#๐ฅฝโvirtual-reality
1 messages ยท Page 39 of 1
Will leave the backup download here on the older Unity version and see if it works
Thanks again @wraith shale
Have a good night!
Just woke up two hours ago (it's 10am here), but thanks ๐
btw, for people testing this and see it crashing, may be worth chiming in at this issue:
https://github.com/ValveSoftware/steamvr_unity_plugin/issues/704
Hi Valve developers, I've downloaded the package mentioned here https://steamcommunity.com/app/250820/discussions/7/2268069450205612646/ I've also added the package in the Package M...
I just wrote one case where it's guaranteed to crash on my computer
It says in the release post from Valve they do not recommend using the new plugin for releases
Hello anyone knows the game "affected the manor"?
oi
surprised that SteamVR support for mac lasted as long as it did
Greeting my fellow developers
I am Mighty_Hamster
I work in VR developkment for UK government and as an Inidie in my free time
you guys ever seen this ?https://www.youtube.com/channel/UCvOfFvPF5TxfsZij-wKlBhQ/videos
When will the xr interaction toolkit look something like this ๐ฆ :p
Cool @wet mantle :0 do you have a website for your projects?
I dont have for the projects, alot of it is behind closed doors
what i can say is they are for govenment trainning
Understandable
NO not shady stuff, for militery etc, not that kind of stuff, things that help people
army, your NDA's must be tight AF
@pine bison ๐ you are a programmer ๐ Can I question you ๐
INterogation request lol
It varies between projects
four !
Iโm going to bed right now, gotta be quick
how do u konw hes a programmer?
sorry im new to discord
nah np
like I am just wondering ...
for a while now but especially today as there is this VR Game jam ?
yea thers a jam on for sure
All the things I'd like to work on require a shitload of work on the actual VR Setup and I don't find any single one online either free or for sale
so the answer is in what you just said
Why reinvent the wheel xD
you said , all the things you want to work on requier a sH*tload of work correct?
Yep
can i ask you
what proof of concept do you have to back up these new idears
do you have projects you have done
demos etc
They re more like my part in a bigger project, or using an existing game and making a mod so I don't start from scratch and skip the parts that don't need to be done again
Hmmm sorry to assume but could i ask are you in the younger bracke?
under 25
maybe even in uni
I'm 24 and it's my fifth year in the industry
wow, congrats man
BUT
so almost past that 25 marker alreadyu xD
would u like to konw how i guessed
turn around
lol jks
doing a specific task you have the 3d label as well you must know what I mean :p
I mean 3d is wide but it's not gameplay programming etc. Gotta learn gotta learn.
I wish to do big things both great and wonderfull, but first i must do the small asthough they were bouth great and wonderfull
what are you up to :p
if your finding it hard to get help or people to support, Start smaller
i mean REALLY small
and eventualy these small nugets
will insper the people you ask to help you int he bigger things
I work with the Uk governemnt in VR trainning development and inoovation but in every moment i have free i work in indie games
i LOVE games, thats my passion
you in the jam ?
no this one
helped a friend in Ludem dare the other week
but been busy at work this week so weekend is for rest -___-
but Ive had to move to u hnity
im a cryening main for 9 years
then moved to unreal
but my new job is all Unity based
where's your heart ?
and tbh, dispte its flaws... ive come to love Unity these past few months
im still learning Unity
hence my joining
i been working on just piplines for the past few weeks -_-
trying to figure out how to make FBX bring in textures though Stringray shaders
Hm. Like material's setup in your modeling software and you want to bring it in all at once?
well i saw this clip
For a full demonstration, see our Unite Austin keynote.
Thanks to the Cybernetic Walrus team for sharing the assets from their Antigraviator amazing game - http://www.antigraviator.com
and i though wow
this is what i need
but this STINGRAY crap dont work lol
so im looking for other ways to do this kind of workflow
Okay ! I wish you find or craft your destiny ๐
thanks bro
What do you work on tho ?
Yes
Okay
I am on my way to XR dev but so far I'm doing environment on regular / flat games (worked on FPS mostly oh and mobile games too a little )
idk if its vr or what but I start to find flat games boring aha
VR/AR etc
its friday its all beautiful its all ok
Hay just so u konw, the teram being used by VR and AR devs right now for 2D prodcutions is PANCAKE
so if its on a 2d screen its Pancake lol
xD
๐
konw what i mean ? my fellow VR dev xD
Hello
hey there
hay
sorry i didnt see you there
your opacity is a bit low
jks
โค๏ธ
.. it was a joke on your name Mr Transparent.. i ment no offence
I have an oculus quest and use the link
How do i use the oculus intergration it doesnt load me into the vr project im working on
is there any way to access a crash log on oculus quest?
i know about using logcat, but this is for someone else who is testing my app
Hey! Don't know if this is the right place but I'm in desperate need of help with an Oculus quest build on mac. Every single time I Build/Build&Run I get errors and am at a loss since nowhere online seems to have answers.
More context is needed. Did you install the Android tools with the engine? What are the errors?
Oh yeah just trying to grab screenshots now. On newest unity version with all modules for android build downloaded with it.
Sorry that it's an absolute unit of a document but these are all errors from last run
Also I'm running off external drive if that influences anything.
Volumes/Samsung_T5/fuck you apple/
๐
Could not create service of type OutputFilesRepository using ExecutionServices.createOutputFilesRepository().
It might be that the external drive is the problem... I would google about this explicitly if I were you, this should be an issue for others as well
aaa ok thank you
man behind the T H I C C milk very makes me go very very Y E S
Anyone have experience with the SteamVR plugin input bindings system? It's driving me to insanity. The bindings work on the build but refuse to work inside unity. In-editor the controllers just do not appear, and if I go to the binding options in the headset, it shows me the default bindings instead of the bindings I created... It's seriously driving me up the wall lol, been at this for almost a full day.
Also for some reason, now every time I launch SteamVR, the bindings UI editor launches
@turbid flame Those should probably be children of the "RightHandAnchor and "LeftHandAnchor" game objects.
ah you're amazing, thanks so much
Ok this is just weird
I feel like the new oculus update has broken everything ๐ข
It exists but Unity can't find it?!
@turbid flame OVRInput is probaly in a namespace try the pontential fixes that should provide with a using line that should fix it
@turbid flame OVRInput isn't in a namespace, but it is defined within it's own assembly with an assembly definition file
If you are writing code that is also defined within an assembly definition, you have to add a reference to the Oculus.VR assembly
@shell kayak you are correct OVRInput is not in a namespace .... it probably shoudl be ^^
So basically everything broke...
So I started a new project and made it as simple as I could
but now it's just not loading at all
This is literally the whole project and it's due in tomorrow
I've reinstalled my unity version as well
If you use oculus platform p2p to handle networking, then can you make your game interact with people on vive headsets? and if so, without having to make oculus accounts?
is it possible to add a custom thumbnail to the steamvr waiting icon thats shown when starting a scene?
I just wanna confirm, I can not even develop anything with the Oculus Hand tracking unless i have a Oculus Quest and the link cable, correct? I have a Rift S
Correct @summer onyx
@ashen wigeon I just closed my Unity, but there is a way to configure the key bindings
I remember I had an issue similar to yours a while ago
Todayyy we're looking at the update SteamVR plugin for Unity! More specifically we will be looking at the new Input system. We will be going over Actions, and how to bind them to input.
DISCORD:
https://discord.gg/GvcPPKd
If you would like to support me or have access to the...
Keep playing with the key bindings after watching this video and see if it works
@brazen tundra thanks for the input! I actually managed to fix it yesterday, forgot to update here. It ended up not having anything to do with the input system, it was because I'm making a VR & Non-VR game, and my 1st XR SDK is set to "None", and I change manually to OpenVR if the game was launched in VR mode. It's weird because in the build there's no such problem, only in the editor. I'm guessing whatever SteamVR code that gets the bindings is being called at a different time in the editor or something, I'm not 100% sure, but I set an activation delay on my player, and basically when I played in-editor, my player will activate .1 seconds after the scene is loaded, and the bindings are loaded correctly. Kinda weird, I'd like to know where the bindings are being loaded and try to edit the code a bit so this doesn't happen, but as it stands, this solution is okay for now.
how hard is it to make a vr game compared to making a normal 3d game in unity (lets say an fps)
Hi mates,
With SteamVR, if I open the SteamVR Dashboard while the app is running, after that, the app doesn't work anymore. For instance, the resolution scaling gets super low and SteamVR teleportation system shows the green raycast graphic but can't teleport.
Have you ever encountered this issue?
Thanks
@rancid junco Not that hard actually
Hello, did everyone noticed huge performance impact when using hand tracking ? My games run fine (72 fps without hands), i optimized lot of things (static batching/ baking light, occlusion culling etc) and when my hands are detected it drops to 30fps, any idea of what's causing this ? (ps : The Hands are just adding 7 drawcall and 10k tri to the scene so that's why i think it's weird)
Lighting maybe
the only light is baked
Hey, How do i detect VR Input with Oculus?
I am looking to start a project that could be turned into a VR project in the future. Should I go for LWRP or HDRP?
@cold blade Depends on your Target Platform / Target Hardware. For Mobile VR like Ocolus go / Quest / Google Cardbord etc use URP (the new name for LWRP in 2019.3 and up)
If you are going for fancy Desktop VR and need the graphical features of the HDRP then use that.
hopes it helps you to find the right SRP for your project
I think I'll go for HDRP. I don't think I care at all for lower-end mobile devices since my main idea is to make it non-VR first.
Just to make clear HDRP does not work on mobile devices not just not on slow once
i just started a project in 2019.3 and imported the latest oculus integration tools, however im having a heck of a time accessing the OVRInput class. In 2018.4/14.0 it was plug and play. Is there a simple way to point to this? It doesn't seem like i have an easy way to access the namespace
Is HDRP VR capable of high fidelity graphics with decent FPS? Like Half Life Alyx or Robinson level. I haven't kept up with it
oops, misread what ya said. cant speak to framerate
does OVRInput simply not work with 2019.3? I've tried referencing assemblies and i still cannot get my script to access the OVRInput class
for people experiencing crashes while testing the Valve's OpenVR plugin for the new XR management system:
update: i properly referenced the Oculus.VR Assembly Definition and now have oculus tools working properly with 2019.3
i get the feeling oculus does not QA their integration tools very well
I've developed a fully functional hand posing system for VR in Unity. This system allows more complex hand behaviour on a smaller time budget, and lets you author poses quickly and easily right in the editor. It is now integrated right into the SteamVR Unity plugin, but can al...
there's an update for the Valve's new OpenVR plugin: v1.0.0-preview.2 - Fix for rare black screen in OpenVR mirror mode
doesn't seem to fix that not so rare crashing though
Does anybody know how to disable the automatic haptics that comes with pressing certain inputs? It seems to be hardcoded some way in Unity. I'm using the new Unity XR Framework
Somebody with this problem but using SteamVR said to go into bindings input menu to disable it, but I don't think I have that menu using the XR Framework https://forum.unity.com/threads/solved-steamvr2-cannot-prevent-haptic-pulse-from-firing-when-trigger-pulled.585001/
ugh nevermind i figured it out >.<
Any idea why only one eye (left) is showing something?
I am using the oculus integration and opened a example scene
I am using the URP + unity 2019.3
Enable single pass instancing
so something weird:
The custom hand prefabs arent moving when pressing a button
I even think its not taking any input from the rift s controllers
https://www.youtube.com/watch?v=a9EBILq2ep8
@swift hull Is this available using the new Unity XR Framework?
I've developed a fully functional hand posing system for VR in Unity. This system allows more complex hand behaviour on a smaller time budget, and lets you author poses quickly and easily right in the editor. It is now integrated right into the SteamVR Unity plugin, but can al...
@unreal crystal I'm not actually sure on that, I haven't checked. It's a built in part of the SteamVR plugin from the asset store so I don't see why it shouldn't though.
After doing some digging and checking on my own, it looks like it might not be. I'll let you know if I figure anything else out though.
We'll see if someone with more knowledge on the topic pipes in, I'm quite new to OpenXR and VR dev in general.
Hey everyone! I hope you are well. I know that with a majority indie game group or a production in crunch time (and it seems to always be crunch time) group you may not have the time, energy, or bandwidth to answer, but if anyone would be willing to give me some pointers and tips for minimum qualifications for an entry level job in this field I would really appreciate some guidance. I am a high school teacher and I have kids working in this space, but I want to ensure that I am not leading them astray in terms of development skills required. Anyone want to teach a teacher a quick lesson on minimum skills for the betterment of your future devs? ๐
What sort of direction are you going with it? Is it Game Development/Design? Game Programming? 3D Modelling?
@harsh ridge
And is it VR specific or general games?
@swift hull cool, thanks. I came to the same conclusion as you based on the limited digging that I did.
@harsh ridge the minimum requirement would be knowing a matching language/engine combination well, typically you need to be on the level of a senior dev in other programming fields. You also need fundamental source control skills. In the indie space you tend to also need decent linear algebra skills and depending on the size of the company you might also need to know a thing or 2 about software architecture to be interesting
@harsh ridge There will ultimately be a long road ahead for them in the form of self teaching. They'll quit if they don't have a strong desire and determination to do game design. The best you can do is show them that that path exists and help them find out if that's what they want, but they must walk it themselves. The skills required for game dev will ultimately be self taught.
Thanks for the interest and responses everyone.
@swift hull We do a variety of things. While my classes are called "Game Design" we have transitioned in some ways into lots of different experiences that aren't all games. In the last couple of years we have made some different museums and more static experiences. Here are a couple of examples:
This is a video of a Smithsonian museum experience created by a high school student in the Cyber Tech Studios game design program at Palmer High School in Colorado Springs. This ~2 minute video showcases different assets from the Smithsonian's collections and includes 3D laser...
This one was one of our first experiences that actually made it to a demonstration state. The wall textures, some of the wood textures, and the floor textures were created by non-students and have a call out in the documentation, but the models, environment, lighting, scripts, and general planning was done by students in my class for students in the history department in my school.
This one is a more intensive museum we worked on in partnership with the East Carolina University Maritime Studies Department. The idea was to take their underwater photogrammetry scans of WWII wreckage sites in Saipan and make those available for people in other places to see at scale. It eventually turned into a four story VR museum, but the core functionality here was just expanded.
@pine bison I have options for kids to do non-VR work. Some is general games, some is AR development, and some is MR development.
I was asking here specifically about skills devs would want to see kids have in the VR space for them to even get an internship or super basic entry level opportunities.
I have to completely rework and realign my program this year...so as I do that I want to make sure I am not setting kids up for a false start or completely taking them off track.
@unreal crystal Yeah. The way I have approached my program so far is that it might be better to give kids a purpose and have them try to do something they can see/touch/feel instead of spending forever on the basics. My thought was that if they jump in and get to where they can step into a world they create or see a holographic asset in front of them, they might actually want to slog through some of the tougher aspects of programming. I find that if I spend too long talking about data types or whatever without them actually getting down and dirty with them for a purpose they are far less likely to remember the info when I ask them to apply it later. If they touched light like Tony Stark, they generally want to figure out how the hell that happened or to want to build something else in that space.
@tiny niche Do you have some recommendations for what we should use to get source control going for our Unity projects? We have tried to use the Collab feature to step into that world, but when I tried to get kids to use Git or some other versioning control system we have run into issues of either me not knowing enough or students not understanding or of files that are way too big to upload/download in our typical class workflow. We haven't really stepped into architecture at all. ๐ Methinks I have some research to do on that front.
i would use git locally, but learning source control is pretty much a course in and of itself
@harsh ridge i would recommend not teaching git and Unity at the same time, since you need a pretty good grasp on git to be able to use it properly with Unity
doing a hello-world style console app and teaching git through that would be much more feasible
@tiny niche I can see that. I think I probably need a software fundamentals course with some way simpler projects that don't have all the Unity wrappings to really focus on that part. Good recommendation. Thank you.
yea, teaching the fundamentals in a separate course would also help prime them on basic c#/.net knowledge. Would get them started quicker in Unity and provides a foundation that they can use to see whats Unity specific and what is just general .net stuff
@harsh ridge cool, I think that's the correct approach.
is anybody experienced with working with the steam vr plugins? im having a problem where teleport destinations and teleport areas never show visibly in-game; even though they are supposed to
they show fine in the editor scene view
Hello all, just saying hi to the group. I have been using VR since DK1 buying many headsets in between. I decided to try my hand at learning about VR development in Unity, so I ended up here. You may see me around... soooooo Hi
has anyone here been working with the new Unity XR system?
Does Unity XR Plugin System supports SteamVR?
@tiny portal There's a beta version of it available
https://steamcommunity.com/app/250820/discussions/7/2268069450205612646/
thanks!
Anybody knows how to make my custom HDRP/Lit shader work in VR in Stereo Rendering Mode: Single Pass Instanced? It works correctly only in Multi Pass.
I have found this documentation https://docs.unity3d.com/2019.3/Documentation/Manual/SinglePassInstancing.html about modifying custom shaders to support Single Pass Instanced mode, but that document provided example for old CGPROGRAM shaders...
@tiny portal When you say you have your own custom HDRP/Lit shader, do you mean you duplicated the HDRP/Lit shader and made some changes to it?
yes
And these modifications somehow broke the Single Pass Instancing support?
How big are these modifications?
HDRP/Lit shader is made of multiple Passes. At the end of each pass I inject my custom vertex shader code
I do some vertex position adjustment in my shader and at the end I pack it and return back:
VaryingsType varyingsType;
varyingsType.vmesh = VertMesh(inputMesh);
return PackVaryingsType(varyingsType);
strange Unity. Now it works.
After I installed new SteamVr plugin and then deleted it...
anyone that is developing on vive, what library are you using? I'm on VRTK 3.3 (SteamVR 1.2.3) but looking at updating to a newer version.
@unreal crystal Someone just shared this link of an OpenXR supported SteamVR beta, figured you might want it: https://steamcommunity.com/app/250820/discussions/7/2268069450205612646/
anyone here working with Quest hand tracking?
i cant get any tracking from the HMD , the controllers work fine tough ,
im pretty sure i setup the pluggin correctly , i just dropped it in an empty project in 2020.1.ob1 , generated the json files and set the plugin providers to open vr loader
are there any other steps for the hmd ?
Hi anybody focus on cardboard specifically?
@torpid star better to just ask the actual question
@wide gyro add the pose tracker to camera?
Steps should be in the doc/readme
No he's telling you to go check the documentation because according to him there's a step by step explanation there
i read all the documentation , which is why im here
the sample scenes are properly set up and my own scenes are setup up exactly the same way and none of them work
as you can see the scene is setup properly but for some reason ,the camera dosent track to the hmd
@swift hull Thanks for the link! I don't know if the "Hand Animation Skeleton Poser video" you linked works with the new steamVR plugin yet tho. I doubt it given that this is literally the first preview version they've released, but I haven't tried yet.
I remember seeing something in the package for it, but I could be incorrect
oh that was my actual question lol, I was wondering if anyone focused on only cardboard or if people usually focused on developing for occulus, vive.
hey guys anyone set up steam vr input bindings for the vive cosmos controllers ? I'm on version 2.5 and dont see it in the binding UI
@swift hull Cool, I'm gonna give it a try then.
@hearty iron Only a select few devices will be included with SteamVR to map bindings for. Vive Cosmos is not one of them, so to make mapping for it, you need to have one connected to the computer.
But I've heard the mapping almost exactly match that of the Rift
yeah I figured out that I need to connect the device lol
now I have rotation issues with my hands but I will fix that
I had read a post online a while ago that the guys making the VRTK were stepping back from it because of the overhead and it sounded like a little bit of burnout. Then it sounded like there was talk of it being possibly supported by some major players. Where is the VRTK at now?
We had built a few experiences with it, but I am a little worried about continuing to use it on some of our bigger, client focused projects that may be in development for a while.
What do you all use? Platform specific integrations or something broader to hit more devices without having to change for different use cases?
in the player xr settings you could add a "none" mode. How do you do that with the XR plugin management?
We're using VRTK v4 now for our client-focused projects @harsh ridge
ooohhh! That is great news, @pine bison! Is v4 released yet or is it in some kind of beta state?
Sorry for being a little out of the know. So many different pieces to keep up with these days in this space.
It's not out on the asset store, only on github. In beta I think yes
Yeah I know ๐
Are you in their slack server?
It's a good place to get help and talk to the devs
There's a mix of people using v3 and v4 there as well
Okay. I will go hunting for the link. Very cool to hear that they are still developing. Was super nice to have a single stop shop that did lots of stuff and that had a relatively easy onramp for my students to step into this with.
Really appreciate the info.
Definitely
If you're looking for ease of use then you probably wanna stay at v3 btw ๐
v4 is way more customizable but also a lot more work to understand and get into
I think you should look at the XR Interaction Toolkit from Unity as well, it's at a way earlier state but it can do basic things. Would be a valuable experience for students imo
It's also very easy to get into and set up
in the player xr settings you could add a "none" mode to allow starting in non vr mode. How do you do that with the XR plugin management?
Cool. Thanks, @pine bison!
There is a 'Mock HMD' option @halcyon igloo did you look at that?
It's in beta
After I added that + the xr oculus plugin it broke my whole project
so should I rather use steam vr or XR managment?
It's up to you, Valve recommend you don't use the new plugin for live projects yet though
I'd love to be able to be able to run without steam vr, but I am unsure how complicated it will get to support multiple devices than
I've only used it with Oculus personally
so say I use the old version + steam vr how can I detect if the game is started with -vrmode none?
With this? I'm not sure actually https://docs.unity3d.com/560/Documentation/ScriptReference/VR.VRDevice.html
@wary junco it's OpenVR plugin for the new XR management package (which is now the only way to do VR on 2020)
it's still bugged though
@halcyon igloo afaik there's two things from Valve now on preview: SteamVR asset and OpenVR package that both run using the new XR Management
I think the steamVR relies on the openvr package now too
but I'd wait at least for next version, should be out any day now
current version tends to either crash in all directions or just not work in the build
there's at least some crash fix coming on next preview
k thx
when getting the position of hands, should i use SteamVR_Behaviour_Skeleton or SteamVR_Behaviour_Pose?
having some trouble?
I have a question
when i try to make a climbing or ledge pulling up mechanic its really jittery
how do i fix this
I'm not sure whether this belongs in the render pipeline or virtual reality channel, but it seems as though when trying to use Unity XR and URP with the stereo rendering mode set to single pass instanced rendering, it renders both the left and right eye views to just the left eye. The only way to fix this is to set stereo rendering to multi-pass, which also happens to not currently be supported for WMR's plugin (my native HMD) and is only accessible if I go through Valve's beta OpenVR plugin instead. Is this a known thing? I'm still new to Unity's XR stuff and I was trying to get a simple project going but I got hit with all this instead. I've seen posts from Oculus Quest developers mentioning a similar issue too.
Huh, if I do multi pass with the rift s then only my left eye gets rendered
While single pass works perfect
yeah, tbh I still am not entirely sure whether this is specifically just a WMR or a Unity thing
Since I saw the behavior across two plugins using Single Pass Instanced I'm inclined to think it's a Unity thing
When using the Vive, the colors and brightness are different from what I see in the editor. Ex: Dark areas with ambient light are dark brown but on the Vive they look darker and more like reddish brown. Is there a way to make it so that what ever I see in the Vive is the same on the monitor? Also, is it a good idea to use ACES color correction for VR?
That might just be color calibration of your monitor
somebody got a start off for gesture vr recognition? (I want to make it myself)
I'd probably have to go for a supervised learning solution?
@halcyon igloo i bet you could make different moddles for each button press
minesweeper
Is someone using shadows in mobile VR?
Yea, mixed lighting with as much static as possible
I've got a glitch when using SteamVR that I wonder if anyone knows how to fix. The long and short of it is that I have some buttons that I use to switch scenes, however when I do switch scenes the model for the left hand LITERALLY turns inside out.
Would anyone know how to fix this, I'm using Unity's SceneManager to switch.
What's the best way to test a multiplayer VR game using Photon? Because whenever I build a VR game and play the build and play the editor, one of them will close, and I believe that is because SteamVR will only run one app
Is there a way to disable that?
Would anyone know how to fix this, I'm using Unity's SceneManager to switch.
@rain belfry I've had this issue in the past. The issue in my case, was that the steamvr player gameobject was set to persist between scenes (don't destroy on load). So when you switch scenes, your next scene likely also has a Player gameobject in it - so that makes 2 in total. Not sure why it caused the hands to invert, but making that fix solved the hand thing
I was able to solve it in my project by creating a "player spawner" script, which would instantiate a player if one doesn't already exist. I was also using SteamVR's built in scene changing script instead of Unity's
I just got rid of the don't destroy on load, thanks so much ๐
Another weird one, I'm spawning in melee weapons like swords and that and I've added mesh colliders to them but they're really hard to get hold of. I've tried freezing position in the RigidBody as well as setting the object to kinematic but those just prevent me from moving them at all, as well as that they do need to use gravity so they can be dropped but on level start they just go mad on any kind of object under them with a collider and start spinning and glitching out, anyone got any kind of fix for that?
Use primitive colliders instead of mesh colliders
@pine bison you mean like boxes and capsules?
yes
Convex mesh colliders can get funky, and non-convex mesh colliders are unoptimized and will not collide with other mesh colliders
How would that be done with complex shapes? Some of the swords I have are quite complex in terms of blade shape. I've imported in a crucible from Doom and an energy sword from Halo
Would I just use multiple primitives to make up the shape?
Essentially yes
Fair does ๐
I'll probably get my canvases placed and my scene switchers done and then have a look into changing the colliders
But you don't need 100% match, right. It's enough to get an approximation
Like this
I have a weird behavior when using my touch controllers for playermovement.
I use triggers to accelerate/decelerate and the right thumbstick to rotate.
However, if I haven't pressed any trigger or other button recently, I cannot rotate the player, the input is not recognized, as if the controller go to "sleep mode" when I don't press a button every second.
Does anyone know how to fix this?
How to track both hands in SteamVR? I need to get their position and velocities.
I have created this field below and attached it in Unity Inspector to \actions\default\in\pose
public SteamVR_Action_Pose handPose;
but it tracks only left hand...
I am using Player prefab from SteamVR
What would be the best way with SteamVR to determine if the hand is closed or open?
Ready to get started in the world of XR? Sit in with members of the Unity Education team as they walk you through the wide-ranging capabilities of the new XR Interaction Toolkit and the new VR Creator Kit.
Speakers:
Dan Miller - AR / VR Evangelist (Unity)
Jacek Mackiewicz - ...
would be cool if they'd update the community on XRIT instead of letting it languish for months, no roadmap, no updates
the input is not recognized, as if the controller go to "sleep mode" when I don't press a button every second.
@gloomy bloom it literally does just that. It goes to sleep
Hello all, there is something im npt understanding with pointer click with the gvr event system.
Lets say I have 3 instances of a cube that I would target and click to destroy. right now when i click they all destroyed when not targeting one.
What do I need to do to achieve my desired effect which is if im targeting a cube and click, only that specific cube is destroyed.
@torpid star that's not a VR question. Something in your script is selecting all of them. If this is not the case, check the colliders
Hello, is there any way to detect if a SteamVR hand is in fist or palm pose?
I need URGENT help, I've built an application using SteamVR in Unity and I've tried to send it to a friend, however it's not picking up his controllers at all, but on my computer it works fine. Does anyone know how to build the controller bindings to the final build?
This is for a deadline in about 15 hours
if he has a different controller you need to include bindings for that controller
We're both using the Oculus Touch controllers
grab the SteamVR sample binding for his controller and configure the assignments, then include it in your SteamVR binding configurations
in that case Im not sure why he is not picking up the bindings
can he go to the binding configuration and see if they are assigned
and create his custom bindings if needed
Well some issues there include it's like 1am here and I don't really want to disturb him any more than I already have
Plus I'm submitting it as an assignment, meaning I don't have access to my lecturers controllers or their bindings
@pine bison you about?
I'm using XR SDK and the Oculus plugin. My project is working fine but when I build a standalone project VR doesn't work at all
It says the OculusXRPlugin dll is not found but I have it "Enable XR on Startup" enabled. Why isn't it including the dll?
If I copy the XR dll's over manually I then get
[Subsystems] Loading plugin OculusXRPlugin for subsystem oculus display...
[Subsystems] Unable to load plugin OculusXRPlugin for subsystem oculus display
[Subsystems] Loading plugin OculusXRPlugin for subsystem oculus input...
[Subsystems] Unable to load plugin OculusXRPlugin for subsystem oculus input
Unable to start Oculus XR Plugin.
This is using Unity 2019.3.5f1
I just noticed that the OculusXRPlugin.dll is located in xxx_Data\Plugins so I wonder why it's not finding it?
The exact error is "Plugins: Failed to load 'OculusXRPlugin' because one or more of its dependencies could not be loaded."
I updated com.unity.xr.oculus from 1.3.3 to 1.3.4 and still the same issue
Does anybody have experience with the FinalIK VR rig and can tell me how to get the lower body to be stiff and just follow the head?
you don't want that, its going to be really weird whenever some one decides to look down
Working on a VR project, using Oculus XR Management plugin + Oculus Quest w/ Link Cable and HDRP and my world space UI Canvas is only rendering in one eye when single pass instancing is on. Anyone know a way around this?
I know I've had canvases render properly w some other combination of VR plugins and single pass instancing
Can anybody here teach me how to make a climbing mechanic?
I'm on version 2019.1.4f1
@gilded smelt its like doing a grab mechanic, but you move the tracking space instead of the thing you grab
@olive ingot Slightly unrelated to your question, but I would recommend not using the HDRP for VR. The URP is better suited, and the URP is recommended for use with VR. As for your issue, have you tried porting your assets to a blank canvas in a URP and trying? That would atleast narrow down the possible issues
Can you tell I use 2018.4? Is it that obvious lol
Haha
hello
was wondering does anyone know if there is an update on XR and OpenVR use?
I still work on 2019.2 so I can easily support oculus and steamVR
but I really like the idea of having one system held up by unity that supports all headsets
As I understand SteamVR is now not supported
ah, so valve is actually working on it?
I was afraid that they would shift focus to the HL engine.
which would kinda suck for me as a lone dev with a game on unity in the last phases of alpha ๐
@winged frost it's different teams working on the sdk and the engine. but i would also recommend staying on the latest unity versions, otherwise you're gonna be in constant dependency hell as the core features are moving out into packages
I see, I can only do this if valve comes with a solution
otherwise I lose openVR support
untill that time it seems I am stuck on 2019.2
@winged frost you can use openvr on 2019.3 too
you just cant step up to the 2020 beta i believe
yes I know 3 is possible.
but I still work with SteamVR plugin 1.0
so if I do a rebuild I'd rather do it in 2020 with openVR Support
instead of having to do it twice.
rebuild? you're not just swapping dependencies?
with the current pace of releases i think its more a matter of establishing a process for continuous updates than trying to pick a version that's going to be supported during the lifetime of your product
well as I am in alpha I still consider upping UNity versions to keep up with current tech
and specifically a reason for me to upgrade, which I normally would not consider mid development, is the XR system
if it would allow you to easilly develop for playstation, oculus store and Steam with one codebase
it's reason for me to invest the time
otherwise I would have stayed on the 2019.2 build
and with rebuild I mean rebuilding my VR code so it uses XR instead of SteamVR plugin.
How to create and use a steering wheel in your vr game using unity.
this tutorial is beginner friendly and should be easy to follow.
Hey everyone. Im using a Cardboard and try to make object disappear which has been looked at.Could somebody help in how to make a gaze interaction using GvrReticlePointer ? Cant get that to work
@restive forum didn't oculus announce they're ending support for gearvr really soon?
as in shutting down the store
i dont know about that to be honest
just trying to make things work on my carboard
fair enough, just wanted to give a heads up
but you should be able to raycast along a forward vector multiplied by the headset quaternion
aka. just do it on a forward vector in headset space
thank you will try out raycast. Never done much in unity so im new to that
GearVR != GVR
Gvr is Google cardboard - now open source and on github. But yes a raycast is the right approach.
hola folks - I have a project that currently uses the builtin XR stuff, and have hand tracking working on Quest. Using the XRDevice connection/disconnection callbacks, I get callbacks when quest touch devices connect/disconnect, and also when hands connect/disconnect (and I then use the OVRPlugin from the oculus integration to determine if it's a hand or a touch device).
I'm trying to move over to the XR plugin system, and everything is running, but I don't get any callbacks when hands are active - I get connect when I activate touch controllers, and disconnect when I put them down, but nothing for hands.
Should I expect it to work (and I'm doing something wrong somewhere) or is it not currently supported yet?
Has anybody else had this issue with debugging raycasts in VR? Debug.DrawRay() seems to draw itself in an incorrect position when viewing your game within the VR headset, compared to when you look at the DebugRay in scene.
I wonder what is happening and why
Anyone know how to approach UI and finger interaction with Quest HandTracking? I cant find any resources on it. I just want my fingers to activate a Unity UI button
I dunno if it's good practice, but I added a collider to the fingertip, a collider to the UI button (as a child in the hierarchy) marked as a trigger, added an extra component to the collider node to capture OnTrigger(enter,exit,stay), and then when the collision satisfies my needs I call ExecuteEvents.Execute on the button with a submitHandler functor
that allows me to filter collisions (e.g. check which fingers collide) and do the UI wiring on the button as normal
Right, thats the way I figured. Just wanted to check. Just seems like a pain to manually adjust box colliders everytime you change the Rect Transform of a UI thing.
Oh, as a child!
yeah, I've got a collider as a child, and I move the image to be a child too so I can put affordance on the image (move it around when you push it) without moving the button or the collider
Yup, good thinking. Thanks!
Has anyone gotten Quest V17 yet and seen how the quality of "Release" handtracking looks?
Curious to see if its better than current, and if they improved occlusion / touching fingertips to fingertips
I recently bought a Valve Index and tried to get it to work with Unity. Using the SteamVR 2.0 Plugin, that was very easy. I can walk around, use my hands to interact with physics objects, etc. It's great. I would like to interact with default Unity worldspace UI using a laserpointer/raycast/fake mouse pointer. I've struggled with it for weeks but can't find a decent solution. Some recommend not using the SteamVR plugin, others recommend adding colliders to the button but that seems like a tedious workaround. I've seen awesome things about a VR Essentials Pack asset, but can't find it.
What is the best way to progress?
I cant help with SteamVR Plugin as I'm not using it. But the Oculus integration comes with a slightly modified Graphics Raycaster and Input Module. Maybe SteamVR has something similar
I'll look for it!
Unityโs XR Interaction Toolkit also lets you easily interact with a UICanvas
Not sure if it would work with SteamVR plugin. I use it with the new XR management plugin system
Thanks @olive ingot! I can't find it on the asset store?
Package manager
Thanks again ๐
Is the HDRP working on SteamVR?
I dont think SteamVR has any affect on HDRP. HDRP works as well as it does with VR (which isnt that well, from what I hear)
I think the current recommendation is either URP or Built in RP
for VR
I'm using Built in myself, because URP was nothing but headaches
But that could have changed by now
@olive ingot I'm currently using the "old" way. Using the Oculus Integration, and relying on their OvrCharacterController prefab for locomotion etc. How does that work in the new XR Management flow? Do you write your own Character Controller from scratch?
They have some basic teleportation, but beyond that, yea youโd likely write your own
Right
Trying to figure out how much I can "reuse" when the Valve plugin releases. I'd find it really annoying to maintain two different locomotion prefabs and input schemes etc. Had hoped the new XR plugin flow had a solution for it.
Yea... there is a strong appeal for me in not using a gender specific plugin, but XRIT is showing signs of being one of those abandoned unity projects
I hear you cant have SteamVR code in your build when submitting to Oculus, so I'd like to make a really clean separation.
They are terrible with communication and transparency about this stuff
Like some unity employee starts a thread to announce it, everyone is really excited, provides feedback, there is some back and forth and then shortly after, the unity employee just disappears and never answers questions about timelines
Seen it happen so many times now
Yes, we've seen that pattern so many times before. They really need to get their act together. I think behind the scenes they have serious project management problems
Yes
Also behind the scenes, I think more than weโd care to believe, stuff like XRIT is getting contracted out to third party vendors
Could be, yeah
@wintry delta I'm already working with OVR in HDRP and it's working fiiiinish :/ But the requirements changed from Oculus to Vive, and we have to see if changing is even possible
Really? What requirements?
Requirements from our Client
Oh, I see
Hey, so I'm working on a project in VR currently using Unity 2017 version. I'm planning to migrate that to Unity 2020.2b, the new beta version. Do you think this would be helpful?
@fervent halo I would NOT migrate to 2020 beta
Isnโt 2020.2 still alpha?
Stick to 2019.3 and see if you can solve those headaches first
@wintry delta Okay, so is it becuase the beta version causes more problems?
Definitely.
Oh okay, thanks for the advice!
If you go above 2019.3 you MUST switch to the new XR Plugin management. Which can be more or less trouble, depending on your project
And Valve hasnt published their plugin for XR yet fully
which you need in 2020
Okay, got it. So, my project actually includes a lot of content generation using Terrains and a few AI algorithms for predictions as well. Do you think for such project, I stick to upgrading it to 2019.3 as well?
Well, the new Terrain system is in 2019.3. Supposedly MUCH faster than the old one, so that could be a bonus
Oh wow, okay
But the Terrain API could have changed. I dont know
np
Hey VR friends. I have this PC VR unity game that Iโm trying to optimize a little more than it already is. Iโm currently using Unity 2019.1/DirectX11 and I am GPU bound. I was wondering if switching to DirectX12 or Vulkan is actually a good idea or not for VR. Iโve heard mixed comments. Is it worth looking into ?
@tiny kiln dx12 and vulkan wont do anything for you on the gpu side, they're optimizing the driver work that happens on the cpu end
@wintry delta
Hey, thanks for the help earlier. I have read up a little about these two versions and looks like for the XR plugin, we need to deal with it using third party packages. So, the reason I want to upgrade my Unity platform from 2017 to 2020 beta was to improve performance and reduce weight of my program. In the 2020 beta, it mentions as having Burst complier, C# job system and ECS. Do you suggest going to 2019.3 first even in this regard?
Anyone's help on this would be appreciated!
2019.3 is a great place to be. It's got pretty much all the latest stuff in a mostly stable form.
@fervent halo the 2020 beta drops stuff thats only deprecated in 2019.3, so you're more likely to run into issues that dont have real solutions out in the wild right now
Ohh okay, I see what you're saying.
the things you mentioned are also out in 2019.3
Okay thanks for mentioning this, I couldn't find these things in 2019.3 so thought it was only out there in 2020
Thanks again!
i think they might be preview packages, not sure
Yes, I'm checking them out
@fervent halo yeah, go with 2019.3. It also has Burst ECS and jobs (thats been there for a while), but using stuff like ECS basically means a more or less complete rewrite of all your game code. I wouldnt recommend switching mid-project. Also, ECS isnt stable. Jobs are fine, and burst is fine. They also require you to rewrite to a style more ready for parallel processing. But you can do it no problem.
As in: if you can identify heavy parts of your code, you can isolate and rewrite into jobs for a huge perf boost. Ive done that with several isolated areas in my own stuff.
Okay, that explains a lot. Thank you!
there's a lot of overhead involved, so its no magic bullet
Except Burst ๐ Thats as close as you get to a magic bullet, but there are still requirements ๐
Yep I am currently in the process of going through the entire project and identifying areas which are presently causing a heavy load on the system. So, as you suggested, writing jobs for them independently is what I'll probably look into.
And from your suggestion, I should also look into bursts right
i'd start by checking to make sure your heavy parts aren't heavy because of unnecessary lookup tables or garbage collects
Okay got it, if so then I should first start optimizing there
And I know little about the DOTS technology. Can anyone provide a small insight into that?
Dots is ECS & Jobs & Burst.
yea, if its an architectural or algorithmic issue, you're gonna see far better gains fixing those than you'd ever see from burst-ifying the code
If you mean ECS, its a pretty big topic, but suffice to say, it is RADICALLY different from writing OO code. And their API's are constantly in flux, so I dont find it worth looking into, other than for curiousity.
Okay yeah
The crux of it is: you get to write code, where objects are better aligned in memory, so the cache misses are reduced. Cache misses happens a lot in OO programming because we wire things together left, right and center. But, im still not sold on it as the "new" way of writing game code. For certain types of games, sure.
the issues with OO disappear if you know exactly what you're building though. But in reality we rarely(when it comes to games, never) do
Understood
We are currently using DOTS and OO hybrid
ECS is really cool, but only proves relevant if you have systems that can be heavily parallel. OO is ok for most use, as long as you know what youโre doing with the garbage collector and use the profiler
Yeah so in this case, I think for my weight reduction and performance improvement, I can go with OO
ECS will prove to be a lot of time taking now
Did anyone try the cross platform support that the Oculus Integration offers?
It won't work for me
@gloomy bloom which part?
Well I imported the Oculus Integration and when I plug in my Vive, it is not detected when I start the game
did you activate it in the unity settings? the package doesn't enable itself
that said, i've never tried the emulation layer in it, i thought you meant the other stuff, like avatars
Well my oculus device works, so yes it's enabled. I couldn't find anything on oculus small doc about cross platform development that is pointing me to some specific settings
It's just saying that it is supported and the button mapping is showed
And I don't care about avatars actually, I just tested the OVRCameraRig
are you testing on different machines? otherwise i could imagine the devices fighting for precedence
My oculus is unplugged, there should be no fight
i'm also not sure if you're supposed to pick oculus or openvr in unity's device list, could be that the emulation activates and runs on top of openvr
Hm good hint
Huh, I just realized that OpenVR Desktop is not installed, when I try doing so via package manager it even throws an error that it is not compatible with Unity's new XR Plugin management
So I can't use cross platform oculus integration with Unity 2019.3?
but i heard something about there being a preview released a few days ago
you can
you just have to disable unity xr
The xr plugin management?
yea
the 2020 beta is incompatible from what i understand though, since they scrapped the legacy parts in that release
That's fine for now, we don't plan to switch versions. I just received a request today that our game shall be cross platform and not oculus exclusive and I have to deal with this within 3 days now and this is the first thing I found, so I wanted to try that out.
If it won't work, I'll have to stick to VRTK I guess
i suspect its easier to make a wrapping layer over openvr and the oculus sdk than use vrtk, if your game wasn't built on that already
Why?
vrtk provides higher level abstractions than the sdk's, so i suspect its going to affect a lot of your implementations
Btw the vive is now being detected after removing xr plugin manager, installing openVr from package manager, installing Oculus Integration (with utilities) from asset store and adding both in PlayerSettings -> XR
Yeah vrtk will affect everything, basically good bye my code, hello reimplementation ๐
Anyone working with the new Oculus Quest?
So big thanks for helping me out, hopefully saved me a lot of time!
Yes I am @fervent halo
Oh great! We've just bought that into our project, so exploring on that as well
Nice!
Has anyone here set up vr hands with colliders on each joint
Still trying to do that though
Does anyone know whether I should use Unity's XR Rig in my Oculus Quest project or the OVRCameraRig?
I want to add hand tracking to my game
if you want to use hand tracking, you should use the oculus rig.
unity XR Interaction Toolkit does not support it yet
haha complicated to answer!
eventually in the Unity 2020 release cycle, you'll need to use the XR management plugin system, not a vendor-specific plugin system. it's not clear yet how Oculus will be bringing over its platform-specific stuff into that framework
I'm about to see
maybe it does
Somehow I forgot to import the Oculus stuff off of the asset store
Actually
I just remembered
It does work with it I'm pretty sure
Cause I think one of my other projects was in VR and we upgraded to 2019.3 for some reason
I think
Either way we'll get a definitive answer once this finishes importing and then building
Join the Official Oculus Discussion Forums and talk about Oculus Rift, Oculus Touch, Samsung Gear VR, and virtual reality.
curious about this stuff too
i have a unity project where i'm doing some experimenting with the hand tracking, but i figured for that I should just not even bother with XRIT and just use pure Oculus framework stuff
Well I mean the old VR thing is deprecated, right?
you can still use it in 2019.3
I'm all for new systems
lots of confusion, not enough communication
It's like the new input system
I had no clue what I was doing for the first week]
thanks for the help
yup... let me know what you find
will do
Don't know if I have to ask here or in UI-UX. But my UI is only rendered on the left eye when using single pass instancing on HDRP. Using multipass, it's rendered on both eyes. Can someone help?
yea i have the same problem. luckily i'm only using the UI stuff for tweaking some values in headset...
also had that problem with LineRenderers
Hey everyone, new here. I have been a VR dev for around 2 years now. Always depended on vrtk 3, and it always seemed to serve me well. My team is starting a new project though, and I want to make sure we choose the best XR option moving forward. I was curious if you guys had any solid advice on which option to choose moving forward for good multi platform support.
I also have an old project using Unity 2017 that is pretty much married to vrtk, and I was curious if you guys had any input on whether or not a project--with ol vrtk and the outdated Steam that goes with it--could still be realistically released, and work for users on Steam. Basically, will I need to change everything over to a new XR system prior to release, or is releasing it the way it is going to work? Sorry so many questions. It is a weird time to be a VR dev lol. Thank you guys in advance.
Also.. so far this has been the approach I have been looking into. Was curious if any of you had gone this route, or had any better suggestions.
https://github.com/ValveSoftware/steamvr_unity_plugin/tree/UnityXRPlugin
SteamVR Unity Plugin - Documentation at: https://valvesoftware.github.io/steamvr_unity_plugin/ - ValveSoftware/steamvr_unity_plugin
@olive ingot It seems like they kinda work
I may have something incorrectly set up
but I could tell that it could see my hands because the guardian boundary started to be highlighted
but I couldn't see them
I'm using LWRP and I heard that there are some problems with LWRP and hands
nevermind it works great
it works perfectly actually
@surreal thistle old style OpenVR package still works on Unity 2019 cycle
if you need to update to 2020.1 or 2020.2, then you HAVE to use the new XR management and that new valve plugin
but do note that new Valve plugin for new XR management is super bugged, you can't use it in production today
I hope they figure it out sooner than later though
for me it works for some projects in editor, for some it crashes the editor immediately when entering playmode. I haven't been able to make it work at all for standalone builds
like 32bit builds fail to initialize it and 64bit builds just crash immediately ๐
it's like Valve did zero QA for this
it's not just me either, that repo is filled with issues that report the same things
But does it support Vive and Index?
Because what I did yesterday was using Oculus' cross platform support for Rift and Vive in 2019.3 without xr plugin management but I'll need Index support as well
I believe this is not doable with OpenVR
@wraith shale I really appreciate the feedback. My team is staying with 2019.3 currently, so we just want to establish whatever the community has deemed the most reliable XR solution for that version (apologies for not mentioning version earlier for clarity).
Well I still believe VRTK4 is a neat solution for projects you start from scratch
We are looking at VRTK4 alongside the new XR system at work
The devs of VRTK say that they should work together, rather than replace each other
They said that years ago yeah haha
It was in relation to V4 and XR at least
@analog meteor
For 2019.3 I'd choose VRTK4, support, community, and documentation is unbelievable, for the future, Unity's XR solution
Yeah, I am going to jump in. Loved VRTK 3, did the playmaker integration, but with VRTK4 its a whole other thing.
What documentation ๐
The whole nested prefab thing, just feels to easy to break, scared to change, no idea what is going on code wise.
I agree with that
But V4 feels way more powerful once you figure it out
But much less plug and play
Ah sorry I meant the documentation for V3 that I loved
It was a suprised deviation, and in general doesnt really follow the way things have been traditionally in Unity.
For better or worse
Sure yeah ๐
Hopefully we will see some community around VR toolkit to build out more functions
Its too bad steam/open vr is such a mess still.
Yes, Iโm curious to see how community support for the XR system will be
One of my favourite things about V3 was the premade interactions
Honestly, not sure how much we could count on unity to build a community around it, like happened with VRTK.
There might have to be some group effort to make that happen
Does openVR support index?
Sorry, no idea. But it should in theory, as it is being helmed by Steam, correct?
I couldn't find anything on the web about, I just remember someone telling me you'd need SteamVR plugin
Should do
Unfortunately I don't have an Index here so I can't test it. But client wants it
duh
Okay just found some blog that says it is supported
Yes, just OG vive myself
INVISIBLE 3DS MAX OBJECT IN UNITY
Hi guys, i had the gameobject working fine for weeks, but yesterday it got invisible even without any changes to the project, hierarchy says its right there but it's not visible. How do I fix it? ๐ฆ
wrong channel
Hi all, look what I'm doing in VR
How to create a keypad combination lock for VR in unity. This will work with any interaction SDK, I'm using oculus but all scripts are general and will work with XR interaction tool kit and others!
I'm a software contractor for Mechatech and have been developing the AgileVR Unity SDK. Please check it out https://www.youtube.com/watch?v=hxbO3QucxHk
This is a demo of tracking & movement recognition of the AgileVR in our Unity SDK. Watch as an employee controls kyle the robot and copy his every move
want this plus locomotion, please back our Kickstarter here:
https://www.kickstarter.com/projects/mechatech/agilevr-immersive...
https://www.youtube.com/playlist?list=PLoEUIrQGKqlTn2xYWVZofOsSPznWF3EAi
Works on any interaction SDK, Oculus, steam, unity XR etc
Looking for People to playtest my Final Major Project technical demo in VR (Oculus Rift supported) The demo allows the user to use 7 different locomotion methods to move around the VR environment.
The purpose of the project is to find out which of those 7 methods were most fun and best to use to prevent cyber-sickness.
Download the demo for free:
https://lnkd.in/eaxuJMU
Hello, I am a Solent University student studying BSc Computer Games (Software Development) and the purpose of this technical demo is to gain feedback on my F...
Has anyone managed to get an outline shader functioning in both eyes in URP? I have one and a half eyes functioning, the right eye is a little.... "wobbly" I think this might have to do with the depth pass? Also, seems to be no single pass available for Quest .. any help would be fantastic!
Hi there, can anyone tell me how to have Unity UI render to both eyes? Its only rendering to left eye right now.
This is for a world space display element (ui canvas displaying stats above player)
@turbid oyster what triggers different people is highly individual
but the more universal systems that work well tend to do so by adding a cockpit or restricting the movement part to short intervals with as much pause as possible between them
@tiny niche Thanks for the feedback. the idea behind this technical demo is to find out which of those systems triggers different people.
@nimble oyster are you bound to single pass? Because otherwise just use multipass ๐
so if anyone has a oculus VR please try out the demo and fill out a questinoaire
Is it for your thesis?
Yeah
https://www.youtube.com/playlist?list=PLoEUIrQGKqlTn2xYWVZofOsSPznWF3EAi
Works on any interaction SDK, Oculus, steam, unity XR etc
@storm ether Love your tutorials man
I'm glad to hear brother!
hello, does webxr support google cardboard?
hey guys, when developing for sidequest do you know if you still get access to the oculus developer platform services such as the oculus leaderboards?
so i finally got a quest, but i've been working on my vr project with a rift and i want to make a build to test on the quest
do i really have to have my quest set to developer mode to test my builds?
can i use the same oculus rift cv1's controls for the quest's without change?
also extra curiosity, would anyone happen to have like some sort of average polygon limit for characters/models on a scene running on quest?
@smoky wedge as always, its more important to keep your material count and texture resolution low and your shaders cheap
but i would probably aim for no more than 800k vertices in the entire scene
I think Oculus recommends under 100k verts/tris for the Quest. Don't have a source though, sorry! I believe they talk about it somewhere in the docs
and on some of their YT vids
that seems a bit low, you can push well above 400k on most mobile devices
and the quest does perform a bit better than them, but the real issue is the fillrate
although if its 100k tris, that seems a bit more reasonable as a safe margin. should convert to ~230k vertices on average
Guys, when you create SteamVR Input bindings for different controllers (vive, oculus, wmr) did you use just Default action set? Or create additional ones?
Looking for People to playtest my Final Major Project technical demo in VR (Oculus Rift supported) The demo allows the user to use 7 different locomotion methods to move around the VR environment.
The purpose of the project is to find out which of those 7 methods were most fun and best to use to prevent cyber-sickness.
Download the demo for free:
https://lnkd.in/eaxuJMUhttps://lnkd.in/eAZ92zJ
@turbid oyster
Still looking people to playtest the game and fill out a short survey
DOWNLOAD: https://keron320.itch.io/virtual-reality-locomotion-simulator Hello, I am a Solent University student studying BSc Computer Games (Software Develop...
Guys I need some help with Text Mesh Pro on HDRP single pass instancing. Somehow the text and images are only rendered in the left eye. I've managed to write an own shader for the images to render on both eyes. Works also for Unity standard text. But not for the TMP yet and I need TMP because I have to justify the text. Is there a simple reason why the UI is not rendered on both eyes? I thought that should be the usual case
when i hit play in unity the reticle pointer seems to work just fine but not when i play on my cardboard? what am i missing?
@restive forum What's happening ?
so basically i have a gvrreticlepointer and when im pointing at an gameobject it gets destroyed and the next object will spawn and so on
but that wont work for my cardboard
the object simply doesnt get destroyed immediately there
@dense geyser
has anyone else had any trouble trying to set their oculus quest to developer mode?
nevermind, it seems my issue was using google chrome on the desktop instead of on my phone >:l
anyone using the XR plugin system and successfully managing to get boundary data from the input subsystem? I've just branched to try it out, and I'm getting nothing on Quest and nothing on Valve's OpenVR - would love to know if it works at all for anyone?
it's working for me on PC/Rift using the Oculus plugin (returns 120 boundary points) which suggests my code is correct (or close to) - but I get zero points on Android/Quest and zero points on PC/OpenVR (Index).
@lofty patio rift or rift s? could be they changed the boundary api when they switched to inside out tracking
@lofty patio i'd try it through quest link then just to be sure
if the issue is still there, then its probably just a matter of waiting for a plugin update
I'm hoping someone (anyone!) else has given it a try and can shout results.
i don't think a whole lot of people use the boundary for anything sadly
i'm seeing a very big difference resolution-wise between testing my scene from the Unity editor (via link cable) and running it on the Oculus Quest as a build... the build seems to be running at a much lower resolution... i'm seeing a lot of aliasing that i don't see when running from the editor. i'm using URP... are there any settings I should be aware of or take a look at that will cause it to down-res the the scene?
interesting... looks much better when i do a build using OpenGL ES instead of Vulkan. unfortunately i can't use OpenGL ES due to a known bug with VFX Graph
@olive ingot do you have Allow Dynamic Resolution checked on your camera? Also, maybe your PlayerPrefs need reset? https://forum.unity.com/attachments/2019-03-17-34-png.390484/
dynamic resolution box is unchecked
not sure how the playerprefs would effect this... i only store one in this app for handed-ness preference
@olive ingot check the urp settings, your pc is probably running on a higher quality config than the quest
could also be that you have some system-wide supersampling enabled, which the quest doesn't have
Hi all, I am using UnityXRPlugin, Oculus Quest and Oculus Link. When I try to enter playmode, my editor crashes. The error logs says:
OculusXRPlugin.dll caused an Integer Divide by Zero (0xc0000094)
in module OculusXRPlugin.dll at 0033:b82c56cd.
Anyone with a hunch what this is?
I tried upgrading the XR Plugin Management package from 3.2.9 to 3.2.10 without any luck.
Strangest thing is, I struggled with this bug for an hour or so. Then suddenly, it just works out of nowhere. After another hour, then the error reappeared.
I just tried on a different Quest, same issue
Alright, I believe I have narrowed it down to be related to the Quest controllers. If I leave the controllers out of view from the Oculus Quest, I can enter playmode without it crashing. Still out of view, I can see the controllers still accept input from the Tracked Pose Drivers and rotates. However, the second the Oculus Quest starts tracking the controllers, the editor freezes up.
I figured out it has nothing to do with the controllers. I had implemented a script that ended up in an endless loop when the controllers where enabled. However, I do believe my issue with:
OculusXRPlugin.dll caused an Integer Divide by Zero (0xc0000094)
in module OculusXRPlugin.dll at 0033:b82c56cd.
```
is still present, because this appeared before i made modifications to my controllers. However, I have tried updating the Oculus Android package as well in Unity's package manager, so we will see whether that did the trick.
Hello,
I am trying to setup oculus boundary in same way the SteamVR chaperone works.
I can get player boundary rect and draw in on floor. But everytime the player starts the game and is in middle of virtual tracking space. But when the player isn't in middle of the real player area, there is offset between real position in play area and virtual position. I can disable recenter but initial position in virtual space can be wrong as well as rotation.
Can somehow guide me how to move player inside the tracking space to his real positon ? I need to work with real life objects, but I can not find API that returns real position and rotation.
@vestal widget the player will always be at the "real" position relative to the tracking space, re-center just moves it
and querying for the guardian boundary gives you a rectangle in tracking space
@tiny niche but how can i do it like this.
https://forums.oculusvr.com/developer/discussion/89809/how-to-get-real-position-rotation-of-player-inside-tracking-space-quest/p1?new=1
there is no information about that in ovr
Join the Official Oculus Discussion Forums and talk about Oculus Rift, Oculus Touch, Samsung Gear VR, and virtual reality.
you don't have to do anything, it already does that
if you set the tracking space origin to floor that is
That is not true. I have space 4x4, I got to corner. I start App and I am in center of that 4x4 square not in the corner as i should be. Only thing I can do is to go to middle, face right direction and recenter position. But because I wanted to have goalie net behind me in exact space, calibrated by my script. So I need recalibrate myself in VR to be in corner of the rectangle like in real-world.
@vestal widget is the goalie net parented to the tracking space?
No, because every goalie will have different position of it in their play area. So I will first solve the problem mention above and after that I can calibrate virtual net easily.
well its gonna have to be parented to the tracking space if you don't want the reset view button to move you relative to the goal
It can not be parented because everything should be parented then. I will rather move whole tracking space inside stadium to match golie nets then parent everyting under tracking space
the tracking space is the irl floor representation in unity
I know. But the position in tracking space in unity does not represent tracking space in real world as i mention above.
it does if you configure the tracking properly
Then why is player head always in the middle of tracking space on the start of the game and not in the corner where i am standing ?
probably because you set the origin to eye level, which is the default
I have it on floor level
try roomscale then
Tried same results.
then either the sdk is broken in your project or you're comparing the relative positions of the wrong things
I tried getting XR.InputTracking.GetLocalPosition of the head and it returns wrong local position. I even tried OVRManager.tracker.getPose(0) and that returns same as xr input
I have boundary always visible and on each recenter i am updating points that i get from OVRManger.boundary.GetGeometry(). If i stand in middle and face right direction it is okay but when i start in different position the points are offseted and rotated. Like i was standing in middle.
I hope boundary geomtry would be right and i would be able to calculate things from that but that is weird :/. I had it working in steamvr with lot of custom calibration for our hockey trainer app working but porting to oculus is nightmare.
did you read the docs? there's an article about how to correctly query and interpret the boundary data
oculus docs that is
Yeah. In theory it should be working but it does not ๐ I just get geometry points and spawn object under tracking space and set the local position of these objects to the geometry data. When I do it in "real" middle of play area it works perfectly. When I move to other position recenter, and reposition these objects. Is just offseted and rotated.
you should treat the hierarchy under the tracking space as read-only
modifying transforms in the tracking rig is never going to give sensible results
These objects are just for test to see where ovr SDK is thinking where boundary is. I could just transformpoints based on the floor calibration and it would give same results.
As I correctly remember, in docs the stage tracking origin type should work as I want but it is same as floor.
So last thing is that something is interfering with the api,(maybe other plugin ) and the xr bridge is behaving incorrectly. I would try that in empty project tomorrow.
query for the guardian boundary, if that's wrong then the sdk is malfunctioning, otherwise your code is doing the wrong thing
As I told before. I did that and the geometry was wrong :/ I thought I am doing something wrong and that is normal behavior of oculus , but now I am sure something is sketchy there.
Thanks for your time @tiny niche
Hi Guys I have some issues with Builts
I have a VR app that uses SteamVR SDK and works fine with HTC Vive devices, but when I use the same apk built in quest it opens up a 2D interface instead of 3D app and nothing is usable.
Doesn't SteamVR support Quest as is? Am I missing something for the quest built?
nope, you have to use the Oculus plugin for quest builds
SteamVR supports quest when its tethered with the link cable for windows builds, but if you are making an .apk to run directly on the quest, you'll have to use an oculus plugin
Okay, that means If I build my app for windows then using tethered connection I can use the app on my quest.
Also, for the apk work around, do you have any reference documentation that I can look into?
I am using steamVR player in my unity project for everything right now, would I need to replace it with oculus plugin's another player or something? @olive ingot
I am a bit new so please don't mind.. ๐
yea... VR with Unity is confusing at the moment
but i'd suggest you decide if you are making something meant to run on the quest or something meant to run on a computer with a VR headset plugged into it
and not try to do both
the app needs to be running on HTC Vive and Oculus quest both
I don't know what to do
Is it the project that I'll need to change for each one of them?
Everything's center is steamVR Player prefab right now...
and why do you need to create a Quest-native app as well as a PC app?
Currently i'm more concerned about vive and quest.
I am testing the app currently by windows builts and by running them on htc vive using tethered connections
if you're new to Unity, i'd recommend not making things more complicated than they need to be
Okay.. then what do you recommend? The client needs the app to be running on all platforms, htc, oculus, pico.. what should I do?
@olive ingot
๐คฆโโ๏ธ
don't overpromise to clients when you've never made a Unity VR project before
They wanted it for htc earlier, I did that.. now they want it on all platforms.. ๐ฆ
@olive ingot any suggestions for the prob? ๐ฆ
you'll have to abandon the SteamVR Player prefab. i would tell the clients you can't do it on Quest.
Oculus is really strict about what they'll allow on the Quest store anyway
unless they already have some kind of relationship with the people who make the decisions about what gets let onto the platform, its not really worth counting on it making it in
We don't need to put it out on quest store, sideloading is okay with the client as the app is for internal use only.
@olive ingot
@simple girder i'd swap out the steamvr player for the oculus equivalent and extract an abstraction layer around all the api interactions
or you could just swap to the oculus sdk and use it's emulation features to support the openvr stuff
Do you think If I redo the interaction stuff with XR Interaction toolkit instead of SteamVR SDK it would be good for both platforms? @tiny niche
or you could just swap to the oculus sdk and use it's emulation features to support the openvr stuff
@tiny niche Do you know any tutorial or documentation regarding this? It would be really helpful
@simple girder oculus has documentation on how to do it, but you pretty much just use the oculus sdk and tell unity to use the openvr driver
there's limitations though, since you're going through the oculus api and wont be able to reach any steamvr-specific stuff
the xr thing cuts out any openvr devices until its out of preview
so its like any cross-platform project, you gotta define what you need and then you can map that to what the platforms can provide and design a wrapper around the combination that fits your needs
This is just so confusing.. don't know what to do ๐ฆ
unfortunately you're in way over your head, but the first step is to learn oculus sdk, steamvr sdk and unity in-depth
You'll also want to look at your client's business strategy and past behavior to anticipate their future needs and prepare for that
and lastly you'll need some experience designing frameworks in c#
I don't have those.. but currently I am using steamVR SDK and it's working good for me as long as I'm on htv vive.. problem comes when we want to use it with quest ๐ฆ
If you need the program to be multiplatform you're gonna have to do fundamental changes to how you handle input
We are using VRTK for this which gives you a single interface that the different VR SDKs pipe into
We are using VRTK for this which gives you a single interface that the different VR SDKs pipe into
@pine bison would this SDK help me convert my app into multiplatform?
That's the idea
Unity's XR system will do some of the same but it's not ready for SteamVR yet
There are tutorials on youtube you can check out for v3, which is the previous version. v4 is coming but it's very different
I'll surely check them out.. thanks
Is it possible to play me steamVR windows build to play on Quest using wired connection ?
Yes
Like can we play the windows version on it without building quest's native app
Okay.. that should help
You can play SteamVR games through Oculus Link as if it was a Rift
Oh.. and I'm assuming my steamVR app will work same as on Oculus Rift as it does on my htc vive, because steamVR supports it? right?
Input mappings will be different of course but yes
Thanks
Anyone know how to get the gameobject of a tracked node in the new XR input system?
I can get the XRNode, but that wont seem to give me the gameobject/transform associated with it
Same with nodeState (which does give rotation/ pos, etc).
Find the trackedposedriver that applies it
Is that a monobehavior script or a class?
It's a component
ok, thanks. Ill take a look there.
Hey, does anyone know if I can find Unity 2017.2.0f3 version to install. I've searched in the patches and LTS sections but haven't found it
Okay, thanks. SO this is equivalent to 2017.2.0f3
Yes ignore the f3
Okay thanks
I put this in VFX but it also kind of fits this category: https://discordapp.com/channels/489222168727519232/532260045887373352/715332410501496853
Okay so
I'm working on getting scale right
But when I set Tracking Origin to floor, whenever I begin the test, the camera starts on floor level
I've double checked to make sure my Rift Guardian has the floor set properly
@vital cypress Do not post ads not related to the store on the server.
- Advertise outside of the appropriate channels. (#asset-store-advertising, #completed-projects)
And #502171626805133312 is an inspirational channel for finished products.
Reloadable Gun, Desert Eagle unity tutorial for VR. Works on any interaction tool kit like Oculus integration or Unity XR. Download full project or scripts at
Patreon: https://www.patreon.com/MrPineappleStudio
Follow Me on Twitter: https://twitter.com/MrPineappleVR
This tut...
Mhhh, anyone using the New Input System for XR?
for the life of me I can't find the single "grip" button, it just gives me the gripPressed button which is not behaving as I thought
This is what I'm talking about btw; I thought there would be a single "Grip" button, from which I can listen for OnPress and OnRelease events, but I think gripPressed triggers only once during the press and doesn't fire on release
Does someone knows a fix why just the right half of each eye is shown in my cardboard? in the gameview in the unity editor everything works as desired
Hi. We're trying to record the gameplay of our VR game, although the FOV is quite narrow. Are there any techniques of expanding the FOV of the view on screen, without tweaking the players experience? Just for the sake of recording.
I figure we could record the gameplay viewed from unity, but that wouldn't give us the best resolution.
@placid needle You can put another camera in the scene with Target Eye set to None (Main Display). Instead of that camera being a stereo VR camera, it will render directly to the screen as a normal "flat" camera.
There you can choose whatever FOV you want and it will use the resolution of the game window.
@shell kayak Oh that sounds fantastic. Thanks for the input!
Alright who wants to help me with something I'm to stupid to figure out?
Im trying to build a pool table that actually works in vr chat dm me if you have ideas or howto guides
or just @ me
Can anyone either direct me on how to get input from vive controllers or to a tutorial explaining it? Cause the resources on unity and the videos I've seen all don't work for me.
Depends on if you are using the XR input system, VRTK, SteamVR 1, SteamVR 2 or trying the legacy input manager
How do i tell which one I'm using? I'm just using the one on the asset store
Can you be specific? What did you install from the asset store? Sorry there are a lot of frameworks with vive support. Iโm pretty sure it is steamvr 2.0, but have to ask.
Hi guys, Does anyone has any experience on PICO VR headsets and platform?
We got ours last week :)
Hey, i want to start developing a litte project for the quest. Do one of you have experence with Quest + VRTK 4? Or should i focus on the new untiy xr input system?
We use it and it works pretty great
It can work alongside the new xr system as well. They complement each other to some degree
Oh thanks, that is new to me. I try it ๐
Hi everybody. I recently made an environment for Unity 2019.3.14 (HDRP) and I wanted to setup Oculus VR with it. My goal is just so you can move around and teleport within the space, I do not need interactions. I am more on the art side so I have no clue about coding. Could someone tell me which components I need to make the camera and the player running? I have downloaded 2 packages for VR but I do not really know how to put them to work:
@earnest spruce XR Interactions is the package you need
it has a lot of basic utilities, like grabbers, teleporters and manipulators
Thanks a lot @hardy sand ! I will try it right away
Hello! Are there any tutorials available on how to get going with the new XR frameworks on the Quest?
@solemn oar it works the same on all devices
I see, but the Oculus guide is for the legacy VR framework.
I'll give it a shot, see where I end up.
Need some help from the code gods. Been working on this for a couple days and have not been able to get it to work. So im trying to make my Vr reticle trigger a Ui button i added the problem is when i have fire1 be triggered it does not click but it does show the debug.log message. Can anyone help me please?
Hey guys, can you help me? I'm trying to learn how to use unity, I'm trying to do an IK with an IK final, except that each time the camera is inside the character's head, and the hands are turned over.
Hi everyone,
Does anyone know how do i stop rotation of VR camera. I'm using XR Interaction toolkit
hello i'm using the oculus integration kit (tell me if that's a bad idea) in my project and i've noticed that the ovr collision doesn't follow your real life movement, but only joystick movement
any ideas on how to fix this?
I need help please for the full body ik with vr ๐ญ
Yes 
@strange sentinel
I have trouble positioning the joysticks correctly on the hands, the hands are flipped over or misaligned, and the camera is in the head.
i can send you a picture tomorrow if you want for explain my problem
Because, I've been stuck on it for hours.
@wintry ridge
Instructions for setting up VRIK for Steam VR
Have you followed this tutorial?
Yeah
Yes, but i can't send images for now ๐ฉ
Ok np thanks! 
I'm making a project that will start on oculus quest, but will be ported to PC-VR. Problem I don't now if I should use the OVRplayer from the oculus integration kit or if I should use unity's XR kit. Which should I use and what are the differences?
@ me if you answer
@shell kayak Hi. About recording vr gameplay in Unity you had feedback on a couple of days ago. When setting a new additional camera with Target eye to none, the vr camera render a still image to the headsett which is frozen. Any ideas? Others are welcome to answer aswell ๐
Ok so I installed the XR Interaction package and I can move around in VR. There is something bothering me, the image looks slightly blurry, it is not motion blur, i checked already, it is like if somehow Unity were using a lower resolution than the native from the headset. I am using Unity 2019.3.14, my project is made in the HDRP pipeline, the headset I am using is Oculus Rift S. I share screenshots of my camera setting and postproduction settings:
I am not using fog either
Does anybody know how could I enhance the image quality?
The camera comes with physical properties in the HDRP, I dont know if those settings are overridden when using VR. This blurry problem could be something like some inherent depth of field or something because it feels like that. I have disabled depth of field on the postprocessing effects but I dont know how the physical properties of the camera play out here:
BUILD VIVE APP FOR QUEST & PICO
Hey Guys, Need guidance for a thing.
I have a HTC Vive cosmos and have developed a VR App for the same.
The client wants me to build the app for Oculus quest and Pico VR as well.
I can rework on the interaction rig for those 2 different platforms since I'm currently on SteamVR sdk that doesn't support either of them.
BUT Is it possible to test the quest and pico versions/rigs out with my HTC vive?
Because I don't have a test quest aur pico for the testing part.. is it possible to develop their builds without actually having their VR set?
If you use steamvr it'll probabbly work
But if you want to use the native SDKs then you need the headsets
If you use steamvr it'll probabbly work
@reef beacon work with other headsets? Would steamVR support quest and Pico?
Google said steamvr supporst rift only.. didn't mention quest
Cool, one more thing, i am using only main click of the vive remote, do I need to map a different button for rift to do the same thing
or some equavalent of vive remote's button will automatically work from rift's remote as well?
@reef beacon
Hey guys, I was wondering which option for Oculus Quest development is better, using the Oculus Integration asset from the store or Unity XR interaction toolkit?
Hello im looking into making a VR scene for a job its an air base with jets and other trucks moving around. The player wont be able to move only look around with the VR, ive not done any VR stuff before and im not sure which VR set would be best if anyone knows a lot about this stuff any help would be great to point me in the right direction
@royal willow the oculus integration stuff is higher quality in general and it can run on top of the unity xr plugin system
Would you recommend using both of them together then?
@dusk mist you could use anything, but i would suggest designing for the oculus quest, since you remove the need for a pc(unless it has to be done in really high fidelity)
@royal willow yea, just make sure you install the oculus plugin package before importing the oculus integration asset
did it the other way around yesterday and it resulted in a black screen
Cool, Iโll make sure to do that then, thanks @tiny niche
hmm... so i just put a world space canvas in my scene that outputs all Debug.Log statements so I could try and debug something on the quest and when I built it, I noticed that the console is getting spammed with "multi pass stereo mode doesn't support camera stacking. overlay cameras will skip rendering"
there is only one camera in my scene (the VR rig camera)... any idea what could be causing this?
@olive ingot first of all, are you sure you can't swap to single pass instanced rendering? you cut the cpu overhead in half pretty much if you do
i'd love to, but it seems like it doesn't work with Quest + Vulkan atm
also means your gpu can do work instead of waiting for the cpu at the halfway point
when i use "Multiview", my build is basically totally broken
oh
i'm stuck with Vulkan because OpenGL ES is totally broken with VFX Graph, which i also need
lol
hopefully all this stuff will work properly soon ๐
i thought the vulkan issues where fixed in the latest builds
well i'm using 2020.1b9
and it was the same when i was using 2019.3
Vulkan support is pretty recent and the last thing i read about it said that it's still in an experimental stage, so i expect it will get cleared up soon enough
there where some settings you had to fiddle with to make it work, but i cant remember what they where
wish the VFX Graph bug with OpenGL ES would get fixed though because that's been known for a while and its particularly egregious
i suspect its in legacy "maintenance" mode
@placid needle I do it this way
The spectator camera/camera used for recording, I leave it like this
The first person player VR camera I leave it like this
(notice that I have a right and left camera, but that's because I use an asset to smooth the anti aliasing)
Hey, just wondering if y'all recommend using Oculus integration, VRTK, or combining both? I've played around a little in both but don't know if they work well together and such
@honest lodge you gotta use an integration with VRTK. VRTK just adds stuff to the integrations whether SteamVR or Oculus
Thank you so much!!!
how do i fully remove the oculus integration kit from my project?
i want to remove it but when i try it says that some items will be retained and that i should check for remaining dlls
the oculus tab still remains on the top bar of the editor
it appears that i have all the packages uninstalled so that's not the fix
@sand rune you need to close the editor, then navigate to the assets folder of your project and delete the Oculus folder from there
i'll try that and be back with the results in a few minutes. thank you
no problem, i've done it on numerous occasions
works perfectly thank you! @vital cypress
@sand rune ๐
PostProcessing on the Standard/Legacy pipeline and VR: are you having any issue? I get a gray screen when I enable it on Unity 2019.3, this doesn't happen in Unity 2019.1
I have a problem with the line render for the VR controller in my VR scene. I am using Unity 2019.3.14 and the HDRP. I have noticed that the line that is rendered from the beginning of the controller to the point where the player will teleport is rendered only on the left eye of the HMD. I have Single pass checked in my HDRP asset as it is recommended. I have noticed that the problem goes away by unchecking it but of course performance is much worse. Is there any other way to fix this?
The reticle and the controller model itself are correctly rendered in both eyes
Using a material that is Stereo-aware for the line renderer might help
Was HDRP ever supposed to work with VR anyway?
according to newer versions of unity yes. I will try to change the material, thanks!
anyone know how to detect a recenter has occurred on Quest? (i.e. someone does a long-press on the oculus botton on the right-hand touch controller)
@lofty patio there should be a recenter action to which you can subscribe your callbacks, both in XR Input and Oculus Integration
@hardy sand awesome, would you have a doc link to those perchance? ๐
my google-fu is weak today.
I see trackingOriginUpdated in the XRInputSubsystem, but I'm still using the old (non-XR plugin) XR path atm.
looking at that now - I was running with the V16 package, just updating to 17. I'm currently trying to keep things platform agnostic, so I'm using OVRPlugin where required, and avoiding as much of the rest of the package as possible/.
looks like the code around onRecenteredPose is a good jump-off point.
If you're also using the new input system, you can also check the input at <XRController>{LeftHand}/recentering