#

for us, we only redo it if its a big reg change. It takes around 4-6 weeks to redo just the basic work of a skill, so we only do the big ones. Definitely not those ones haha

storm ether
#

It seems like satire hahaha

hard carbon
#

Nah, people need to know what to do. It seems far fetched, but one day it will happen, and then the nurse will be like "no f-ing way, I never though that would happen", but then follow procedure for treatment. Or ... sweeping, i suppos

storm ether
#

4-6 weeks perfecting something you already did to end up inevitably re writing it again? That must hurt when you’re done with the work because you know it’ll be right back at you in a few weeks

#

I guess you’re right, it just makes me wonder if the lengths we go through to make sure that won’t happen is more work than dealing with it as one goes.

hard carbon
#

Nah, its actually kinda good. Because you make it better every time. Especially because at the same time we are working on UI, interaction mechanics, new platforms, etc. So with every new iteration, you just make the entire thing better

#

I feel like the goal of 'minimal people sucked into jet engines' is the base to move towards 😛

#

Better to take the time to read, than to live without an arm, or as a paraplegic

storm ether
#

xD that’s too much. But I do suppose when you put it that way it sounds more like perfecting a machine than a Kafka-esque plot.

hard carbon
#

yeh, less so on the endless repetition, more like a roguelike with progression mechanics haha

storm ether
#

Yeah. But truly, much thanks to all the medical workers rn, they are having a rouuuuuugh time.

hard carbon
#

oh yeah. Very thankful i can wfh at the moment.

storm ether
#

Man. And to think it was only late February when this whole thing really started.

hard carbon
#

I've been following development of the most promising vaccine. Looking like this will all extend for another 8 months: if governments are smart

storm ether
#

It went from “buy stocks in purell” to “kill someone who sneezes” real fast.

#

I’ve never really found a solid estimate myself, I bet you could find an article somewhere online saying this will go through to 2023, but I’ll take your word for it.

#

You said, “if they’re smart”, what in your opinion do you think would be the worst move they could make?

hard carbon
#

stopping isolation measures. Literally just the worst move. Millions will die, and the economy will still crash. It could definitely go further than 8 months, thats more of a minimum tbh. And we will be feeling afteraffects of this for decades

storm ether
#

Oh yeah no you’re right. I have a hunch this could mutate and be a seasonal thing like the flu.

#

That would be really bad

hard carbon
#

oh no, it definitely will. It is actually a very similar thing to the flu, of a type of virus named SARS. We have been combating other sequences of this virus for ages, this is just different enough that we dont have a vaccine for it. Once a vaccine is developed, we can begin to develop herd immunity. If you are surrounded by people who dont have it, you cant get it, etc. We will begin to develop that even before the vaccine, but in a much more harsh, survival of the fittest kind of way

storm ether
#

Asking someone in the medical field about surviving a virus and them responding ‘natural selection’ isn’t the best sign hahaha

#

I remember this one guy responded to someone talking about how a 7% mortality rate is so little and he said “if I gave you 100 skittles and told you 7 were poisoned, you wouldn’t eat the skittles.” Cracks me up.

hard carbon
#

Yeh, theres been some weird immortality complex from a lot of people

#

Just found a diagram for what I was saying before

#

nCoV is what we have now, but common ancestor with basic SARS related virus'

storm ether
#

Oh, so it’ll probably act like it too.

#

My question is, if they’re so closely related, why didn’t SARS or MERS do this much damage?

#

Did they just not have as good a start?

hard carbon
#

very similarly. Actually very similar to pneumonia tbh.
2 part answer: Globalisation, and ... they did
With travel between countries at ridiculous levels, and cities being so crowded, we were ripe for an outbreak. Previous strains of the virus DID do this much damage, but in small, isolated communities where they werent able to spread as easily. Also, covid has a ridiculously high reproduction factor. If you got the flu, and came into contact with 100 unimmunised people, who came into contact with 100 unimmunised people, etc, you are responsible for around 45,000 infections. With same situation for covid, its something like 190,000

storm ether
#

Wow, that’s insane. So what you’re saying is we dodged the bullet, but it boomeranged back.

hard carbon
#

more like we dodged a bunch of crossbow bolts, and then someone pulled out an auto rifle

storm ether
#

The reproduction rate though is insane. If it mainly travels through coughing, and you can infect that many people, you’re crazy to not wear a face mask.

#

Nice analogy by the way hahaha

#

Bit of a gut punch, but still funny.

hard carbon
#

haha thanks. Its a chest thing, so its transmitted by even breathing, but obvs coughing has a much higher travel rate. But then, you touch your face, which you breathed on, then you touch a hand rail, or an elevator button. I think its something like 1-2 hours that it'll stay there

#

cant remember where i read that tho

storm ether
#

Yeah I remember hearing that it’s not really about washing your hands, it’s about not touching your face, the reason why we wash our hands is to get the virus off, so that we can’t put it on other surfaces or let it into our body from our face, because really a virus can’t hurt you if it’s not near an orphus.

hard carbon
#

*orifice, but yeh. Eyes, mouth, nose, are big receptors. You wash your hands to get the virus off, but what a lot of people forget, is that if you hold you phone, then wash your hands, then hold your phone, you just put the same shit right back onto your hands

storm ether
#

Ohhhhhhhh shit you’re right how am I not sick yet

hard carbon
#

haha thats where isolation comes in

#

doesnt matter if you touch your house, if noone sick has been in your house

#

its why alcohol wipes are being distributed to stores etc

storm ether
#

Okay that makes a lot of sense actually. And I hear the worst part about coronavirus is that even if you think nobody sick has been in your house people can be asymptomatic and still give you the virus if you touched a surface

hard carbon
#

pretty much. Up to 5 days asymptomatic i think. And if you think about that, and all the rest, you can see why isolation is so important

storm ether
#

Yeah you really can’t trust anyone right now. I mean I code so it’s safe to say I have nobody who wants to come over to my house either way but I’ll be damned if I can’t have chic-fil-a

hard carbon
#

hahaha I ordered meat boxes the other day which are a gamble on my stomach anyway 😛

storm ether
#

Lol good news about ordering Taco Bell during coronavirus is you already feel sick bad news about ordering Taco Bell is you still feel sick

hard carbon
#

haha XD Anyway, I have to head off. Hope your wiimote goes well!

storm ether
#

Thanks, hope that your training material gets through the board!

storm ether
#

Hi. For a basic scene I am using msaa4 (legacy pipeline). All runs smooth and looks crisp, except when moving a little faster (e.g. when falling) anything around me is stuttering/not passing by smoothly. It's on quest with oculus SDK. The hands don't stutter, only stuff outside the player object. When deactivating msaa everything is smooth.

#

Any idea how to get a smooth movement with msaa? Performance should actually not be a prob, it's only a few primitives and baked light. And I defo wanna use anti aliasing because otherwise it really looks horrible...

wraith shale
#

have you actually measured your deltatimes?

#

MSAA can be quite heavy

shell kayak
#

On Quest 4x MSAA is hardware accelerated to the point where it's supposed to be effectively free.

odd tusk
#

can someone tell me if this is a bug? do lod groups not work properly in VR? I changed the % where they are supposed to change the other day and in the non-vr camera when vr is not active they transition at the right % but in the VR camera when vr is active they transition at the original percentages they started with.

gloomy bloom
#

Hey, I have a question:
I recently opened an older project I did with an older Oculus integration version and I'm now facing a warning at this particular line, where I'm getting the current headset rotation:
currentRot = InputTracking.GetLocalRotation(XRNode.Head).eulerAngles;

with the obsolete warning:
This API is obsolete, and should no longer be used. Please use InputDevice.TryGetFeatureValue with the CommonUsages.deviceRotation usage instead

I looked it up on google but couldn't find a working solution, does anyone know how I have to change it?

long plover
#

@magic jay thank you, his tutorial is very good

storm ether
#

So, I've got two sets of values for rotations, speed and angle. I have YawSpeed, RollSpeed, and PitchSpeed measurments which measure rotational change over time. they're smooth, but never end up in the right place and always overshoot so ill have my remotes flat on the table after a complex rotation and the remotes on screen will be floating mid-air. I also have angle measurments which tell me the current angle, and they are more accurate in positioning yet they can have outliers which cause them to quickly teleport from rotation to rotation and become jittery. Since I dont want to recalibrate everytime i move with the speed calculations, and I need to be able to move quickly and smoothly to play intricate games, I was wondering if somehow i could implement the smoothness of the speed measurments with the accuracy of the angle measurments, maybe use the angle measurments as a guide for the speed measurments along the way. So far for my rotations im using this peice of code right here which only includes the angle measures not angle speeds so it is not a clean transition but its better than raw values.```
//Debug.Log("Yaw: " + ((int)yaw).ToString() + " Pitch: " + ((int)-pitch).ToString() + " Roll: " + ((int)-roll).ToString());

Vector3 newInput = new Vector3(-pitch, yaw, -roll);
newInput *= 0.7f;
rotationValues = Vector3.MoveTowards(rotationValues, newInput, smoothingDelta * Time.fixedDeltaTime);
transform.eulerAngles = rotationValues;

storm ether
#

@wraith shale what do you mean? I didnt change anything in the time settings except matching the quest framerate

#

@shell kayak but its definitely what impacts on my problem, also besides my prob everything runs smooth. Do it seems it's not free.

wraith shale
#

just meant that it might be too heavy still

#

MSAA is quite taxing in general and Quest hardware isn't that great

storm ether
#

fixed timestep is at 0.01388889

wraith shale
storm ether
#

other settings in time are default

wraith shale
#

well, that's the default refresh rate for quest

#

what I meant, was to actually check if it dips while you play and figure out why

#

obviously it does since you see the stutter

#

I'd just attach some profiler to it to see what's truly happening there, instead of assuming it should be fine 🙂

olive ingot
#

anyone know if it is possible to use Quest hand tracking with the new XR Management system?

storm ether
#

well according to this and my (really simple) scene it should not have much of an impact

olive ingot
#

or any info on when it might be available if its not (as i suspect)

storm ether
#

here you can see that its smooth most of the time. some jittering (as you can see on the wall) when walking and a very heavy jittering on the lift and when falling.

shell kayak
#

@olive ingot No it definitely doesn't support that. I expect it will take a while for them to implement some abstract skeletal input. Maybe they will whenever they support OpenXR.

olive ingot
#

@shell kayak you mean for Unity to include it in the XR APIs?

shell kayak
#

Yes

olive ingot
#

yea... i imagine we're going to see it become available on more and more XR platforms

#

wouldn't be surprised to see it turn up in the next ARKit release

storm ether
#

ok switching back to open gles3 from vulcan makes it a lot little better

modest perch
#

noice

earnest forge
#

hey guys. does anyone have any experience working with the bone IDs for Oculus Hand Tracking?

compact helm
#

dose anyone want to make a light saber vr gamei dont have vr and dont know how to code but i know how to design pretty well

#

i want it to work with psvr controllers

bright bone
#

@compact helm I would just look up a generic Unity PSVR starter tutorial, and then maybe look into the Ezy-Slice VR Asset

#

Depending on what you're trying to do.. You can probably modify resources to get you're desired result.

#

If you have the option, I would invest in a 'cheap' VR headset (Rift S, Quest, etc..) as Unity has great support for VR porting between headsets, so if you make something for one of them, it will either just 'work' with another or would be rather simple to port afterwards.

#

Not sure if this specifically applies to PSVR

#

If anyone can fact-check me I would appreciate it :x

rain belfry
#

Would anyone be able to help me with how the "Switch To Scene" works for SteamVR Teleport Points? I've had a look on Google but I'm stuggling to find anything that lets me load in a new scene when you actually teleport to a point.

#

this is what I've done so far but it's not working, I doubt it would be as simple as just setting these parameters up anyway.

compact helm
#

thanks

odd tusk
#

I noticed the urp docs for 9 have Post Processing for OpenVr as unsupported ( checked 7.3 and openvr isn't even listed there ). What does this mean? That the effects like Bloom and tonemapping and whatnot won't work on OpenVR? I feel like I would have noticed that.

wraith shale
#

@odd tusk means that Unity is distancing themselves from OpenVR

#

it's up to Valve to advance OpenVR support now

#

Unity deprecated their own OpenVR plugin already

#

it's a weird move, considering how big of a deal OpenVR is for desktop vr

#

would love to hear the background of the mess that lead into this situation

odd tusk
#

yea a bit odd since openvr is the easiest way to develop for the most hardware at once. but anyway Unity's OpenVR plugin was alot worse than the steamvr plugin anyway, so not sure it matters that they've deprecated theirs.
However, with their new xr system, oculus and microsoft etc are supposed to implement their support as well

#

the only difference is suppose to be that OpenVR doesn't have that officialness so unity won't give them official support like they would to oculus, etc., like they wont change anything in their engine for them.
My guess is that oculus and microsoft, etc pay unity to officially support them while valve isn't.

#

but in any case so if its listed as unsupported you are saying it means more that its not officially supported rather than it doesn't work

#

because as i mentioned the post processing on urp seems to work fine on openvr

#

unless maybe theres a specific effect that doesnt work

steel rain
#

So i am using the XR toolkit to make my VR game but I applied the XR Grabbable script to a sword i made it works but is very jittery and shakey when i move it around? I'm not quite sure why this is happening or how to fix it

modern rose
#

hello I have a little hard thing to do for my VR project.
I have a table were i can draw (like in the school). And now the challenge is to add a picture like letter and paint over it, if it's done make a variable true or false (to add some point to my Vr player), some of you knows how to make it ? the table texture refresh once per frame (juste de pixel is change)

exotic portal
#

So, I'm new to making VR stuff and I know that this error has to do something with the listed script. The problem is that I'm not a good programmer. So could anyone help me, please?

#

never mind, found a solution

real goblet
#

did I fuck up with the example scene?

#

why is everything pink

#

yeah there's a lot of stuff I have to change

#

oh god

real goblet
#

It works with legacy rendering but is it a simple process to get the plugin to work with universal rendering pipeline or is that just not recommended?

odd tusk
#

@real goblet
in one of the menus at the top somewhere theres a button that converts all materials to URP materials. it can fail for some materials though, but if it succeeds everything won't be pink anymore

steel rain
#

For some reason my oculus quest game stopped working just now, when i try to build to apk the app dosent launch, it keeps closing when i try to open it up in my quest and im not sure why since it was working just a few moments ago

agile idol
#

here you can see that its smooth most of the time. some jittering (as you can see on the wall) when walking and a very heavy jittering on the lift and when falling.
@storm ether Dig you get to fix it? im having that isue too, im creating a physics hands and they follow by forces the real hand, also the player moves by forces and it stils jittering

storm ether
#

Switching from Vulcan back to gles3 had the most impact. Still not perfect though.

rain belfry
#

Would anyone be able to help me with how the "Switch To Scene" works for SteamVR Teleport Points? I've had a look on Google but I'm stuggling to find anything that lets me load in a new scene when you actually teleport to a point.

Would anyone be able to help me with this please? I've been waiting 2 days for a response.

real goblet
#

@odd tusk some materials are still pink yeah

#

when I click onto the shader these are using I get "Default-Material"

#

which I can't change the shader for

#

that doesn't fix it either

storm ether
#

Youre using urp?

real goblet
#

ye

storm ether
#

Did you recreate all shader via the menu?

real goblet
#

yep

#

few are still pink

storm ether
#

If it's just the few create a material with urp shader and drop it on those objects.

odd tusk
#

you cant change the sahder for the default material, you need to make a new material and drag it on there

#

you can either drag the material onto the object in the scene or near where it says Add Component

#

you cant drag it on top of the other material just so you know, its a little annoying

real goblet
#

ok I dragged shiny white onto them

#

now I get a bunch of null errors when I try run it

#

reverting the material line fixed the null errors but there's just a load of pink runtime textures

#

atleast it runs

#

thank you

storm ether
#

👋

#

hello

#

I have a question for anyone experienced with VR Dev. I just found out a simple yet neat trick to show 3D meshes/effects on to the skybox using a secondary camera, I am wondering if that has any issues in VR though.

#

It's the exact same technique used here:

olive ingot
#

anyone developing for Quest w/ URP have any thoughts about Vulkan vs. OpenGL ES?

#

working on a prototype and trying to squeeze as much performance as possible, so i tried switching to OpenGL ES for a build and my VFX Graph stuff comes out looking totally messed up!

#

wondering if its worth fiddling with... like if i could expect improved performance over Vulkan

shell kayak
#

@olive ingot Do you mean the other way around? Vulkan is new and a little unstable, OpenGL ES is what has always been used.

olive ingot
#

@olive ingot Do you mean the other way around? Vulkan is new and a little unstable, OpenGL ES is what has always been used.
@shell kayak

no... vulkan happened to be the default setting when i started the project. ¯_(ツ)_/¯

shell kayak
#

Vulkan is supposed to have better performance, specifically CPU

#

But I've heard many having trouble getting it working with Quest

olive ingot
#

yea that's what i had read so i was surprised that it ended up being OpenGL ES that caused problems for me...

dense thorn
#

Hello,
I've been working on a game with Hand Tracking (Oculus Quest) since 2 months now, everything worked great until today.
My hand are not rendering anymore, i can even see the game object of the hands moving in the play time editor of Unity, but they are not visible.
It just happenned like that, and on every other projects i worked on with Hand Tracking.
I tried the solution of the App ID and the manifest.json authorisation, none of them worked.
Currently using Unity 2019.2 with latest Oculus Integration assets.
Thanks a lot if anyone can help me, i'm at a dead end here

distant zealot
#

Vulkan for Android in Unity isn't ready yet

#

still bugs being fixed on it, hopefully will have more info soon

shell kayak
#

@dense thorn Hand tracking with Oculus Link stopped working after v16. Right now the only way to use it is by using an older firmware version on the headset. I happened to have another Quest that wasn't updated yet, which was lucky because I don't think you can downgrade the Quest firmware.

cobalt ledge
#

How do I draw a texture or whatever directly on the screen that the player sees in the glasses? Trying to make a system that darkens the view when the head is inside an object

crystal whale
#

I need to be able to use the HMD to control the neck of my avatar. I'm using this script as a basis https://gist.github.com/Kemononiki/d0bafe6ac5ba198e235c7c6e098b6c2c. It uses the camera for neck rotation. I need to use the hmd (as a SteamVR_Tracked Object). I have the hmd rotation value but when I apply it directly to the neck's rotation it's in an odd orientation.

dense thorn
#

@shell kayak yep, think i doomed for the moment until the next patch...

formal solstice
#

So I have been implementing VR using Unity XR and the Unity XR Plugin Framework. Everything works fine and nicely on my Oculus Rift S and testing in the editor, but when I build for my Oculus Quest my hands are placed at a wrong height offset. Anyone with an idea?

formal solstice
#

I am using the following to get the position:

if (t.TryGetFeatureValue(CommonUsages.devicePosition, out Vector3 position))
      hand.transform.localPosition= position

------------------------------------------------------------------------------

if (t.TryGetFeatureValue(CommonUsages.devicePosition, out Vector3 position))
      head.transform.localPosition= position

On my Quest the head is positioned just fine, but the hands are on the ground. However, the orientation of them is correct.

formal solstice
red halo
#

So I had a working Oculus DistanceGrabber system working, but since the updates came out the hands wont even track me now? Can anyone help pleas? I have been going around in circles for hours 😭

shell kayak
#

The last Quest firmware version v16 broke hand tracking in the editor through Link

#

There's no fix except just not updating the firmware

red halo
#

?

#

So I have to downgrade?

#

How can I fix this? My project is due in 7 days

#

wait only in the editor? will it work if i build it? @shell kayak

#

Wait you said hand tracking

#

Im tryint to track with a remote

crystal whale
#

I'm trying to read Touch Controller joystick input and I followed this "You put those ID's into the Edit => Project Settings => Input, which is the input manager. Increment the size by 1. Then open the last Axes. Set it to use a Joystick Axis and set the Axis # to match the unity documentation. After that the axis can be accessed in code with Input.GetAxis(AxisName)". But it doesn't appear to work

#

Okay you have to put on the HMD before it can read values

crystal whale
#

What about the DPad on the right controller?

gilded lynx
#

The build in 3D audio in 2019.3.10f1 is not very spatial at all even with the spatial slider all the way to 3D. Sounds so flat and I can detect no directionality. What spatial audio tools are you all using here?

gilded lynx
#

Or is the standard Audio spatial for you when the slider is on 3D? All my sounds are 3D and despite the volume rolloff being correct, the volume in both ears is the same no matter which way I am facing.

shell kayak
#

@gilded lynx Are you inside the audio source volume?

#

But a spatial audio plugin is a must anyway, at least basic HRTF

brittle lake
#

Yo

#

For the Unity XR Rig how do you make the controllers just the base controllers (like VIVE wands, or Knuckles, etc)

red halo
#

Visually?

brittle lake
#

Yeah

gilded lynx
#

@shell kayak Thank you. What spatial plug in do you use?

shell kayak
#

I'd say either use Oculus' spatializer or Google's Resonance. Resonance is made for mobile so it's simpler, runs faster but still very good, but it's no longer actively supported.

#

There's also Steam Audio, which I would say is the most accurate simulation but also the heaviest.

#

But all of these can be configured to just simple HRTF, which should run pretty fast and still be a lot better than the "3D" audio in Unity.

cobalt ledge
#

Should I switch to using Unity's XR system? I started learning vr game making with steam vr from the asset store since I use the index and it functions perfectly with the knuckle controllers right away, but I want to be able to support all controller types. Does XR already have good support for the knuckles without having to crate a system for it from scratch?

#

As in can it already support the individual finger movements etc. right away

shell kayak
#

No, that requires the SteamVR plugin

magic jay
#

can i get VR inputs in Bolt visual scripting?

real goblet
#

If i understand correctly, if I make something in Unity 2020 with XR and test with WMR I will have to do no porting over to SteamVR whenever valve releases their XR plugin?

wraith shale
#

in ideal case, yes

#

but you should be prepared to tweak it still separately for OpenVR

real goblet
#

that's fine

#

but it's just frustrating rn only having an index but wanting to use DOTS and having to chose between using OpenVR in unity 2019 and all my code becoming obsolete in a few months and waiting

#

is there a way to run rift or wmr stuff on steamVR?

olive ingot
#

you can run OpenVR on both rift and wmr headsets

#

if that's what you mean

real goblet
#

no

#

other way

olive ingot
#

oh... no

real goblet
#

F

olive ingot
#

hehe yea... damned if you do damned if you don't

#

welcome to Unity XR!

real goblet
steel rain
#

Whenever I teleport to a non-straight area for teleporting my character gets turned sideways, how can i fix this using the XR Toolkit? Grass = uneven ground, deck = even ground

lone knoll
#

im trying to add Vignette effect on top of the VR camera but doesn't seem to work

#

tried Kino/Vignette shader

#

tried post processing

#

both result in a grey texture that overrides

#

was trying to replicate what VRTP did , since their plugin seems to be obsolete now

storm vigil
#

@lone knoll what renderpipline are you using?

lone knoll
#

URP ?

real goblet
#

has anyone been able to come up with solutions to hinting the player to things that are outside their FOV in a decent way?

#

that's like not so intrusive as arrows at the center of their view

lone knoll
#

@real goblet something similar to a health damage but with different color would work imo

#

im trying to figure out how to get something like that working as well

real goblet
#

see

#

that's good for like

#

a single object that you need a vague direction for

#

I was thinking more a couple of objects you need precise directions for

#

to make up for the small FOV HMDs have rn

lone knoll
#

created a new 3D project - and imported post processing package - the effects work and all as expected , but once i hit play - the camera will show only grey color

lone knoll
#

using 2019.3.5f1

#

any one had faced this one before ?

#

ahhh nvm

#

i had it at single pass isntanced

#

now its working

shell kayak
#

@lone knoll Single Pass Instanced is the preferred mode because it has much better performance

lone knoll
#

yep but sadly it doesn't work with post processing

shell kayak
#

It can, I don't know post processing you're using

lone knoll
#

Using post processing from unity's repo *
github.com/Unity-Technologies/PostProcessing

#

similar story - single pass instanced won't work for this

#

cool plugin tho , worth the look

shell kayak
#

@lone knoll Aren't you using URP? Why not use the post processing built into URP?

#

I know that works with Single Pass Instanced because that's what I'm using for my own game

lone knoll
#

huh

real goblet
#

What's the correct way to get the transform of a controller in steam vr 2.0 and assign it to the transform of a game object?

red breach
#

Is URP and and VR even worth it?

#

there are a lot of added benefits to URP

#

but it seems half baked for a ton of standard stuff

#

has anyone had any success running vr with it?

#

unity 2019.3.7f1

tiny rose
#

Hello! I'm trying to port my Vive game to Oculus Quest. Is there an easy way to do it? The most important part (at least at the moment), to leave the hands from Vive, including skeleton and poses

sour tinsel
#

Is URP and and VR even worth it?
@red breach we use urp since 2019.3 up and have no issues that are not solvable. not sure why the new urp should not be worth. what is half baked in your opinion?

vestal widget
#

Hello,
does anybody know what XR.DeviceSDK is in profiling of Oculus Quest?
It takes like 8 to 9ms each frame on RenderThread and the MainThread is waiting for that. Every help is appreciated.

sour tinsel
#

@vestal widget Use Renderdoc.org it is much more deep and directly on device debugging. it has a unity integration

vestal widget
#

@sour tinsel I use render doc but I am not sure what is XR.DeviceSDK can not find anything about it. :/ and Render Doc currently supports Directx11 or OpenGl core. This is Oculus Quest

brittle lake
#

How is post processing in VR?

#

Does it work well?

sour tinsel
#

@sour tinsel I use render doc but I am not sure what is XR.DeviceSDK can not find anything about it. :/ and Render Doc currently supports Directx11 or OpenGl core. This is Oculus Quest
@vestal widget as far as i tested it works well with android, shold work with quest as well... I hope :D. Im not 100% sure but i think the XR SDK thing is the unity support module or something like that.
can't you find the API anywhere in your unity project or player settings?

shell kayak
#

RenderDoc works with Oculus Quest

sour tinsel
#

@vestal widget by the way i just performed a search inside this discord channel and there is talks about it and wqhy it could pop up. use ctrl-f and then paste in XR.DeviceSDK you will find a post from user : AleMC date: 07/03/2019

#

search function in discord is amazing

compact cove
#

If I wanted to do like a knife going into a surface, is the best way to use configurable joints for it?

vestal widget
#

RenderDoc works with Oculus Quest
@shell kayak thanks I found it. Is the timing from RenderDoc correct? OVR Metrics shows gpu 20ms but Render Doc show 50000 microSec.

red breach
#

@sour tinsel thank you for the info! and sorry half baked meaning lights don't cast shadows and things of that nature.

#

it primarily looks like open VR is no longer supported. we are building for all major platforms, is there a plugin you suggest?

shell kayak
#

@vestal widget I haven't confirmed that it's correct, but I haven't had any reason to believe it's incorrect. Where are you getting GPU frame time in OVR Metrics? As far as I know, there's only the App Frame Time metric.

#

Or do you know you're GPU bound so you know that App Frame Time is GPU frame time?

icy nest
#

Anyone here use tracking pucks? I have been using tracking pucks for 3 years now and I have stayed on SteamVR 1.1.4 because their stupid input system broke all puck functionality for me. With the new version by default, all my tracked devices with tracking pucks flip upside down. if I change it to anything else, including "disabled", the input from the pogo pins no longer works. I have tried disabling the input system in the steamvr config file with no luck. Any ideas?

vestal widget
#

@vestal widget I haven't confirmed that it's correct, but I haven't had any reason to believe it's incorrect. Where are you getting GPU frame time in OVR Metrics? As far as I know, there's only the App Frame Time metric.
@shell kayak I am gpu bound . I got about 22 to 25 ms AppT but in RenderDoc I got like 50ms.

storm ether
#

Hey I made a custom vr controller with arduino and im sending quaternion values to unity on its rotation but when i set transform.rotation to equal the quaternion of the rotation it ends up going to the right places but being very choppy. Do any of you know a good way to smooth out a quaternion transform? I tried things like Slerp and Lerp and RotateTowards but they all seem to still be choppy. I added smoothing variables and maybe I just didnt play around with them enough but they dont seem to generate good results. Is this a problem with my approach or a problem with the speed the quaternion is updating at?

#

If you can find the time to reply that would be much appreciated, just @ me so that way I can get notified about your message. Thanks! 🙂

formal solstice
#

Hi all VR Users - What is the standard approach today when it comes to keyboards in VR? Is there an Unity must-have asset store package somewhere or an alternative?

final basin
#

Can anyone clarify the current state of VR APIs? It seems like the most modern option is unity's new XR Plugin system which has Oculus and WMR implementations, but its now >3 months old and Valve still haven't made or commented on a Steam XR Plugin..
I've tried the SteamVR Unity Plugin and it works with the Index and Vive controllers i currently have in my office, but the documentation very unhelpfully says "With SteamVR developers can target one API that all the popular PC VR headsets can connect to.". What counts as a popular headset? I have WMR and Oculus headsets on the way, will they work with the Steam VR unity plugin?

#

Just trying to work out if i should carry on with SteamVR Unity Plugin or switch to unity's XR system for this prototype

final basin
#

hmm actually ive just seen some threads about using the steamVR plugin with samsung odyssey and such, so i assume it supports WMR in general. I'm going to carry on with SteamVR for this prototype.

formal solstice
#

@final basin we just had that discussion internally in our company. We decided to go with the XR Plugin because SteamVR does not support Oculus Quest.

pine bison
formal solstice
#

@pine bison oh that is cool. Something you have made yourself? How does it compare to laser pointer keyboards?

pine bison
#

I vastly prefer physical keys haha, it feels so much more efficient

formal solstice
#

What about numbers and special characters?

#

Is that in the "@" menu?

reef beacon
#

It's usually handled like a phone keyboard

pine bison
#

I think, I can't remember right now

final basin
#

thanks @formal solstice ! If this prototype goes well, i'd likely have to support quest so thats good to know

pine bison
#

There is SteamVR support coming soon, I don't think it's too far away

final basin
#

Yeah, i couldnt find anything concrete though. Theres a 3 month old thread with the only proper response being "beta soon" almost 2 months ago. It might work out as good timing for me 🤷‍♂️ https://github.com/ValveSoftware/steamvr_unity_plugin/issues/639

pine bison
#

There was also some communication from Valve like a month ago that they were coming close to completion

final basin
#

oh nice, thanks! I hadnt came across that

verbal berry
#

is this the right place to ask? I really need help for a presumably actually small project, coding help to be exact. I need to program something for a school project together with a few others, I'm the one to program, even tho I told them I don't do C#, they were like "BuT nOnE oF Us Can dO iT"

now i really need help for probably simple code, I can pay too

#

the assets are all done and stuff

#

for context:
basicaly all that needs to happen is a spawner throws objects at you and ou are supposed to slice them with a weapon -

#

for a more detailed description pls text me, i'd really appreciate it^^

pine bison
#

You're not gonna find anyone here who's gonna do your school work for you

verbal berry
#

I can pay of course

pine bison
#

That's what I mean. That's not how it works

verbal berry
#

why not?

pine bison
#

There should be tutorials on youtube to imitate beat saber, that will send you in the right direction

verbal berry
#

well yeah i tried those but i'm just not good at unity

#

I'm pretty sure paying people for work is exactly how it works 😛

pine bison
#

Not when you're in school

verbal berry
#

oks thanks for that input, not gonna mention it in the future

#

I need help for... private?

drifting owl
#

@pine bison, I've thought about a similar design/approach to enable a more fluid adaption for coding whilst in unity. Using both hands in separate spaces for an expanded keyboard in small spheres.

pine bison
#

Sounds interesting

pine bison
#

New version of the Oculus Utilities is out so hand tracking in editor might work now. I can't test atm

slender vine
#

Does anyone know if there's a way to see the OVRoverlay on a vive headset?

shell kayak
#

You'd probably need ReVive for that

dim quarry
#

Hi all - I have a question about load/boot times in VR. What do you think is an acceptable boot time to start up a VR game on a PC and load into the menu or first level?

slender vine
#

That's annoying ah

simple girder
#

Did anyone else faced the 4 hands bug in SteamVR in unity?
I have the VR Camera rig in 2 scenes. when I am on first scene the remote hands(both) are fine. When i transition to second scene, they are fine again, but when I come back to the 1st scene, I have duplicate of hand remotes making it all 4 hands instead of 2.
I don't understand how do I solve it

slender vine
#

My guess is that there's some kind of don't destroy on load attached to those hands in the first scene?

#

*second scene rather

pine bison
#

I have been told the oculus update indeed fixes hand tracking in editor

olive ingot
#

i'm using the Oculus XR Management plugin (so not using hand tracking), but i'm looking for decent hand assets to use... is it relatively easy to pull the ones in the Oculus Integration package out to use?

cyan nest
#

any have videogames to daydream?

warped bone
#

im using a few values to check device properties, do you think running this every update frame could have a bad effect on my VR devices?

        float f = OpenVR.System.GetFloatTrackedDeviceProperty((uint)index, ETrackedDeviceProperty.Prop_DeviceBatteryPercentage_Float, ref err);
        bool b = OpenVR.System.GetControllerState((uint)index, ref st, 1);
        string s =  GetStringProperty(OpenVR.System, (uint)index, ETrackedDeviceProperty.Prop_ControllerType_String);```
frosty haven
#

Did anyone else faced the 4 hands bug in SteamVR in unity?
I have the VR Camera rig in 2 scenes. when I am on first scene the remote hands(both) are fine. When i transition to second scene, they are fine again, but when I come back to the 1st scene, I have duplicate of hand remotes making it all 4 hands instead of 2.
I don't understand how do I solve it
@simple girder I think I ran into this issue before. IIRC, the issue was that SteamVR's scene transition script keeps the current Player instance alive through the scene transition. And so if you have a Player object placed in the new scene, you'll end up with 2 in total

tardy loom
#

I am using unityXR api with steamVR plugin. The InputDevices events show weird behaviour with controllers. The deviceDisconnected event gets immediately fired even though my controllers are connected.

#

And querying the triggerButton feature usuage always returns false.

#

Any idea why this might be happening ?

cloud moss
#

I'm unable to find the Oculus audio spatializer plugin in Audio Settings after moving to the new XR Management system from the old Oculus Integration package. Does anyone else know how to solve this?

compact cove
#

Has anyone here worked on proper vr hand physics?

reef beacon
#

Define proper VR Hand physics

compact cove
#

Like hands that can grab items, collide with colliders and stuff

#

Like Blade and Sorcery type hand physics

tropic hollow
#

Has anybody had problems with UnityXR Toolkit and Canvases in prefabs? In my case second canvas that I instantiate does not react to ray interactor (

reef beacon
#

Idk what blade and sorcery hands are

compact cove
#

like boneworks

reef beacon
#

But I've done work with hand tracking gloves

#

In VR

compact cove
#

I'm trying to do it so when the hand grabs an object, the grabbed object can also collide with any wall colliders as needed

#

I tried fixed joints but it's really broken for me

tropic hollow
#

looks like DoProcess in XRUIInputModule fails to remove RegisteredInteractables properly in case of using PhotonNetwork.Destroy

olive ingot
#

I tried fixed joints but it's really broken for me
@compact cove a fixed joint can’t move at all from it’s connected body. It’s basics;lay the same as parenting the transform except using the physics engine. You’ll probably want to look into using a configurable joint

compact cove
#

But it moves when I collide the object into another collide

#

I have the hand that has the fixed joint, and the grabbed object is the connected body, but it still moves around when pushed into something

#

I'm trying to weld it into the hand so that it always stays in place, but still collides with stuff to push the hand back if it goes into a wall type stuff

olive ingot
#

sounds like there is more to the setup. if a rigid body is connected to another rigid body by a fixed joint, the joint retains the position and orientation relationship

#

that's why its called a fixed joint

pine bison
#

OpenVR for the new XR system is out in beta! What we’ve all been waiting for https://steamcommunity.com/app/250820/discussions/7/2268069450205612646/
It does seem to be 2020.1 only though, for now at least

This new OpenVR Plugin package for Unity XR handles the display, tracking, and input for OpenVR devices. Input goes through SteamVR’s legacy input system on a simulated per controller basis. This will give developers more access to some controllers than has previously been ava...

olive ingot
#

Is it possible to use some of the Oculus Avatar stuff with the Unity XR Management plugin? Specifically the stuff that gives you the hands holding the controllers and accurately animating?

dense thorn
#

^ also interested to know

wraith shale
#

seems like Valve both came up with new XR OpenVR package but also updated SteamVR for Unity for new XR system

#

I'm testing latter atm on 2020.2 but it's actually stuck on import right now...

#

counter says it's been sitting busy for 12 minutes now, which is definitely too long

#

(on importing SteamVR_Settings.asset)

olive ingot
#

^ also interested to know
@dense thorn i posted a question about it on the Unity forum and the Oculus dev forum... somehow i doubt there will be a definitive answer until Oculus separates out more of their platform-level stuff from their (now-deprecated) plugin.

#

seems like OvrAvatar needs OvrManager to work and I didn't really feel like having an OvrManager in the same scene with my XRIT rig. Would have to write a script to manually disable camera stuff on the Ovr rig and it just seemed messy and not worth it right now for what i'm doing

warped bone
dense thorn
#

@olive ingot seems messy as you say, i hope it get updated in the future because i would like to use unity xr managment

marsh fox
warped bone
#

thanks, il take a look

gaunt crown
#

Anyone know what causes SteamVR hands to stop colliding with things when they pick something up (and the picked up thing also stopped colliding)

brazen tundra
#

Hi there. I just installed the Unity version 2020.1.0b5, and now this msg appears. I can't find the OpenVR package anymore and I tried reinstalling SteamVR, and I even installed the new version 2.6 from Github. I can't find other people having the same issue on the internet. Anyone one knows what that means?

wraith shale
#

@brazen tundra old style XR plugin support has been deprecated on 2019.3 and completely removed on 2020.1

#

you need to use new XR management system

#

additionally, you need Valve's OpenVR plugin for the new XR setup as Unity doesn't provide OpenVR implementation anymore

drowsy tusk
brazen tundra
#

Hi @wraith shale, thanks for the reply

#

Would I have to change my codes? Because 2 weeks ago I launched my VR game on Steam, and I need the fastest way to start developing again

#

Can I still keep the CameraRig and everything?

wraith shale
brazen tundra
#

I tried following that

#

I deleted SteamVR folder, but Unity kept saying I had to install OpenVR manually

#

Also installed this

wraith shale
#

that being said, thisi s the first public release for the new XR management and it's giving some people crashes when initializing it

brazen tundra
#

Am I screwed? ;D

wraith shale
#

for just released game, just don't move to 2020.1 and stay at 2019.3

brazen tundra
#

Because I'm trying to downgrade to 2019.3 but nothing is happening, it just appears the Unity image

wraith shale
#

old OpenVR plugin still works on 2019.3

brazen tundra
#

I can't go back

#

It's not working

wraith shale
#

you've released a game and you don't have version control? 🤔

#

well, I guess you learn the hard way then :/

brazen tundra
#

Don't know what version control is

wraith shale
#

basically a thing that would let you undo recent changes in this case

brazen tundra
#

I do have a cloud back up

#

Gonna try to start a brand new project and transfer things I guess

#

And if I start developing a new game, should I move to XR?

wraith shale
#

it's the only supported option in the future,so yes

#

it's just current state of OpenVR isn't great on it yet

#

it's not ideal situation (that they removed the old setup before the new XR thing is fully functional) but it's not like Unity hasn't screwed us like that in past 😄

brazen tundra
#

😂

#

I appreciate the help @wraith shale

wraith shale
#

this really boils down to two separate things: Unity removing support for old style XR plugins on 2020.1 and Unity dropping native support for OpenVR, throwing the ball at Valve who then had to get this done in hurry

brazen tundra
#

The younger me would start panicking

#

Not gonna lie, I was getting a bit worried

#

I see

wraith shale
#

in the end, it's a super weird move from Unity as OpenVR support is a huge thing on desktop VR

brazen tundra
#

It is huge

#

I agree

#

However, would I still be able to use the same SteamVR cameraRig?

#

What will developers that already have released games do if they wanna use the new Unity versions?

wraith shale
#

I don't really have hands on experience on using the SteamVR version myself, I've only tested with OpenVR plugin alone

#

@brazen tundra usually devs that have already released on stable Unity version wouldn't move to a one that's still experimental, at least not before they've tested it works on their case..

brazen tundra
#

I just wanted to try the new Unity version, didn't know it would screw me 😂

wraith shale
#

often when you release, you just stick to the unity version you used there unless there's some real advantages on upgrading

brazen tundra
#

Oh man...

#

Honestly, it just looked prettier...

#

Hahaha

wraith shale
#

tbh

#

backporting isn't usually all that impossible

#

but you may need to work around with some things

#

all art and scripts work just fine on all unity versions so that type of work isn't lost

#

even if the upgraded scenes don't load on older version, you may be able to work around that with prefabs etc, move things through unitypackages etc