#🥽┃virtual-reality

1 messages · Page 42 of 1

mental sentinel
mental sentinel
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Now I'm getting a black screen when I play

spare hazel
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@mental sentinel are you using Oculus Link to get Unity to show up on Quest?

mental sentinel
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Thanks, I literally just solved both those issues. So turns out in the past I was pushing apk's and that's why I had to say NO to link. But then once I said YES to Link and hit play it will now play, but then it gave me a black screen because of some integration issues I guess? I re-imported the Oculus Integration from Asset Store and it's now fine.

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Weird stuff.

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I saw the date on the article was written yesterday, so maybe oculus integration got updated yesterday

spare hazel
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congrats!

mental sentinel
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Thanks. This shit is finnicky. I thought it was because I threw on my extension cord

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Now I gotta try it again with my extension

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I tried using the sidequest wifi thing but it didn't work

spare hazel
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Sometimes the tech updates too quickly and things break. I had issues previously with the rolling updates to Oculus software. It updated on PC but not the quest so I couldn't use the link

mental sentinel
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Yeah, I was just panicking because I'm trying to build something for midnight of the 7th

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Wife's b-day. Making her a Llama farm for her to pet llamas

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I've had to disguise it by using cows instead of llamas

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So she thinks I'm just going through a VR tutorial 😛

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But Teleport works now. Cows wander on their own. I just need to add hand collision triggers to get them "petted" 🙂

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Find a floating heart asset

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Some fireworks assets

spare hazel
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nice, best to get a stable version and then make improved version

mental sentinel
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Yeah. Paid $30 for the animal assets, lol

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Totally worth

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Copied the Wander code from some tutorial

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The scene is a free farm asset 🙂

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It's all working out pretty well so far, and far far easier than some gatekeeper guy was trying to tell me

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Just... really annoying when Oculus stuff breaks

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Thanks so much for the help though @spare hazel without ppl like you this wouldn't be possible for me in such a short time.

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Glad I have people I can badger and ask on these discords and forums 😄

spare hazel
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haha, best of luck!

dreamy trail
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this makes me want to blow my brains out constantly

spare hazel
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are you using unity 2020?

unreal crystal
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What would be the quickest way to get some UI/text in VR? I need some for debugging purposes. IMGUI doesn't seem to work in VR

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Guess I'll just use the canvas / etc in the GUI

velvet rivet
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ovrlipsync awake queried samplerate 48000 buffersize 1024

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is this something to be alarmed of or can I ignore it

wintry delta
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@velvet rivet are you using LipSync?

velvet rivet
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Not really

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It came with Ovr

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Will this error slow down or make problems

coral oracle
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i am upgradeing my project from urp to hdrp with openvr xr set up.
everything was super stable with urp.
when i installed hdrp i am getting a unity crash almost every 5 mins n when i push play.
is openvr just not rdy for hdrp?
is there any steps i can take to look into this more?
unity 2019

wintry delta
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@velvet rivet if you dont need it, you can safely not import their different packages, or just delete the ovrlipsync folder. But Its not something to worry about

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However, its weird that its starting up if you arent using it

velvet rivet
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I imported the whole ovr stuff because I didn't know which ones I needed

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this was my first VR game

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I'll import accordingly next time now that I know

deep vault
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anyone who knows about unity xr for quest, im having trouble setting it up

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im following valem's tutorial

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my gamehttps://cdn.discordapp.com/attachments/566453834004561941/740869124694999080/unknown.png

velvet rivet
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Valem's tutorial is good but it's a bit outdated

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nowadays you just place the OVRplayercontroller and drag the custom hands into the hands anchors

deep vault
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how do i do that?

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also its impressive its outdated the tutorial is only 3 months old

reef beacon
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Those errors aren't related to VR

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Idk why you're getting them though

deep vault
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ok

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when i load i still get a black void

rancid crow
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Hey guys, don't know what this warning means. I'm devving with a oculus quest, and I have everything set-up. I've never had this pop up before. I can still access my rift home and my virtual desktop but when I press play I only get this warning:

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And I don't know how to start XR rendering 😕

royal pebble
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did you update your unity version when it begun to appear? VD does not work well with the newer unity xr

rancid crow
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it's running on an older version

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2019.3.8

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not the 2020,1

fringe pendant
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@deep vault Those errors look like they’re related to the services window. May need to refresh the window or log in again. Are you using Unity Collaborate with the project?

winged frost
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hello everyone

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I have a rather weird bug which I wonder anyone ever encountered

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I use SteamVR 1.0 for Unuity 2019.2.21f

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and i've found that the animations on my vr hands stop responding after I go into the steam menu ingame

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this happens consistantly

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and it's ofcourse driving me nuts 😉

mental sentinel
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Anyone know of an easy to integrate asset for "hand" to attach to controller? I'm watching the VR with Andrew tutorials but I was hoping for something even quicker because I'm prototyping something that I need to be done quick

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Also, can someone give me a hint as to the easiest / best way to use a hand model instead of a ray interacter, and then show the ray when I press any button ?

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Any teleport button, anyway

royal pebble
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if you are using oculus then its sample hand are very easy and fast to use

mental sentinel
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Will they work with my XR Interaction Toolkit or do I need to retool everything to use Oculus for some reason?

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I wonder if that's easy

royal pebble
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you can modify the hand.cs to get input from unity and not from oculus integration but its a bit more work

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it has few poses and blend by default from pointing to grabbing

kindred quest
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Hey guys. Anyone ever encountered an issue where the camera view (and rotation reading in Unity) jumps from ~128.y to ~ -50 through -70.y and then back to ~108? I'm using specific values here, but the point is the view "flips" for about 20 degrees. This is when rotating IRL (looking around the room).
This is even happening on a blank project with just SteamVR installed.

kindred quest
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Follow-up to above: Looks like it's only on 2020.1. 2019.4(latest) doesn't happen.

tiny niche
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@kindred quest i think they're still in beta with their unity xr plugin, could be that its just having issues

kindred quest
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Thanks yeah I figured. Just wanted to make sure I wasn't missing something.

velvet rivet
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I'm going to lose my mind over this

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I'm making a drum rythm game

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when I hit the drums with the drumsticks

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sometimes like 1/10 times oncollision enter activates twice

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    public AudioSource audio;
    public AudioClip sound;

    
    // Start is called before the first frame update
    void Start()
    {
        GetComponent<Rigidbody>().constraints = RigidbodyConstraints.FreezeAll;
    }

    // Update is called once per frame
    void Update()
    {
        
    }

    private void OnCollisionEnter(Collision collision)
    {
        if (collision.collider.tag == "baget")
        {
            audio.PlayOneShot(sound);
            
        }
    }
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what is wrong here

tiny niche
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@velvet rivet there's typically quite a bit of jitter to the positions during the fixed timestep

velvet rivet
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how do I fix it chief

tiny niche
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it's probably just hitting twice

velvet rivet
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am I going to have to change the ovr scripts

tiny niche
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well there's many ways of fixing it, depends on how you want the sticks to behave

velvet rivet
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is it maybe because I made them grabbable? would fixing them permanently to my hand fix it?

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I have no preference over the behaviour of sticks I just want the game to work haha

tiny niche
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if you want them to track instantaneously and pass through the drums, you could have a tip tracker that smooths out the position over a couple of frames

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and detect collision on that

velvet rivet
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my sticks currently pass through the drums anyways that can work for me

tiny niche
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another option would be to velocity track, have them impact the drums and measure the impact velocity

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but for a drum game you probably need instant tracking

velvet rivet
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former works better guess

tiny niche
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unity has some research projects on github where they smooth out the tracking using various methods

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it was designed to fix things like vibrating fishing rods, but should do the trick for your usecase too

velvet rivet
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Do you have a link of this I'm somehow having a hard time googling it

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@tiny niche because the hands are tracked better than the grabbables I tried to make the sticks children of my hand anchors instead of grabbable

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it works better now

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remind me to give you a key when I finish the game kek

tiny niche
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@velvet rivet if you set the tracking mode on the grabbables to instant, they should track just as well as the hands

velvet rivet
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is it a checkbox in the ui or so?

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couldn't see it

tiny niche
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its a dropdown in the inspector

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if you're using unity xr

velvet rivet
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oh

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I'm using ovr

tiny niche
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ah, then there's a setting that makes the grabber parent stuff

velvet rivet
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hm

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I'll research real quick

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and try to find that setting

tiny niche
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although personally i was never able to make it work perfectly, i ended up having slight vibrations if i held my arms out in front of me and rotated my body

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kinda like unity xr behaves if you use kinematic tracking

velvet rivet
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the player is stationary in my game and there isn't much reason for them to turn

tiny niche
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yea it was just an example of how you can easily see the issue clearly

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yea, "parent held object"

velvet rivet
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let me playtest real quick

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yep works much better now

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more responsive too

shell pumice
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Hi, i have create player avatar using uma and steam vr player prefab. Now im trying create joystick player movement, it works, but when i have added character controller to the vr player, camera moved up, above avatar head and i cant taky it down. Do you have some idea why it hapoened and how can i fix it, please?

willow tulip
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Working with the legacy VR support for OpenVR and all of a sudden project will not run in play mode or build mode when VR Supported is enabled. Runs fine in non-vr mode. Colleague has a working project, and I can't even run builds that he made on the same project. Everything just hangs and I have to end the appllication. Unity 2019.3

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I've tried reinstalling SteamVR, rebuilding the library, and reimporting all assets

thick frigate
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UnityEngine.XR.InputDevices.GetDevices() is always returning an empty list. I have no idea why... I can still get hand tracking and head tracking to work using InputTracking.GetNodeStates(). but why can't I get any devices?

latent heath
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Hey there. I was wondering. Do you guys suggest using SteamVR or the UnityXR system?

spice oasis
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Hi all. I have a little bit of an issue. I am currently trying to get a 360 sequence out from my VR experience. I am using Unity 2019.3.0f3 with HDRP 7.1.7 and using the unity recorder preview package to render out the files. But the output of the different cameras the recorder uses seems to render a bit wierd. It looks like come of them darkens the surrounding area if it is looking a really bright spot. Could this be something related to the linear output? I do not have any bloom or any post processing other than a white balance and fog. I have attached a screen of the output. As you can see the middle cameras and the top and bottoms connects together nicely.

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Btw the light at far left is just quads with a shader on. The only light in the scene is a directional affecting the fog. All the textures are baked outside unity.

royal pebble
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did you update to 2020.1?

spice oasis
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Was that a reply for me? @royal pebble if so. no i havnt updated

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I am pretty sure it has something to do with the physical camera. But i can see no way of turning it off when using HDRP. Just my luck i guess 🙂

spice oasis
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Well. Update. It is the volumetric fog. Pretty devastating, as it is one of the most important components of the experience. Anyone knows a workaround or another way to export a 360 file sequence?

heady grotto
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@spice oasis Maybe try using 6 cameras, and stitching a cube map together? Or, if that's the current way, try to use two cameras with 180 FOV and stitch that for a more sane seam

The issue is likely the volumetric fog works on some aspect of camera space, and that's not lining up

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Also, can you upload a more clear example?

spice oasis
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@heady grotto Yea i think that would be the way to go. Im pretty sure the recorder is making 6 cameras and stitching that together. Ill try with the 180 FOV. Here is a brighter image. It is a quite dark scene.

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It looks like it two cameras that is just off

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It is just a bit confusing as the bottom of the cameras matches up, and the issue is divided in two for some reason. Like 2 of the camera has one setting and the 4 others another. Because they line up fine within the two groups if that makes sense

heady grotto
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I still don't quite see the issue.... You're talking about darkening the area around a bright spot?

spice oasis
mental sentinel
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Can someone tell me what happened here?

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Also, I re-imported the Oculus Integration and now it's saying I have 2 versions

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Even though it asked me if I wanted to update

spice oasis
mental sentinel
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Fuck now I can't even hit play

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This is frustrating as fuck

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I wish I had backed up

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I didn't know re-importing the Oculus Asset Integration would fuck my whole project up like this

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Welp. No llamas this year for my wife. Fuck COVID

heady grotto
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Are you using XR Plugins and the OVR Integration @mental sentinel ?

mental sentinel
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Yeah, I imported Oculus Integration again because I thought that would fix the problem (it did last time when I couldn't play on Link)

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Now it's just giving me a lot of duplicate plugin errors

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Assembly with name 'Unity.XR.Oculus.Editor' already exists (Packages/com.unity.xr.oculus.android/Editor/Unity.XR.Oculus.Editor.asmdef)

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Wait, if I'm building on Quest should I be installing the Oculus XR Plugin or the Oculus Android package?

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Multiple plugins with the same name 'ovrplugin' (found at 'Assets/Oculus/VR/Plugins/1.51.0/Win64/OVRPlugin.dll' and 'Assets/Oculus/VR/Plugins/1.50.0/Win64/OVRPlugin.dll'). That means one or more plugins are set to be compatible with Editor. Only one plugin at the time can be used by Editor.

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I can't delete

heady grotto
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If you're not using XR Plugins, you should be using Legacy VR

royal pebble
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@mental sentinel you always need to remove the old version before importing new one

mental sentinel
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@royal pebble How do I fix that now?

heady grotto
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Delete the whole Oculus directory, and then re import it

mental sentinel
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Ah

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@heady grotto Yes I did hear something about having to use Legacy for some reason. It just seemed silly

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But I'm on 2019... I must've misread something.

heady grotto
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You don't have to, it's just depending on how you have your project setup

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If you're on 2019.3 or newer, I'd say use XR rather than Legacy

royal pebble
heady grotto
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I actually transitioned fully away from OVR Integration and made my thing fully XR. Right now, don't need anything Oculus specific. Was a chore for a day or so, but now I'm not saddled with that

mental sentinel
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Hmm...

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Mine is using the XR Rig stuff

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I don't use OVR

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Do I still need Oculus directory or integration?

heady grotto
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You may not need it, I can't say

royal pebble
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depends what features you use

mental sentinel
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Honestly all I did was drop XR Rig, set up teleport

royal pebble
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you need it for hand tracking, store release etc.

mental sentinel
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Just a prototype little thing

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I just want my wife to see some llamas

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Can't even pet them - had no time to make a hand

royal pebble
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then unity stuff is enough

heady grotto
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@royal pebble I don't think you need it for hand tracking, or won't soon. XR has hand tracking input too, IIRC

royal pebble
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unity has no interface or access to everything ovrskeleton etc provide

mental sentinel
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YOU WERE RIGHT! Deleting the Oculus directory removed all my errors and let me play again

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Worse comes to worse I'll just leave her tethered

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I might just give up on building to Quest

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It keeps blackscreening when I load the APK

heady grotto
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Do you have a scene in the build? 😉

mental sentinel
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Hey, that is a legit question! Yes, yes I do 😄 I think.

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I literally didn't the other day, lol

heady grotto
mental sentinel
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Yeah... I didn't even care for hand tracking. I just wanted a hand model. I never had time to do it.

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It's been a rough couple weeks.

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Almost went to the hospital yesterday with her because she's an essential/expendable worker with asthma. She wears the Visor, but now she can't even do that for long. Had an asthma attack and couldn't breathe for the rest of the day

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They want to do an ultrasound, but the ultrasound place is telling us you can't go in if you have breathing issue symptoms

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We had an operation scheduled for something, but even after testing negative for COVID 3 days prior during pre-op, they're still saying she can't do the operation because of her breathing issues.

heady grotto
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That does sound rough. Keep at it

mental sentinel
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Anyway, sorry, I shouldn't rant

heady grotto
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We all just do our best

mental sentinel
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Build And Run should just push the APK to the Quest, right? I've been dumping it out and sideloading it 😛

royal pebble
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yes

mental sentinel
heady grotto
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Did you go through the develpoment/setup guide explicitly?

mental sentinel
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Yeah, but since then I've had to rip so much out and put so much back I don't even know

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So many different sources saying different versions are incompatible and need special things

heady grotto
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That usually happens when the Quest just isn't connected, or setup properly as a dev device

mental sentinel
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I always assumed if I could sidequest it's the same setup

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And when building I turn off link

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OMG IT WORKS

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I have no idea what voodoo happened in between, but it works now

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THANK YOU

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OMG THANK YOU

heady grotto
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🍻

mental sentinel
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I spent, like... $100 on assets, lol

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Most of which I didn't even end up using

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I bought like... 2 hands

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Couldn't figure out fireworks, but used balloons, lol

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Thank you.

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@heady grotto @royal pebble If y'all have a Steam game or something I should check out and buy, let me know. I don't know how else to repay you

royal pebble
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np

heady grotto
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No worries, just make her happy

mental sentinel
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To be fair, I also bought my wife a pair of Razer Nommo Chroma speakers (she doesn't care how they sound... just that they light up... and I make Razer profiles) and a Nintendo Switch just because it came into stock for once since COVID, but still. I think she will appreciate this shitty little project more than anything.

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I wonder if I'm gonna get greedy and try to throw on anti-aliasing, hahaha

heady grotto
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It should just be a simple skybox that you can pick in Environment... I hope 😄

mental sentinel
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Thank you!

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@heady grotto If I remember correctly I just throw skybox texture on the camera when I'm done importing?

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Sorry it's been so long

heady grotto
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Are you using the standard renderer, or URP?

mental sentinel
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yes

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lol

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I don't know what that means

heady grotto
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When you setup the project, did you use URP or 3D?

mental sentinel
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3D

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Whatever the Andrew for VR tutorial said 🙂

heady grotto
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OK, then just add a "Skybox" component to that Main Camera. Click the dot and find the new asset examples

mental sentinel
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Ah... I forgot I needed the component

heady grotto
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That... should work hehe

mental sentinel
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Sweet it worked

heady grotto
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It's an override. There's other way to do it, FWIW, but lets keep it simple

mental sentinel
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Oh it's so pretty

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Thanks so much, man

heady grotto
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👍

mental sentinel
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I've never tried... but I wonder if I could record gameplay in a sideloaded project

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Anyway, thanks so much. Gonna go walk the dog. This has been amazing

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And she's still asleep 😄

static rain
mental sentinel
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@heady grotto She absolutely loved it, thank you! 🎉

mental sentinel
static rain
kindred quest
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Hey guys I'm having an issue I'm hoping someone can guide me on.
I'm trying to move an object based on the VR controller's delta frame to frame.
I'm rotating that calculated Vector3 by the VR eye perspective so that the rotation moves left/right/up/down in relation to where you're looking.
The issue I'm having is it seems to be rotating based on my playspace orientation rather than the vr camera.
I've tried multiplying by localRotation and regualr Rotation. No dice.
I think the problem is that it's being converted to the parent's rotation. Not sure. And if that's it, not sure hwo to address that.
Using SteamVR if that matters.

feral frigate
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@kindred quest sounds like you need to use Quaternions

heady grotto
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anyone knows what to do?
@static rain

Can be safely ignored. It's just an aggressive code linter

desert fiber
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Im working on a VR project, and I want a hammer that can nail objects together. Any idea how to go about that? I have very limited knowledge of coding so I have no idea where to start. Im guessing I´d need raytracing to identify the transform the hammer is impacting but I really dont know.

heady grotto
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Break it down into tasks. You need to get the person holding a hammer. You need to position some sort of graphic for a nail. You need to know when the hammer contacts the nail. You need to have some sort of boards. You need some way to join the boards together

Then, combine

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VR or not, that's just general development process: Break it down into small but meaningful chunks, that's where you always start

desert fiber
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Thanks @heady grotto that a good way of doing it, but I still dont know how to do that. I got a Hammer, the player can pick it up and swing it.

heady grotto
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Cool, now figure out how you want that to contact a nail... there's tons of ways of doing it. I recommend for ease, just add a collider to the hammer head that is "Continuous" and a collider on the nail, then detect when the collide

desert fiber
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Alright, that doable, how would I go about detecting the collision tho?

heady grotto
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Step One. Open Google. Step Two: "unity collision detection"

desert fiber
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Alright, seems like im just asking someone else for help but I´ll give it a try.

heady grotto
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You expect me to write out a tutorial for you that is an easily searchable well covered topic?

desert fiber
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Not exactly, I think I was hoping for more something like, "You could use raycast for the detection" or something, perhaps a line like, "but its a rather easily searchable and well coverd topic so try googling it"

What do I know, litterally nothing so I wouldnt really know if the tutorial I found would even serve the purpose

heady grotto
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Try to read some and implement what they talk about. If you're confused or stuck with that process, then you're in the right place to sort a specific question out, when you have code to show people

But, you may just surprise yourself and hey it works! Wouldn't that be more rewarding than if I remoted into your computer and typed it in for you?

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You can learn to learn, or you can learn to be dependent on other people

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Which do you want?

desert fiber
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That makes sense, I´ll give it a go.

I dont mind learning, but im not sure that It would be more rewarding doing it myself. I dont expect anyone to do anything for me. But was that the case that would save me a lot of brain power and time, and with the amount of stuff I need to do, that I also dont know how to do It would generally be a lot more manageable.

heady grotto
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You need to be confused about something specific to get the most out of help in these kinds of places. "how do I do collisions?" is like coming in and asking "how do I make breakfast?" You won't get the kinds of answers you need

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"how do I crack an egg without getting shells in my egg?" is a specific, answerable and interesting question

desert fiber
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Okay, how do I know if an issue is specific enough to get an answer?

heady grotto
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When you have code that you can share, and it's not doing what you expected after you tried to sort it out

desert fiber
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Alright so debugging more than code knowledge right?

heady grotto
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Yah, and trying and figuring it out. Trust in and surprise yourself

desert fiber
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Alright thanks, I must have misunderstood the community, my bad. Thanks again though I will see if I can find something on the collision issue.

tiny niche
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@desert fiber you can't just learn the stuff you need to solve the problem at hand. Usually you need to start off by googling the problem, then proceed to learn the things related to the answers.

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in this case it would be learning more about how physics engines work and how we use them to solve problems

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you might also find a bunch of details on different ways to combine meshes, which is also a useful area to know in this case

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once you figure out what you don't know, we can help fill in the blanks

hushed field
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Hey I am new to developing really any game, I wanna know how easy it is to get Valve index controllers to use finger tracking with the new XR system

kindred quest
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It's not possible right now. You have to use steam vr

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Unless something changed recently

desert fiber
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Thanks @tiny niche

Usually the issue first becomes apparent when there’s something I don’t know about, then I’m lost, not knowing what to even google

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@hushed field SteamVR has an update on github for Unity 2020, I got my Index controllers working quite easily. I can send a link tomorrow or you can see if you can find it

hushed field
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I grabbed the steamvr XR plugin off the github I just am kinda lost on how to get the finger tracking to work

quartz iris
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anybody tried using the Snap Turn Provider in the XR Toolkit?
for me when I turn it only turns the controllers, and keeps the camera stationary
idk why, the locomotion page in the tutorial has a different looking script but they're the same name

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I can't find a Controller Manager script and the documentation doesn't say anything about it

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this is what I'm reading

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any help is greatly appreciated

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pls @ me with a response since this channel doesn't seemingly get a lot of traffic

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also can I get steamVR implementation without it requiring a complete overhaul of the XR system I'm using? for example the Oculus integration pacakge just makes it so all the XR Toolkit stuff works on the Quest and the Rift S, i tried the older asset store steamVR but it wanted me to use all of its own stuff

quartz iris
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nevermind I figured out the problem

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my camera wasn't a child of the XR Rig

quartz iris
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ok new dilemma, what is the best approach for preventing hands and the headset from going through walls

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is it the kinda thing that needs to be hardcoded

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cos that sounds like complete garbage

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no wait

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I can just make it so that the headset gets stuck when colliding with something, instead of making it stop rendering

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still, the problem is how do i do that
i've tried multiple approaches to no avail

#

this is in an open environment I mean

#

like a room you could be on both sides of the wall for

tiny niche
#

@quartz iris you don't want to do that. people are going to get sick and/or think the tracking is broken

quartz iris
#

so basically there's no easy way to have a wall you can be one more than one side of

#

as in

#

if you're outside the room, you cant go through the wall and see inside, but if you're inside the room, you can't go through and see outside

tiny niche
#

nothing is easy in vr, but there are things you can do to make people not poke their head through walls

#

like not rendering anything interesting on the other side

quartz iris
#

yeah I guess

#

the problem is with people putting guns trhough the wall

#

like I can set the tracking type to Velocity tracking but that is the jitteriest thing ever to have been created

tiny niche
#

you can also turn the screen b/w and mute the audio when doing so. makes people avoid it subconciously

quartz iris
#

yeah but the boundaries need to be hardcoded

#

if I am to do the room thing

tiny niche
#

not really, you could generate the other side of a wall dynamically

#

all you really need is a floor with a grid texture, so they have a point of reference and can see the horizon

quartz iris
#

yeah that's pretty big brain

#

idk how I'd switch cams like that

#

like

#

smoothly

#

i can change the culling mask or whatever it's called but that'd be really jarring

tiny niche
#

no need to switch cams, just break up the level into chunks and turn them off when you cant see the other chunk

quartz iris
#

with the grid though

tiny niche
#

could probably do the frustum culling from a different position than the camera too. so you project yourself back through the wall you entered and do the culling from there. then render the fake world on top

quartz iris
#

wdym

#

is this how I could get it to fade

#

instead of just cutting to a grid

tiny niche
#

all you have to do is render the grid at a really high depth value. that way it'll always be overlapped by the real world

#

just like a skybox

quartz iris
#

yeah but that doesn't solve the problem of jarring cuts

#

mayybeee a janky solution would be to use a render texture but lining that up would be actual hell

tiny niche
#

it doesn't need to fade. it'll look like you poked through the wall and it just happened to have a grid on the other side, but then you go around the wall and see a room instead

quartz iris
#

oh true

#

but in that case it means im gonna need to make sure the outside of the parts of the levels the player is in looks presentable

tiny niche
#

with backface culling on, you could look back and see inside the room you came from

quartz iris
#

idk what frustrum culling is

tiny niche
#

although you might want to use a generic wall texture instead and only show a hole in the wall

quartz iris
#

there isn't really a problem with going back through where you already came

#

in fact that's probably a good idea to keep

#

acatully

#

nah yeah

#

probs just only allow the player to get places legally

tiny niche
#

well the view frustum is basically a geometrical shape showing what the camera can see. frustum culling refers to the game engine not rendering the parts outside that area

quartz iris
#

right

#

is that something that is always present

#

are frustrum culling and occlusion culling related

tiny niche
#

well they're different types. occlusion culling skips rendering stuff in front of you that is covered by other objects

#

while frustum culling skips rendering stuff that is outside your line of sight

quartz iris
#

wait so why isn't the latter the default

tiny niche
#

well you tend to have both

quartz iris
#

optimising for the Quest would be something I'd like to keep my options open for so if changing a project setting would help, sweet

tiny niche
#

but occlusion culling can be problematic if you have transparent objects

quartz iris
#

uh oh

#

there's a transparent element on the gun

#

I mean theoretically

#

I could just group them into chunks which are children of empty gameobjects

#

and then disable the mesh renderer component

#

right

tiny niche
#

well a gun is rarely big enough to occlude a lot of stuff anyways

quartz iris
#

yeah

#

thank you for your help

static rain
#

hiii im using oculus intregration now when i play i csn only move my joystick to walk around but i cant interact with things and cant see my hand is it possible i walk around by moving my joystick and click to grabthings and drop if so how?

astral ravine
#

Hi, not sure if this is the right place to ask a newbie XR Interaction question. Can't find the answer on google/github. How do I identify the Interactor (e.g. hand) which is interacting with (e.g. holding) my XRGrabInteractable (e.g. knife).? I need this to force a drop action under certain circumstances. Thanks. [edit: figured it out, code below]

    _xrGrabInteractable = GetComponent<XRGrabInteractable>();
    XRBaseInteractor _beingHeldBy = _xrGrabInteractable.selectingInteractor;
    Debug.Log($"{this} is being held by {_beingHeldBy}");```
solid pumice
#

What

#

Does anyone have Skywars oculus quest

#

Code

tiny niche
#

@static rain follow the instructions in the documentation and it'll work

storm ether
#

agree

wintry delta
#

Anyone know why my camera is wayyy higher when i'm using the Openvr sdk instead of Oculus sdk?

#

And off to the right a little bit

shell kayak
#

@wintry delta You might have the Oculus camera rig set up to be eye level, instead of floor level. Meaning the starting position of the camera rig is where you want the player's eyes to be rather than where the center of their playspace is.

wintry delta
#

@shell kayak Yeah, it seems something like that. Currently I'm debugging why my game just freezes when the OVR player prefab is instantiated when using openVR sdk

silver sigil
#

does someone know , how to implement an webbroser (where you can type in an stuff/google smt) into an vr scene? I think I want to put it into the ui, but I basically dont know how to create an web-browser

pine bison
silver sigil
#

Thanks👍

wintry delta
#

I need someone with a Vive to test out controls of my game (I only have a Rift). Wont take more than a few mins - any takers?

spare hazel
#

@wintry delta still need testing?

rigid quartz
#

Hey everyone. I have a player prefab with an XR ray attached that I use to teleport. If the player is in the hierarchy it works fine. But if instantiate the player at runtime the XR ray won’t work. If I disable auto initialise XR, instantiate the player and then enable XR it works. The only thing is that I need to have XR on in the previous scene too. Any suggestions on how to get an instantiated prefab with XR ray to work right?

grizzled tangle
#

I'm new to VR and had a question. Is there a way to test the VR application within the editor without requiring a device ?

reef beacon
#

Nope, you can make a fallback though

grizzled tangle
#

Another question. To build for HTC Vive/Steam Index do I need a separate plugin or can I build with Unity's XR Plugin ?

quaint moss
#

Similar question - can I build an apk for Quest w/o the device itself?

tepid vapor
#

From what I can tell, yes

#

You can then share that APK similar to how you’d install sideloaded apps from 3rd party developers

quaint moss
#

OK, thanks

pine bison
#

You can, but you would have no guarantee it would run

#

The new XR system does not support SteamVR yet @grizzled tangle

grizzled tangle
#

Thank you Ole. I can still build for Vive with the SteamVR plugin right or should I wait till Unity adds the support in the XR plugin ?

royal pebble
#

valve has their version of the unity xr plugin on their github

grizzled tangle
#

Thanks for all the info 🙂

distant zealot
#

valve has their version of the unity xr plugin on their github
@royal pebble I was originally pulling that into Package manager using the git URL but for some reason recently they removed that and now you install a unity package which adds some check for update scripts and it will hook package manager up to it for you.

Refer to this guide on their git to install it
https://github.com/ValveSoftware/unity-xr-plugin/releases/tag/installer

#

The new XR system does not support SteamVR yet @grizzled tangle
@pine bison Please do not spread misinformation, see my comment above this for the OpenVR XR plugin, it's been out for a while now, albeit in beta

pine bison
#

Yes that's imprecise, I agree

spare hazel
#

@distant zealot
To sum it up, Is it correct to say that:
In Unity 2019.4, you can develop for both Oculus and OpenVR (Vive, Index) using the deprecated setting. You do this by going to Edit/Project Settings/Player/Deprecated Settings and have Virtual Reality Supported checked. Oculus Quest doesn't seem to work properly using this mode, showing up in Oculus TV.
In Unity 2019.4 or 2020.1, you can use Unity's XR Plug-In Management. At the moment, you have to go to github (https://github.com/ValveSoftware/unity-xr-plugin/releases/tag/installer) to download the plug-in for Valve's OpenVR. Valve's Plug In is in release candidate status and not officially released. As it is in release candidate status, there may be some bugs that's not ironed out.

royal pebble
#

quest works fine with 2019.4 and the old xr system

spare hazel
#

hmm i might have to check my settings then. I recall that Ihave to switch to xr plug in.

@royal pebble I am using Unity's XR Interaction Toolkit, could that be why?

storm ether
#

Hey guys I got my VR headset and controllers to work in game, hand tracking works but the hands are too far away from the player any1 know how to fix?
using Valve Index and SteamVR/OpenVR

heady grotto
#

@storm ether Did you ensure that the parent/child hierarchy.... Everything is zero? If you have some child object offset, might be it

storm ether
#

I've got it running properly now, the hands work. How do I check for controller inputs via script? The SteamVR API is so fucking confusing

craggy thicket
#

Any one facing quest FFR issue having terrible holes in distance mesh. Please help

cursive quail
#

anyone have any tips to make a VR game feel good to play

#

like right now everything seems very static

#

like objects are "locked" to hands

#

i have a demo if you want to see what i mean

quaint moss
#

@cursive quail movement is pretty important imho
Do you have it?

cursive quail
#

yea were doing 2 types of movement

#

smooth movement

#

and climbing / launching

quaint moss
#

A gif would help

cursive quail
#

gif?

quaint moss
#

Yeah, of the gameplay

cursive quail
#

oh sure leme make one

#

gimme 5 min

#

ill ping u

#

@quaint moss i have a video

#

its prolly bad quality because of compression

#

shit theres a watermark

quaint moss
cursive quail
#

ill deffectly try that but

#

im using custom grab scripts and im using unity XR

quaint moss
#

@cursive quail also can recommend taking a look into how Oculus made the vr intro experience for the Quest
https://youtu.be/5t0g7UHGyPk?t=242

First Steps is a VR experience designed to be the entry way to the Oculus Quest. Its pretty much an introduction to what the Virtual Reality Headset and the Touch Controllers are capable of.

The tutorial of First Steps will show you the magic of presence in VR and lets you e...

▶ Play video
modern wadi
#

Hi how can i calculate hitting force?

heady grotto
#

Going to have to be a bit more specific there

modern wadi
#

I want to calculate the velocity of controller. In my game there's a sword and i want to damage by it's velocity.

heady grotto
#

Might be best to average that over the last few frames

#

so, you know what you need to do... How do you calculate force?

modern wadi
#

Yes i thought that and search for it and i found that formula : (finalPos - initialPos) /( finalTime - initialTime ) but how can i calculate final position and final time

heady grotto
#

That's velocity... There's an equation for force, which is: force = mass * acceleration

modern wadi
#

I will try it thanks.

heady grotto
#

Also, something to keep in mind... If you're dealing with a sword, you might want to break the velocity tracking average down into two parts, using a marker gameobject... The tip and the handle

Usually a sword will be moving in an arc, and the player's hand will have a lower relative velocity to the tip. You can figure out the velocity of the point of impact by where that lands between the tip and base

tiny niche
#

you can measure velocity at the point of impact when responding to collision events though

#

but you'd still want a marker to aid in making the sword stable

proven thunder
#

Hey all any suggestions, tutorials, or assets you can recommend for how to make updatable clients? I'm about to take my android/quest game to friends and family alpha, and this is the last step before I get to show off.

heady grotto
#

you can measure velocity at the point of impact when responding to collision events though
@tiny niche Yes, but what I'm suggesting is averaging out velocity over time before the impact, because it's likely to produce a more desired result

#

@proven thunder I think the GoogleFood is "asset bundle", which I'm nearly positive you can set aside as something that can be downloaded

But, that's also kind of an odd experience on the Quest, waiting for something to download after you've started the game. I'd maybe just ship out the whole game unless you're shipping a game with 2GB of movies

proven thunder
#

I just want to push updates to my friends who I'm not sure can deal with sidequest / adb on there own

tiny niche
#

@proven thunder i usually use visual studio app center to do that, but i dunno if it works on the quest

heady grotto
#

Hmm. @proven thunder I'm not sure

I feel like @tiny niche is on the correct path. See what a third party can do to help streamline

#

I'd actually be curious of your findings

tiny niche
#

updating an android app is not that hard, you just need a separate app that handles downloading the new version and triggering the uninstall

heady grotto
#

There's an adb standalone package out there somewhere

tiny niche
#

visual studio app center is just a more complete package, since it handles the update querying, content delivery and security all in 1 place

#

sidequest might not be doing real updates, they might just be swapping out scripts instead of replacing the binaries

heady grotto
#

I use VS app center, and now I'm super curious if it would work on Quest

tiny niche
#

but this all depends on how close to a stock android the quest os is

#

if it uses the standard apk installation process, vs app center should do the trick

proven thunder
#

thanks everyone. keep y'all posted.

Also I think quest is pretty close to stock. Like Unity "build and run" just works

storm ether
#

is there a way to output a ray straight forward out of the players hand without trigonometry?

Ray ray = new Ray(new Vector3(transform.position.x + Mathf.Sin(direction.x / distance), transform.position.y, (transform.position.z + Mathf.Tan(direction.y / distance))), transform.forward);

this is the way we're doing it rn, but its super inconsistent and moves to dumb angles when pointing left or right

heady grotto
#

Assuming that the gameobject rotates with the player hands, why not just use the transform.forward?

stable oar
#

Anyone here have experience using the Windows XR Plugin and URP together? No matter what I try it keeps rendering both eyes to just the left eye, and there's no option to change the stereo rendering mode for the plugin

#

Using Unity 2020.1, XR Plugin Management 3.2.13, Windows XR Plugin 3.2.0, Universal RP 8.2.0

leaden flame
#

Both eyes to one eye in the HMD or in the editor game view?

stable oar
#

both

#

right eye only sees the skybox

leaden flame
#

Ahhh like the eye offset isn't correct and you're seeing the same image in both eye?

#

hmmmm, and when you say 'stereo rendering mode for the plugin' that's in the XR management settings correct?

stable oar
leaden flame
#

is 3.2 WMR the verified version for 2020.1?

stable oar
#

yes

leaden flame
#

Sounds like a bug, if you can submit a bug report and post it here I can ping the team about it.

stable oar
#

okie dokes

leaden flame
#

as a workaround I'd say try updating either the WMR package or URP to see if it's fixed.

stable oar
#

i've tried many times with no success

#

I actually first noticed this a couple months ago but couldn't find much help

#

so i just kinda shelved it for the time being

#

although i haven't tried the most recent URP version so I guess I'll try that

#

no dice 🙃 gonna grab dinner then file that bug report

stable oar
#

@leaden flame Fogbugz 1270623

leaden flame
#

@stable oar It's on our radar. Not a known bug and being looked into

stable oar
#

gotcha 👍

tiny niche
#

@stable oar i suspect its the xr rig that's not working as intended and not the rendering that's screwed up

#

i've been using urp with unity xr without any issues

stable oar
#

Hmm, interesting

#

I hadn't considered that

#

No idea how that could be happening though

stable oar
#

Are you using WMR though? I just started a new project with URP and Unity XR, told it to use WMR plugin, play scene, same thing happens

#

so i don't think it's the rig

cursive quail
#

i think this will be easer to read :P

tiny niche
#

@wary junco what are you asking? how to reverse engineer an arbitrary mesh into a workflow? recording actions that built a mesh? generating visual instructions for making a mesh? delayed execution of method calls?

trail cloud
#

i am having an issue with the xr controller rig when i attach a prefab to one of the hands it enlarges the block and am unsure why can someone help me

#

what do you mean by that

#

i am trying to make it into a rectangular prism does scaling it not work

#

ive been using a cube and then just scaling it

#

alright then let me go see if i can make that work

#

ok ill try that first and ill let you know how it goes

#

k

heady grotto
#

@stable oar Unless you need to build for Universal Windows Platform, maybe try the OpenVR beta from Valve

trail cloud
#

i got it working thanks for the help Rj

rancid crow
#

Trying to export to android and I got told my JDK is out of date, and I'm not sure how to fix it

heady grotto
#

Open Unity Hub, select your install, modify, and install the Android Build Tools

#

Then blank out those fields, and it should auto-discover

rancid crow
heady grotto
#

That's super strange

worthy ember
#

Hey I have a script that executes when I pull a lever that is supposed to make the player a child of the ship which starts to move on throwing the lever but this happens: https://youtu.be/wI5jYVtCSWY this only happens with free locomotion if you even teleport on the ship once, it does not happen. Any thoughts ? I'm also using the VRIF by Big Ninja games as the player.

heady grotto
#

@worthy ember which part of your rig are you parenting?

Usually you need to parent the whole tracking space, not the camera rig

obsidian charm
#

How do i add the movement provider script?

storm ether
#

does steam vr work with unity vr

#

?

#

open vr does work with steam vr so...

quartz iris
#

aight, so I'm using the XR Interaction Toolkit you can download from the package manager and was wondering how I'm meant to get player movement? I know the documentation shows how to do teleportation, and I know that, but I'd like to have movement with something like a character controller or such.
It's also important to me that the player is able to crouch and even lye down on the floor, so I'd really appreciate a solution that doesn't rid the player of the ability to do that.

#

could I just add a charactercontrolller to the XR Rig object? but then how do I make it so the character controller collides with walls

#

any help is greatly appreciated, please @ me with any responses

#

I'm using the Room-scale XR Rig setup btw

proud vale
#

Character controller? like the joysticks on the rift?

#

@quartz iris

quartz iris
#

wdym

#

yeah like that

proud vale
#

Gotcha

quartz iris
#

as in you can move like in a traditional game

#

I think I've found a video

#

that's kinda going through it

proud vale
#

check out valem

quartz iris
#

this one

proud vale
#

He is also pretty good

quartz iris
#

it might work idk, im not doing his system of preventing locomotion scripts from running simultaneously since for this project i dont need that

#

also it looks as if he's sacrificing frames for readability

#

i feel like this could be made way more concise, idk if it would actually help performance though

#

like if I get rid of the clamp

proud vale
#

I think so

#

I run my script without a clamp but performance wise idk how it would affect it

quartz iris
#

i need to include something for when the player gets close enough to the ground so that the character controller's height cant get any smaller

#

it does work

#

idk how I feel about running that every frame

#

yeah that didn't work

proud vale
#

this might work, im bad at math
@quartz iris same

quartz iris
#

wait im dumb

#

i just need to clamp the center Y at 0.5 at least

proud vale
#

Are you just starting VR development jaime?

quartz iris
#

well

#

ive been using unity for a while

proud vale
#

ah ok

#

I have not

#

I just started with unity and vr awhile ago

quartz iris
#

this is the first VR project, i have done a bit but hadn;t gotten around to movement yet

#

like I had working guns and stuff and enemies but didn't actually get around to doing it cos I thought it was more complex than its prooving to be

#

we're opposites then

#

I'd like to clarify that a while isn't like I'm a professional and I've been using unity for a decade

#

im still in school and only started seriously about a year ago

proud vale
#

gotcha

river sigil
#

Hello everyone! How can I use Openvr in Unity XR with XR Interactive Toolkit for Unity 2019.4.x?

#

Just choose deprecate virtual reality and then from the manager install the preview of XR interactive toolkit?

proud vale
#

anyone know how to add a rigibody and box colliders to hands?

#

cant seem to add them and my hand just wigs out on its own

craggy thicket
heady grotto
#

@proud vale Did you set to be IsKinematic?

proud vale
#

yes

#

it didnt work

#

Im remaking the hands right now so ill come back if i hit another roadblock

heady grotto
#

You might also try setting up the collision layer filtering

proud vale
#

oh true

#

ill check that out real quick

fossil obsidian
#

allo allo

#

I think the mozilla webxr exporter is broken on 2020, and the XR interactiont toolkit breaks webgl builds in 2019

#

has anyone else noticed this

royal pebble
#

not sure how long it matters anyways as mozilla sacked pretty much the whole xr team

fossil obsidian
#

That's true

#

not sure what's up at mozilla

#

with the whole firing everybody

#

not just xr but also their Rust teams

#

basically everything cool

quartz iris
#

unity's default target fps is 60 correct?

#

what does it do about VR

#

does it automatically use the refresh rate of the headset?

#

i connect my quest to my computer and it runs at about 90fps, which idk why

ashen valley
#

With 2020.1, and the new XR system, is it still possible to do something like "-vrmode None" like before?

fossil obsidian
#

Hey @royal pebble and all, do you know if any good alternatives to the mozilla webxr exporter exist?

ashen valley
#

I don't think there are any for Unity. There's other WebXR platforms, but not any exporters -- that I know of, anyway.

fossil obsidian
#

oh, how do you mean

#

what other platforms?

ashen valley
#

Rather than using Unity, there's A-Frame and BabylonJS. Babylon now has an editor that's kinda similar to Unity on the surface, but it's still quite primitive. They're actively developing it, tho. It was purchased by Microsoft.

fossil obsidian
#

Ahhh I see

#

I guess both are worth evaluating

ashen valley
#

I've seen more stuff done with A-Frame. I like BabylonJS more.

fossil obsidian
#

Is the mozilla webvr slack just gone now?

#

seems to redirect to their main webvr page

ashen valley
#

I don't know. Didn't they just release the new WebXR back in May? And then they're gone?

fossil obsidian
#

apparently they fired a buncha people

ashen valley
#

well, probably the virus...

#

The Babylon team has a few YouTube videos -- none show how to use the Editor, that's a different group, I guess. But the editor is neat because it's also online -- being JavaScript.

#

WebXR seems to be too much of a toy right now, tho... I mean, it's beautiful with PBR. And I've seen some jaw-dropping things. But no sizable projects that I know of.

fossil obsidian
#

Yeah, i'm just working with some psychologists trying to give them a way to do remote experiments easily

ashen valley
#

You should look at Babylon, then. You might like it, if you can switch from C# to JavaScript.

fossil obsidian
#

gahhhh I'll take a look at it

#

thanks for the recommendation

ashen valley
#

If you use the editor, download the stand-alone copy. Otherwise, you can only save your projects to OneDrive -- which might be ok for you.

#

And if you do decide to go with it, let me know! I'd love to be working in that sort of environment.

long plover
#

hi i am looking for a project template with working xr and smooth locomotion

#

it should work with oculus rift s

heady grotto
#

@long plover Like, pressing the joystick to move around?

weak wren
#

people who know how VR works are wizards

long plover
#

@heady grotto yes

heady grotto
#

@long plover If you're super new to VR, then I'd just get the Oculus Integration asset, and run with that. It has a bunch of samples to get you going. It's a chonker of a package, and the code is a bit... dense, but if you don't want to think about it, then you can roll with it easily

long plover
#

yes i did that it worked great, but now withe the latest unity it does not anymore, the cage does not follow the headset

#

some scripts ands options are missing

#

so i want to switch to xr

heady grotto
#

You likely set the wrong target. You need to have a "tracking space" GameObject, that contains your Rig. You want to teleport the tracking space around, not the rig

#

AFAIK, Oculus Integration works fine with XR

long plover
#

so can i get a working template somewere?

heady grotto
#

Just start a new project, install XR w/oculus. Import Oculus Integration, it should just work

#

the lastest

long plover
#

with smooth locomotion? no snap turn?

#

no teleport

#

so i dont have to setup anything, just enable XR and import Oculus Integration? ok

long plover
#

not working

#

is there a template, where the vr is already working? just put on the headset and place my objects in the scene?

long plover
#

the cage just does not follow the headset

#

it moves, when i use the joystick but not with the headset

#

since the obstacles collide with the cage and not with the headset, the collisions are like random

#

in earlier versions i added the character camera constraint to the OVRPlayerController, this made the cage follow the camera, but this is not working anymore

heady grotto
#

You put the target as the play area/tracked space... Not the rig

long plover
#

please be more specific, where ?

heady grotto
#

So you're moving the tracked space around, not the player

#

expand your graph to show me your layout with the OVRCameraRig

long plover
#

you mean with joystick?

#

i am not sure you understand my problem

#

i can move the rig with the joystick, no problem here

#

but it has to follow the headset as well

heady grotto
#

Then, you'll need to extend that to move in the direction the player is looking

long plover
#

how would you make the collisions fit the position of the player?

#

is it not obvious that the rig has to follow exactly the headset?

heady grotto
#

Remove the (big) collider on the tracking space. Add colliders to the player. One generic capsule collider will do

#

Adjusting the height of that based on headset height is something you can play around with later

long plover
#

what when i fall into a pit?

heady grotto
#

Have you done any Unity things before?

long plover
#

yes

heady grotto
#

Then... if falling into a pit is an option, you'd know the capsule will stop the rig

long plover
#

so when the headset hovers over the pit and the rig is 1 meter off, then it doesn not work corrctly

heady grotto
#

Did you deconstruct the Oculus sample? I think they handled that in the locomotion test scene

long plover
#

i will look it up

#

which one you mean?

#

i cant find a locomotion example at all

heady grotto
#

Don't remember. There's one with a big room, and iirc there's two folders of samples

long plover
#

solved it the script is bugged

#

facebook just sucks

#

the latest caractercameaconstraint.cs, if you use the old one everything works

#

still i would like to see a solution with the latest version, i have only 1 folder with oculus scenes

heady grotto
#

Maybe they nixed a bunch. Did you search for .scene files (using Explorer)

#

Fwiw, I've ditched OVR for full XR and a custom framework. But, if you're just trying to make something quick or get into VR, OVR is good. I used it for awhile to make prototypes and things

lone knoll
#

has anyone seen blue screen for the Oculus plugin before ?

#

it occupies half of my screen ( in editor )

#

looks fine in the headset

#

but sometimes it flickers in blue for the entire screen

reef beacon
#

URP?

lone knoll
#

ye

reef beacon
#

Probably some unsupported shader or a shader that isn't loaded iirc

lone knoll
#

ok ill try and remove some of those to see if it fixed

#

the only change thing that made this happened is the actual oculus software update :<

reef beacon
#

Can you show a screenshot?

lone knoll
#

one sec

#

just downgraded from oculus beta updates

#

same result

reef beacon
#

Oh hmm

#

That's different than I thought

#

There's this new bright blue color that indicates that shaders aren't loaded or compiled yet

lone knoll
#

ah the purple / PINK ? one

#

that's blue lol

reef beacon
#

Nah purple/pink is some shader error

lone knoll
#

i see

reef beacon
#

Rather than not loaded yet

lone knoll
#

any other shader error colors in the wild ?

reef beacon
#

What if you change the left eye property

lone knoll
#

i tried that

#

tried all

#

same result

reef beacon
#

No clue actually, I've only recently started seeing the blue one

lone knoll
#

it can see the line render

reef beacon
#

That kind of looks like a debug setting

lone knoll
reef beacon
#

Can you select whatever is causing that?

lone knoll
#

ahhhh

#

ok i just remember

#

was messing around with MRC before

#

disabling it fixes it

reef beacon
#

MRC?

lone knoll
#

its the screen that suppose to show the camera overlay

#

Mixed Reality Capture

reef beacon
#

Ah

lone knoll
#

so it wasn't technically a bug

#

lol my bad

restive falcon
#

I had attached capsule collider to camera, and there is a plane, to prevent the collision, but camera passes through the plane!

#

Camera is child of gvremulator

#

Help!

heady grotto
ashen valley
#

With 2020.1, and the new XR system, is it still possible to do something like "-vrmode None" like before?
Asking again if anyone knows?

heady grotto
#

In the XR Plugin Management, there's a "Initialize XR on Startup" option. Quite likely unchecking that will get you into a regular camera, but you'll need to disable Main Camera on the rig and tag up another as main

#

Don't know how to set that as part of launch flags though, sorry

ashen valley
#

It doesn't behave like I expect on a Windows system. On a Mac, it seems to be OK, but the PC complains about the headset, still.

#

Basically, I'm trying to support VR and pancake -- and it's a bear to duplicate all that stuff like cameras and UI panes. In the Legacy XR system, you could add a 'None' headset and use "-vrmode None" on startup. But there's no "none" in XR...and the Mock HMD still does a stereo camera view.

heady grotto
candid sorrel
#

hey question, I have a very strange thing happening, I have a tracker in which I'm trying to short some pogo pins, which seem to be responding in steam's controller tester, however I'm not getting anything in unity, I use this
IVRModuleDeviceState state = VRModule.GetCurrentDeviceState(i);
state.GetButtonPress(VRModuleRawButton.Trigger);

lyric jasper
#

So I’m recreating my room in 1 to 1 on my quest. To do this I’m placing small cubes around basically outlining my wall then I plan to use that outline as a reference on my computer to place walls and furniture and what not. I just don’t know how to export the cubes I placed in VR onto my computer. Could I save the date and export it someway?

tiny niche
#

@lyric jasper you could, but it would be far quicker and easier to just go over your room with a tape measure

#

not to mention more precise

lyric jasper
#

@tiny niche I’m very new to unity. Will it tell me the detentions of the objects I’m placing?

tiny niche
#

detentions?

#

dimensions?

lyric jasper
#

Yeah lol

tiny niche
#

you just model things in 1:1 scale, treating unity units as meters

lyric jasper
#

Oh ok thanks

tiny niche
#

you probably have some ikea furniture too. you can find scale models of them online

lyric jasper
#

@tiny niche so under scale I put the proper dimensions but everything was huge. How do I fix this?

heady grotto
#

Set the scale, where? In FBX output?

tiny niche
#

@lyric jasper there's a lot of places where you could've screwed up the scale between the modeling software and the unity import

lyric jasper
#

I didn’t import a model into unity I’m doing it all directly in unity

#

@tiny niche

tiny niche
#

so it should be roughly 4.5m by 3.4m and 1m tall

#

although its a plane, so depends on the original size

#

the scale is applied afterwards

#

but if you're going to replicate your whole room, you'll want to use a modeling software instead of building it directly in unity. you'll need the extra tools they provide

lyric jasper
#

Ok. Would blender work?

heady grotto
#

Yah, just set the units in Blender to be meters, and the export units to be meters, then it should input 1:1 to Unity without futzing around

#

Another way to do it is with ProBuilder

lyric jasper
#

Alright thanks guys. I’ll let you know if I need anymore help but I should be good now.

heady grotto
#

But, if you're trying to make a really solid representation of your room, Blender is going to get you further than ProBuilder

lyric jasper
#

Alright

#

Wait actually quick question. Is there a way to make a location from google earth into a 3D model. It would be cool to have the view out my window be a vacation spot my family visits every year

heady grotto
#

Quick way: Go there in Google Earth. Take a screenshot and put that on a plane

lyric jasper
#

Ok thanks

nimble tangle
#

Are there any good learning resources on making Boneworks style ragdoll-like player characters?

lyric jasper
#

@heady grotto are the units in Unity meters because my room is a bit larger in VR than it is irl. I know that my numbers are correct but it’s just very large.

storm vigil
#

@lyric jasper unity uses 1 meter as the default unit (the default qube is 1X1X1meter)

lyric jasper
#

Ok

heady grotto
#

Make sure your export settings for the units is correct

chrome comet
#

hi there, can seek advice? i can't seem to playback / view video in android built (via unity). any idea?

dawn iris
#

Hello. I have one big issue :
Force the oculus quest to recenter view (like when you push the Oculus button for 3 sec) in Unity. How to do it ??

tiny niche
#

@dawn iris read the docs, there's a reset view action in there

dawn iris
#

@tiny niche the documentation says it does not work on Oculus Quest. only on rift. But thank you

tiny niche
#

then i guess the real question is why do you need it?

#

typically you leave that up to the device software

storm ether
#

Hey, I am currently planning to support additional trackers from HTC in my VR Game, but I have no clue how to actually use them? As in, how do I let the user define which tracker is for which body part, and how so I save it so my game remembers it etc.?

Couldnt really find any tutorials regarding that

tiny niche
#

@storm ether check the docs for some hardware identifiers. but i'm guessing you're not supposed to assign a device to a specific task beyond the session

storm ether
#

@storm ether check the docs for some hardware identifiers. but i'm guessing you're not supposed to assign a device to a specific task beyond the session
@tiny niche I mean if that makes it work, sure.
My favorite idea would have been that in my game theres a menu showing a human shape, with some dots on the knees and hip and stuff, and you can select each specific additional tracker and then select one of the dots to say that tracker is that body part.

Since I never dealt with that stuff I didnt even know if it was possible, or how it works when the game is being restarted etc.

tiny niche
#

i'd do that on a model as opposed to a flat piece

#

but you can likely detect the tracker positions by pose guessing over time

storm ether
#

but you can likely detect the tracker positions by pose guessing over time
@tiny niche I had that idea a while back, but it seems too complicated to do that. How do all the VR games do it that support additional tracker? It seems weird to be how other indie devs or bigger studios can do these things, while there are no tutorials or anythign regarding that..

tiny niche
#

most of us read the documentation instead of watching video tutorials

storm ether
#

most of us read the documentation instead of watching video tutorials
@tiny niche I never realled used docs for Unity, i just know there is a LOT of stuff there..

rancid crow
royal pebble
#

why would you have both arcore and oculus enabled for android in the same project?

hearty iron
#

Hey guys. What is the best way to do a screen damage effect with openvr. Should i just use a overlay canvas or what ?

shell kayak
#

@hearty iron OpenVR has a screen fade feature.

#

That would most likely be the most performant

hearty iron
#

@shell kayak well yes but that only supports fading to a color. I need it to be a texture

stoic locust
#

guys, in a panorama image, everything looks like is floating

#

how do you make it seem that it's on the ground?

#

I mean if you have a 360 image as a panoramic skybox

elfin prairie
#

can someone please correct this bluetooth walking script

frosty parcel
#

idk about others but i dont think people want to download a file to look at code

#

try uploading it to pastebin or just using built in discord code blocks instead

elfin prairie
#

1like this

#

¬like this

#

~like this

#

`like this

#

how do u do it

#

code blocks

#

<like this>

#

yay

pine bison
elfin prairie
#
using System.Collections.Generic;
using UnityEngine;

public class playerctrl : MonoBehaviour
{
public float speed = 3.5f;

private float gravity = 10f;

private camerarig controller;

    // Start is called before the first frame update
    void Start()
    {
        controller = getcomponent<camerarig>();
    }

    // Update is called once per frame
    void Update(){
        playermovement();
    }

    void playermovement()
    {
        float horzontal = input.getaxis("horzontal");
        float vertical = input.getaxis("vertical");
        vector3 direction = new vector3(horzontal,0,vertical);
        vector3 velocity = direction * speed;
        velocity = camera.main.transform.transformdirection(velocity);
        velocity.y -= gravity;
        controller.move(velocity * deltatime);
    }
}>```
pine bison
#

You have no capitalization whatsoever

reef beacon
#

Also a few typos

slender vine
#

Hey guys, I've asked this in #archived-hdrp but I feel that I might get better insight in this channel:

So I want to create a stylised VR experience today (using 2020.1) what render pipeline should I go for?
URP right?
But as of now there's no simple conversion from URP to HDRP that exists right?
But then I've also read that for quest it might be a good idea to develop using the standard "3D" pipeline
So if in future I want to release an app on quest as well as desktop, it's better to start on "Standard" foundation and then convert to URP for desktop
Is this all generally correct?

#

And to add to that:
Is it possible using the oculus VR tools to develop once and build both for quest and desktop without a lot of re-working?

pine bison
#

URP is still a bit of a mess with features and supported features etc. I'd start with a test of both the standard pipeline and URP and see if you can get the results you want with URP

slender vine
#

Okay, that's good to know thanks 🙂 everything feels a bit more fractured now with these 3 different pathways

pine bison
#

URP is definitely the way forward, but it adds a whole lot of complications to the development

#

As for your oculus question, yes if you make it work on a Quest it also works on Rift

slender vine
#

I've been working with HDRP for standard desktop recently so if URP is similar to that I've worked through a lot of issues already.

#

Thanks for the info!

pine bison
#

Hehe well they got their differences, but it should be familiar. The folks over in #archived-hdrp know plenty about that

candid yacht
#

Hey Guys, I have a somewhat urgent question.
So I'm working on a VR project for a client who will be renting a Vive pro. I have an Oculus at home.
Is there a way I can dev using my headset?

I'm using the steam VR package. The input manager defaults to my oculus controllers

royal pebble
#

you can but the touchpad vs joystick might be an issue in terms of design/testing if you need more than just the trigger

candid yacht
#

Hmm. Good point. I just need simple walking movement. I'm not going to use the trigger at all

#

I wonder if there is a way to at least set the bindings for a HTC, even if I cant test it.

royal pebble
#

they are almost 1:1 in steam

candid yacht
#

1:1? meaning the touch pad and controllers should be alike?

#

input system wise

royal pebble
#

yes from code side

#

joystick vs touchpad just differ a lot in terms of use, especially when it comes to locomotion

candid yacht
#

Right. I assume there is a lot more speed and angle control on the pads

#

Well, screw the players amirite?

#

(joking)

royal pebble
#

on touchpad you would also need to only move when its clicked or have a large deadzone

candid yacht
#

Deadzone is "How far the user needs to move an analog stick before your application registers the movement"?

#

Ah! because we dont want players moving just by resting their hands

#

*their thumbs

royal pebble
#

yeah touchpad registers the pos all the time while joystick resists and always returns to the center

#

if you make teleport movement then there are no issues between the two

candid yacht
#

^^^^ That!
Thanks so much! I'll just go with that solution. Way to hard without the headset otherwise

elfin prairie
#

please help i want to get a script to move with gamepad for google cardboard using the sdk im very new to unity and c programming language

royal pebble
#

@elfin prairie based on your earlier paste you need to read some tutorials or manuals about c# basics as most of your script was written in lowercase

elfin prairie
#

ok

storm ether
#

https://hatebin.com/mwtcbhwacq Any ideas as to why this script doesnt work? it disables the rigidbody on the object that the player is grabbing, and once you are done grabbing it re-enables it... it sets the parent to the hand too. but in the game, all this does is put the left hand on the gun and freezes it there. you cant move the gun at all... any help would be very appreciated

#

to clarify im trying to make it so you can grab an object with a rigidbody

heady grotto
#

I don't think you can disable RigidBody... Even though the API lets you set it

What you probably want to do is toggle it between Kinematic and Dynamic

storm ether
#

Ok, will try that. Thanks

restive falcon
#

how do i split up cams for vr and desktop window ? want destop window to only render cameras that target display 2
@strange patrol toggle cameras with keyboard

#

Write a script to change camera on pressing particular key

#

Will do this

#

I'm building a bridge in which, camera will walk so applied box collider around the bridge, at top and bottom the collider is working fine. But when applied to left and right side of the bridge, camera won't stop there and will get outside the bridge, any solution on this?

#

This is the bridge

elfin prairie
#

help it say <time does not contain definition for deltatime>

#

Assets\GoogleVR\Scripts\Controller\Tooltips\GvrTooltip.cs(77,18): warning CS0649: Field 'GvrTooltip.text' is never assigned to, and will always have its default value null

#

Assets\my data\SCRIPTS\cuberotate.cs(19,45): error CS0117: 'Time' does not contain a definition for 'deltatime'

pine bison
#

The first one should be deltaTime

#

The second one does not matter

elfin prairie
#

im very confused since im veryyyyy new to unity

#
using System.Collections.Generic;
using UnityEngine;

public class cuberotate : MonoBehaviour
{

    public float spinForce;

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

    // Update is called once per frame
    void Update()
    {
       transform.Rotate(0, spinForce * Time.deltatime, 0);
    }
}
royal pebble
#

you were told yesterday that learn the basics, case sensitivy matters

#

also use a proper code editor that will show the errors while you write the code

elfin prairie
#

i use visual studio

royal pebble
#

then why did you write deltatime in lowercase? blobthinkingglare

elfin prairie
#

oh yeah

#

i did that but still not working

royal pebble
#

what does the line look like now?

elfin prairie
#

Assets\my data\SCRIPTS\cuberotate.cs(19,40): error CS0103: The name 'deltatime' does not exist in the current context

royal pebble
#

dude...

#

you are not even trying

elfin prairie
#

sorry it says

#

Assets\my data\SCRIPTS\cuberotate.cs(20,40): error CS0103: The name 'time' does not exist in the current context

royal pebble
#

why did you change time to lowercase

#

you need to go learn the basics of c#

#

also none of this have anything to do with vr

elfin prairie
#

ok

#

yay thank you it now works

restive falcon
#

I'm building a bridge in which, camera will walk so applied box collider around the bridge, at top and bottom the collider is working fine. But when applied to left and right side of the bridge, camera won't stop there and will get outside the bridge, any solution on this?
@restive falcon somebody if know pls let me know. Stuck at it since 8 days

royal pebble
#

physically walking or by joystick/touchpad?

elfin prairie
#

i have a script if you want to move by the cardboard trigger

#

if you want gravity use rigid body

#

and a collider

restive falcon
#

@royal pebble automatically moves in the direction of camera

#

i have a script if you want to move by the cardboard trigger
@elfin prairie yaa share it will see

elfin prairie
#
using System.Collections.Generic;
using UnityEngine;

public class playerwalk : MonoBehaviour
{

    public int playerSpeed;

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

    // Update is called once per frame
    void Update()
    {
        if (Input.GetButton("Fire1"))
        {
            transform.position = transform.position + Camera.main.transform.forward * playerSpeed * Time.deltaTime;
        }
    }
}
#

its simple

#

i got the tutorial of it from xlaugts

#

hes got a few videos on google cardboard unity

restive falcon
#

Yaa did same thing, just without if condition

#

I want the viewer to roam over there

#

But the camera is going out of the bridge

elfin prairie
#

maybe make the collider box and make it bigger

restive falcon
#

It won't work like this but still tried

elfin prairie
#

hmm

#

idk

#

do you have an empty object moving the camer

restive falcon
#

Ya initially it wasn't working so attached cube and made camera child of it now it works for upward n downward movements

#

But left n right are still not working

elfin prairie
#

and is a collider attatched to the empty object

bright pewter
#

heyo anyone want to make a vr dev team with me im trying to make a vr survival game like this game called generation zero where robots have taken over and almost everyone is dead but you and 3 others(other players/co-op) with a resistance you lead to claim the US back from the rogue robot army

elfin prairie
#

will it be for cardboard

elfin prairie
#

help ```using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Controller : MonoBehaviour
{
public float speed = 3.5;

private float gravity = 10f;

// Start is called before the first frame update
void Start()
{
    Controller = GetComponent<CharacterController>();
}

// Update is called once per frame
void Update()
{
    PlayerMovement();
}
void PlayerMovement()
{
    float horizontal = Input.GetAxis("Horizontal");
    float vertical = Input.GetAxis("Vertical");
    Vector3 direction = new Vector3(horizontal, 0, vertical);
    Vector3 velocity = direction * speed;
    velocity = Camera.main.transform.TransformDirection(velocity);
    velocity.y -= gravity;
    Controller.Move(velocity * Time.deltaTime);
}

}

#

:)

royal pebble
elfin prairie
#

ok

heady grotto
#

I'm using XR on 2020.1 in a new project, with Oculus. When I select to render single pass instanced, the scene is totally white. Multi pass renders correctly

Anyone have any idea what's up?

#

It's still doing like 90 some odd batches, so it's doing work

heady grotto
#

Also, something in my project is making my whole scene flicker a black frame every other frame on the Quest. Not on PC, just the Quest, and even in a minimal scene 😛

hard carbon
#

Post Processing maybe?

heady grotto
#

I really don't get it... I removed, package by package, asset by asset, everything to my internal VR rig/toolkit

If I remove my internal VR toolkit and just use a camera with a tracked pose driver, then I don' tsee the flicker

But, if I make a new project, and import that same toolkit, it works just fine. I can't figure out what magic setting is different between both

#

If I reimport the toolkit to this cursed project, then I see the flicker again

#

I have an example scene that I'm loading in both projects that's part of the toolkit, so I know it's working on identical data

#

Problem was Unity keeps removing Vulkan 😛

#

Well that wasted a few hours of my life, thanks Unity for changing settings behind my back

arctic kernel
#

Just wondering if anyone knows the max player count for 1 vr server? if anyone knows this will help a lot.

tiny niche
#

@heady grotto you should use source control, then spotting these differences wouldn't be an issue

elfin prairie
#

can anyone help me by making a script which you can move by gamepad whereever you look

heady grotto
#

@tiny niche i do, except when I make a project on the side in a few hours just to experiment

#

Come to find out, Vulkan can't be used on Quest in this project anyways. It's injecting a frame buffer draw call that does nothing but eat time

dreamy trail
#

if XR always conflicts with Steams vr package is there a way to develop for both on the same project?

heady grotto
#

@dreamy trail Did you try the OpenVR XR integration beta on GitHub?

#

You might be able to just use that, and remove the previous DLL's. Don't know, haven't tried yet

dreamy trail
#

Oooo i didnt know this was a thing

#

Its been hard to get up to date information in google lately

heady grotto
#

Yah, it's been out since June I think, but there was no hubub about it. I'm not sure why they didn't work with Unity and put it into packages though

#

I feel like there's some political game going on behind the scenes

dreamy trail
#

as is the usual case. It's hair pullingly frustrating

heady grotto
#

Everything Unity the last few years has been... very frustrating

dreamy trail
#

mhmm

#

even godot has 1 click vr support for everything :p

heady grotto
#

Every engine has it's downsides. But, I thought Unity would get past this radical change period a bit quicker

dreamy trail
#

yeah, i spend more time trying to figure out what engine iw ant to use on what ever project i want to start working on than actualy working on the projects 😛

#

they all have their strengths and weaknesses

heady grotto
#

I'm pretty invested into Unity, so I just deal with the struggle cuddle that is 2019/2020

dreamy trail
#

any idea whats planed? big gag order

heady grotto
#

No, just guesses

dreamy trail
#

No one will tell me shit 😛

heady grotto
#

Everyone is the same boat. I really wish Unity understood the importance of a detailed and fine grained road map. What's coming 12 months, OK, can be fuzzy. What's coming 6 months, that has a clear direction. What's being worked on for the next build or two

dreamy trail
#

that makes too much sense, so it's never going to happen :p

#

@heady grotto thanks man, it works it seems, thanks for the advice

#

the most beautiful thing ive ever seen

heady grotto
#

👍

clever dust
#

can anyone point me to a decent steamvr tutorial ?

worthy ember
#

Is it possible to do in app purchases through vr?

royal pebble
#

yes

worthy ember
#

Using unity iap?

royal pebble
#

no

#

or yes if you are doing cardboard vr

rancid crow
#

Ermmm fun times I'm trying to export on my quest and it's telling me that the minimum API level must be set to 23 or higher on the XR Oculus Plugin. How would I go about doing that?

royal pebble
#

player settings

heady grotto
#

Is there a way to use Link without loading the Oculus Dash + Home? Sometimes that turd just gobbles up 2gb of memory

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It's now loaded OculusHome2, which is 2gb. The Dash is 500mb

royal pebble
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disable home from options

arctic kernel
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Just wondering if anyone knows the max player count for 1 vr server? if anyone knows this will help a lot.

royal pebble
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what do you mean? it will completely depend on the complexity of your game and traffic

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and the network/server system you are using

heady grotto
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GFDI, these last few days I feel like I can get no work done due to Unity BS. The other day, resetting my graphics API and color spaces. Today, XR loop takes 200ms in one project randomly, and in another project that worked yesterday, says "No XR subsystem found"

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I'm spending half of my time in Unity dealing with this crap, rather than building anything

quaint moss
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@heady grotto which unity version is that? Using git really helps noticing those changes

heady grotto
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@royal pebble Thanks, that did the trick 👍

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@quaint moss This is a project I made yesterday, to experiment with some things. My expectation is the project I closed three hours ago with it working, I'll be able to open it again and have it work, not "XR Subsystem not found"

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Also, Git doesn't explain why in a different brand new test project, XR Input is taking 200ms

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I don't know about your workflow, but I make lots and lots of new projects to experiment with tech. So I don't mes up my main project

quaint moss
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Yeah, I usually start with just do git init though, it's pretty fast

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That way you can know exactly what is being messed up

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I mean if it worked before and now it doesn't - something must've been changed

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There's no miracles in the tech

heady grotto
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So I'd have to commit every time I made a change, in a project designed to be in high flux, otherwise.... how do I tell?

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Also, I can't imagine how Git is going to solve these issues

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It's 2020.1f1

quaint moss
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Yeah, commit early and frequently

heady grotto
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How is that going to tell me about XR Susystem not found?

quaint moss
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Looks like a bug 🤷‍♂️

heady grotto
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List<XRInputSubsystem> sSystems = new List<XRInputSubsystem>(); SubsystemManager.GetInstances(sSystems); the List count is zero

quaint moss
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Of course if there are no changes to the project

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Either that or environment has changed

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Maybe worth filing a bug

heady grotto
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GFDI, something changed the graphics API, again

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Now to figure out why EarlyUpdate.XRUpdate is taking 200ms in my other test project

quaint moss
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Do a project folder comparison?

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Profile if it doesn't help

heady grotto
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Found it. Some post effect in the library, which for some reason caused XRUpdate to take forever.... even though it's a post effect

strong star
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Does anybody at all understand how to use the snap positions oculus integration OVRGrabbable script?

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I can make an object snap to a position

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But its never the right position

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And I dont have a good enough pc to even download the oculus desktop app

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So I just have to build and hope

neon atlas
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red marsh
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I am having a problem uploading a avatar into vrchat

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Completely a unity problem

strong star
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Does anybody at all understand how to use the snap positions oculus integration OVRGrabbable script?
@strong star that was a steep learning curve

errant raven
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Hi

cobalt ledge
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Does unity XR toolkit support openVR yet? Or should I stick to steamVR plugin if I have a valve index?

heady grotto
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@cobalt ledge There's a beta version of OpenVR for XR plugins on GitHub

cobalt ledge
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Would you recommend it over steamvr plugin? @heady grotto

heady grotto
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I can't say, I've never worked with it, and it really depends on your project

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If you have a working project that's well along on Legacy, and don't plan on upgrading Unity.... Stick with what you have

If you're starting a new project off, I'd pay the penalty to upgrade to XR Plugins

stable oar
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^pretty much this. I think also if you go with the OpenVR XR plugin you won't have the SteamVR actions input system and will have to write your own input manager

heady grotto
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Valve didn't realize an XR compatible version of their API and toolkit?

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DId single pass rendering disappear for the Oculus PC and Quest? Is there an issue tracker for that?

tiny niche
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its still there

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or was a few weeks ago at least

heady grotto
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Gotcha, Multiview. For some reason I thought that was different, and also it seems to flake with things that worked on earlier versions when it was named Single Pass Stereo Instanced

Will have to debug. I'm curious if I can eek out a bit more FPS

glass furnace
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Hey guys , I am using HTC Vive and Steam VR , I want to stop the player's real-life-movement from affecting the player's in-game-movement . How can ı do that ?

royal pebble
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that would cause instant nausea but you can just disable tracking

stable oar
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what scenario would you need that for? unless you're doing something 3dof

glass furnace
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ı just want to lock the camera to the player head which is in the play area

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ı am using steam vr plugin but unity cant allow to control the camera position or rotation its directly override realworld values

royal pebble
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you can disable positional tracking or reverse the movement unity applies, lots of examples around the net and its can be version specific

amber trench
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Hi! I'm on unity 2020, Android enabled, imported XR Plugin management, Oculus XR plugin also displays as Installed, but yet I dont have the OVR folder with the OVR assets ?

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Ok I guess I also needed that one not sure whats the XR Manager oculus setup for?

tiny niche
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@glass furnace you don't want to do that, the player is just going to think the tracking is broken if you do

exotic patrol
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Does anyone have recommendations on what rendering pipeline i should use?

royal pebble
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if you do everything yourself from scratch then urp

tiny niche
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@exotic patrol urp, the non-scriptable one is just there for legacy purposes at this point

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@exotic patrol urp, the non-scriptable one is just there for legacy purposes at this point

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unless you're making materials for the asset store, since its far harder to downgrade an srp material than to upgrade an old one

exotic patrol
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ok thanks

pine bison
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The Oculus XR package is just for building to Oculus and working with the toolkit. All the dedicated tools from oculus still need to be added from their own package

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@amber trench

vestal flicker
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Any good royalty free and commercially allowed rigged VR hands.

rose monolith
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PLEASE GUYS I NEED HELP...
I have this cube, it has a collider and I want my hands when they´re closed to a fist to NOT enter the cube but it does. not. work. I use the Ocolus default hands.