#šŸ„½ā”ƒvirtual-reality

1 messages Ā· Page 41 of 1

shell kayak
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6 sided? Do you mean 6 DOF? It is.

weary hamlet
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so i can like look all around my room?

shell kayak
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It's perfectly capable of playing Half Life Alyx through Link (basically any USB 2.0 or 3.0 cable)

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Yes, it's a roomscale headset with controllers

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The exact same controller as the Rift S, in fact

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And the same tracking system, minus one extra camera on the Rift S

weary hamlet
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yeah and it costs a lot less

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but on the oculus site they say that it isn't a pc headset

shell kayak
weary hamlet
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oh i see

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Oof and it is 80$ more but still better then 700$

shell kayak
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That's just for their fancy cable

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Most USB cables will work, even the one that comes in the box for charging

weary hamlet
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hmm

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is it possible to earn those 400$ from a google play store. Because in russia it's like month salary.

reef beacon
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There are people that earn millions

shell kayak
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Is it possible? Sure. But a lot of people try and a lot of people fail

reef beacon
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Doesn't mean you will though

weary hamlet
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but i somehow have to get 25$.

shell kayak
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The mobile market is saturated, thousands of new apps come out every day

weary hamlet
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yeah...

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but like when you pay a registration fee you don't need to pay anymore at all so it will absolutely pay off. There is no way that all they games that you can post wouldn't get those money back.

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or do you need to pay more?

shell kayak
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To get money, you need someone to give it to you. Are you planning on getting that money from advertisers?

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Advertisers will usually pay for clicks, so that means you need people using your app and clicking on ads

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If no one is using your app, you don't get any money

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With millions of apps available, how are you going to convince people to use your app?

weary hamlet
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i'm in progress of making like the stupidest game possible with all of those things like lvls, exp, A D S, probably cosmetic items, and a buyable currency because i really need money not only for a vr.

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i mean this is the main problem for me now

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how to get people

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and also is it true that you can't withdraw money if it's less then 120$

shell kayak
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I would say that making a new mobile game with no community base is not a great plan to make money quickly

weary hamlet
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i think that youtube is the way but i can't talk really i just keep forgeting words.

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and i have no idea about how to make a good video.

shell kayak
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What about a regular job? Are you old enough to work at a store or something similar?

weary hamlet
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and there is too much dev log videos

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N O

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i'm 15

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and it's summer

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i have literally nothing to do

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if i would been an adult then i wouldn't bother myself with making games for money, only for fun.

reef beacon
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Report a bug to Unity I'd say

wraith shale
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@strange patrol you got the steamvr beta from valve repo?

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it has few issues

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you need both for it to work properly

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other is for IL2CPP, other is for getting proper settings

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you could just grab it from my fork too

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it should work as is

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both of these solutions are from valve repo's issues where people found the fixes

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I have no idea why Valve doesn't just push a new release with these changes as they really are super minor changes and fix these issues

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there are countless user reports for these two changes fixing their issues

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I've had both of your issues prior doing these

tropic garden
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Does anyone know where I can find documentation for the SteamVR Unity Plugin v1.2.3? Updating to a new version is not an option for me.

wraith shale
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@strange patrol no idea on that, I wonder if it would help to wipe library

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I think the other issue was related to the flaky setup thing

tropic garden
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I'm trying to get the world position of a Vive controller. I am using rightHandDevice.TryGetFeatureValue(UnityEngine.XR.CommonUsages.devicePosition, out rightHandPosition);

From what I have found, this returns a local position. How can I convert it to a world position? What is it local to?

storm ether
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Dev said it's coming to the Asset Store soon

quartz slate
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so im just trying to get the quest working with unity editor
(got the link cable set up, tried out some rift games)
I'm confused about what state the headset needs to be in when i hit play in unity though
do you just have it turned on and in the basic VR lobby and hitting play will automatically take it over?

midnight knot
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Yes I think so. I have a Rift S and that works

quartz slate
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so for the quest, i just sit in the rift lobby via the link cable?

midnight knot
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Yesw

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Yes*

quartz slate
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sweet, thanks!

midnight knot
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No problem! šŸ™‚

midnight knot
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Is there any way to fix the jitter on the hands? I use SteamVR.

quartz slate
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@midnight knot better lighting

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So I have continued to try and get the play button working but i just cant get it to work

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one of the issues is there are only a few crappy guides and all the ones i have found are out of date

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can anyone link me to an up-to-date guide on getting the unity play button working for the oculus quest?

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To be clear, im looking to target windows and not android

reef beacon
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I don't think so

midnight knot
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@quartz slate Does better lighting help with SteamVR jittering?

reef beacon
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It can it depends on the cause

faint mantle
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Hi all I'm using SteamVR 2.5.0 - I'm struggling with the right Action Set setup.
I have an object which I can pick up. When I pick it up I press a button to have a Canvas menu appear above the object. - This works.
However: When I pick the object up and press the button, the default action (teleport) is called, as well as the action to open the canvas menu, and I don't want teleport to be called when I have the item held.

I know I can enable an action set and disable other ones, but I don't want to disable everything else in the default action set, just the teleport button (or whichever button supersedes this in the custom input binding)
What could be the best solution here?

wide parrot
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What packages am I supposed to install exactly to get VR working ?
I used to have something that worked, but now I can't find a combination that doesn't result in the compiler not finding something, or the package manager constantly rebooting.

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I have an Oculus and need SteamVR compatibility.

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I can get "something" to work with installing only OpenVR, but the headset stay black (it still recognize something VR is launched) and the game view is weirdly scaled.
Trying to install SteamVR on top of it add a "The name 'XRSettings' does not exist in the current context" error spam - and installing XR Plugin management does fix those, but add a cascade of other "The type or namespace name 'SubsystemDescriptor' could not be found" ... and I can't find which plugin is needed for this one, even after installing every goddamn package in XR in the name.

wide parrot
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I got SteamVR & OpenVR to compile by rebooting the editor itself (not sure why that worked).
Now the headset display SteamVR's default background with a window saying that it's waiting on Unity.

wide parrot
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After hours of randomly trying thing, I have found something that work. So for everyone who get into the same situation :
Install OpenVR.
Install SteamVR.
Restart the Editor.
Manually add "com.unity.modules.vr": "1.0.0" & "com.unity.modules.xr": "1.0.0" to your Manifest.json

tiny niche
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@faint mantle sounds like you need an event router. the way i'd do it is hook up the inputs to the router and have it query the player state to determine the available action of highest priority, or simply filter the actions until only one remains and throw an error if it ends up with multiple alternatives

torpid aspen
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can someone show me how to program something like this - https://www.youtube.com/watch?v=_QuEQ5bwWE4&t
i already have the movement down
just the drifting part is hard
how you can drift off and push yourself off of walls and such
because for me when you stop the player stops, it doesnt keep floating forward
like it would in space

Just a quick video demonstrating my attempt to clone the movement system from Echo Arena, in UE4.
You can find a download for this UE4 project here:
https://forums.unrealengine.com/development-discussion/vr-ar-development/1354452-zero-g-hand-based-movement-locomotion-mechanics...

ā–¶ Play video
faint mantle
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@faint mantle sounds like you need an event router...
Cheers @tiny niche, I follow you, but that's a pretty large undertaking I hadnt banked time on. Searching around I've found ActionSetLayers
https://partner.steamgames.com/doc/features/steam_controller/action_set_layers
Which looks like the perfect solution but it's seemingly not applicable to SteamVR?
Thinking more on your suggestion, I'd have to intercept actions and prevent them from firing and then manually fire them myself based on defined priorities, priorities which should then change based on how each user has configured the bindings of their controller. Seems like a nightmare..
All for something as simple as "X button" teleports, unless you're holding 'grenade', in which case "X button" 'pulls pin on grenade'. All other buttons unaffected.

tiny niche
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the priorities would be static and implemented as a layer on top of the input handling

faint mantle
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Cheers, @tiny niche I think with the interactions I'm trying to cater for, and the different controller bindings, my priorities would need to be dynamic, but I can tackle that later on.. could you point me in the right direction to achieve "a layer on top of the input handling"

Would I need to recode the existing actions such as pick up/teleport etc to be surrounded by an if(CurrentlyAllowedByPriorities). Or is it intercepting those actions from firing, and handle it in one place elsewhere?

tiny niche
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@faint mantle you'd abstract the action away from the input on the action set end of things, so it wouldn't be pickup/teleport, it'd be more like a trigger/grip input that gets fed into a sorted set of possible actions that you go through until something terminates the iteration

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basically a more sophisticated input->action mapper than what unity provides by default

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but it wouldn't be dynamically sorted, you'd have to define ahead of time if the trigger is going to teleport or grab as the priority

faint mantle
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Cheers @tiny niche, I follow you. Hopefully easy enough to implement with the default SteamVR action implementations (teleport etc). Need to stop them activating themselves and call them through this new system.

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but it wouldn't be dynamically sorted, you'd have to define ahead of time if the trigger is going to teleport or grab as the priority
@tiny niche
That's an issue.. we plan for a variety of different controllers to be used in future, re-coding input based on each one rather than mapping using the Steam Controller Binding probably isn't going to work for what we have in mind.

tiny niche
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@faint mantle doesn't matter if the controller changes, as long as the interaction method stays the same. if you've prioritized grab over teleport and a new controller comes along that has them on a different button, then you'd still want to check grab before checking if you can teleport with the given input

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if you extend this to feed everything all inputs, then you'd want to have the actions consume inputs, like the grab marks trigger as consumed, while the teleport might mark the trigger and thumbstick as consumed

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this way you get more flexibility, but the action set remains constant

faint mantle
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Ok I follow again, so my objects would likely subscribe to events rather than the actions, this system would then read the actions, prioritise them and trigger the events based on my defined priorities.
And each object would only react if it knew it was "held"

empty cedar
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hey everyone! i have a question
how can i recreate the VR hands physics in unity in the same manners as this one?
https://www.youtube.com/watch?v=aavZbRjSE8w

In this Tutorial we will be making VR physics based hand in UnrealEngine4.
With this VR Physics Based Hand you can properly interact with static and physics objects.
Support my Work : https://www.patreon.com/UE4tuts
Like my Facebook page for more content and Information :https...

ā–¶ Play video
late zinc
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Hi guys, does anyone know how I could display a pdf in a cube from a url? I already dealt with this code, what could you suggest me?

public class AD WEEB: MonoBehaviour
{
public string url;
public Renderer applied;

 // Start is called before the first frame update
 void Start ()
 {

     StartCoroutine (LoadFromLikeCoroutine ());

 }
 // Update is called once per frame
 private IEnumerator LoadFromLikeCoroutine ()
 {
     WWW wwwLoader = new WWW (url);
     yield return wwwLoader;
     applied.material.color = Color.white;
     applied.material.mainTexture = wwwLoader.texture;
 }
viral blaze
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PDF is not a texture, and I guess your question is less related to VR

tiny niche
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@late zinc you're missing a pdf renderer

wide parrot
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Most VR game have two executable : one VR, one non-VR. How do you do that with Unity ?
The closest I could get was reading the command line and setting XRSettings.enabled to false as soon as possible, but that still boot in VR mode.
There is an internal command line "-vrmode" but setting it to "none/null" doesn't seem to work.
And just recompiling the game with "Virtual Reality Supported" double the game size, which isn't practical for distribution.
Any idea ?

shell pumice
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Hi, im trying to create VR player avatar using UMA dynamic character, but im not able to connect XR Rig and controllers with head and hands, because i cant find base body. I tried to aply my scripts to human male base model, but the player is obviously builded from something else. Does someone some experience with UMA in VR, please?

olive ingot
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@wide parrot never heard of a game shipping two executables tbh. you could just instead check for the presence of a VR headset and either automatically load a VR scene or give the user the option via GUI or somethign

tiny niche
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@wide parrot usually its just the 1 .exe and the -vrmode flag lets you be explicit about the sdk to be loaded

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if the flag isn't passed in, you should launch with them disabled

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just make sure you let the engine handle as much as possible for you, since the defaults will ensure that you launch with the correct sdk depending on the launcher used (oculus needs priority, since steam passes -vrmode openvr to all vr games, even if they attempt to launch with -vrmode oculus)

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windlands 2 got that part wrong, but sadly the developer doesn't understand why it happens

wide parrot
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"if the flag isn't passed in, you should launch with them disabled"
That's kinda what I'm doing for now, but since my code only start executing after the Unity boot-sequence-thing it still start the headset for nothing.

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Unless there is a -vrmode "nothing" ?

pearl finch
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If I wanted to setup online multiplayer on oculus quest how would I do that? I’ve seen rift multiplayer and I know how to do multiplayer for PC in UE4. I don’t know if there’s anything special I have to do for quest or how to do multiplayer in unity in general. Can anybody help?

sharp spruce
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I have an interesting idea but can't seem to find much info on how to go about doing it.. I'm trying to do a truly async loading of a scene, meaning objects would pop in as they load instead of asynchronously loading the entire scene and then displaying it. The 'pop in' would of course be really ugly, so each object would have a shader that 'materializes' them as they as soon as each one is loaded. This could be such a cool effect, especially if it's set up in a way that objects are loading closest to the player radiating outwards. Could be really functional for VR. Does anyone know of a good starting place for me to look into?

storm ether
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What's the best way to support Vive, Oculus, and the index these days? XR seems to be missing index support so I'm at a loss.

lone knoll
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@storm ether isn't the new OpenVR XR Sdk supports the index ? its made by valve after all

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also why Unity-XR doesn't supports the index ? I figured it did

tiny niche
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@wide parrot enable it based on the flag, don't disable it based on the lack of a flag

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but unity should handle it out of the box, if you did the project settings right

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@sharp spruce a shader couldn't handle it, you'd need to use a proxy object that gets replaced when the asset is finished loading

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but you also have to remember that there's a lot of work going on when loading assets. Lots of memory allocations generating garbage collects

storm ether
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Weird I'm not about to find docs on how to enable it like I can for Oculus.

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I'm certain I'm just doing this wrong. There's just so much old info to sort through

sharp spruce
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@tiny niche The idea for the shader was simply to handle the 'materialize' visual effect so the objects don't look ugly popping in one by one. By proxy, you mean the scene would essentially be a bunch of blank gameobject placeholders that would be replaced in which ever order I specify, correct? I kind of considered this.. I could create a utility that would process the scene to be ready for this functionality once I'm done editing it. I briefly looked into the addressable system, I wonder if this would solve the garbage collection issue that you've brought into view?

tiny niche
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no unfortunately there's no solving the gc issue, its always going to be there

sharp spruce
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I'm just thinking out loud here, feel free to ignore this.. I'm just trying to understand how GC won't function properly. Here's an example: We have a VR Tabletop gaming sim. The player is their 'Home Room' and decides to play a game of Texas Hold Em'. Their home room fades to black , a new scene is loaded (just empty gameobject placeholders) then the homeroom scene is unloaded. Immediately the poker table materializes in front of them, then the ground as it radiates outwards, objects around the room then materialize, we are now in some kind of illegal cyberpunk underground gambling room. The player then decides they want to play some Catan, this process repeats, with ultimately the previous scene unloading. Where in there is garbage building and failing to release?

storm ether
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GC typically fails when bindings to an API are in a lower language. Not sure about this situation, but in Go Lang for example if you have C bindings, you don't get GC on those C allocations.

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Would assume shaders in unity are bound to some lower level language

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@sharp spruce

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Also things like hash tables need manual handling.

sharp spruce
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Thanks for the reply. I guess this is a bit past my current scope.. Am I crazy to think this would be a necessary advancement to make for VR? The less time the user is in darkness staring at a loading screen the better, especially if something like the poker table was immediately interactable.

storm ether
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Hardware has it's limitations too. If you just want to reuse stuff that's already loaded it would be faster but you run the risk of memory leaks if you don't carefully manage your addressing.

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You might benefit from APM tooling to get there. It'll help identify leaks

quartz slate
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anyone able to get hand tracking working in the unity editor with the most recent quest updates?

shell pumice
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Hi, has someone experience with using uma character as VR avatar?

tiny niche
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@sharp spruce the gc triggers when you do memory allocations and in this case you're likely to allocate enough to trigger multiple collects, which is going to cause screen freezing in vr

sharp spruce
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@tiny niche Hopefully that's where incremental GC could help?

tiny niche
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well the one we have is generational, but its still slow enough that you'll drop frames if you get multiple collects between vsyncs

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not to mention all the work that goes into processing an asset

sharp spruce
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I see. Im still going to experiment with this because I'm stubborn. Would you mind if I pm you the results?

lone knoll
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@empty cedar did u had any luck with them hands physics ?

empty cedar
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@lone knoll hey, never received an answe so no :/

lone knoll
empty cedar
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šŸ‘€ ohhh! Thank you very much!!

worn thicket
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Hey guys, i recently upgraded to 2019.4 but the performance dropped massively. More specifically earlyupdate.xrupdate went from 0.4-0.5 ms to 4-16 ms. Has anyone else been having this problem? It also happens in a new project

reef beacon
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What version were you on before?

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Have you deep profiled to see the cause?

worn thicket
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2019.4.1f1 vs 2019.3.15f1

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deep profiler shows nothing aditional besides earlyupdate.xrupdate its not expandable

reef beacon
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Weird

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We're planning on upgrading from a similar version soon

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We did a quick test in a smaller project but I haven't heard of any problems

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What HMD by the way?

worn thicket
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It happens on a new project aswel thats why i'm really confused.

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oculus rv1's i was gonna test on the vive in a bit

reef beacon
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rv1?

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cv1?

worn thicket
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cv 1 yeah woops

reef beacon
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Weird

reef beacon
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We don't seem to have the same issue

unreal crystal
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In my VR game, the player manipulates a scene "top-down" as a God-Like figure. This means everything in the game is miniature size compared to the player and VR Rig.

The issue with this is that physics can get weird and unrealistic because everything is scaled down, such that agents and objects are more like 5cm tall than 2meters tall.

Is there a way to scale the VR Rig (player) up massively so that I can scale the rest of the scene up to about the correct "2meter" size? Hope my question makes sense.

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I am also running into the NavMesh agent radius size limitation of 0.05.

reef beacon
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Can't you just change the scale?

unreal crystal
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@reef beacon šŸ¤¦ā€ā™‚ļø I didn't think it could be that simple. Thanks!

civic prism
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resetting the component and changing the pose scriptableobject on it hasn't solved it
UI works fine when there is no SO set

civic prism
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I don't know how but I solved the problem

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ĀÆ_(惄)_/ĀÆ

tiny compass
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am I wrong, or is animating custom hands (using a different mesh/skin than the CustomHands example) really quite challenging?

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supporting poses like point, thumbs up, grip and all the combinations therein

olive ingot
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does your mesh have a skeleton with all the same joint names?

brave topaz
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Hi, I found a very usefull variable array, where sotred all finger curles, called fingerCurls[]. I want to know, is there any ability to gesture using it? I found some usage of it in UpdateAdditiveAnimation ( SteamVR_Skeleton_Poser.cs ), but haven't found any direct usage of it.

lone knoll
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@brave topaz hey dude, what do u mean gestures ? the controller position movement ? the change of the finger curls over time ?

storm ether
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Hey, I've got a probably quite simple problem but I just can't find a way to solve it :/ I actually just want to know in this script which hand (left/right) is holding the object (Interactable.Primary_Grab.Secondary_Swap in a DirectionalJointDrive) this script is attached to. Is there any quick statement that works here (line with "interactor")? Or is that fundamentally the wrong approach to check it in code? I'm still a beginner with VR, thank you in advance! ^^ https://gyazo.com/c29ce46835f566aa9d36c4226b68cc5f

idle meadow
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using the steam vr plugin, I can't seem to find a good way to move the player gameobject when the player moves in their playspace IRL

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like when the player takes an IRL step forward, I want to move the player gameobject that amount forward as well so the player is always synced up with their collider

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but I can't seem to find a good way to do that since the camera has to be parented to the player gameobject

lone knoll
brave topaz
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@brave topaz hey dude, what do u mean gestures ? the controller position movement ? the change of the finger curls over time ?
@lone knoll just to recreate gestures, using this curls, for example in multiplayer

bold tiger
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Hey guys. Seeing if someone can point me in the right direction. I made a player using XR Rig and everything works fine, but when I bend over a desk to pick up an object, the collision detection pushes me away from the desk. Same thing with walls if I try to put my head through it. How would I go about having the screen turn black if I put my head through the wall instead of pushing me away from it?

shell kayak
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@lone knoll Not recently, but I know the developer. The asset seems well made, and it's free so it can't hurt to try it.

hard carbon
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Hey, has anyone else done any work trying to offset the player offset applied when tracking resets on rift or quest? We are referencing some irl world-space points, and whenever the customer is taking off the headset its losing the correct position of them.

Currently, I am referencing OVRBoundary.GetGeometry to calculate a center/direction of the guardian and offset the player by the difference when they remove the headset, but im struggling a fair bit with the math etc, wanted to see if theres any existing solutions.

hard carbon
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TIL about stage space tracking...

opaque narwhal
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Hello I am thinking about making a unity vr game but have not used unity before and don’t know how anything works but all I’ve heard is good things about it!

leaden flame
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@opaque narwhal Unity is a great platform for VR games and app development. A lot of the popular VR games from Job Simulator to Beat Saber are made with Unity. If you're just getting started I'd encourage you to head over to the learn portal and jump into some basic tutorials there https://learn.unity.com/

VR has some additional complexities, especially around design but having a solid Unity foundation will be a great first start.

Unity Learn

Unity Learn provides award-winning free tutorials, sample projects, and full courses for mastering real-time 3D development skills with Unity Learn to make video games, VR, AR, and more.

elder ermine
#

im currently making a vr game. im planning to make it a sandboxey kind of game, where there isnt really a point, you can just mess around. however, im not too far in to the development process to change the main style/theme, so im asking all of you,

  1. should I add a different kind of mode
  2. should it replace the sandbox or go along with it
  3. what should the new mode be? (arena, story, etc.)
    and the main part,
  4. whats a cool twist that could make the new mode different from all the other vr games
    ping me if u want
elder ermine
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hey, anyone using the unity steamvr plugin has had this happen?
PaperMartin#8635
that did happen to me, i have no idea why
it fixed itself tho

storm ether
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am I just blind or is the OpenVr api documentation extremely messy?

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I am trying to get a certain position and rotation offset from OpenVR... but I can't find any info on pchComponentName required for GetComponentState

shell kayak
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@storm ether It depends what components are available on that given controller/device. You can loop through and print all the component names using GetComponentCount and GetComponentName

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But you're also using deprecated input functions

storm ether
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oh

shell kayak
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It'll still work as long as you don't use the new input system at all

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And can often be simpler than using the new input system

storm ether
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steamVR input 2.0?

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well i need to get the pointer pose already.

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which is called "tip"

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and i want to get the pose for grabbing things.

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i believe there is one like that...

shell kayak
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And you're using Unity? Why not use the SteamVR plugin?

storm ether
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I am using the steamVR plugin. can i just get them as input pose?

shell kayak
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Yes, create a new Pose action in the SteamVR Input editor window

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Then bind it to the "tip" pose

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There's usually no reason to need to use the OpenVR API directly if you're using the SteamVR plugin

storm ether
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i see, thanks for that.

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Now i just need to figure out how to read that pose xD

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but that should be easier

storm ether
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oh

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is the file corrupt?

storm ether
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ah i messed up with the vive cosmos binding file (don't have a cosmos, so can't make bindings in the interface.....)

storm ether
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but that should be easier
@storm ether
He said while struggling with it still.... :/

unreal crystal
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How do I go about getting the VR controller distance from the floor (not in game, but in IRL where the person playing is standing)?

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I am using Unity XR Framework, XR Interaction system (the one with inputDevice.TryGetFeaturesValue())

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CommonUsages.devicePosition ?

tiny portal
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Does OpenVR package works in Unity 2020.1 or 2020.2?

unreal crystal
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How do I go about getting the VR controller distance from the floor (not in game, but in IRL where the person playing is standing)?
@unreal crystal
For future citizens; the answer is indeed CommonUsages.devicePosition

potent edge
#

Any idea why model prefab is a transform rather than a gameobject. It forces you to assign an empty game object to it with the model nested inside of it. Not sure if this is a mistake or intentional. It doesn't seem intuitive. It's from the XR toolkit.

pastel forum
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Hey guys

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Anyone have any experience setting up Normcore, Photon, or any other networking asset for use with VR?

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Can't find any relevant documentation or tutorials :/

faint mantle
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Hello, I have a working Unity SteamVR project which breaks when I build. (I suddenly have no hands or input)
Following the build, I run the game again and I receive all the following errors...
Any ideas why or how to fix it?
Many thanks!

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@pastel forum Have you looked at Mirror? It integrates pretty much the same way as Unitys UNet, if you have familiarity with that.
Because it's so similar there may be more tutorials. I've used it for a project recently (Non-VR) and it's been relatively pain free.
https://assetstore.unity.com/packages/tools/network/mirror-129321
The same principles to making a multiplayer game in Unity should carry across.

Get the Mirror package from vis2k and speed up your game development process. Find this & other Network options on the Unity Asset Store.

faint mantle
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But that is a one time fix for the editor only.
Building the game breaks it again and the built application will have the same errors and no hands.
Issue not solved...

pastel forum
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@faint mantle Yep, I understand the premise of all the high level unity networking assets, I’m just confused as to where the VR Prefabs fit into it

faint mantle
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Ahh I see, I guess you're looking to modify the existing single player VR Prefabs to make them multiplayer?
Sorry I've got a meeting, but I'd take a look at synchronising the transforms once the networking side is up and running..

lime shoal
faint stream
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hey so im having a problem with the xr interaction plugin, the controllers are being tracked alot farther away than my actual controllers irl, any fix?

indigo dust
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is there a better way to play and test a game on quest, or do I have to build and run the game everytime I want to test it?

leaden flame
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@faint stream is that just how they are visualized or is it the actual tracking themselves? How are you visualizing them.

faint stream
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acvtual tarkcing

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actual tracking

leaden flame
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@indigo dust for testing on the actual device, build and run is the only option. If you're on PC you can use a usb-c cable as an Oculus link. That basically tricks your computer into thinking it's an oculus Rift S which enables just hitting play in Unity and seeing it in the headset. https://support.oculus.com/444256562873335/?locale=en_US

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what platform @faint stream

faint stream
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xr interaction

leaden flame
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sorry, what VR platform / HMD

faint stream
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@leaden flame

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index

leaden flame
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and it's fine in the steam VR home? I feel like I've had that issue before. I think maybe a quick restart of steam VR and or Unity fixed it but I can't remember off the top of my head. UnityChanThink

faint stream
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@leaden flame

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ill try it

leaden flame
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@lime shoal try upgrading the XR plugin management package to 3.2.13

faint stream
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@leaden flame

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yo

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uh

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still not working

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my controller is just super far away

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im using the unity xr interaction tool kit

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has this happened to you?

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because if i used the tracked pose thing

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it tracks perfectly

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but when i apply the model

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it just breaks

leaden flame
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how are you 'applying the model' setting it as the controller prefab?

faint stream
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yea

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thats what im doing

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well

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im ripping the hand model from boneworks so its not a controller

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@leaden flame

leaden flame
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can you try using a scaled down primative instead of a custom model and see if the issue is still there.

faint stream
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as in like

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scaling down a cube

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?

leaden flame
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yes

faint stream
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ight

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@leaden flame sorry for the ping but does it need to be a prefab?

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oh yeah

faint stream
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does anyone here know if you can get index controller input/finger tracking in unity with the xr interaction kit?

lone knoll
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Its not yet supported, isn't it ?

tiny niche
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@faint stream dont think its supported, but you might be able to use the index sdk and expose the finger tracking through the input api

faint stream
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@faint stream dont think its supported, but you might be able to use the index sdk and expose the finger tracking through the input api
@tiny niche thx

idle meadow
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hey, can someone help me out

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I'm using the steam VR plugin from the asset store

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and I'm trying to get the player's body and collider to be synced up with the headset location

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so if the player takes a step forward in their IRL playspace, the player gameobject in unity also moves forward the correct amount

tiny kiln
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Hey VR friends! Has anyone witnessed issues with thrustmaster hardware conflicting with VR controllers input ? I can’t find any easy way to have unity read user input from controllers without receiving garbage coming from thrustmaster joysticks at the same time...

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I am using the unity legacy input system, reading axis data for the sticks and triggers

faint stream
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theres a beta

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for open vr

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on steam vr plugin

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and xr

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lets go

faint stream
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@neat fractal

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llmao

vestal flicker
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Whenever I life recompile, my controller dissapears. Using oddysey+ and old openVr

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live recompile **

storm ether
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hey question

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I dont have a vr headset, but can headsets like the quest move the headset in 6dof or just the remotes

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@ me if you can help me

faint stream
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@storm ether

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they can move the headset in 6dof

storm ether
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what headset do you have?

faint stream
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index

storm ether
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cost?

faint stream
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1k

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but my point is

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the quest

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can move in 6dof

storm ether
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got it. This is a longshot, but do you know how much using a rolling shutter camera like the one on your phone would affect visual inertial navigation? im trying to make my own vr system

faint stream
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nop

storm ether
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rats. Ok, well youve been a help. Thanks! šŸ™‚

faint stream
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np

faint stream
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does anyone here know if the new steam vr plugin works with the 2020 pre releases?

mild gulch
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Having issues fading to white in vr but key mouse works fine. is there something about vr thats different were putting a pannel infront of camera dosent work?

storm ether
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@mild gulch if you're using steam VR. It fades to grey/white when tracking is lost in blind spots. Also default settings are to throw you into the void when things are frozen/loading and it can't render the scene as you move.

tiny niche
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@tiny kiln unity aggregates inputs by default. You need to filter it to the intended controller to make it work well

tiny kiln
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And there’s apparently no way to do that šŸ˜„ I hate to have to support all the PCVR sdks out there for just a couple of users...

tiny niche
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Switch to the new input system then. But I also suspect you're wrong, since plenty of unity games limit their inputs to just a single controller

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Which is just as bad imo.

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But then I'm one of those who have 4-5 controllers connected

faint stream
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how to do weight in vr?

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or give your player weight

tiny niche
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@faint stream you'd have to elaborate, what do you want the assigned weight to do?

faint stream
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@tiny niche

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give weight to the player

tiny niche
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have them stand on a digital scale and display their weight in numbers above their head then

faint stream
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no as in like give them weight so when you go on top of something in the middle of the air it drops down because you are heavy

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that sort of thing

tiny niche
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so gravity?

faint stream
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mhm

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basically yea

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how would one go about doing that

tiny niche
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same way you always do, track position and detect collisions with the ground

faint stream
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ah

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ok

tiny niche
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the position tracking part is the interesting bit though, since you have no tracking of the feet

faint stream
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yea

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super weird

tiny niche
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there are multiple solutions to that problem, which largely depend on what type of game you're making and what kind of mechanics you need to implement

faint stream
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can you put them in a tldr for me?

tiny niche
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well you could track the tracking space origin, track the headset, deal with collisions, not deal with collisions and anything in between

faint stream
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a

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ah

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thanks

tiny niche
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its kinda like asking which directions you can push a thumbstick in šŸ˜‰

faint stream
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oh

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lol

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ill ask a few friends of mine

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i have a friend working on a really nice physics vr game

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he probably has an answer

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thanks anyways

tiny niche
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if you have a headset, i'd recommend checking out some games

faint stream
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of course i have a headset

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lol

tiny niche
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windlands 2 has one type of position tracking where the body follows the headset, but it also lags behind a bit to allow for looking over ledges

faint stream
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ooooh thats smart

tiny niche
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there's also games that detect railings and stuff to handle that in a more robust manner

faint stream
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any examples?

tiny niche
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i forget what its called, but its one of the locomotion techdemos on steam

faint stream
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yea i forget those demos to haha

tiny niche
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basically you have to deal with everything relating to locomotion in order to handle gravity

faint stream
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ohhh alright

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thanks for the help

faint stream
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@tiny niche

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hey have you ever worked with steam vr plugin?

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the steam vr plugin?

tiny niche
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@faint stream not specifically, but i've worked with the xr system and the oculus plugin. They all share the same architecture

faint stream
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mmm

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ok

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have you ever done

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a full body

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in vr?

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@tiny niche

tiny niche
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no, i've looked at it and come to the conclusing that i'm better off sticking to upper body visuals

faint stream
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ah

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ok

tiny niche
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out of all the games i've played, i dont think any of them got better when i enabled the body

faint stream
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im just doing upperbody/arms but thanks

tiny niche
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there's still some issues with the elbow position when doing arms, so i'd recommend skipping them if you can get away with it

faint stream
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yea im just going to do a kinematic model for the upper body

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im rigging it right now and its a pain

novel cape
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Are there any good frameworks available for OpenVR, which provide a good starting point for making a first person game? I've been making content for VRChat and I'm thinking about making a standalone VR game, but if someone has already done the legwork of creating a framework which allows for moving and turning with the sticks, optional teleport movement and support for controllers like the Vive wands, and picking up and throwing objects, where I could just drop these scripts into my Probuilder world and run the game and be able to hop right into VR and move about just like I would in VRChat and start interacting with stuff immediately, that would save me a ton of time and go a long way towards encouraging me to start building and experimenting with actual content. I have no real interest in re-inventing the wheel, and VRChat and Alyx's movement felt pretty good. Actually VRChat was better. Alyx walked at a snail's pace, and when I played it they didn't yet have smooth turning working. But I did like the ability to grab stuff at a distance!

faint stream
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@novel cape

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steam vr plugin

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xr interaction toolkit

novel cape
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I'll look into that, but I hope it's not the same thing I tried before. It was a demo Valve made for Steam VR which only had teleport movement and really awful teleport movement at that. Like what they have in SteamVR home. VRChat has a "holo-port" system that works so much better. No fixed points to teleport to, and you see your avatar run in third person to wherever you're aiming.

faint stream
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hey uh

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steam vr plugin has that teleport system with the home one but you can just write a script for smooth locomotion

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steam vr is a really nice starter tho

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but what you can do

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is make your entire area telepot

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teleport

novel cape
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So what you're telling me are that the tools you're suggesting don't provide the functionality I want? I don't want to re-invent the wheel. I've done that before. "Just write a script" is easier said than done. I haven't coded in C# before, and there's any number of ways you could accelerate or not accelerate the player when moving them around which may or may not make them sick... I'm looking for a ready made solution that I know will work well and people like the feel of.

faint stream
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you shouldnt be going into vr development if you dont know basic c#

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but

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steam vr has really nice teleport

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just make your entire plane a teleport componet

novel cape
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I have 25 years of game development experience. I've coded in C before. I just don't want to have to start out spending weeks getting a movement system others have already perfected working well. I'd rather just pay for a plugin that does it well already.

faint stream
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i dont know of any plugin that does smooth locomotion without any programming.

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apart from oculus integration but open vr isnt on oculus integration

novel cape
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As for teleport movement, I mean, it's nice I guess there's a way to make it you can teleport anywhere but I don't like Steam's teleport movement, and I vastly prefer smooth locomotion.

faint stream
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i do to but without coding c# just make your entire plane the teleport area

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i can make a gif of it if you want

novel cape
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I just find it hard to believe nobody's made a package which implements basic smooth locomotion and object interaction that works better than the clunky SteamVR demo. It seems like easy money having that in the Unity store.

faint stream
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i do to

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i wish i could use smooth locomotion on it but

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i believe xr interaction toolkit makes it easier? i dont know but the xr interaction toolkit is a must have for beginners

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@novel cape

novel cape
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I did find this tool which handles some of the interaction bits, but not movement. I don't know if OpenXR replicates this functionality or what, but I just thought I'd share it. I'll look into OpenXR more later. https://assetstore.unity.com/packages/templates/systems/vr-interaction-framework-161066

Use VR Interaction Framework from Bearded Ninja Games to elevate your next project. Find this & more Systems and templates on the Unity Asset Store.

faint stream
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oh yeah i forgot about that one

marble latch
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hi guys, not really VR related but I'm facing issues with the unity recorder to record multiple game views by camera tag. anyone has experience with the asset?

tiny niche
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@novel cape openxr is just an api surface, you might be thinking of unity xr though. which has nothing to do with openxr itself

novel cape
tiny niche
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you could use the oculus sdk on top of that if you'd like. nearly all features in it is compatible with openvr devices too

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and it means you're prepped for a potential oculus store release

storm ether
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Hello im new here i would like to ask
Is there anyway to stream a youtube 360 video in unity and use the cardboard SDK to make it into a VR experience?

tiny niche
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@storm ether could just play it back on YouTube in vr

storm ether
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but i would like to make it a stand alone app is that possible?

tiny niche
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Sure, but where's the added value in doing that?

potent edge
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Should rendering break in the Oculus headset if the game view tab isn't visible? It totally hoses if I select a different tab to show in the editor and the game view tab is no longer visible.

storm ether
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With SteamVR, I want to ControllerButtonHints.ShowTextHint and ControllerButtonHints.ShowButtonHint, but I can't for the life of me figure out what to pass as ISteamVR_Action_In_Source and ISteamVR_Action_In_Source[].

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Anyone ever use these methods before?

tiny niche
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@storm ether i'm guessing those are really delegates in interface-form. so you'd inherit them and implement a method that either shows text or returns the text that should be displayed

storm ether
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Hello,

did anyone manage to make the OpenVR XR SDK Package for Unity work with the new input system, or is it still something that is being worked on and it is not supposed to work?

storm ether
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those controllers are far away, eh?

elder ermine
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that happened to me but in the SteamVR plugin

storm ether
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may have fixed

gaunt crown
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I've got a bell like this

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And the rope and the metal ball thing inside have joints to stay together but allow movement inside the bell (the ball collides with the bell inside fine). But how can I grab the rope and shake it without the rope just attaching to my hand and breaking it?

reef beacon
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Move it towards the hand using physics

gaunt crown
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So attach it, but don't parent it to the hand. And then every frame it's attached get the movement of the hand and move the rope that amount?

scarlet void
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I think I have a similar question, using the XR Interaction Toolkit... Is there a setting when working with the XR Grab Interactable script that doesn't temporarily parent the grabbed object to the Direct Interactor? In my use case I need to be able to move an object without taking it out of its hierarchy.

steady spear
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Help please (blender/unity/animation rigging)
I modelled a human in blender, uv'd, textured, rigged, exported him as an fbx, and I want to use him in an inverse kinematic rig using the animation rigging package from unity. My problem starts when I put a multi parent constraint on his head, this shoots his head up 2 meters above were it should be.
I thought it could be my model so I used robot kyle from the unity store and guess what, it works perfectly.
I thought it could be my software so I imported robot_kyle.fbx into blender and exported him as an fbx but in blender and not whatever they used(not saying the m word).
But guess what, kyle still worked perfectly. has anyone here used unity? should I switch to unreal? I'm basically asking what I should do to export my model besides making an armature skeleton, auto binding it to my mesh and shipping it as is.

tldr: if I want to use unity's animation rigging package how should I export my rig?

scarlet void
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Have you followed the Unity tutorial? I was able to use this to successfully set up my own character.
https://learn.unity.com/tutorial/working-with-animation-rigging#

Unity Learn

Animation and rigging is a specialized craft in the development process. Creating animation rigs is a time consuming process and sometimes it takes several people to create a rig that meets all of the needs of a project. With Unity’s Animation Rigging tools, the amount of time...

steady spear
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I was following valem's vr body tutorial, but thanks this may help\

vale mountain
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How do you detect the position of the headset?
The camera linked to VR does not match the player's in-game view.

steady spear
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https://youtu.be/tBYl-aSxUe0
in the video he uses a vector 3 or transform to make a one time check showing where the floor is and you also have a head offset
he uses a multi parent constraint to make the camera move a game object(head constraint) which moves the armature via the animation rig that head constraint is also parented to but since it has a multi parent constraint it acts as a parent to its parent

also please @ me if you have questions, my game is at steak!

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

[System.Serializable]
public class VRMap
{
public Transform vrTarget;
public Transform rigTarget;
public Vector3 trackingPositionOffset;
public Vector3 trackingRotationOffset;

public void Map()
{
    rigTarget.position = vrTarget.TransformPoint(trackingPositionOffset);
    rigTarget.rotation = vrTarget.rotation * Quaternion.Euler(trackingRotationOffset);
}

}
public class VrRig : MonoBehaviour
{
public VRMap head;
public VRMap leftHand;
public VRMap rightHand;

public float turnSmoothness = 5;

public Transform headConstraint;
public Vector3 headBodyOffset;
// Start is called before the first frame update
void Start()
{
    headBodyOffset = transform.position - headConstraint.position;
}

// Update is called once per frame
void LateUpdate()
{
    transform.position = headConstraint.position + headBodyOffset;
    transform.forward = Vector3.Lerp(transform.forward,
    Vector3.ProjectOnPlane(headConstraint.up,Vector3.up).normalized,Time.deltaTime * turnSmoothness);

    head.Map();
    leftHand.Map();
    rightHand.Map();
}

}

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@vale mountain

vale mountain
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Thanks, I'll take a look.

vale mountain
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It works, but are there no clipping controls for that camera?
In the XR method for the camera it links to a normal camera that has clipping settings.

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@steady spear

unreal crystal
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For some reason, there is no option to enable dynamic batching in my Unity player settings. Does anybody know what's up here?

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Unity documentation doesn't say anything abou ti

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about it

reef beacon
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Dynamic batching is always enabled afaik

unreal crystal
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I hope so. It's just weird that it isn't in there and Unity documentation refers to it. I'm gonna assume it's on and just see if I meet the other criteria

soft glacier
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How do I easily get input from unity xr like is there something similar to Input.GetKeyDown

reef beacon
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No

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There is not

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You can add a trackedposedriver to your hand for movement

final basin
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I'm using the XR Plugin Management system with valve's beta OpenVR plugin. In the XR Interaction Debugger my Vive controllers position, rotation and velocities are tracking fine, but im not getting any input from buttons or the Primary 2D Axis. Is there somewhere i need to configure that?

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Same problem with unity's new Input System, no button presses in the Input Debug window :/

reef beacon
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Afaik you need to use the XR api

final basin
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The XRController component should handle that automatically though. When building for quest using the Oculus XR plugin the controller buttons work without any extra configuration or code.

tiny compass
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just to check something: If I'm debugging my app on a Quest over Link, and I call a Debug.DrawRay(), that should show up in both the headset and in the Game view, right? Or would it show up in only the latter or neither?

tiny niche
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@final basin that's because oculus implemented a plugin for unity xr and then did their sdk on top of unity xr. so its compatible by default

quick girder
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so i recently moved my VR project over to URP, wanted to try out some post processing, but anytime I setup a volume i get double screens in each eye, does anyone know how to correct this?

vale mountain
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I'm currently programming the ability to click and drag the view, and also rotate it. Both work by themselves, but combined the rotation goes nuts because of something about the way VR controllers are moved. Has anybody ever got rotating + moving the view to work in VR?

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if I try to use both at the same time, this happens.

final basin
next atlas
#

it's been secretly around for a bit hidden as a branch on their main steamvr repo

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it doesn't seem to play nice with the input system anymore, though 😦

final basin
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Yeah, this is just an update. I was previously testing their beta one on that other branch, but it hadnt been updated since it was released a few months ago

wraith shale
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wait what

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they have two repos šŸ˜„

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(for Unity OpenVR)

soft glacier
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whats the easiest way to get input from the controllers in unity xr

summer jasper
#

Im using the OVRplayerplayercontrol how do I add body presence?

tiny niche
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the avatar has some code for placing a shadow correctly, you can use that to position a body

cyan flax
#

is anyone familiar with adding oculus achievements with code? im trying everything i have read in the oculus documents about achievements with no results. any help appreciated! thanks

faint stream
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does anyone know how to use config joints to replace the camera rig controllers with hands?

vale mountain
#

Does anybody run into the problem where the camera is always messed up by default and you have to reset it with oculus > home button > reset view?

soft glacier
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hello i am trying to make a vr game where the main way to move is using your gun so like you shoot the gun and you get shot the other way, the thing is i dont know how to implement it because it is a gun attached to your hand so i can move freely and i cant find a working way to do it could someone suggest a way to do so?

quick finch
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Quick question: Use the Player prefab or CameraRig prefab in SteamVR?

vestal flicker
#

What's the best way to get crisp Text for Vr

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Using TMP Pro and its still a bit blurry

tiny niche
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@soft glacier you should read up on how the physics system works, but you basically apply an impulse at the position and opposite direction of the gun to the rigid body controlling your camera rig

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@quick finch the player prefab has a character controller and locomotion built in afaik. So it'd be the way to go if you don't need anything special in that department

quick finch
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@tiny niche But the Player prefab controllers just float in front of me.

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I tried adding them in the slot in the inspector

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And then I also tried adding the prefab as a child o the left and right controllers in the hierarchy

deft atlas
#

Hey, So I'm making a parkour shooter thing and after making a indoor level in probuilder and testing it, my character doesn't jump anymore when on the floor, only on slopes, do Ontriggerenter methods not do well with rooms were the faces are flipped inward?

deft atlas
vale mountain
#

How do you get rid of the red line on the controller?

merry mortar
#

how can i get rid of double view

tiny niche
#

@deft atlas is it a mesh collider thats the trigger?

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i'd avoid that and use a simple geometric shape instead

wild marsh
#

so you can easily create poses for your objects using Quest+Link

quick finch
#

Should I use the same method for vr shooting as I did for 2d shooters?
Create the bullet prefab and have a spawn location where I instantiate it with velocity?

marble latch
#

has anyone used the leap motion for finger tracking?

lone knoll
#

@merry mortar this looks like cardboard

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wdym get rid of it ? disable it ?

merry mortar
#

yea

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i fixed it tho dw

lone knoll
#

@merry mortar how ? did u use the old cardboard sdk or the new one ?

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im curious since there is an existing bug for the new Cardbaord XR sdk ( it crashes when leaving and entering VR in a single session )

deft atlas
#

@tiny niche I have a trigger at the player's feet and it was working perfectly fine before when i didn't flip the faces inward. Could it be that I separated the floor and wall?

tiny niche
#

@deft atlas but why do you need a trigger there? the character controller has an isGrounded property and if you're not using that, then you could do a raycast instead or respond to the collision events to track the status

deft atlas
#

I'm using a rigidbody for my player, but i never thought of doing a ray cast, thanks!

merry mortar
#

@lone knoll i used the gyroscope on my phone and made a script

edgy schooner
#

Guys, I reckon this is asked a lot here, but which SDK would be the most recent and works well for multiplatform developement - VRTK (which version), OpenVR (do I need steamvr to run my Oculus apps then?), Unity XR Input? Any other?

I'm doing a very simple 3DOF 360 player with a menu to select videos, so no walking, grabbing, etc. But my client wants the app to be universal and to work with most headsets. (Oculus, Microsoft, HTC)

urban mason
#

it's been 4 hrs struggling with the set up of rift on unity, is someone able to help me ?

reef beacon
#

The api you're using is not supported in that Unity version

tiny niche
#

@edgy schooner right now you can use the oculus sdk on top of unity xr, this gives you compatibility with everything except the valve index

solid echo
#

It has been three days of struggling to try and figure out why when I try to build my Oculus Quest app, I get the following error:
DllNotFoundException: OVRPlugin``````DllNotFoundException: OVRPlugin OVRPlugin.get_initialized () (at Assets/Oculus/VR/Scripts/OVRPlugin.cs:1214) OVRManager.SetCurrentXRDevice () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1361) OVRManager.Initialize () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1423) OVRManager.InitOVRManager () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1297) OVRManager.Awake () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1338)
It used to work fine, but after adding a few more objects (TextMeshPro, and hand tracking) I kept getting this error. Can somebody help me? Thank you.

tiny niche
#

@solid echo are you using unity xr or the legacy system?

solid echo
#

Legacy system, because the XR system always just gave me a black screen when exporting to my Quest.

tiny niche
#

in that case its probably the result of updating the oculus integration or corrupting the installation of it. if you remove it and add it back in, the project should fix itself

solid echo
#

Thanks @tiny niche, I'll try that out.

tiny niche
#

i would recommend trying to get a fresh project working with xr on the quest though. The new plugin system is far nicer to work with and as a result, you're going to have trouble finding relevant information on the legacy system in the near future

#

converting the project between one and the other is relatively painless, once you get it running

quick finch
#

Does anyone know how I can check if they ray is casting from the controller?

#

I have Logged the script that checks the RayCastHit structure, and it's not hitting.

#

So I put a box collider on the floor, and that still didn't work.

#

So I want to see if the controller is even raycasting.

#

Okay I have put a Log on the Ray that I am supposed to be using on the controller, and the origin of that ray is 0.0,0.0,0.0 even when I move the controller.

#

Does this mean it's not attached?

quick finch
#

Got it fixed.

storm ether
#

anybody know how to handle keyboard UI input properly? and I don't mean Input.GetButton() or anything, but rather via EventSystem, BaseInputModule and KeyboardEvents.

#

I have a VRInputModule, deriving from BaseInputModule and it handles controller pointers (clicking, dragging, scrolling)... but I have now isolated the UI into a different projet to see when the problem occurs and its as soon as I switch to my input Module, that keyboard input stops working.

#

if I use the StandaloneInputModule it works.

#

I see no code in the StandaloneInputModule though, that would say anything about keyboard input...

solid aurora
#

How do you do gesture recognition with a VR controller's accelerometer?

#

I want to have simple recognition whether the player is simulating a lasso

solid aurora
#

Does anyone here have experience on creating gestures with motion controls, specifically with a VR controller? I wish to create gestures in the illustrations below. My limited knowledge tells me this is similar to those Just Dance games on the Nintendo Wii and Switch.

honest lodge
#

This may be an absolute noob and stoopid question but what version of unity do you guys recommend for XR development? Should I upgrade to 2020.1 or revert back to a 2018 ver since I've seen some people saying that's better for xr

tiny niche
#

@honest lodge i'd use 2019.4, since it lets you do xr and has access to the new packages, while also having access to the legacy system if you need that

#

2020.1 is also a solid option, but you are cutting ties with the legacy system there

honest lodge
#

Thank you so much @tiny niche !!

mental sentinel
#

Im thinking of starting on VRTK v4 and looking at the tolutorials on Unity Learn. I'm wondering if anyone knows where I can find good documentation like a reference manual for it, since I heard VRTK is so undocumented it has to do ICE raid drills daily.

merry nexus
#

hello everyone

#

I have a quick question, I just imported an avatar into Unity and some of the materials are greyed out and uneditable any fix for this?

royal pebble
#

what's the name of the material?

#

or what material import settings are you using on model

winter aurora
#

Can anyone help?

#

The code takes in a velocity from my arduino code through the serial port using the ArduinoInputScript then PlayerController converts that into movement in one direction on a single axis down an infinitely long hallway

#

I can send the code for both scripts if it would help

#

Please ping me if you can help

#

btw, the scripts both compile just fine in visual studio

#

Please help me, I need to fix this and then make videos on it before tomorrow for school crytism

royal pebble
#

i cant see any compile errors in the screenshot.. is that the full log?

winter aurora
#

here are the scripts:

#

wait lemme make a gist for both

#

ArduinoInputScript:

#

PlayerController:

#

@royal pebble

royal pebble
#

what did you do to get those errors appear? upgraded unity?

#

you are using a vr rig but not have enabled any vr module?

winter aurora
#

I had been working on a project where I was remaking some software for my university based off of a prior student's prior work

#

i used UnityXR

#

his old version used the Oculus SDK and was using an Oculus DK2 rather than an Oculus Rift

#

however, at the phase of the project where I needed to interface with arduino and translate the data, I got in contact with the graduated student and he gave me his old scripts

#

I'm trying to get them to work with the new SDK

royal pebble
#

does the project have some custom dll files? those might be hardcoded for a specific unity/vr plugin version and make the whole project compile fail or something

winter aurora
#

no dll files

faint stream
#

what plugin do yall use?

royal pebble
#

try restarting unity and see if the log is any different

winter aurora
royal pebble
#

if you click the arduino script on the right it selects it in the project tab?

winter aurora
#

it does not

#

wait no

royal pebble
#

then drag the script from the project view to that slot

winter aurora
#

it does

royal pebble
#

well edit the file by adding one space and save it and see if there are any new lines in the log

winter aurora
#

nothing changed

royal pebble
#

what does the xr folder contain

winter aurora
royal pebble
#

what happens when you create a new empty project and use those scripts there on a gameobject

winter aurora
#

wait no i can fix those

#

i have to swap to .NET 4.x for System.IO.Ports to work

#

same errors

royal pebble
#

open them in visual studio and hit build solution and then check unity

#

double click in unity

winter aurora
royal pebble
#

i think io.ports is stripped out or not part of unity so you would have to include the dll in the project

winter aurora
#

how do i do that

royal pebble
#

just copy it from somewhere to plugins folder in your project

winter aurora
#

what am i copying

royal pebble
#

system.io.dll

winter aurora
#

how do i get to the plugins folder

royal pebble
#

you create it

winter aurora
#

where should the folder be?

royal pebble
#

under your assets folder

winter aurora
#

kk

royal pebble
#

for the dll you need find it from your installed .net frameworks

#

v4.5

winter aurora
#

where can i find those

royal pebble
#

C:\Program Files\Reference Assemblies\Microsoft\Framework

winter aurora
#

I do not have v4.5

royal pebble
#

how about C:\Windows\Microsoft.NET\Framework\

winter aurora
royal pebble
#

try the v4.0

winter aurora
royal pebble
#

yep

winter aurora
royal pebble
#

if the original project was very old it used mono 2.x and not v4 net and there is a big difference

winter aurora
#

it was uhh

#

like 3 years ago

royal pebble
#

did importing the dll change anything?

winter aurora
#

no

royal pebble
#

it might require the v4.5 dll

winter aurora
#

where can i find that

royal pebble
#

need to install it i guess

#

did unity add a reference to that dll in the vs project

#

or did you set the correct settings to the dll when it was selected

winter aurora
royal pebble
#

it might still reference the one included with unity

winter aurora
#

okay

#

what does that mean?

royal pebble
#

that its still using the version that has ports removed

winter aurora
royal pebble
#

the one above it is the one you copied?

winter aurora
#

yes

royal pebble
#

remove the one referencing unity folder

winter aurora
#

how do I do that

royal pebble
#

right click

winter aurora
#

okay

#

i did it

#

rebuilt both scripts

#

no change

royal pebble
#

then it needs to be some other way

#

but the error reason is that reference to io.ports

#

i bet both compile fine if you comment it out and the other port code

winter aurora
#

how else can I transfer data from Arduino to my project?

royal pebble
#

you can use ports.io but then you just need to get it working with your project

winter aurora
#

who can I get to walk me through doing that?

royal pebble
#

for that to happen there are several things that might be required to be done

winter aurora
#

I don't have to time to learn how to do it myself cause this needs to be done tonight so i can film my presentation tomorrow

#

so I'd need someone to help me through it

royal pebble
#

it might require a dll version compatible to unity .net version, manually text editing dll references in the project files, etc.

winter aurora
#

jesus

#

that doesnt sound good

#

what can I do about this?

#

what resources can I look for that will help me do this today or early tomorrow

royal pebble
#

dont know but the issue is not related to VR so someone in #šŸ’»ā”ƒunity-talk might know how to get that reference work in the editor

winter aurora
#

I see

#

thank you

#

You've been a massive help

#

I appreciate you taking the time to help me try and figure this out

royal pebble
#

now its known the issue is that dll and people have had similar issues with some other dlls

winter aurora
#

I see

#

I'll try that

#

@royal pebble

royal pebble
#

things might changed since that was posted, like different visual studio or unity version that generated projects with other settings

winter aurora
#

alright

#

im gonna sleep

#

and hopefully fix all this tomorrow

#

and pray that i dont lose this $4200 scholarship

honest lodge
#

Just curious if it is possible to use NetwonVR on the Quest or if support doesn't exist for that yet and thus I'm better off using VRTK?

vale mountain
#

Is there a way to reset the user's position in VR? The equivalent to pressing reset position with the home button.

quick finch
#

@vale mountain I would assume you just change the CameraRig transform back to its default location.

vale mountain
#

@quick finch Thanks I'll try that.

#

@dusty pumice I think it depends on the type of game and the type of door.

Pulling a door may cause it to collide with the player, while pushing a door would be fairly intuitive, but most doors have doorknobs, and the player would probably want to interact with it if the game is fully interactable. In a sci-fi game, pressing a panel or using a keycard might be more satisfying, however auto doors would also feel natural in sci fi.

dusty pumice
#

i just ment like if people had a preference to the direction a door goes, or if they preferred no real interaction like click door or automatic opening doors. i know like in some instance a door being pulled toward you in vr can feel as though it gets in the way. i didnt mean like interaction with doorknobs, keypads, buttons, etc. I know i didnt explain that well and have taken it down where i posted it, i just forgot i had it here cause i didnt explain what i was talking about well enough

vale mountain
#

@quick finch which part of it? If I move the camera offset, it seems to mess with controllers.

quick finch
#

Have you done teleporting?

#

If you've implemented teleportation, I assume returning to the default position is the same idea.

#

I used this tutorial the other day.

storm ether
#

@everyone @here Make a 360° 1080s video on YouTube

warped bone
winter aurora
#

Is there an easy way I can make the player camera bob back and forth in a sinusoidal pattern?

hard carbon
#

in VR?

sly stratus
#

whenever I try running my program for my Rift S, it loads up, but in the Rift S it shows it's still loading, idk if here's the right place to ask, but anyone know what to do?

tiny niche
#

@winter aurora run a script modifying the transform of the rig in late update

winter aurora
#

Ty

quick finch
#

Does anyone know why my Interactable object is being picked up in a weird location?

#

Like, I set a box collider on the object I want to be picked up, in the place I want it to be grabbed.

#

But when it's picked up, it's definitely not correct.

long wind
#

are "XR Controller" and "XR Rig" a part of the XR plugin? I only have "Camera offset" and "Tracked pose driver" in the add component menu

reef beacon
#

Maybe it's the new XR interaction package

#

Looks like it

long wind
#

i mean i've installed all of the XR packages

#

interaction subsystems, input helpers and Plugin management

reef beacon
#

šŸ¤·ā€ā™€ļø

#

Tried restarting Unity?

long wind
#

yup

reef beacon
#

Interaction Toolkit is a preview package

#

Do you have those enabled?

long wind
#

i just realised, "An error ocurred while resolving packages"

vale mountain
#

Has anyone had the problem where fog doesn't work with VR?

lilac mica
#

I am using the oculus quest and followed the guide given by unity closely. I can get my game to launch on my quest. However the screen is entirely black. But when i turn off and on the screen on the quest. I see a brief flash of my game then back to complete blackness. Anyone have a fix? I’m using unity version 2019. Aswell as the modern vr integration asset.

hard carbon
#

You probs wanna change your stereo rendering mode @lilac mica it can need changing depending on some shader use, or post processing

mental sentinel
#

I'm new to Unity (I've used it before way back in v4 or something) and have 2019.4.4f1 but the VRTK v4 project file is 2018.3.14f1 . What should I do?

#

Do I download that version of the editor and then use the legacy XR stuff?

#

Or can I tell it to use 2019.4.4f1?

lilac mica
#

I used these settings under render and I get the same effect. Is this information incorrect or is there some fault i made.

pine bison
#

You can use 2019.4 with VRTK4 just fine @mental sentinel

storm ether
#

I was wondering.. since 2020.1 is out now, can i switch to it using steamVR?
The beta2 of the XR plugin was pretty terrible.. so uhh... is beta3 now more stable? beta2 would cause two errors on windows (which could be fixed, though it throws exceptions like crazy still) and wouldn't even build on linux for some reason...

mental sentinel
#

I was asking the same thing about VRTK

storm ether
#

(with XR plugin I mean the steamVR plugin v2.6.0b3 and its accompanying XR plugin)

mighty sinew
#

hi is the XR SDK M package usable in unity 2018 versions if not what package can i use instead can i use instead i have a valve index to work with

#

and no i cant use 2019 or above versions

royal pebble
#

you use the steamvr sdk from the asset store

modern wadi
#

hi does anyone knows how to change the mass of an grabbable object (oculus asset) changing mass from rigidbody doesn't affect the velocity of falling

reef beacon
#

Mass does not influence the speed something falls at

#

That's how physics works

modern wadi
#

no i mean without the grabbable component it falls slower when mass is lower

#

or wait did my brain burn let me check :D

#

wOw why i thought that .d then do you know how to slow down the object's falling speed

reef beacon
#

Change the drag

modern wadi
#

thx it worked

lilac mica
#

any idea of what compression method should be used for oculus quest?

pine bison
#

ASTC is recommended

torpid star
#

anybody interested in collaborating on educational vr apps targeting cardboard? dm me please :)

lilac mica
#

i’m so slow, been trying to figure out why quest screen is black when i load up my build. Relized even though i got the integration and everything together. I forgot to convert main camera to rig

tacit canyon
#

A researcher is giving out $10 gift cards to VR users participating in a VR experiment if anyone is interested. The event is 4pm PST tomorrow.

hushed matrix
#

wish i had vr headset

lilac mica
#

so is xr intergration package outdated, cause I keep getting errors with it's ovr manager

#

it gives reccomended fixes, but when i implement them. It just creates more errors

crisp kelp
#

Is it on quest? lol

#

Oh sweet it is!

sonic herald
#

So I'm wanting to learn to start making games, and I'm most interested in VR. Where do I begin?

reef beacon
#

It doesn't remove them visually or they actually don't get removed?

#

And is this editor code?

#

The docs does say it only removes one added through code

#

Seems pretty weird that you can only remove those though

#

AddListener

#

But you need a reference to your RightHand

#

How are you trying to set it?

#

Should just be able to do event.AddListener(targetObj.Func);

#

Remove (1)

#

Don't you pass the parameter when you call Invoke?

#

If you don't want to change the param you can do () => targetObj.Func(1)

#

You just don't understand how C# works

#

What's the definition of your UnityEvent?

tiny niche
#

@sonic herald i'd recommend you learn the basics of c#, then learn the basics in unity and then learn vr. you'll also need to have a decent grasp of linear algebra

reef beacon
#

Well the guy that I just helped removed all his messages

storm ether
#

Rip

storm ether
#

Hello, did anybody manage to make the MSAA work on the Oculus Quest? I dont mean in the editor, that works just fine, but when you build it to the device, all of the antialiasing is gone and I have no idea how to fix it. I just crawled through all the internet to find different workarounds and anything and nothing worked ... if anybody has some ideas on how to make it work, it would be greatly appreciated, thanks!

#

it would be on URP and GLES 3

storm ether
#

any good tutorials to get me started on vr development

sonic herald
#

@tiny niche I have some c# experience from working on VEX robots and MATLAB in my engineering classes, and I... kinda know the basics of unity? Not sure what linear algebra is though lol

leaden flame
#
Unity Learn

In this project, you will: Review basic navigation with your VR controller Explore a basic VR prototyping environment Add teleporters, interactable objects and sound effects to the prototyping environment using the XR Interaction Toolkit Review how to set up Unity to add UI el...

Unity Learn

In this comprehensive course from Oculus and Unity, you’ll learn how to build an immersive VR game step by step. Designed for people who have an intermediate knowledge of Unity, the goal of this course is to teach you how to design, develop, and deploy a VR application. You’ll...

glacial yew
#

How could I create like a progress bar that moves with a video player's time? I thought of using a slider, but I think making a custom object would be better

tiny niche
#

@sonic herald as an engineering student, there's no way you haven't learned the linear algebra needed (math involving vectors/matrices/quaternions)

#

so in that case, you should be ready to just jump in and learn the editor

cursive quail
#

@storm ether hey this might be a little late but dont do the unity tutorial

#

theres problems with it

#

its outdated and requires assets that you dont have

#

i recomend this

#

I'm breezing through this tutorial with no problems :D

#

you should do the unity tutorial for the design process and planning but you shouldnt do anything else

tiny niche
#

which unity tutorial? escape room still works

cursive quail
#

nah not for me

#

it requires Two conflicting libarys

#

Zinnia.unity and VRTK

#

they don't like to work together

tiny niche
#

escape room doesn't use vrtk

cursive quail
#

that

#

i used that tutorial

tiny niche
#

i have no idea what zinnia is, but i just loaded up the escape room project with no issues

cursive quail
#

idk but i know that that tutorial doesnt work :/

#

but i have a question

tiny niche
cursive quail
#

oh

#

thats diffrent

#

ok what about this

#

GetDevicesAtXRNode

#

it doesnt want to work

tiny niche
#

you've got a typo in there

cursive quail
#

great

tiny niche
#

you're looking for 1 device, not several

cursive quail
#

oh wait

#

im stupid

tiny niche
#

InputDevices.GetDeviceAtXRNode

cursive quail
#

fk

#

Thx XD

storm ether
#

k

spark berry
#

I'm currently thinking about the feasibility of my game idea, how would yall make it so that if I hit a stick with a rock it would make a dent in it so that you could sculpt and carve wood Thanks In Advanced!!

timid sundial
#

@storm ether which URP + which Unity version?

cursive quail
#

Anyone else ever get this error when building?

cyan pawn
#

Hello, did anybody manage to make the MSAA work on the Oculus Quest? I dont mean in the editor, that works just fine, but when you build it to the device, all of the antialiasing is gone and I have no idea how to fix it. I just crawled through all the internet to find different workarounds and anything and nothing worked ... if anybody has some ideas on how to make it work, it would be greatly appreciated, thanks!
@storm ether

Works for me? Change it in your URP asset file

#

Also, anyone have issues with DOTS specifically ECS not working on Oculus Quest? Trying to figure that out currently.

ECS runs in Unity when you hit the play button - as soon as you build for Quest, the ECS systems don't appear to do anything. But monobehaviours work.

#

If it's still broken perhaps it's a shader, something to do with camera stacking, or a post processing effect, etc.

sour hollow
#

Can somebody help me with the GetValidTargets function from the XRDirectInteractor in my code?

cursive quail
#

I need someone to run my build to test networking

cursive quail
#

ping me if you do run it

velvet rivet
#

when I grab this drumstick it snaps into a weird place and position how do I make the drumstick snap to inside my palm and position it paralel to my hand

velvet rivet
#

Nvm I figured it with trial and error

rotund thistle
#

If I am planning on making a VR game, should I use the new Unity 2020.1 release or should I stick with the 2019.4 LTS version?

#

I am hoping to make it for both PCVR and Oculus Quest, but that shouldn't be a problem once OpenXR support is added.

royal pebble
#

probably depends on your skills as 2020 dropped support for the old vr system which many tutorials, plugins etc rely on

surreal field
#

I'm having a problem with Oculus Rift S, using the XR plugin. When I grab a hinge joint the rotation of the controller is taken into account. I can rotate on the local z axis of the controller and the hinge joint's angle will increase/decrease. Any advice?

#

I only want the position of the controller to affect the hinge joint's angle.

mighty sinew
#

uhm im not sure if this is a vr problem and if not ill remove it but

im having trouble going from scene to scene rn it just duplicates the player rig im new too VR in unity so any help would be appreciated šŸ˜„

#

its resulting in some awkward encounters with myself and unwinnable rock-paper-scissor matches :P
jokes aside I'm using the steamVR plugin and the button prefab that was included in said plugin to switch scenes

cyan pawn
#

Anyone know how to grab an Oculus Quest touch controllers using Unity's new InputSystem? Been fiddling with it for a while and can't seem to figure out how to get their bindings.

Trying to whip up a quick controller so I can use keyboard/mouse for development and check it on the Quest easily.

sour hollow
#

How do I call a function from a Unity (XR Interaction Toolkit) script that's appended to a Ray Interactor? Precisely what I have is a GameObject made as an XR Ray Interactor and appended the XR Direct Interactor script. I want to call the function GetValidTargets from that script to see with what GameObject it targets. How do I call this function in another script? I already have the GameObject specified and tried different methods to implement it, for example GetComponent<>().

cyan pawn
#

@cursive quail Looks great! Awesome work.

cursive quail
storm ether
#

how to i test vr with desktop

cursive quail
#

@cyan pawn are you using XR?

digital oar
#

Is there a native solution in XR to find out if a boolean feature value changed this frame? It's a pretty standard need so I guess there must be a way. I've seen the time parameter but I'm not sure if it can be used for that.

ashen lagoon
#

hey dose anyone know why the xr settings dosent show up

royal pebble
#

which unity version?

ashen lagoon
#

2020.1

#

you there

royal pebble
#

the old xr system has been removed in 2020.1

#

you need to install and use the new xr plugin management package

ashen lagoon
#

can you vc to help me

#

or should i use the old version

royal pebble
#

if you want use the old xr system then you have to use older unity version

ashen lagoon
#

should i do that

#

do you wanna vc to help me

royal pebble
#

no, you can ask here so everyone can help when they can

ashen lagoon
#

oik

#

ok

rare knoll
#

hmm does anyone know how to create an xr rig in 2020.1? all of the tutorails show this option

#

but all i have is this

#

ive installed the xr plugin management package

surreal field
#

@rare knoll I believe you need the XR Interaction Toolkit. It's a preview package.

reef beacon
#

The whole XR system changed in 2019.3

#

Older tutorials probably aren't compatible even with the interaction toolkit

rare knoll
reef beacon
#

You have to enable preview pacakges in preferences iirc

rare knoll
#

oh i found it

#

in project settinbgs

digital oar
surreal field
#

ya, you can access it through the package manager cog

#

it takes you there

rare knoll
#

ok now i have the options

digital oar
#

folks, in unity 2020 I can't see any button feature in my controller. Is that normal? I can access the tracking features but no button like grip of trigger...

#

Is this supposed to be broken in 2020?

royal pebble
#

have you installed valve's xr plugin?

digital oar
#

@royal pebble I have only installer the new OpenVR XR plugin, not the steamVR unity integration

#

exactly, I had it and I removed it

royal pebble
digital oar
#

ok I see that now

#

it is quite sad...

#

I was working with SteamVR intergation before Unity 2020 but with the new version, I haven't be able to make it work

royal pebble
#

2020.1 removed the old xr system

digital oar
#

@royal pebble have you achieved to make OpenVR + steamVR intergation work in 2020.1?

royal pebble
#

i dont use steamvr

digital oar
#

ok thank you for you answers !

#

anybody else uses Unity 2020.1 + the new OpenVR XR plugin?

cyan pawn
#

@digital oar I think there may be a legacy XR option you may need to check off to get it working?

digital oar
#

@cyan pawn Thanks for the advice, I've already tried to uncheck and recheck both the "Initialize XR on startup" and "OpenVR loader" in the project settings without success. I don't know about any other option I could check off or reset.

cyan pawn
#

@cyan pawn are you using XR?
@cursive quail Yeah, using XR. I managed to get it to work with a simple hack on the new input system. Not pretty, but working for my needs. Would still be great to know how to bind the XR controllers properly, though.

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Also, I have a weird issue on Oculus Quest with Vulkan where the GPU slowly increases and maxes out (even on scenes with only a couple cubes in them), eventually causing a crash. Anyone experienced that? Pretty weird.

reef beacon
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Sounds like you need to attach a profiler

cyan pawn
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@reef beacon any idea what the best profiler solution would be? I have the OVR overlay that is pretty vague, just showing the overall GPU usage percentage slowly increasing, and ADB logcat. Any software that would be more insightful to figure out this particular issue?

reef beacon
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Unity profiler?

cyan pawn
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Ah, cool, didn't realize that could be run with Oculus Quest but I guess that makes sense if it's connected via USB or something.

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Looking into it.

reef beacon
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Should work as long as it's on the same network

rare knoll
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ok so i followed this tutorial and got trigger input working but i need to get the position of the xr input device (aka the controller):
https://www.youtube.com/watch?v=TLNVWojcbEE
how would i do this?

Today I released a new video where I show you how to capture Unity XR Input with my Oculus Quest and Rift. This includes the source code via GitHub to the demo project which you can download below:

XR Input Examples
https://github.com/dilmerv/XRInputExamples

Today's Recommen...

ā–¶ Play video
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im making a vr drawing app and i need to get the position of the controller to draw at

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i mean i could just set the position as a inspector-serialzed field and then manually set it

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which is what im going to do for now but i'd still like to know if theres a way to get it from an xrnode or inputdevice

cyan pawn
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@reef beacon I actually had no idea you could just connect the profiler like that, haha, that's super handy to know!

Unfortunately, if I enable "deep profiling support" it CPU binds the VR game like crazy - but interestingly, in that condition with the GPU only rendering around 30 frames per second, it doesn't seem to have the issue at all.

reef beacon
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It might just take longer for it to increase frametime due to having less FPS

cyan pawn
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Hmm, that's true. This is the profile without deep profiling enabled. I should try one with the deep profiling and just leave it running for a while.

reef beacon
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It's also worth trying to reproduce it in the editor

cyan pawn
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Good point, will do.

The VR Game is using Vulkan and DOTS, so it's a potential cocktail of problems and instability, haha.

royal pebble
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you dont need deep profiling for gpu issues

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are you using urp with vulkan?

cyan pawn
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@royal pebble yep, URP. But I don't necessarily have to (unless I actually DO have to, haha, not sure if I can use standard?).

I just have one custom shader that uses vertex colors. No lighting or anything.

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I was thinking of building my own SRP but it seems like a bit of a rabbit hole.

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Also I could switch from Vulkan to OpenGLES or whatever as well, whatever... works, haha.

royal pebble
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depending of which unity and package version you are using it will add even more issues to the mix

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not sure if there even is a stable combination yet

cyan pawn
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Strange, I turned of 4XMSAA which reduced the load on the graphics processor. The CPU creeps up to 100% usage over the course of a minute and crashes now, haha.

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Yeah, I wouldn't be surprised if there isn't a really stable solution yet. All pretty new stuff.

tiny niche
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sounds like you have a concurrency issue of some kind on the cpu end

rare knoll
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hmm so is there a way to get the trigger pressure?

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i found an example that uses the old oculus sdk and not the new xr system and it gets the pressure (axis) of the trigger button

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and it seems like the new system only has true/false?

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i mean i could probably just use true false\

thick frigate
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i'm getting consistent crashes when trying to test the oculus rift in unity 2020.1.0f1. every time i press the play button, unity crashes. if i build and run, it works okay, so the problem seems specific to the unity editor. older versions of unity seem to play fine using the old oculus integration plugin. i'm trying to use the new XR system, following the instructions here: https://www.rgbschemes.com/blog/setting-up-unity-xr-in-2020/

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error.log shows this at the top: OculusXRPlugin.dll caused an Integer Divide by Zero (0xc0000094) in module OculusXRPlugin.dll at 0033:28f156cd.

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hm. apparently the fix is to have my oculus running off the same GPU as my primary display.

tiny niche
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@rare knoll the oculus sdk is implemented on top of unity xr, so you could do it the same way you always have

ashen lagoon
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can any one help me

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i cant grab in vr

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when its all setup

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i dont understand whats wrong

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i have the hands setup

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they have the grab script

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and my cube has a grabble script

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it just dosent work

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i am in a older version of unity

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so i have xr settings

tiny niche
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@ashen lagoon i'd recommend swapping to the 2020 version, less ways to screw up the settings there

ashen lagoon
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but then i have no xr settings

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witch makes it not work

tiny niche
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the oculus sdk works just fine in the 2020 version

ashen lagoon
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ok i switched

stone stream
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hey today ive started trying to learn vr game design

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what would people say the best resources for learning are (Paid courses are fine too)

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any help would be awesome

storm ether
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@timid sundial @cyan pawn Sorry for the late answer! I did find out that the MSAA did indeed work the entire time, I just had a really detailed PBR model inside Quest and it seems like the device can't handle such scenarios. I assume the resolution in the headset is fairly lower than the one on the pc, that's why it didn't look correct inside the headset ... without AA at all, the app did look noticeably worse so everything is fine. I just increased the resolution and it did help to mitigate the issue a bit! But thanks for answering!

timid sundial
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Oh, maybe you had adaptive resolution on? The Quest has a higher res than Rift actually, the OVRRig might have adaptive on and thus reduces res at lower performance (e.g. complex model) leading to shitty graphics

storm ether
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@timid sundial I didnt even use the Oculus Utilities, only Unity XR implementation ... I havent been able to find any adaptive option, all that I was able to set up was the resolution multiplier on the URP pipeline asset.

The game by itself does look normal if I put any other semi-low detail object inside, its just the highly detailed PBR model that caused issues ... It was a long train with repetitive patterns so it seems like that was causing mainly the issues

velvet rivet
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is it just me or is OvrInput.GetDown really unreliable compared to Get

pine bison
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Are you calling it in Update?

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GetDown is only called for one frame, which means that if you check for it in FixedUpdate for example, there's a chance it will be missed

kindred quest
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Hey guys. I'm using SteamVR and noticed it's not behaving as I'm expecting with the Grip Action. Specifically, it doesn't seem to respond when both grips are engaged. Can anyone confirm that SteamVR only detects one Controller at a time per Action (or tell me if it sounds like I'm doing something wrong)?

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To be clear, by default Grip is bound to both left and right controllers. Both register if I test them independently. But both at the same time is where it doesn't seem to work as I'm expecting.

ashen lagoon
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same with me but on unity

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for oculous

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cant spell

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yeah dose anyone know how to fix grip

kindred quest
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So I just got done "fixing" it, @ashen lagoon .

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I created two new Grip actions (left/right) and two new Squeeze actions (same)

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Instead of one grip/squeeze assigned to both remotes.

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And that worked for my purposes.

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But it's still odd I had to do that. Can't imagine they shipped it where an action assigned to multiple buttons is mutually exclusive.

ashen lagoon
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hey

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can you help me fix mine

kindred quest
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@ashen lagoon post your code.

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and @ me

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Oops didn't see the DM nevermind

pliant vortex
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I want to open an external process (e.g. Calculator) within Unity, have that calculator be interactable to the user (not just a constant screenshot capture). I should be able to add 1+1 and get 2 within this. Any idea how I can do that?

royal pebble
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do you something like oculus dash desktop or virtual desktop do but clipped to running app region?

pliant vortex
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yeah but that is for a window, I will need something application specific

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process/application*

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I will need to interface with the application later as well to pass on data into Unity

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but a calculator prototype would suffice for me for now. I am currently running a command line window successfully. I am going to switch that over to a calculator app, and then planning to screen cap that calculator into a UI Panel onto unity. Then also raycast to allow the user to interact with the calculator, but from there I would have to pass into the application mouse clicks and whatnot

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that is what I currently am thinking, not sure if there is an easier way to do it. I looked around for a couple of hours and this is the solution I have come up with that works in my mind

royal pebble
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if the app has no api to retrieve data then the only way to do it use win32 api to retreive control specific data or inject code to the running app but this requires you to know the app app hierarchy beforehand

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and for example the calculator in win8+ is made with uwp which does not support win32 api calls

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antivirus apps sometimes detect this kind of behavior and will flag your app

pliant vortex
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ah yes I was reading about something similar to that, you know your stuff!

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Any resources where I can get win32 api started

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and what do you mean by app app hierachy

royal pebble
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win32 api works with handles so to retrieve text for example you would need to know the label or textfield handle but the problem is that it could have a deep hierarchy and the control might have several parent controls

pliant vortex
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that makes a lot of sense

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So the process I am working with serializes a UI with XML code, I have been just mentally trying to figure out which is better overall. To do what you proposed, or do create a UI within Unity that recreates the process with the XML code

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this is all so interesting to me

rare knoll
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Hmm, so I tried to pickup something with the following tutorial and when I pick it up it just pulls me into the air along with the cube, and if I let go it stops and I fall down again. It seems to be a collider issue but I don't know how to fix it.
https://www.youtube.com/watch?v=PnnHx-DVDLE&list=PLmc6GPFDyfw90Xo_T69Va6kw07qJ8nLz7&index=2

Welcome back! Today we're going to be taking a look at putting together some simple interactions. This project was tested on both the HTC Vive and Oculus Quest. Also, remember to use Unity version 2019.3 or above!

Blog Post:
https://blogs.unity3d.com/2019/12/17/xr-interaction...

ā–¶ Play video
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its like its making me fly upwards

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and yes, the controller colliders are set to be triggers

amber drift
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Has anyone run into the EarlyUpdate.XRUpdate slowdown (using 8+ms per frame?)

spare hazel
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Hi everyone, does OnMouseDown not work with Unity's XR Interaction Toolkit?

velvet rivet
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Can anyone here make post processing work with OVR?

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Nvm I placed the layer in the wrong place

wintry delta
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Hey, if I made my game with Oculus Utilities, using the OVRPlayerPrefab, is there any way I can still use that as my player prefab when integrating Steamvr? I'd like to keep using 1 playerprefab if possible for both the Oculus Store version and the Steam version. And then just use the SteamVR input for inputs

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Or do I have to use 2 different playerprefabs if I want my game out on Oculus and Steam?

ashen lagoon
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hi

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can anyone help mme

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with my game

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the grabintg isnt working

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if so message me if oyou wanna help and vc

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ok

cursive quail
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hey im using the XR dev tool kit and have a question

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i have a working grabing system but i cant seem to find a way to force a player to drop what they have

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is there XRDIRECTINTERACTOR.LetGo()?

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or something simmilar

mental sentinel
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Anyone alive reading this room at all?

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I'm sorry, I'm about to pitch my quest at the wall because Unity / Quest development and testing is fucking frustrating. One day it works. next day it stops

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Can someone go over with me what reasons you would hit Play in Unity and it won't show on your Quest?

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I had this working the other day... then I just tried an extension USB and it won't work anymore, then I went back to my old setup with my tiny ass I can't move cord and it still won't work again