#🥽┃virtual-reality

1 messages · Page 40 of 1

lofty patio
#

ooh, that's potentially interesting, thanks. I'll take a look at that.

hardy sand
#

also FYI, avoid using the PlayerInput/Input Scheme in the New Input System and resort strictly to binding actions and callbacks through code

#

they've made a mess of something that's actually trivial

lofty patio
#

@hardy sand got it working with OVRPlugin.GetLocalTrackingSpaceRecenterCount() (new in V17, 1.49.0). Thanks for your help 😉

wraith shale
#

To earlier discussion: hdrp does support vr

#

Not sure if I'd use it for it though, at least if it is VR only app

simple girder
#

Hi Guys I have built a vr app using steamVR SDK, the built for windows runa fine on my htc vive cosmos

#

But when it's run on quest using the pculus link, it only plays the audio, but display is black only

#

Any idea what can be the issue and how to fix it?

storm ether
hidden thistle
#

So we're trying to do guns in VR, and we intuitively were like "okay fire boolet transform forward" but noticed pretty quickly that the controller transforms aren't consistent. Forward in oculus is like 38 some odd off from the trigger angle, and so on. Does anyone know those precise angle offsets?

olive ingot
#

i'd parent an empty transform to your gun and place it exactly where you want the bullet to spawn and orient it properly.

#

and use a reference to that transforms forward instead

minor pilot
#

I know I'm missing something here, Many VR games have a separate view for the VR player and the Desktop screen. I'm trying to make a view just from the desktop screen with buttons, I've created the canvas and set it to a camera, the camera is set to output to display 2, I have Display.displays[1].Activate() in a start method. My buttons are enabled and interactable, however, I can't seem to click on the buttons. Am I doing something wrong, did I set up the Desktop screen incorrectly?

hard carbon
#

Hey all,
Im working in editor, 2019.2, with a Quest over link using Hand Tracking. For some reason, my hands keep disappearing between tests (so, they will work for a few full tests, but ill stop the scene and the next time I start they arent there). Im seeing the oculus icons, and some tracking stuff so I know they are tracking, just not showing.

My current fix is to restart, which is working, but restarting my headset between tests is REAL annoying. Anyone had a similar problem?

low cipher
#

Hey all, I’m not sure if I should post this here or in the shaders tab, but here it goes, so I recently got my hands on an oculus quest and decided to try my hand at some prototypes.
I am trying to render a water shader a made some time back, but I am having some strange artifacting happening with the foam/shorelines of the water (the white outlines around intersecting objects)

It looks perfectly fine in the left eye, but in the right eye it drags/lags while moving the headset around.
Everything looks perfect in both eyes while holding the headset still. I am not really sure what is causing this issue so if anyone has any experience with this, please advise.

Info that might be useful:

  • oculus quest / android
  • using URP
  • Shader was built using shader graph
  • The effect that is misbehaving is using the depth buffer
  • XR setting are using multi pass
tiny niche
#

@low cipher sounds like you're either implementing a temporal effect incorrectly, or you're unintentionally polluting the back buffer between frames

#

the shorelines alpha could be doing multiple renders before it stabilizes the rgb output, creating a noticeable lag or smudge effect. but that would only happen if the depth buffer wasnt properly cleared between frames

low cipher
#

@tiny niche yeah that sounds right to me, but it is strange that it would only happen in one eye. I’ve resolved to issue by switching from multi-pass to single-pass/multi-view, effectively sharing the depth buffer. I know that this is the preferred rendering method for the quest anyways, but I had some trouble with it in an earlier test were the left eye would be all distorted and twisted and had to change to multi-pass to fix that. Anyway, all seem to be working great now, thanks!

tiny niche
#

@low cipher yea i'm guessing you where rendering 1 eye and causing a depth buffer write that caused the right eye render to be culled, causing you to view an image thats mostly the left eye's data in the right eye

earnest spruce
#

Ok, my newest problem is that when I make the build I can no longer teleport. Everything works as in editor except for 3 things. I can no longer teleport, the reticle at the end of the line of the controller has disappeared and the feedback sound that should be played when you press the trigger of the controller does not play. I am using Unity 2019.3.14 with the HDRP, I am using an Oculus Rift S and these are my build settings:

earnest spruce
#

ok, I fixed it. Initially I had created my teleportation area by right clicking on the hierarchy area > XR > Teleporation area. I replaced the mesh by a custom mesh I had made. I guess the error was that this custom mesh had not been extracted from the fbx I imported and since the fbx was not in the scene unity did not add it in the build and it was missing. I solved it by adding the the fbx that contains my custom teleportation mesh in the scene and adding the components needed referencing the ones from the default teleportation area that comes with XR toolkit

vital cypress
tepid vapor
#

I don't know how else to explain but I could give it a go if need be, does anyone have any idea on how to fix this?

#

FYI: I'm a newbie at game development, I've only been using Unity for my Tiltbrush/Gravity Sketch drawings to make shorts

#

Oh and thanks in advance

tiny niche
#

@tepid vapor there's 2 sets of hands in the oculus integration, 1 is for controller tracked hands and the other is for the quest handtracking

#

the ones intended for handtracking are the newer more slender hand models

tepid vapor
#

Ah thanks for the heads up but it turns out I was just being an imbacile and was running the wrong scene

tepid vapor
#

Do you guys think it'd be possible to get unity to register a snap of the fingers w/ hand tracking?

tiny niche
#

@tepid vapor its been done in Waltz of the wizard

#

i think they use hand tracking in combination with the microphone to do it

tepid vapor
#

That's kind of what I had in mind, using a combination of the two

#

Now I've just got to figure out... how to do it

tepid vapor
#

So my idea is to basically have a big virtual workshop of sorts

#

It’ll be fully customisable with (maybe) a click of the finger holograms will pop up around me that I can screw around with

#

I’ve even got ideas of having stuff like Alexa integration so I can ask her something like “image search for a dog” and a hologram would show up with a google image search for a dog on a hologram

#

So basically just Tony Stark’s workshop in VR

cloud leaf
#

hello, I am just wondering, do I need a vr to make a vr game in unity? I just want to recreate something in vr and send it to my friend, but I don't know if it will work or not.

tepid vapor
#

@cloud leaf you don’t necessarily need a headset but you’ll have a much harder time making sure everything works

pine bison
#

Sounds awesome @tepid vapor :)

storm ether
#

Hey, guys, hope you are doing great

#

I am a psychologist aiming to start to work as VR therapist

#

So I want to get into unity to be able to create some realities for exp. therapy

#

Would you please give me advice regarding video courses? where I can start?

astral ravine
#

Is that "explosion therapy" you're referring to? That's always good in VR 🙂

storm ether
#

@astral ravine Yes, I am referring to exposure therapy. Thank you very much.

#

@astral ravine this course seems a good one. Are there other courses, materials I need to check?

#

Especially, in this course it is mentioned "we are not going to cover lightmaping and navbash supposing you already know that". I don't know what exactly he is talking about 😄 but I would like a course from scratch.

tiny niche
#

@storm ether you're not gonna find a vr course from scratch. You'd have to look for generic unity tutorials to learn the basics, the vr-specifics are just the last 10% of what you need to know

storm ether
#

@tiny niche could you please suggest generic unity tutorials? Also, do I need to learn 3D design skills generally?

#

@tiny niche sorry for noob questions, I am really a newbie 😦

tiny niche
#

probably, unless you're satisfied with the assets you find in the asset store

storm ether
#

Oh, thank you very much

tiny niche
#

the quick path to 3d asset creation would be to learn google blocks, fairly simple to use in vr and the models can be imported straight into unity

#

once you feel the need to make animated assets though, you'll want to learn blender

storm ether
#

ok, thank you very much

hollow ridge
#

Hi Guys, i was wondering if someone would know a platform like VRChat. But more business oriented. VRChat allow you to chat in VR with around 40 users per map fluently. It also offer the ability to create and publish your own maps and your own avatar. I am searching exactly this but more oriented for business clients, to organize events during covid crisis. I would need on top of VRChat services, Dedicated servers in Europe, Private Map access, and secured connection throw password. Thanks for help ! Cheers E

tiny niche
#

@hollow ridge pretty sure vrchat has you covered there, although you'd have to handle the server hosting on your own

hollow ridge
#

@tiny niche thanks for your answer ! you confirm my first impression, VRChat looks to be the strongest / most customizable platform to create VR event with many users. I didn't know that you could do your own hosting with VRChat ? I 've already contact VRchat team, and the document that sum up their term of use , doesn't mention any self host options ? How is it possible to do hosting on my own ? Cheers E

#

I have also attach their official event doc

tiny niche
#

Afaik. All hosting in vrchat is done by people using it

hollow ridge
#

That's interesting i need to dig in that direction

tiny niche
#

I dunno if they provide any software for headless servers though

hollow ridge
#

in this one it looks that it is not possible

#

i suck at backend stuff ... but from what i get , all the hosting part is a blackbox, hosted in the US.

#

the purpose of this i guess is to get a certain level of control over abuse , attack on the platform ?

#

this tend to confirm that there are NO VRChat servers in EU

vestal widget
#

Hello,
Does anyone in Oculus Quest have problem with ghosting ? When I move the head fast the ghost of the objects appear behind it. I didn't see this issue with other apps. I am using legacy pipeline and ForwardRenderer with MSAA. I am not using any PP and any other AA.

tepid vapor
#

@vestal widget Happens to me in basically every app

#

If I'm not mistaken it's just a thing with OLED screens

#

I even see it with my iPhone X (OLED Screen)

vestal widget
#

Thanks. In my game its more noticable. Probably because lot of things are white.

late zinc
#

Hello,

#

Estoy desarrollando un juego multijugador en VR, pero tengo problemas al hacerlo, saben de algun complemento que me ayude, ya intente con photon pero no me funciona :c

vital cypress
#

@late zinc English please

late zinc
#

I am developing a multiplayer game in VR, but I have problems doing it, they know of any plugin that will help me, I already tried photon but it doesn't work for me

shell kayak
#

@late zinc What about Photon doesn't work for you?

late zinc
#

At the moment I log in, users are assigned the same camera and oculuss controls

shell kayak
#

Just sounds to me like you didn't set it up correctly. Like you're spawning a camera rig for network players too.

#

I've heard some people recommending https://normcore.io, which is similar to Photon but was made specifically with VR in mind.

#

That might be easier to setup

late zinc
#

I have a prefab where the player controller and a cube are to identify it, but when two or more users enter, it goes crazy

#

ok, thanks

shell kayak
#

Plenty of VR games use Photon, so it's some issue with your project setup

late zinc
#

I am a beginner, where can I find a guide?

shell kayak
#

For Photon?

late zinc
#

yeh

shell kayak
#

Have you tried looking for one?

late zinc
#

Yes but none with specifications for vr development

tiny niche
#

there's nothing vr specific about photon

late zinc
#

then i will try normcore, thanks

#

yes, i have a problem with it, do you have any guide?

olive ingot
#

@late zinc i have a perfectly working vr game with Photon. Clearly you don't know how vr and photon works.
@vital cypress dude... come on

#

@late zinc take a look at normcore... they have a guide that runs you through setting up a scene that connects VR avatars and they have a really straightforward way of setting up VR avatars

#

even if you end up using Photon, the way that normcore sets up a VR avatar could be instructive for how you would want to set it up in Photon as well

#

i'm kind of surprised that Photon doesn't have any guidance around this tbh

late zinc
#

Thank you very much, right now I am testing with normcore, bring a test project and I am configuring it for Oculus, I will see that it proceeds, thank you very much, I hope I can with this

#

@vital cypress Maybe you misunderstood, but if it works, my basic knowledge won't let me move forward, so I asked for help.

orchid arrow
#

https://www.youtube.com/watch?v=_Q3YGZFRv6s
Oculus Quest Liquids!
Download here: https://github.com/aniruddhahar/URP-LiquidShadergraph
Also, you don't need VR to run it, it can be used in any URP project.

Procedural Shader graph for interactive liquids in Unity URP
This is a shadergraph to 'fake' interactive liquid simulation in Unity's Universal Render Pipeline, made with the goal to bring really cheap, and adjustable interactive liquid behaviour to lightweight rendering appli...

▶ Play video
winged frost
#

Hi there

#

anyone using a rift s and unity? And dit anyone notice slowdowns since laterst drivers etc? My in game view in the headset is still good fps wise but my gameview suddenly has a very low framerate which it did not have before.

turbid flame
#

why are my hands pink when using Unity Oculus with LWRP?

shell kayak
#

@turbid flame Probably because the shader the hands are using are not made for LWRP

turbid flame
#

How do I fix that :l

unreal crystal
#

@turbid flame Based on your question, you probably need to read about shaders in unity docs to get familiar with the basics

turbid flame
#

I know what's goign on

#

but I can't find where the material is saved

#

hands only appear when you press play and when you click select material it does this

#

as in it doesn't do anything

#

that tab on the left with the README stays the same, it doesn't take me to the material

#

bare in mind that hands only appear when I press play

#

When I press play the hands appear and I can edit this material here and it works

#

but then when I stop playing it stops working

unreal crystal
#

I'd just make a new material then for the hands and add any relevant textures if I were you. If there are materials/textures included with the oculus hands, they should be somewhere in your project folder.

turbid flame
#

but the hands are only created when you press play

unreal crystal
#

I'm not sure why that would be the case. Try to locate the gameobject that represent those hands, or the script that instantiates them.

turbid flame
#

I found the gameobject

#

it's LocalAvatar

turbid flame
#

@unreal crystal What now?

unreal crystal
#

You have to find the game object that contains the renderer component that contains the material thats not working, and then replace it with your own material

turbid flame
#

do I do this in play mode?

#

since the hands are created in play mode only

unreal crystal
#

no, in editor mode.

turbid flame
#

but there are no hands in edit mode :/

#

those anchors you see don't have nay components attached

unreal crystal
#

Im not familiar with the OVR framework. But essentially, SOMETHING in your project is responsible for instantiating your hands (which is probably a prefab). and that prefab has data that tells it what material to use

turbid flame
#

To get hands you need to add LocalAvatar

#

so that must be it

unreal crystal
#

You can try searching for the prefab in your project window by the name of whatever you see being created at play mode

#

probably

turbid flame
#

so

#

on play LovalAvatar gets unpacked

#

under hand_left is this

#

The material does say Instance which might mean something

unreal crystal
#

Yes, that's it. Then you replace/change shader of that material in that prefab

turbid flame
#

but if it's in paly mode it won't save

unreal crystal
#

you have to do it in edit mode

turbid flame
#

but it doesn't exist in edit mode 😢

#

lemme get a gif

unreal crystal
#

search for LocalAvatar in your project folder

turbid flame
unreal crystal
#

double click on LocalAvatar during edit mode

#

that'll open the prefab

#

and you can edit it

turbid flame
#

It's empty

unreal crystal
#

Essentially those hands aren't coming out of thin air. Something is instantiating them, they come from somewhere

#

you just need to edit the material whereever it is

turbid flame
#

I think that the material is a script

#

because it said next to the material that it was instantiated

#

which I think means that the material doesn't exist anywhere

#

it's being created in the code

unreal crystal
#

Maybe

turbid flame
#

I fixed it by using custom hands

unreal crystal
#

👏

pine bison
#

On the local avatar there is a list of shaders @turbid flame

#

You need to use a LWRP compatible one for the hands and that should be it

#

In the newer versions of the plugin there should be one included I think

winged frost
#

anyone else have bad performance on the screen, not in the headset recently with unity?

#

my screen shows a horrid framerate on my builds while ingame in the headset things are smooth

late zinc
#

hello, anyone have any recommendations to implement a whiteboard in Oculus VR?

late zinc
#

someone?

tiny niche
#

@late zinc are you sure that a whiteboard is the appropriate solution to your problem?

#

the control method presents some significant usability issues

turbid flame
#

23 FPS on my RTX 2080 + i7-9700k workstation. Something's going wrong!

reef beacon
#

Are you even running on your GPU?

turbid flame
shell kayak
#

Looks like it's the CPU bottlenecking

turbid flame
#

Well the plan is to have it run only on the quest

#

so if i'm getting 23 FPS on my pc

#

the quest will get 1 fps

#

ah yes

#

blender is using up a tonne

#

I'll wait for it to finish

reef beacon
#

🤦

turbid flame
#

good spot, thank you!

reef beacon
#

Otherwise attach the profiler and check

shell kayak
#

The stats window doesn't tell you GPU time, but it does show you CPU time and the whole app time, so if the CPU time and the whole app time (next to the FPS) are similar, then it's likely the CPU that's causing it.

turbid flame
#

I see

shell kayak
#

In this case, the render thread on the CPU is taking 40.4 ms, which matches exactly the app frame time, so the GPU time must be less than or equal to that, more likely less than

#

Whichever component takes longer to finish the frame will be the final app frame time. If the CPU finishes first, it still has to wait for the GPU to finish and vice versa.

late zinc
#

@tiny niche ok, which one do you recommend, what I want is to draw on a plane

tiny niche
#

@late zinc what i meant is, is drawing on a plane what you really need?

#

i assume you're thinking about it because you need some sort of visualization tool

late zinc
#

@tiny niche yes, when you press a key on the controller you start drawing on the plane

shell kayak
#

@late zinc And what is this for? Are you making a plane drawing simulator?

late zinc
#

@shell kayak I plan to do it like a white board

shell kayak
#

Is this for like a social app like Rec Room?

#

Is the drawing just recreational or meant to serve some purpose?

#

I think that's what @tiny niche was trying to get at. Maybe there's a simpler and better solution for what you need than a white board.

tiny niche
#

yea, the whiteboard is a means to an end and depending on what that is, there might be a more suitable solution for vr

late zinc
#

Ok, how do you have any idea how to solve or do something similar? @tiny niche @shell kayak

shell kayak
#

Ok, I'm going to assume that you are making something for a client and they asked for a whiteboard and won't be happy with anything else

#

The most performant option would be to do it on the GPU. Make a RenderTexture that contains the contents of the whiteboard and paint on it with shaders.

#

If you're not familiar with any of that, you're better off looking for an asset that does that for you

tiny niche
#

@late zinc unless you tell us what the goal of having a whiteboard is, we cant suggest alternatives

#

but yea, if the goal is to fulfill a contract, drop an asset store asset in there and be done with it

late zinc
#

yes, the purpose of the white board is to be able to make freehand notes, something similar to a classroom @tiny niche @shell kayak

tiny niche
#

the advantage of vr is everyone is wearing a mic, so you could use speech-text as an alternative

#

if the text form is important. could take it further and record sound or even video

#

depending on whats discussed, it might be better to design and interact with 3d models collaboratively

#

you're in a place where you can bend physics to your will, reverse time, converse with robots and shout across the universe. surely you can think of something better to do than draw on a less than perfect whiteboard 😉

pine bison
#

They have VR demo scenes

keen lotus
#

Hey all. I've been reading up on the XR Toolkit, and learning how to do some basic things. However does anyone know what the recommended method is of supporting both XR and KB/M?

#

In this example case for First Person style character controller

tiny niche
#

@keen lotus you'll have to figure out where you want to create the abstraction

#

the character controller is an easy example, you can simply swap out the control mechanism behind it

#

but what are you going to do about the gun handling? item pickups? weapon swaps? opening doors?

#

assuming its a shooter

foggy pelican
#

@tiny niche / @keen lotus That's an interesting thought. I've wondered myself how I would handle that. Just imagining how breaking it would be to play in VR with others who are moving expressively and then look over at
a pancake player just floating around like a robot. I guess I would build at least part of my abstraction around having some life-like character animations by default that could just be overridden/disabled for VR players since they would effectively animate a large part of the character themselves.

#

FWIW, I'm not saying that is a "right" approach. Quite possible I'd play a nice few rounds of "hello head, meet desk" in the process, but it was just my first thought 🙂

craggy thicket
#

I am working on Oculus Quest project, Using Unity 2019.3.5f1, I am facing issue of distorted right eye in multi view mode. Please help me with solving this issue. adding image of used packages.

craggy thicket
#

Got solution updated XR Plugin mgmt, and fixed it, Thanks BTW

turbid flame
#

When using OVR without my headset plugged in, this screen pops up with the FPS and other info

#

How can I make this pop up on button press?

#

I wanna see my FPS

#

This is for a project due in 1.5 hours so please @ me if you have any clue how!

vital cypress
#

@turbid flame it does pop up on button press, the space key. What you can do is remove the OVRDebug script on the OVRCameraRig to remove the FPS completely, or change the button press in the script

turbid flame
#

I want it to pop up when I press the controller button though

vital cypress
#

so change it to the controller button

#

don't tell me you don't know how to use controller input for vr when you have a project due

#

@turbid flame

turbid flame
#

I do but I'm not sure which script to edit

vital cypress
#

the script called something like OVRDebugInfo or something

turbid flame
#

I found it, so I edit this script?

vital cypress
#

yes, you should see somewhere where it looks for the space button press

turbid flame
vital cypress
#

just edit it to

OVRInput.Get(OVRInput.Button.[Whatever])
turbid flame
#

I'll give it a shot

vital cypress
#

let me know if it works

turbid flame
#

it works so well

#

thank you so much, you came in clutch with an hour to spare cx

vital cypress
#

@turbid flame glad to help!

turbid flame
#

My game's currently running at 45-50 FPS. How can I check what's taking up the most resource?

#

I looked at the profiler but it's confusing as hell

#

Is there a way to which elements specifically are causing issues

late zinc
#

HELLO, someone knows how to make a browser viewer, I already have one, but it has errors

vast mesa
#

Hey when I'm build and run my app I only see a window, and I'm not really in my VR world, what is causing this?

storm ether
#

i currently have two problems in my VR project..

#

one of them is, that I cannot build for linux because of this error:

#

even though Unity.XR is definetely there and works for windows...
and the other one is, that my built project doesn't connect to steamVR and shows a black image...

#

I am using the newest version of the steamVR plugin and am running it via the XR plugin management

oblique laurel
#

why is my gameobject only rendering in one eye

vital cypress
#

HELLO, someone knows how to make a browser viewer, I already have one, but it has errors
@late zinc dude, no one is gonna help you if you ask them to do it for you. Describe your issue, or use google. You can't rely on people for your whole project.

wraith shale
#

like, Unity keeps acting like SteamVR/OpenVR doesn't exist anymore

#

like, do they hope people will not notice it's gone?

#

at the same time, Valves own OpenVR plugin is still totally broken and no updates for a month

hollow pond
#

Hi, I was wondering if anyone could help me with this issue. Im pretty new to Unity, so im sorry If I missed anything obvious. In a clean HDRP Project, im trying to set up everything to use with my Oculus Quest (used as Rift with Link). I always get this problem in the XR Settings. If I deinstall the Oculus Pack, it works again. But obviously, I need the pack to use Oculus with Unity. Any Idea what is causing this?

#

Everything was working fine in the normal 3D setup.

pine bison
#

You can not use HDRP with the Quest @hollow pond. You're gonna have to go with URP if you 're not gonna run it through a PC

#

Well I should have read that more carefully

#

It's under XR plugin management at the bottom

hollow pond
#

@pine bison Thanks for your answer! I checked the Box in the XR Settings for Oculus. Still the same problem. Am I missing something?

pine bison
#

Have you followed any guides?

#

There are videos on youtube on the new XR system

hollow pond
#

@pine bison Ill give that a try. Even though it seems obvious now, I didnt actually think of that. I didnt think It could be that much different. Thanks!

#

So.. I followed a Tutorial for the basic setup and got the same error. Any other Ideas?

leaden flame
#

@hollow pond what is the error? That warning there is saying you have a package that is using the latest XR SDK which is the package integration of the supported XR platforms.

#

Try clicking on the XR plug-in management on the left hand side and see what is listed there. That is how you add and list platforms using the XR SDK integration.

hollow pond
#

In the XR-Plugin Manager I have only ticked the box for oculus. Ive also set the rendering mode to single pass.

#

The problem is that this issue is keeping me from activating VR

leaden flame
#

can you show me a screenshot for the XR plugin manager setting? There is no "enabling VR" in the player settings. By having the packages and configuring the management you should have VR support.

#

The latest XRSDK OpenVR package was updated 24 days ago and HDRP is supported on it since it's running DX11

hollow pond
#

@leaden flame Thank you so much! I was following so many tutorials, so I thought I had to use the Oculus integration Package with the Camera in the Prefabs. The Camera was the clue here. Thank you 🙂

wraith shale
#

@leaden flame ah it's from Graphics repo on github (from HDRP docs), but that updated doc isn't necessarily merged to master yet

#

if we don't count "testing github packages" commit, previous, actual release was on May 7 with minor fix

#

they have bunch of actually serious issues that prevent people from using that and there's supposed to be a fix on crashes on "next" update but we've waited for that next update now for one month

#

as for HDRP support, on some projects it just straight up crashes the editor when entering play mode but does render on some. But I've yet to be able to make any kind of HDRP project that would work on built player with that Valve plugin

#

32bit builds just ignore the VR and 64 bit builds straight up crash it

leaden flame
#

Interesting, I'll do a quick test on my end and see what sort of results I get.

wraith shale
#
#

I've put repro instructions as first reply on that 704 issue

leaden flame
#

Looks like it was fixed and addressed by the developer, and will be available in the next release.

wraith shale
#

yes, but that was one month ago

#

still waiting for that "next version" to land 😄

#

as a dev, this suggests there has to be some issues with the fix or they would have just released it

leaden flame
#

Yeah, just takes time unfortunately. I was thinking it was still May so I thought the comments were only a few days ago. Oops...🙃

wraith shale
#

I just hope the fix is not landing in Valve time 🤔

hollow pond
#

Ok, so I managed to set my camera correctly and build for PC. Now when I open the finished build on my PC and put my Oculus on, I have a black screen on my Oculus bus can see that the app is working on my PC screen. I can see the view moving when moving the headset but my screen in the Oculus is completely blank. Its very hard to find answers like this online, sorry for asking that many questions.

leaden flame
#

what is in your scene?

hollow pond
#

Its the sample Scene.

#

Im Using a Quest with Link.

leaden flame
#

SampleScene = empty scene with skybox

hollow pond
#

*The HDRP Sample scene

leaden flame
#

ahhh, so black screen in HDRP. I'd probably start small and then build up complexity. So maybe create a brand new scene and build that out.

#

From past experience I usually see a black screen when there's an issue with post processing. So you could also try disabling that.

#

If you hit play in the editor and put your headset on do you see anything? without making a full build

hollow pond
#

Yes, I can see everything there

#

Its very laggy, which Is why I wanted to try a build.

#

Im using the sample scene from HDRP as practice, As I want to build an App with a whole forest inside.

leaden flame
#

Makes sense, I'd still try starting small. See if you can build out a scene with just a cube or two, not the entire workshop setup.

hollow pond
#

Ok, ill give it a try. But even if it works then, I still wont know what the problem ist. Is there any way to find out?

leaden flame
#

you can try making a dev build and showing the console, there could be errors listed there

hollow pond
#

So I tried a basic build, with a sphere and a cube. After a few attempts I managed to start the App on my PC and could actually see both, until the screen on the oculus just froze after about 15 seconds.

#

And again, the game kept working on my PC.

leaden flame
#

hmmmm not really sure. Have you done a lot of stuff with the oculus and link cable? Do other applications run fine?

#

@wraith shale I got an editor crash as well with HDRP in the workshop scene and the openVR XR sdk

#

loading an empty scene I was able to have it run fine in the editor but a build didn't have VR enabled 🙃

hollow pond
#

The Link cable still seems pretty buggy to me in general. Using link by itsself without any programm open is laggy already, like If I move to fast in the Link Environment-Menu I tend to see black edges around my View. So it may just be a Link problem.

leaden flame
#

Yeah, I've had that experience too. Sometimes it's great sometimes it can be a bit finicky.

#

do you have a high end PC? it might be that you're taxing your machine a bit too much, Oculus + Link + HDRP build

hollow pond
#

Although Its a high end Laptop, im aware that this isnt the same as a high end stationary setting. I didnt originally want to use HDRP, but the forestpack I bough is set for HDRP and I cant manage to use Post Processing in the "normal" Unity setup. Im still surprised as of how its possible for the Quest + Link to struggle with such a basic Setup as a Cube and a Sphere, as Even the whole Forest on its own in HDRP seams fine in the preview. Its only as soon as my Oculus comes in to play that there seem to be problems.

#

And I am using the Forest by NatureManufacture, which is very detailed.

sand rune
#

so i have it all set up as documented in this tutorial https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@0.9/manual/locomotion.html

but when i point at one teleport area, hold the trigger, and then turn the ray to a different teleport area, it turns red and i can't release to teleport there. The moment i hold down the trigger the thing it's pointing at is the only place it will allow me to release to teleport until i let go. How can i fix this so i can hold the trigger and move to another object then release to teleport properly?

wraith shale
#

@leaden flame yeah it works in editor for some projects for me. For some it just crashes, I've not found a reliable repro on the editor crash (it doesnt crash in editor on the hd template scene for me) but what crashes 100% of the time on all projects is to use windows x86-64 option on player build

#

Like mentioned earlier default x86 / 32bit build doesnt crash but it doesnt init vr either

#

Basically this makes it impossible for me to do any kind of perf testing with this plugin as it simply does not work at all in actual builds

#

Well also impossible to use it anyway as being able to use it on editor on 50% of projects dont do any good for end users

#

Unless someone steps up their game, I'm afraid windows VR will be broken once 2020.1 launches in few weeks as the old actually functional OpenVR plugin support got wiped already from it

#

This is something I dont really get with Unity. Why remove old functional stuff when the new replacement isnt fully functional

leaden flame
#

@wraith shale I have some good news and some bad news. Good news is I've chatted with one of the developers working on the steamVR XR plugin and verified that the latest version is working. I was able to test in editor and make several builds with legacy and tested with HDRP. One semi-related issue I discovered is that the latest release of steamVR does NOT work with that package. Updating to the steamVR beta fixed those issues so you may want to do that if you aren't already on the beta. The developer is investigating what might be causing that issue. I also don't have an ETA on when that fix will be out / the latest version of the plugin released.

I understand your frustration and know that it's not intentional and unfortunately just how that platform integrations have evolved for XR.

#

@sand rune I think that's just how the teleport works, it locks to the place where the action was trigged. Check out this project, they completely re-do the teleport functionality by extending the current system. https://assetstore.unity.com/packages/essentials/tutorial-projects/vr-beginner-the-escape-room-163264?_ga=2.223443931.1353443139.1591723732-1599169546.1478505480

Get the VR Beginner: The Escape Room package from Unity Technologies and speed up your game development process. Find this & other Tutorial Projects options on the Unity Asset Store.

winged frost
#

Hi, anyone else have bad fps in the window on screen when running a map in Unity, RiftS in steamVR.

#

I noticed that recently my in headset image is smooth and high fps but onscreen it dipps into lower fps

wraith shale
#

ah, I'll try the steamvr beta 🙂

#

I take that I still need the fix for the unity plugin though

wraith shale
#

@leaden flame there's additionally this issue on IL2CPP builds: ```[Subsystems] Loading plugin XRSDKOpenVR for subsystem OpenVR Input...
NotSupportedException: IL2CPP does not support marshaling delegates that point to instance methods to native code. The method we're attempting to marshal is: Unity.XR.OpenVR.OpenVRLoader::TickCallback
at Unity.XR.OpenVR.OpenVRLoader.Initialize () [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.XR.Management.XRManagerSettings.InitializeLoaderSync () [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.XR.Management.XRGeneralSettings.InitXRSDK () [0x00000] in <00000000000000000000000000000000>:0

wraith shale
#

With steamvr beta I get the black screen on build now. Log is spammed with some errors about things not being in frustrum

#

There are bunch of issue reports and solutions for that. I'll keep testing once I get back at work

wraith shale
wraith shale
#

other of these comment fixes fix IL2CPP and other fixes the black screen issue

leaden flame
#

Are you on a mac or a PC?

#

HUB -> Installs -> click on the vertical ... on the version of Unity you want to add it to. Click add modules

#

Check iOS Build support

#

to switch build settings hit cmd+shift+b or go to file build settings

#

there three dots

#

that depends on a variety of things. Cardboard being a more dated plugin / platform maybe 2018.4 if you have that installed.

#

I'd start with whatever you have installed now.

#

should be automatically picked up but there is a version selector in the build settings window I'm pretty sure

#

what version of Unity are you on? It's at the very bottom but has been removed / depreciated.

#

okay, it should still be there at the bottom of Player settings, other settings

#

can you post a screenshot?

#

it might not be available on 2019.3 for iOS thinkmario

#

can you scroll to the very bottom?

#

XR settings, sorry

#

open that tab

#

I recommend following some documentation, I know google has some resources for this. The VR enabled setting should be listed there.

#

yes

amber drift
#

Im running into a shadow display problem in 2019.3 and URP 7.21. Using XR inputs. Only renders in one eye. Cant seem to find anything about it. Windows platform.

olive ingot
#

you might need to make sure single pass instancing is on in project settings

amber drift
#

Yeah, that's been done. That was my first check :/

olive ingot
#

which plugin are you using?

amber drift
#

oh. Nevermind. it was reset to multipass. Let me give it a try 😛

storm ether
#

I'm pretty new to XR development and have a question to UI input. I have found some finished assets for controller laser pointers to unity UI, but i didn't want to import those giant things, so i just skimmed over the openVR SDK and found a laser pointer, but that one seems to be only visual and not actually functional...
Is there some easy way to do UI input from VR?
Could/Should I just make my own script for that?
How would i go about moving the UI cursor from a controller raycast?

#

I am using the very broken openVR SDK v2.6.0b1 with XR management.

#

it doesn't seem like i can use this thing while using steamVR input...
Though i am unsure about that...

tiny niche
#

@storm ether you could just do raycasts from one of the controllers, no need to do it from the headset

#

and its not about moving a ui cursor, you're detecting the intersection point with the ui elements

#

in other words, there's nothing vr-specific about it at all

winged frost
#

Thats interesting. Means it will work soon in 2020?

storm ether
#

yea, its still very uncomplete. And the unity XR plugin (wich btw has nothing to do with openXR afaik) is still veeery buggy.

#

don't switch to it right now if you want to build your application in the following weeks (until they fix it)

#

ok, thats good to know, can i just tell the Canvas, that i want to make a click at (x, y) or how would i make the interaction work?

tiny niche
#

unity xr may be relatively incomplete, but its not buggy

radiant stone
#

anyone can help me with my project ? i got a problem.. Vr project. do ws me - +60195855813 . i will pay for the help

radiant stone
honest lodge
#

Hey all! Just need some opinions if I should go with VRTK 3 or 4?

storm ether
#

unity xr may be relatively incomplete, but its not buggy
@tiny niche
Valves XR framework plugin is buggy. The general framework might not be, but valves steamVR plugin is. It is still in a pre-release state after all.

tiny niche
#

@storm ether calling unity xr buggy because of that is like calling opengl buggy whenever amd/nvidia release a bad gfx driver

storm ether
#

i didn't.

#

I called the steamVR XR plugin buggy.

#

not unity XR

tiny niche
#

"And the unity XR plugin (wich btw has nothing to do with openXR afaik) is still veeery buggy."

storm ether
#

yeah, the plugin.

#

the steamVR plugin.

#

i never said the entirety oif the XR framework was buggy

tiny niche
#

the xr framework is effectively a plugin to unity, so you can understand my confusion

storm ether
#

ahhhh

#

ok, yea i get that.

#

it is kind of, yea

tiny niche
#

@storm ether that one has a lot of complexity added to it by taking the mouse cursor and view frustum into account

storm ether
#

well but i have to use the EventSystem and a Graphics Raycaster, don't i?

tiny niche
#

in vr you can just take the forward vector of the controller to directly get the ray direction

storm ether
#

yeah i know i have to do the ray differently

#

but i have to do this, right? ```cs
//Set up the new Pointer Event
m_PointerEventData = new PointerEventData(m_EventSystem);
//Set the Pointer Event Position to that of the mouse position
m_PointerEventData.position =

#

wait no

#

that doesn't make sense..

#

how do i do it ree xD

tiny niche
#

but yea, the gfx raycaster is an abstraction used to let you get the ui element on a canvas instead of just the position on the canvas

storm ether
#

ahh

tiny niche
#

i'm guessing it has an overload that takes a ray or direction instead of a pointer position

storm ether
#

I'd just wanna know how to tell the UI where the cursor is...
I have to do something like

Update() {
  Raycast() // along laser pointer direction
  // send raycast.hit position to the canvas
}

on the controller object

tiny niche
#

a regular physics raycast could do that

#

or since your canvas is a plane, you can probably do it directly on that

storm ether
#

Plane.Raycast aha

tiny niche
#

far more performant than the other alternatives, since it doesn't have to scan the scene to see if anything is in the way

storm ether
#

yee

storm ether
#

hmmm

#

logic seems to work?

#

but i still can't figure out how to convey the input for gods sake...

storm vigil
#

@storm ether is that code inside the a eventsystem?

storm ether
#

no

radiant stone
#

Why my app cant open ? It automatically crash
@radiant stone any one ?

leaden flame
#

@radiant stone can you provide a bit more information, crashes can be caused by many different things. What is wisdom engine? what platform are you building to (it looks like android). What SDK are you using ect.

radiant stone
#

@leaden flame i dont know the problem, at console there is not error . i can ply at unity .. but when i transfer to apk and install to my phone it crash when i open the apps. im using android studio sdk . wht is wisdom engine ?

leaden flame
#

Your screenshot says Wisdom engine - now. I see you've named your app with VR at the end. what VR platform are you trying to build for?

radiant stone
#

@leaden flame sir check ur dm in discord

leaden flame
#

I did see that but as per the community policy I ask that you keep the discussion here:

We ask that you do not:

  • Direct message any Discord Admin or Moderator asking for help with any technical matters. Private messages should only be for moderation issues.
radiant stone
#

ok sir

#

i already plug in my phone

#

and i already search it say press build number in about phone in phone setting , but i dont see it

leaden flame
#

Yeah you probably need your phone to be developer mode, what phone model are you using?

radiant stone
#

vivo y11

radiant stone
#

i try at my lecture phone the apps work but so lagging. but i try at most of my friend phone it the apps crash

#

i check already, my phone dont have build number

#

ok sir i already in developer mode

#

in my phone it not build number but software version

leaden flame
#

and you enabled developer mode?

radiant stone
#

ya

#

and this show up what is this ?

leaden flame
#

this is what you see when you launch / build the app and it crashes?

radiant stone
#

this one

#

and many more

#

its not stop

leaden flame
radiant stone
#

native library ? im just use android studio for the sdk ..

feral frigate
leaden flame
#

so there's no VR SDK's? @radiant stone

leaden flame
#

I have seen that before @feral frigate I want to stay it's something with a post process filter or maybe related to the headset getting hot / too much processing. Digging it up now. Can you share some more details related to your project, what rendering path, ect.

feral frigate
#

yeah I am using Post Processing but have most things turned off. It does only seems to come up if I am trying to capture video via the headset.. using XR Interaction and Bing Maps SDK

#

@leaden flame thanks for looking

radiant stone
#

u means vr sdk is GoogleVR ?

leaden flame
#

@radiant stone yes, are you using vuforia or just followng that tutorial in order to build for android?

#

kind of bad news @feral frigate we're aware of the issue but don't have a solid repo right now UnityChanSorry

radiant stone
#

just follow to build the the app for android . im using already google vr for move

feral frigate
#

@leaden flame Ill keep diggin and poking. Thank you!

leaden flame
#

Okay @radiant stone so then the issues are probably related to that. To start I'd make sure to fully read the documentation and potentially move to an older version of Unity since cardboard is no longer official supported.

#

@feral frigate we suspect it's a race condition in the compositor so that might be why you're seeing it while recording.

radiant stone
#

oh

#

so i cant use the GoogleVR anymore ?

leaden flame
radiant stone
#

ya im using 2019.4.0

leaden flame
#

And you're using this new open sourced plugin and followed all the steps in the quickstart guide?

radiant stone
#

no i dont know that quickstart guide

leaden flame
#

I'd start there.

#

There is older implementations and the cardboard SDK used to be more closely integrated into Unity. Google has since open sourced it and we've evolved our platform integrations for XR platforms. This is the new path forward!

radiant stone
gaunt crown
#

Is there an easy way to temporarily disable the pickup of an object with SteamVR? Like, temporarily disable the interactable/throwable script?

leaden flame
#

@gaunt crown I know some of those objects have like a grabble flag you could switch. Other than that maybe disabling the script that enables it being a grabble object

gaunt crown
#

Disabling the scripts unfortunately doesn't seem to do anything because of the way they watch for hand hovering/inputs, and I can't find a grabbable flag.

#

Maybe I'll make a class inheriting the Interactable and Throwable, and just add a grabbable variable. So when it sees a hand is hovering it, it'll check whether grabbable is true before highlighting it or something.

storm ether
#

can someone try this for me please? If you open a empty project in unity, with nothing in it, import the steamVR plugin (v2.5.0) and then pull the [CameraRig] in the scene...

#

then remove the main camera and click play it is in VR.

#

then you pull in a empty canvas and place it in front of your playspace.

#

You click on the controller objects in the camera rig and add the components Steam VR_Laser Pointer

#

then you go into Play mode and see the lasers o nthe controllers...

#

you add a button to the canvas and add the Input Module (Valve.VR.InteractionsSystem.InputModule) to the EventSystem object

#

now in theory the pointers should be able to click the UI, right?

#

in my case though... nothing works...

#

I have tried the same setup with unity XR using the steamVR XR plugin for unity, and that didn't work either

gaunt crown
#

I just implemented laser pointer UI last week. I forget why, but I opted to use a different method than the built in laser pointers. I honestly forget why, but there was something about how they are setup that I couldn't use.

#

Oh, um. Try putting a collider on the button

#

I think that's why I didn't like it, the buttons needed colliders.

storm ether
#

I have even made my own scripts i nthe mean time and they still don't work, i am at a loss, i really don't understand what i'm doing wrong anymore....

#

collider?
but its a UI element and graphics raycasts... they shouldn't need colliders?

gaunt crown
#

I don't remember the reason, I had watched a video on it. I'm newish to this too. But the way the built in scripts do it, they don't "collide" with the buttons

#

Throw a collider on the button and give it a shot

storm ether
#

i have just tried and it doesn't work... can i see your EventSystem maybe? Or... what scripts are you using now?

#

have you made your own scripts?

gaunt crown
#

I followed this

storm ether
#

I have watched this tutorial earlier and tried the pointers from there, but they ... hahaha

#

yep, i did that tutorial xD

gaunt crown
#

I did that and it worked perfectly.

storm ether
#

hmmm

gaunt crown
#

Well, with one hand. I had to tweak it slightly to work on both hands, but that's besides the point.

storm ether
#

oh yeah, i have noticed it only works with one hand in his video..

gaunt crown
#

I can say with certainty that that tutorial works, because I'm using it.

#

Because there's only one laser pointer object, all I did was attach a script to the player. It watches for the trigger press, and if it comes from the controller that doesn't have the laser pointer attached to it, it attaches it to that hand.

#

(I also tweaked the pointer script such that if it's not pointing at UI, it disables the laser)

pine cape
#

Hi, ive been struggling to create a vr camera pass through like the one in steamvr home with the intention of rendering stuff on top of it. I cant figure out how to each camera feed take up the entirety of each eye. I tried using steamvr's trackedcamera but no matter how I transform the plane texture I cant get to look good and have each eye taken up only by its respective camera feed

#

any idea how i can make a camera passthrough?

storm ether
gaunt crown
#

What method is that using? The tutorial, or the built in scripts?

storm ether
#

the tutorial.

#

the github download from the last video actually.

gaunt crown
#

Why is there a laser on both hands?

storm ether
#

so actually exactly the code from the video

#

because i have the script on both.

gaunt crown
#

I imagine that's part of the issue.

storm ether
#

only one pointer is linked to the input system.

gaunt crown
#

Then why are both of them changing as one the one changes?

#

it's setting the length of both of them

storm ether
#

🤔

#

interisting.

gaunt crown
#

Do it the way the tutorial wants first. THEN tweak it for both hands.

storm ether
#

i have disabled one and it still happens... xD

gaunt crown
#

Ok, go back through that tutorial and follow it to the letter

storm ether
#

I have though :(

gaunt crown
#

I'm not really sure how to help you then haHAA

#

That tutorial works 100%

#

There shouldn't ever be an instance where you've got the laser pointer object on both hands.

#

There should be one laser object.

storm ether
#

well I kinda do, but thats besides the point... not even one works for me Aqua_cry

#

ok, i am litterally loading the sample project now.. if this doesn't work imma hit something

gaunt crown
#

You definitely don't have the same code.

#

Your Input module script for the event system is missing public variables.

storm ether
#

the sample project ofc works...

#

reee

gaunt crown
#

Again, you've got differing code.

storm ether
#

the code is identical.

#

its copy paste.

#

my scene must be the issue.

gaunt crown
#

This is your VR Input Module, right?

storm ether
#

yes

gaunt crown
#

Here's mine

#

It's not the same script.

#

Can you upload your Input Module script?

storm ether
#

because this is what he linked in the last video.

#

oh

#

he commented basically the entire script out.

#

ok, now it works...

gaunt crown
#

The other difference is that this is after the fourth part of the tutorial where he tweaks it to work with Oculus instead of SteamVR

storm ether
#

well yea, in theory if i read the video titles correct it should work with dragging too, right?
aka sliders

gaunt crown
#

No idea, haven't tried it

#

If I may bestow some programming knowledge upon you. Never just copy and paste code and expect it to work. You need to understand what it's doing, otherwise you'll never learn anything, nor will you know how to fix it if it doesn't work.

storm ether
#

well i understood it, i didn't expect it to be commented out xD

gaunt crown
#

You don't have to understand it fully, either. I don't even pretend to know raycasting actually works, and I don't need to.

#

But if you had read through it when you copy and pasted it, you would've seen it was all green

storm ether
#

well i didn't

gaunt crown
#

That's all I'm saying :P Any code you take from online, just read through it before you use it.

storm ether
#

i did the tutorial until episode 3 and then thought like "There must be a source code somewhere" and looked the playlist up... then i went to the last video and saw the github link....

#

and after having done most of the tutorial manually I thought... ok, theese are the scripts for that... this steamVR thing is a wrapper for the general input thing... makes all sense..

#

what i still don't get is why neither the steamVr laser pointer nor the Unity XR one worked...

#

oh the thing with the collider that you talked about... thats for touch like interaction.

#

and thats also why theres that "Add Rigidbody" checkbox

#

i litterally closed 40 tabs just now, no joke xD

marble cargo
torn hatch
#

If I create an entire FPS game for standard non-VR gameplay. How difficult would it be to convert to VR after the fact?
Does the map and assets have to be coded from the ground up to be fully compatible or is it a simpler process than it sounds ? ? ?

marble cargo
#

That all depends on your game logic.

#

Think of it like this -- it's super easy to make a desktop webpage run on a mobile phone... but if you go to any random desktop-focused site, how well will it work on a phone?

#

It's highly unlikely that you will make a non-VR FPS that will feel comfortable and fun in VR.

marble garden
#

Hello, I am having an issue that I hope someone in here can help me resolve. I am exporting stereo cubemaps from unity for a VR film. I can get the stereo pair out just fine, but the moment i introduce fog in the hdrp postprocess volume the stitching in the cubemap goes nuts. does anyone know a workaround?

winged frost
#

@marble garden what is your rendering mode set at?

marble garden
#

@winged frost I just found the fix! It´s done by disabling reprojection in the Custom Frame Settings for the render camera

winged frost
#

ah cool! and good!

torn hatch
#

@marble cargo Well okay Ill better describe my predicament.... I want to create a first person mystery game and think it would be kool to have it work in VR but all of the tutorials I've watched emphasis the importance of having a VR headset available for the SDK to work, whether its Oculus, Windows Mixed Reality or Open VR from Steam.

At this current moment I don't have a headset. So I'm wondering if I create a standard First-Person game what potential pit traps will I need to be wary of if I want to convert it over to VR at a later date ?

storm ether
#

@gaunt crown just a little feedback on my pointers, I have got pointer hand switching working now, thank you again for trying to help me yesterday, I am so glad i finally managed to solve the issue...
in Pointer.cs: ```cs
public void ToggleLaser(bool state) {
dot.SetActive(state);
lineRenderer.enabled = state;
}

and using Arrays for SteamVR Input sources and Pointer objects, 
VRInputModule.cs:
gaunt crown
#

But why go through the hassle of turning off one laser and turning on the other, and then switching all the stuff to the new one? Why not just physically move it to the other hand? :P

storm ether
#

hmm... that would be possible i guess... hmm

#

I'd have to add an array of parent objects instead of the array of pointers and then just spawn the pointer prefab in the right spot..

#

I could do that.

#

is that more performant?

#

probably...

#

hmm

#

well it works for now, I might revisit that code later and do what you said.

winged frost
#

Hi there

#

I am wondering what is the best channel to ask about rendering modes on camera's?

#

I mostly am wondering if people worked with defered rendering and VR

#

as I get some artifacts when using the ambient occlusion post processing when using forward rendering

tiny niche
#

@winged frost deferred rendering is possible, but you still get artifacts and the performance is terrible

#

the fillrate is the main issue even in a forward rendered vr game. by going deferred, you're increasing the fillrate issues in exchange for optimizing for less drawcalls and less vertices being pushed through the gpu

#

none of which are going to be the issue in a vr title

#

you're also able to have more dynamic lights per pass with deferred rendering, but you're still out of fillrate before you hit the light limit in a forward rendered game

winged frost
#

@tiny niche thx! is there any documentation on how fillrate effects vr? and is there an alternative where you can do ambient occlusion with forward rendering without artifacts? my particles seem to render wrong when I use forward rendering.

tiny niche
#

@winged frost fillrate is nothing special, its just a different word for memory bandwidth usage. the reason its such a big deal in vr is because your back buffer has a lot more pixels than usual, due to rendering both eyes

#

if you where designing a game to be played on 8k monitors, you'd have the same issue

winged frost
#

i see

#

i notice the docs saying something about a minz value

#

perhaps I can solve the issue with that as well

tiny niche
#

thats the near-clip range

winged frost
#

ah ok

tiny niche
#

its intended to make sure objects cant get too close to your eyes

winged frost
#

no i meant the z value on th epost processing not the cam

tiny niche
#

its just one of those personal space comfort issues

#

post processing is done in 2d space, dunno what you'd use a z-value for there

#

if i where you, i'd just bake all the ambient occlusion into the lightmap

#

and use cheap approximations for any dynamic effects you need, like blob shadows under your characters/items

winged frost
#

that is a way to do it. wil look into that tomorrow! thx!

tiny niche
#

if you can get away without any post processing, that'd be ideal

winged frost
#

yeah I do like the effects though somI am making them optional settings

tiny niche
#

you don't want it to look bad without them though, so you gotta tailor your designs and systems to avoid them

#

since it doesn't matter how good your game looks, if only a tiny portion of your playerbase gets to see it. the majority of player (aka. the ppl writing your reviews) are not going to be using a top of the line system with current generation gpu's

late zinc
#

I do not understand what happens, when I execute the action it positions me in a coordinate that has nothing to do with it, does anyone know?

tiny niche
#

check the debug values, you probably think they are something they're not

late zinc
#

how?

radiant stone
#

anyone know any tutorial how to combine start menu with vr scene ?

pastel nacelle
#

I deleted my previous message as it didn't fit here.

chilly scarab
#

Hey does anyone have any ideas for a vr rhythm game?

pastel nacelle
#

like for making one?

chilly scarab
#

yes

pastel nacelle
#

hm

chilly scarab
#

hmmmm

pastel nacelle
#

dunno

#

if i get any ides, i will tell u tho

chilly scarab
#

ok

pastel nacelle
#

maybe something in which you can only move on every odd beat

chilly scarab
#

what about vr osu?

pastel nacelle
#

oh

#

good idea!

#

do try that

#

ping me if you finish it!

chilly scarab
#

ill ping when i have have something playable

pastel nacelle
#

k

chilly scarab
#

actually

#

new plan

#

a vr shooter cause rhythm games suck to make

radiant stone
#

want to ask i try to change from 2D to VR Scene (cardboard) using this code but it fail. it can run but not work at all. Anyone know how to change from 2D to VR Scene ?

tiny niche
#

@radiant stone read unity's vr documentation. its not as simple as just running a piece of code

radiant stone
#

i already follow all the tutorial of this person https://www.youtube.com/watch?v=Z54WGVAX9hw but seen it 2017 i dont know im wrong or it not work nowdays

Good morning!

I've been trying to get this tutorial finished for a week now! Every time I sit down, I keep getting pulled away. I finally powered through it yesterday, and rendered this video out around 2am. I just didn't have enough energy to post it then. In other words, I...

▶ Play video
amber trench
#

hi! Is it possible to constraint rotation easily when grabbing an object with OVR ? Trying to grab an object that my door is set to LookAt on so I can open that door.

#

constraint rotation on the door doesnt work as when you grab it overrides parent it seems

icy kindle
#

how would get a steamvr hand to update animation but not move or rotate the hand? i'd like to handle that myself but i still want the animations of the hand

distant zealot
storm ether
#

i don't understand this...

#

I'm using steamVR input and a Vector2 for UI scrolling

#

but every time i scroll it does this.

#

it goes through my scroll method four times with those values..

#

shouldn't it just be 1 and stay 1 until i let go of my stick, then go to 0 and do -1 if i go in the other direction?

late zinc
#

Does anyone know how to configure elements in real time in normcore?

vital cypress
#

Does anyone know how to configure elements in real time in normcore?
@late zinc don't ask for spoonfeeding. Describe your problem, list what didn't work, and list what your goal is. People are 100x more likely to care about your question then.

late zinc
#

I have a unity mounted web browser, I would like it to show as a real time object, but I don't want to move any browser script, how can I do it?

#

all this with normcore

olive ingot
#

normcore has their own discord

#

this channel is about virtual reality

#

i think you'll have better luck on the normcore discord

late zinc
#

ok nobody answers me haha

olive ingot
#

yea dude its a normcore-specific question that has nothing to do with Virtual Reality. i told you you should check the Normcore discord

vital cypress
#

ok nobody answers me haha
@late zinc with that attitude, no one will want to

late zinc
#

sorry if I bother you friend, regards and it was not my intention

#

@vital cypress

#

maybe it was misunderstood due to my low level of english

vital cypress
#

sorry if I bother you friend, regards and it was not my intention
@late zinc i wasn't bothered. i was pointing out that other people might be. I would be glad to help you, i just don't understand what you mean when you have vague questions. Perhaps ask "How can i synchronize a unity web browser across Normcore? I have tried using several built-in synchronization scripts, yet it doesn't work." (example). this way people can see if you tried something that worked for them which didn't for you, and they can help you with that.

Another thing, as freqout pointed out, this is best suited for the Normal discord server, which you can find on the normcore website.

wheat lark
#

is there a way to emulate VR on a laptop or do you need a VR headset in order to code in VR?

winged frost
#

has anyone else had VR in unity feel slower then before?

#

@wheat lark well there's a bunch of particularities that make it hard to test VR stuff without a headset.

sharp briar
#

Can anyone confirm this is possible? Running an Oculus Quest with Quest Link to test a Windows platform build using HDRP? I was reading HDRP 7.2.0 made it possible. Would love to hear if anyone experimented or tried this. Thanks in advance

tiny niche
#

@sharp briar yes, the pc cant really tell the difference between a quest and rift s when you're using quest link

icy kindle
#

any idea how i would get steamvr to pose a hand, but not move or rotate it? i'd like to handle moving and rotating it myself.

tiny niche
#

Filter the root bone

#

You're effectively doing animation blending where you mask off a bone

olive ingot
#

Can anyone confirm this is possible? Running an Oculus Quest with Quest Link to test a Windows platform build using HDRP? I was reading HDRP 7.2.0 made it possible. Would love to hear if anyone experimented or tried this. Thanks in advance
@sharp briar yes, I’ve been using quest w/ link as my main development device. Make sure single pass instanced is on in project settings or it’ll only render out of one eye

gaunt crown
#

With SteamVR, is there anyway to use a Skeleton Poser on an object with a Circular Drive? It's an oven dial, but I can't get the hand to snap/pose onto the dial.

tiny niche
#

well you need to define custom poses and re-parent the hand mesh to the dial

gaunt crown
#

I've already defined the poses. But when you grab the dial, it doesn't snap the hand.

#

It works with regular throwable objects, just not the circular drive

tiny niche
#

thats because you're not reparenting it

#

with a throwable object you're snapping the object to the hand, here you need to do the opposite

gaunt crown
#

When I interact with the dial, the hand pose doesn't even change, it's not just that the hand wont snap to it. But the skeleton poser is having no effect because it doesn't seem to see interacting with a circular drive as grabbing it

tiny niche
#

did you implement the grab logic? its fundamentally different from the pickup logic

gaunt crown
#

I'm just using the built in Circular Drive script and the built in Interactable script (because CD depends on it)

storm ether
#

is it possible to run SLAM in unity?

sharp briar
#

@tiny niche and @olive ingot thanks for the confirmation! Looking forward to trying this out!

#

Im going to assume just follow the guides/tutorials on setting this up for Rift

coarse beacon
#

Oculus Quest question: I'm using XR interaction toolkit, and running my app on PC works perfectly. But when I run apk on Quest, the screen goes black and then crashes with the message "The app has stopped". Previous builds had worked before. Logcat mentioned "Could not allocate memory: System out of memory". Any help would be really appreciated.

leaden flame
#

@coarse beacon are you using any post processing? That usually causes a black screen when it's not supported on a platform. What rendering pipeline?

coarse beacon
#

@leaden flame No post processing. I'm using URP

leaden flame
#

Not sure what would be causing that. I've built XRI apps to the quest. Maybe start with a simpler scene and build it back up to what you have? Are you getting errors in the console on PC?

coarse beacon
sharp briar
#

Oculus Quest:: - Got it working properly with HDRP, tracking and showing up in Headset - added a Custom Package that had custom post-processing effects - screen is now black in the Oculus Quest. Assuming there are no dependencies with Custom Post-Processing, how do I revert HDRP back to default so that I can still use the Package, with out its post processing effects

#

I should add that game view looks as should, and the headset is tracking

grand dust
#

Hello!
I got a problem.. Everytime when I build my project it looks like this.. I am usin the LWRP and Unity 2019.1.5f1
I hope someone can help me

nocturne ferry
#

hi guys, im looking for a software like EON Virtual reality education. I need just a simple visualizer of 3D models with some extra features like show exploded view, add photo/video of the part
Do you know something about? thanks

tiny compass
#

anyone else having trouble with either oculus/unity (probably the former) not respecting the hand tracking settings for an app? e.g. if you set an app to "controller only", it still pops up hands in the app when you set the controller down

pine bison
#

Haha hey @nocturne ferry have you done the EON course? Not a lot of people know about Creator.
My go-to platform for model inspection is Sketchfab, which has a nice toolset. Unfortunately I’m not aware of anywhere that explodes models like that

honest lodge
#

Sorry to be an absolute pain but after a few months I've revisited Unity Oculus Integrations for Quest and I've noticed a lot has changed and I can't seem to disable joystick movement or make objects grabbable as I could before. Is it worth sticking with it or just switching over to Unity VR SDK? Also is there any documentation on the new methods to make objects grabbable and such

distant zealot
#

Why are people still trying to use HDRP and Post processing together with the Quest 🙃

keen lotus
#

The new XR Toolkit has a project setting to Initialize XR on startup. If I were to disable this, how would I Initialize manually? I've not found any documentation this step

reef beacon
#

IIRC use XRManagementSettings and find the loader you want

#

Then call Initialize on it

#

@keen lotus

keen lotus
#

XRManagerSettings ? This is an ScriptableObject right?

reef beacon
#

I don't remember tbh

#

Lemme see if I can quickly find it

#

XRGeneralSettings.Instance.Manager

#

You also need to create a trackedposedriver on your camera

keen lotus
#

The XRRig will be in the scene, so that should be fine

#

I just want to delay the initialization of the XR stuff a little

#

Its a little annoying that the settings do not differentiate between "editor" and "standalone" in terms of settings

reef beacon
#

Tbh, I wouldn't suggest using Initialize on startup

#

Since WMR shows a popup if there is no headset attached

#

And it just goes down the list in order rather than checking which ones are available

keen lotus
#

Do I also need to start the subsystems manually?

reef beacon
#

I don't think so?

#

You just got to initialize the loader iirc

keen lotus
#

Hmm because using this sadly doesn't work

#

The Oculus Link will get stuck on Unity starting or Unity quitting

#

Got it working, I had to ensure that I load first, and then start subsystems

#

but ALSO I need to ensure to stop and deinitialize

paper barn
#

Would you be able to use Unity if you made your own VR headset using a Raspberry Pi or something similar? Obviously this would be like all custom tracking scripts and stuff so it wouldn't be like using the Oculus Integration, but do you think it would be possible?

#

Because I think that could be really cool some day.

shell kayak
#

@paper barn Sure, you could render to some display where it's split for each eye and attach some lenses to that.

#

You'd have to account for the lens distortion and whatnot yourself, though

paper barn
#

That could be interesting.

shell kayak
#

Or potentially even write an OpenVR or OpenXR driver and let something like SteamVR handle it

paper barn
#

Can Linux run SteamVR?

shell kayak
#

Then you could use your headset with any OpenVR/OpenXR game

#

Yeah

paper barn
#

I guess mac is the only OS that can't then, unless you use boot camp or a vm.

shell kayak
#

Yeah and support for MacOS was only recently dropped. Valve had support for it for a while.

paper barn
#

Plus the Oculus app doesn't support Mac.

#

So you can't run Oculus Link

shell kayak
#

But in theory in the future, you'll be able to just support OpenXR and it should work for everything, including SteamVR and Oculus. That's still in the works.

paper barn
#

That would be nice.

long yew
#

has anyone tried using camera mounted on a raspberry pi3 as the main camera in unity?

tiny compass
#

so for controller input in Oculus, is the only real way to handle clicks and such polling in the Update() event with OVRInput.Get()? Or is there some event-driven process that's not jumping out at me? Just curious, coming from the Unreal Engine world where you can have event-driven controller input.

shell kayak
#

@tiny compass Yeah, it's just polling based

tiny compass
#

@shell kayak Huh. Always interesting to find the differences. Thanks.

midnight knot
#

Hi,

#

I recently started with game development and I have run into some sort of problem. It doesn't do anything It's just kind of annoying. Does anyone know a fix?

#

After that it just comes up an error that says "Package Metadata store error. Check if there are any other errors in the console and make sure they are corrected before trying again" (I don't have any other errors)

sharp briar
#

@distant zealot whats the big deal with HDRP and PP? not the first time i have seen a comment like this. Just curious as I am new to VR development. Anyways, I got HDRP and PP to function in Quest properly.

distant zealot
#

@sharp briar It is advised (in the SRP docs I believe) to not use HDRP on Quest or post processing also, there is a document from Oculus also stating this. The quest isn't performant enough for those high end SRP features in HDRP and you will see some real bad issues with post processing! But don't let me talk you out of it but as you are starting out with VR Development I wouldn't want you to waste your time getting HDRP running on Quest only to find PP on + HDRP and more than a Unity cube in your scene produces below 72fps! Do let me know if you have good experiences using HDRP + PP on quest though!

sharp briar
#

@distant zealot Thanks for info!! Really appreciate it! I def will be looking further into this!

#

🙂

storm ether
#

hi so i was following this tutorial https://www.youtube.com/watch?v=w5y8iukw6yY and i was doing fine unitl 8:32 and my hands are stuck in the ground, please help

Just the basics of how to set up an oculus VR project in unity. If there is any game design concept you would like to see explored on the channel, go ahead and leave a comment! We'll be doing lots of weird junk in future videos but since this video is basically a re-hash of Va...

▶ Play video
#

i use the rift, if that helps

#

dm if you know what i am doing wrong or what i need to do

#

watch 7:20 to 8:32

royal zephyr
#

hey i've been trying to make a oculus quest game but for some reason it says the android sdk in not found or invalid, i've already checked all the boxes on the installation page any suggestions

royal willow
#

hey guys, Just wondering if anyone has seen a good tutorial for lighting with Oculus Quest? Thanks

shell kayak
#

@royal willow Why do you need a tutorial for specifically the Oculus Quest? Lighting doesn't work any differently on the Quest.

reef beacon
#

He probably wnats a performance oriented tutorial rather than a quality oriented tutorial

midnight knot
#

Does anyone know a fix???

#

I don't have any other errors

surreal osprey
#

experiencing the same @midnight knot and it's really annoying. pops up almost every time after saving any script in the project

midnight knot
#

Ya ikr

surreal osprey
#

are you on 2019.3.0f6 as well?

midnight knot
#

No I am on 2019.3.13f1

#

Dowloading the latest version know see if it will be fixed.

shell kayak
#

Have you guys considered deleting the manifest.json in the Packages folder?

surreal osprey
#

@midnight knot mind giving me a quick DM if you manage to fix it somehow? I'll do the same

midnight knot
#

Yes sure

surreal osprey
#

I'll try @shell kayak thanks

shell kayak
#

Back it up if you don't want to lose the list of packages you have installed

surreal osprey
#

is there supposed to be a packages-lock.json as well?

shell kayak
#

There can be, yeah. Delete that one as well

surreal osprey
#

I have to install the packages again now right?

shell kayak
#

Yeah

surreal osprey
#

that might have helped. let's see if it comes back or stays away. thank you for the help @shell kayak

leaden flame
#

I suggest dropping down to XR management 3.2.10, that should fix the hang and timeout.

midnight knot
#

How do I do that?

leaden flame
#

I think you'll have to open the Packages/manifest.json file that's located next to your Assets folder and manually change the numbers. Doesn't look like XR management is in the package manager anymore.

midnight knot
#

Ok thanks gonna try it know

#

It kinda worked but I got som other errors

#

@surreal osprey Did it come back?

midnight knot
#

Updating the version didn't work

#

but it's fine I did a backup before

midnight knot
#

I can't seem to fix it

#

anyway I have another small issue

#

I am using the snap turn provider and it doesn't work. Any idea on how to fix it?

leaden flame
#

Did you assign the controllers in the controller array? I assume you're talking about XR interaction toolkit

midnight knot
#

I am following Valems new tutorials

#

sry for late response

leaden flame
#

try assigning the Locomotion system in the System property

honest lodge
#

Hey! Such a noob question here but can anyone explain how to make objects grabbable in the new update for Oculus integrations since nothing appears to be working at current time

glacial basin
#

did you put the grab interaction script thing on it? i had the same issue with xr because i forgot to

surreal osprey
#

does anyone know how I get a reference to the controller that is holding an item? for example I got a weapon with the xrGrabInteraction script. the OnActivate Event in this script calls the shooting function. but now I wanna make the hand that is holding the gun vibrate and I have no idea how

#

I guess I'm able to get a reference to the interactor but I still dont know how to actually make it vibrate

midnight knot
#

So I am watching Valem's tutorials and he uses hands that only have the pinch and grip animation but I want to have point and thumbs up to but I don't know how I'm going to ad it. Any ideas?

hardy kayak
#

hey guys can I get some help

pine bison
midnight knot
#

No but I'm not using steam VR I'm using unity XR

pine bison
#

Ah you didn't specify which SDK

midnight knot
#

ahh sorry

hardy kayak
#

The type or namespace name 'SteamVR_PlayArea' could not be found (are you missing a using directive or an assembly reference?

#

it was working fine before I put some VRTK components in an object

#

but then removed the components

#

now it's not working at all

#

im going to suicide

shell kayak
#

@hardy kayak You're probably using an old VRTK version with a newer SteamVR version than it's expecting

#

the SteamVR plugin probably removed the SteamVR_PlayArea script at some point

hardy kayak
#

oldest version of VRTK is 3.3 but it says it's obsolete

#

do they have a github with latest version????????

pine bison
#

Yes

#

V4 is still in development

#

V3 works bot not with the new SteamVR

hardy kayak
#

how to get the old steamvr then

opal valve
#

guys i need someone to help me with a google cardboard game im making anyone can help me i just got unity 1 day ago

icy kindle
#

you'll need to use unity first

opal valve
#

wdym

#

i have unity

icy kindle
#

you'll need to learn how to use unity first

#

sorry, forgot 3 words

hardy kayak
icy kindle
#

no

#

probably not

#

if you dont have actions then most things regarding player input wont work

opal valve
#

guys so im following a tutor for gvr and my stuff keeps going away every time i even try to run it it happens everytime i make a game or something

midnight knot
#

Anyone know where I can get some rigged vr hands?

icy kindle
#

steamvr comes with multiple pairs

midnight knot
#

It's fine I found some

glacial basin
#

Apparently, oculus integration isnt so good. :/ i used it to set up a vr thing for a game, and it crashed the whole project, deleted my save and removed all my assets on play. Its safe to say im now using xr, but thats terrible

late zinc
#

hi, a question i am calling a function with this command line
NameObject.transform.localPosition = new Vector3 (-1.8f, 1, -3);

but in vr it places me another position that is not the one that I indicate, does anyone know what could be happening?

midnight knot
#

Have you tried using “transform.position” instead of “transform.localPosition” @late zinc

glacial basin
#

im having a weird issue with my VR game. When i pick up an object and put it below me, i fly up very rapidly. Ive tried putting my player on a different layer to the grabbables and removing collisision on them, but nothing happens

#

@midnight knot could you help? you seem smart

midnight knot
#

Are you shore you have chosen the right layers where you deselect collision

#

@glacial basin

glacial basin
#

yeah, ive made sure about 3 times now

midnight knot
#

Haha ok ehhh

#

Hmmm idk really

glacial basin
#

ok, im trtying some stuff with disabling collision through script now

midnight knot
#

Do you have any other objects under you vr rig that has collision on it?

#

@glacial basin

glacial basin
#

ill see

#

hang on

midnight knot
#

Ok

glacial basin
#

my hands have sphere colliders set to istrigger for pivking stuff up

#

other than that

#

no

midnight knot
#

Ok

#

And you have chosen the right layers on the rig and interactable

glacial basin
#

yup, my character is on PLAYER and my grabbable object is on GRAB

#

hands are on HANDS

#

there should be no collision between any of them

midnight knot
#

Ok try and remove the hands layer, probably won’t do anything but that’s the last thing I can think of

glacial basin
#

ok

#

should i put hands as default? or player

midnight knot
#

Default

glacial basin
#

ok, ill try now

midnight knot
#

If it doesn’t work message Ole. He is smarter than me haha.

glacial basin
#

yeah im still flying haha

midnight knot
#

If you scroll up in the chat you can find Ole’s profile

pine bison
#

Haha I appreciate it

midnight knot
#

Haha

pine bison
#

I agree with your solution. Sounds like whatever is colliding has the wrong layer

midnight knot
#

Gotta go hopefully you guys solve the solution

glacial basin
#

ive triple checked this, im sure everything is on the right layer

pine bison
#

Your player will have a bunch of different collliders, like the hands, head and body

glacial basin
#

im using an XR rig, where one charatercontroller acts as the whole body pretty much

pine bison
#

Your hands will need to collide to be able to pick up

#

Another solution would be to set the picked up object's colliders to trigger while they are picked up

glacial basin
#

my hands can pick up the objects, when i put them under me, i fly, but i have collisions turned off for the player and grabbables

pine bison
#

Can you show your charactercontoller and your collision matrix

glacial basin
#

yeah hang on

#

i removed the hands layer as suggested by Sr3w

#

i can also show the grabbables interactable if neccesary

pine bison
#

Are all the child objects of the player in the right layer?

glacial basin
#

all objects that are children of the VR player are also in the Player layer

pine bison
#

Hm, then it's not immediately clear to me

glacial basin
#

im super confused as well

#

shoul i send the grabbable items inspector menu?

#

i might have messed something up there

pine bison
#

Sure

glacial basin
pine bison
#

I haven't worked enough with the xr toolkit to be able to tell you much

glacial basin
#

ah damn

#

ok

#

i tried oculus integration but it crahsed my whole project 3 times

pine bison
#

But when I've tried it briefly before I didn't have this issue. So look at some tutorials and follow their steps

glacial basin
#

ok, will do

pine bison
#

I haven't had any issues with the oculus package

glacial basin
#

huh

#

when i used it, it crahsed my project and corrupted the save completely

#

happened 3 times before i stopped using it

pine bison
#

not something I've seen

glacial basin
#

i could try it again, but m a bit sceptical to, and im on version 2019.4

midnight knot
#

Have you tried just restarting unity or you’re computer? @glacial basin

glacial basin
#

yeah, i have

#

im just gonna try oculus integration

midnight knot
#

Ok what version is your xr interaction package on

glacial basin
#

uhhh

midnight knot
#

Ok do that

#

You can see if you go to Window, Package Manager, and search for XR interaction

glacial basin
#

ok, ill have a look

#

just importing oculus integration

midnight knot
#

Ok do that

#

Good luck! 🙂

glacial basin
#

thanks!

#

ill get back to you if it works

midnight knot
#

Ya

glacial basin
#

@pine bison its working, i switched to the latest integration, switched some things up and it works great!

pine bison
#

Awesome 👌

midnight knot
#

Good!! 🙂

glacial basin
#

now im struggling with the networking in Vr haah

midnight knot
#

Haha sorry can’t help you on this one 🙂 (haven’t worked with it)

glacial basin
#

im just gonna make it single player haha, its way too difficult

midnight knot
#

Ya that’s one reason why I haven’t touched it haha

naive jewel
#

Hey all, here is a series of 1 day sketches I did for Inktober 2019. All of theses are done in VR in Unity. Had a blast

torpid star
#

Has anyone tried new cardboard sdk?

onyx ibex
#

does anyone work with a leap motion?

lone knoll
#

@torpid star just did, it is very minimal as expected

viral blaze
#

there's new cardboard sdk?

lone knoll
#

sort of

#

im adding in editor support ( when i try and play it on PC it spits errors , i made a wrapper so it will work on both mobile and editor via mouse )

storm ether
midnight knot
#

So, I want to be able to show animations based on my controller input. And I have all the animations but I can't seem to figure out on how to use them in a blend tree or such. I am using the Unity XR sdk

lone knoll
#

is there a way to switch between stereoscopic camera rendering and normal fullscreen render during runtime ?

#

i was thinking to add an additional camera that will be inside a black cube so nothing will be rendered at the field of view and the result would be a black screen - increase its depth and have it set enabled when i want to "Exit VR" mode

#

setting the canvas to render on this 2nd camera that has TargetEye = None ( Main Display )

#

not sure if it will do the trick but about to test with the new Gardboard XR SDK ( 2019.4 LTS )

reef beacon
#

Often you can change some settings to stop rendering in VR

#

Or you can just disable the VR camera all together

#

So it doesn't even render anything

midnight knot
#

Can anyone help me with hand animation?

#

I'm using unity XR

foggy matrix
lone knoll
#

@reef beacon nothing seems to cancel VR mode in the cardboard ( Besides disabling XR before compilation )

#

is there a way to to render stereoscopic view without XR altogether ?

#

their SDK seems utterly useless - its literally an accelerometer with a locked split screen render

torpid star
#

@lone knoll Does it have more features then the previous package at least?

#

(new googlevr sdk)

lone knoll
#

QR Code scanning ?

#

( its part of the native anroid thing - so can't rly be accessed in unity )

#

.

@reef beacon

XRGeneralSettings.Instance.Manager.StopSubsystems(); XRGeneralSettings.Instance.Manager.DeinitializeLoader();
cam.ResetAspect();

Found how to stop it , should also work to switch on , but sadly currently there is a bug that crashes everything down

// https://github.com/googlevr/cardboard/issues/59
XRGeneralSettings.Instance.Manager.InitializeLoader() async
XRGeneralSettings.Instance.Manager.StartSubsystems() 
midnight knot
#

I'm sorry don't know

#

Ya ok

reef beacon
#

Stop pinging staff

olive ingot
#

over half of the people asking questions in this room are students with an assignment due in less than an hour 🤦‍♂️

royal willow
#

Hey guys, just wondering if anyone knows how to fade the screen to black on the Oculus Quest, it seems to run fine on the editor but on the headset it does not fade? Thanks

olive ingot
#

what pipeline? what XR plugin?

royal willow
#

Im just using the Oculus Integration asset from the store with the SRP

olive ingot
#

SRP?

#

pipeline would be URP/HDRP/Legacy

royal willow
#

its the standard render pipeline so id say Legacy

olive ingot
#

yeah.

#

SRP actually stands for "scriptable render pipeline" in the Unity vernacular, so its def not the same as legacy

#

but anyways... can't really help... i know the oculus plugin has its own fade to black, but i haven't really used

#

i've been using URP and XR Management plugin for quest and i made my own fade to black by tweening the weight of a post processing volume with this on it

midnight knot
#

Does anyone know how to fix jittering with the SteamVR snap turn

#

?

pine bison
#

How are you doing the fade in editor @royal willow?

royal willow
#

Im just using an animation that fades to black, but just got it working, I had the plane distance of the canvas set to 0, so it was not showing, I upped it to 1 and works perfectly now, Thanks UnityChanShocked

royal willow
#

do you have developer options turned on? is USB Debugging turned on?

royal willow
#

@storm ether It should be in the about section of the phone, then click on the build number and Developer mode should be there?

#

If not, tap on the build number 7 times and it will enable developer mode 🍻

#

🔥🔥

leaden flame
#

@storm ether You can follow the documentation listed here under 'Enable USB debugging on your device'. https://docs.unity3d.com/Manual/android-sdksetup.html Please be respectful of people and also consider that these questions are outside of virtual reality specific questions. I suggest asking in #📱┃mobile.

Once you've successfully built to device and have questions around the google VR sdk or other VR related topics this is the appropriate channel.

weary hamlet
#

what do you think is it a good idea to try get money for a VR headset from a unity game on a google play. The one i chosen for now is oculus rift S which is approximately 700$ in where i live.

shell kayak
#

@weary hamlet Do you have a gaming PC that can run VR?

weary hamlet
#

yes

shell kayak
#

A Oculus Quest is cheaper and can act as both a PC and mobile headset

#

So you'll be able to target both markets if you want to

weary hamlet
#

but it isn't 6 sided. And i want half life alex really badly because out of my friends i'm only one who hasn't played it yet.