#š„½āvirtual-reality
1 messages Ā· Page 43 of 1
Just change the collision flags when the hand is in a fist
Hey Guys! I am getting this unexpected Haptics output using the XR Plugin-Management>Oculus.
When I play "SendHapticsImpulse" on both hands at the same time for continuously it does not play it well and lags a lot. [Oculus Rift]
But if I just play it for only one hand then it works fine. I need this to create a smooth haptics flow from one hand to the other.
Has somebody faced this. I have added an example code for reference of what I mean.
Last time I tried haptics in XR, it crashed my game
I think Unity has a fair bit of work to go there
I was able to solve the above, by just removing the time pram from the "SendhapticImpulse" and used force stop to stop the haptics.
@heady grotto I agree they have to do quite some improvements in the XR library. It still crashes unity if you give 1 as channel in the above function. Also no audio clip support for haptics.
But Unity's approach is good to make it a wrapper over all XR SDKs.
Anyone know how the get the button name mapped to a SteamVR Action ?
Hey guys, I just added a small explosion particle effect into my game, but when the explosion takes place the right eye of the Oculus Quest freezes. The left eye is completely unaffected. Just wondering if anyone has run into a similar issue or knows of a fix?
@hearty iron It's the GetLocalizedOriginPart method.
yep
GetLocalizedOriginPart(SteamVR_Input_Sources.Any,EVRInputStringBits.VRInputString_InputSource)
returns just what I want
Sounds like a shader that is not set up to work with Single view instanced @royal willow
would that be related to single pass/multi-pass rendering modes?
@pine bison Thanks for that, I changed over to multi-pass rendering and its all working perfectly now
The correct solution would be to fix the shader, since single pass instanced is more performant
Yu can see how here https://docs.unity3d.com/Manual/SinglePassInstancing.html
Anyone know how to set up windows mixed reality to r vr game
With Steam? Install "Windows Mixed Reality for Steam", then it should just work
How could I easily add VR capabilities to my already made PC game.
@solid trail "easily" ? hehe
Like, imagine if you had a 2D Starcraft like game, and you said "How could I easily add FPS capabilities?"
As in what's the easiest out of all the ways.
That really depends on your game, you really need to think long and hard about the mechanics and how they'd translate into VR
Alright.
Most VR games that layer in a cheap quick VR layer are crap, and get shot down in reviews
Keep that in mind
Probably gonna try to pay someone on Fiverr to port then I can work off it from there.
Good luck with that
Thanks.
I think you're severely misunderstanding what VR does and what people's expectations are, and if you can't get around to integrating even a basic VR kit to experiment with your existing mechanics, I'm not sure you'll be able to pull off a good VR layer
its not only the gameplay to worry about but performance might require you to remake almost everything depending of your game and target platforms
hope you are not aiming for quest with some heavy desktop game
Well, let's see how this goes.
and even with pcvr you might have to use time on optimization
Not even optimization.... That's apparent. Mechanics, not so much
@solid trail Just make a copy of your project, go install Unity XR and experiment. Watch some recent tutorials how to do it, and learn what works and what doesn't for your game
Also, go play more VR games
Alright, working on it for Quest.
Made for VR games. And then google "bad vr port" to understand
You know what you're getting into, with Quest, correct?
š
Look, it's not impossible, but anyone who told you it would be simple or easy is not your friend
No one did say it would be easy, I understand it will be hard.
Good games aren't easy to make. Good games on mobile are more difficult due to technical limitations. VR games are even more difficult than a regular game. A quality VR game on a mobile processor (Quest) is insanely difficult
What's your existing game? Have a link?
No, still making a tutorial as a Demo level, mechanics are done, just don't have the maps yet, and no Dialouge.
Go learn some VR basics. Make some new projects, play around with VR in Unity. Play made for VR games. Then, it'll become apparent if and how you can layer in VR
Just change the collision flags when the hand is in a fist
@heady grotto What? What should I change? I“m a bit lost O_O
Thank you!
Hello, does anyone know how to make an avatar move with a headset and controllers?
attach the hand bones to the controllers and the head bone to the headset
There's also a thing called VRIK from FinalIK, which does some advanced prediction
Yeah, I saw the VRIK, but it cost about $90.
I wanted to see if there was a simple way to connect the controllers and headset to the avatar.
Is there a proper way to connect the controllers to the bones? I tried doing it and it causes the avatar's arm to stretch out pretty far.
Restrict the rig to not scale
But, there's a reason it's $90. Something to keep in mind
Thank you and true, it takes a lot of time to make the VRIK.
Did anybody figure out how to completely disable head tracking (position and rotation). Any possible method I found is either deprecated or just doesnt work š
@pine bison https://docs.unity3d.com/Manual/LayerBasedCollision.html
@heady grotto Sadly that“s not working... I need the hands to always collide and setting layers up changes nothing sadly :C
Does anyone know how to make the Ocolus Default Hands collide with everything not just "some stuff"? I want to spawn a crater when the player hits the ground so I think it might be necessary to add a collision ^^
Nobody knows?
do you mean something like boneworks or hl alyx has?
I don“t own these games, I mean that the hand collides with a cube I placed. I made a reddit threat with images here: https://www.reddit.com/r/oculus/comments/ikj7st/unity_hands_how_to_add_working_collision/
0 votes and 0 comments so far on Reddit
so you mean your visible hand stops while your real hand continues to move?
cause its not something you do by clicking a checkbox and it takes more work to make it look and feel good
no, the hand should completely stop. in real life you can“t move your hand through a wall, I want to do that with a cube.
yes but thats what i asked
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HL:Alyx's Hands seem like they are just Physics based, but there is always so much more going on than what you see....
thanks, i“ll try that video out
you only need to watch the basic concept part to see how it works, its not a tutorial
@storm ether which VRController do you mean? I dont have any script on the camera it is just used by the VR system by default. I tried adding TrackedPoseDriver and disabling it but that does not change anything
Oh
@cedar solstice are you trying to turn a 6DoF tracked headset into 3DoF?
Why?
no I am trying to have a completely untracked headset without rotation and position
I am trying to built a benchmark so I can profile my shaders
I need a consistant replayable setup for this
That's just a camera. Just drop it in the scene
So I am trying to have a consistently rendered view in VR. maybe even an animated camera track
if I use just a camera it will automatically be tracked
I can set it to eyes:none
With Unity XR?
currently using OpenVR
I know I can disable VR but it will change the rendering requirements completely. I basically need VR rendering minus tracking
Just use Unity XR. Not the toolkit, not any legacy
you mean the new XR Sdk?
XR Package
the problem is Valves plugin for the new sytem is not done yet so it wont work with openVR
at least if you mean the XR Plugin Management
Did you try the beta on GitHub?
If you're developing tools, you'll want to use Unity XR. Past 2019.4 it's very difficult to use Legacy
didnt try it yet
but we are currently nearing the end of this project and are on 2019.3
is it possible to disable tracking with the new XR Plugins?
Yes, just don't put on a tracked pose driver on the camera
I see. Would love to use it but porting to a beta version of the new Plugin system near the end of development seems a bit risky
Agreed. Another option. And I know this sounds strange... you buy a coat rack. Affix the tracked headset (physically) on the coat rack in the center of your play space, and use some tape on the floor to mark it's position
Then, just move the whole rig through space like normal
I've done stuff like that before. Honestly, it's more common in VR dev than you'd imagine
You could probably also use a tripod, or table or... Anything for the coat rack
Well thx for the tip š I find it unbelievable that there is no way to just tell the system that I dont want that tracking data š
Not with some legacy ones. You won't believe all the shit that Oculus SDK hijacks in Unity
At least its good to know that it will work in the future with the new SDKs
I've happily moved to XR, but ... I agree it's a risk and a table topn test is zero risk
Like I said, people do it all the time. Check out videos of VR studios... A lot have a head model from a mannequin
I just use the side of my desk and masking tape (pro tip: fully opaque tape like electrical/duct doesn't play well with some prescene sensors)
I still think there must be a way to overwrite the position after it has been set by the tracking system. I know the VR system is trying to write it as late as possible so even OnPreCull didnt work for me...
The legacy system, a lot of those set the camera position in the DLL
XR tracks on Update and LateUpdate
funny though that Tracked Pose Driver even pretends that to be settable
I set it to update and tried to overwrite it in precull
It likely is, in XR
but that didnt work either
well I guess I have to live with it for now and use the new system for the next project
Yah, definitely don't migrate for production. I've found there's definitely rendering differences too
Especially some shader's stereo rendering breaking
oh well that would be problematic especially as I am using raymarching and having a hard time proting it to urp already
thx for the insight. definitely looking forward to using the new XR system
OnPreCull does not work with urp and it has its own events
did you try to override in RenderPipeline.BeginCameraRendering
@royal pebble oh thanks for the tip. That explains why it wont work š¬
no, the hand should completely stop. in real life you can“t move your hand through a wall, I want to do that with a cube. I“m just now realizing how stupid I was... yes
@royal pebble yes, real hands don“t stop of course, but the virtual ones shouldn“t move
Why though? It doesn't make sense to the player, and is highly dismorphic
It's fine virtual objects they're interacting with don't track (through walls and other things), but tracked input should represent the player's location in space at all times
I have a challenge for you @rose monolith
Make a bullet point list how stopping the hand model on things helps the player (as in, something positive the player gets from it), and I'll contest every one with how it's bad or lazy design. If I'm wrong, I'll admit
I have been using Steam VR plugin for my project and I just updated to unity 2020, but I keep getting this error in my project
do I have to move to the XR plugin stuff? I tried to enable it but it just broke my stuff lol is it possible to disable this?
No, you need to use the XR plugin for 2020 and beyond
oof
So, yah... decision time. Is there something in 2020 you will need before launch? Then you'll have to pay the upgrade penalty now
If there's nothing you absolutely need, then consider locking in to your older version until launch. It's normal, that's what LTS is for
I would love to continue working with only steam VR plugin in 2019 but I want to use URP which has issues rendering to both eyes in any version pre 2020. funny how the URP VR bug is fixed only in a version where I need to completely change my VR stuff
shader graph shaders are too tempting
I still have issues with some shaders in 2020 URP. I'd say, try importing the materials and shaders and try it out in XR before
It's strange, for one particular effect, on Quest single pass.... Both eyes render fine. Oculus PC single pass, only one eye renders. Have issues with shadows too so need to use multi-pass on PC
So, don't expect 2020 URP to be a panacea where everything is fine and roses and smells like Unicorn Farts. You're still in "beta" on 2020, even if it doesn't say "beta"
thanks seems like my best option is to just not use shader graph and stay on 2019. hopefully there never comes a day where I am forced to update it lol
I'm on 2020 and can't even use Shader Graph for URP, because someone forgot to add one of the base material types (simple lit) as a master node (Looking at you, Unity)
wait so shader graph is currently not working in general for 2020 with URP? if that is true my decision is even easier
No, it works fine for the two base material types it supports
Kind of fine. There's still a lot of gaps and you're still better off with Amplify or something in a lot of cases if you want to go the non-script route
when you say "If there's nothing you absolutely need, then consider locking in to your older version until launch. It's normal, that's what LTS is for"
do you mean at launch I will be forced to upgrade potentially or?
No, when you launch you keep that version of Unity around forever. The project is locked into it for production, unless you decide to pay the technical debt to upgrade it post-launch
Oh! ty!
It's very very normal. I don't doubt many older published popular games still have Unity 5 sitting around to patch a bug here and there
makes sense
So, decide your version, and plan to lock in. I went with 2020.1, because I very likely need a thing later.... and paid the technical debt to upgrade my in-house VR toolkit to XR, and also to update to URP
No problem. Best of luck. It's a good idea to try before you buy š
Well I am trying to set it up and I have had this endlessly looping for about 30 minutes now, do I need to remove steam VR first?
its an endless loop of importing assets and resolving packages and then closing and reappearing
this might have broken my project lol unity package manager will not give me back control no matter what I do...
hmm after downgrading the project to 2019 and re upgrading it to 2020 again I got this error and then trying to launch again caused the endless loop again. sorry not sure if I should move this to general help section or stay here since the XR plugin is the culprit.
Remove all the VR DLLs
Also, you didn't make a copy before upgrading? You mad lad
I fixed it by downgrading and removing XR from the downgraded project. I am going to make a copy of the project now lol ty again. also RIP original project file learned the hard way how necessary the backups are lol
Hi. Need some help with XR UI interactions. Is there a way to know which UI elements are being hovered by my Xrinteractor?
Or is there a way to simulate trigger input from a controller using code
Hello everyone, I am getting higher stale frames in Oculus Quest. How can i overcome these frames ?
@tardy loom yes you can through the code https://developer.oculus.com/documentation/unity/unity-ovrinput/
Using OVRInput to add user input and mappings to your Unity app.
Are you using different textures for different materials?
Or already did the texture atlasing part
Yes I am using Texture and different materials
Multiple textures will definitely cause issue
Stale frames on the peak while rendering few elements otherwise its shows 0
So if I make it single material object would it help ?
Ya, if you do in your project
And try to use a texture Atlas instaed of multiple textures.
Okay I get it.
I used this for generating mine
And check your lighting too.
Thanks for the help. Really appreciate š
If you are using multiple lights, they may be costly
Yeah I am using baked lighting an a single directional light
I would suggest using Renderdoc. Oculus has resources on how to use it with quest
It can give you more insight as to what may be the source of those stale frames
That's informative. Thanks š
i keep getting these errors on various versions of unity and with just basic setups from different tutorials. think somethings wrong with unity itself. all my settings check out
unknown sources, im on the oculus now so its open and connected.
nvm had to restart pc im an idiot
its okay happens
Anyone know how to adjust the FOV on the screen render (monitor not headset)?
You might be able to render scale a larger image... But kind of the point of the POV on the main display is you see what the player sees
Another option is simply just a second cam
You dont though, it's generally just one eye and even then you don't get the full field of view one might get in VR, because it's just a cropped square.
I believe I'd need a separate normal camera with a larger field of view and then somehow override the mirror desktop render to that camera.
Just don't know what hooks into it
Put the camera as a child of the tracked head. Set it's Priority or index higher than the VR camera. Make sure it's not a main cameera
Hmm.. might try sometime later. Appreciate it
Every time I click Play, Unity changes my Oculus XR settings from Single Pass Instance/Multiview to Multi Pass, on both PC and Android. 2020.1 with URP 8.2
What gives?
I would say... That kind of "offer" isn't allowed here. I think a moderator might agree
yea thats hella sketchy
where you could make money depending on how many people buy your game
isn't that how, you know, buying a game works
the dev makes money
@heady grotto my b. I looked over the rules and didnt see anything regarding this but i mightve missed something.
and @frosty parcel, the details that i wouldve shared in the dm that i didnt feel nessecary here is im developing a vr platform, and wanted to have some games on the store before launch
but thats out in the air now huh lol
and while that is how buying a game works, the difference here being the platform which it is hosted on. I wanted to be clear I wouldnt be paying you to make a game, more like if you had a good idea you could make a game and that whether or not people buy it would be your compensation. Its risky in that if nobody liked your game you wouldnt get any money, but if they did youd have a passive income scenario. Seemed worth a shot before I decided to hire some freelancers. See whos up to it, you know?
@storm ether "Advertise outside of the appropriate channels. (#502171717544968212, #502171626805133312)"
Do you guys get frequent issues where URP randomly picks a material and only renders to left eye? Before was the shadows on a Simple Lit material, then changed that to Lit. Then the sky changed to be just one eye
Also, having to go to XR Plugin Management, and change the rendering mode every time I click Play, back to the setting I want is getting old
Has anyone used Vive trackers with UnityXR? In my case, unityxr mistakes my tracker as a left or right hand controller
I think you need to fiddle with it's type in XR Tracked Pose Driver. I don't have one to try, though
okay so i am trying to build a Google Cardboard game in unity and i cant find the XR setting for virtual reality support. What do i do?
@here sorry for the ping :3
That keyword doesn't work, and please never use it for a professional help network
Casually tagging everyone in a 27 000 user channel
If you're on newer versions of unity you need to use the new XR system. The old VR support in player settings was retired after 2019
alright first of all im very sorry for pinging everyone, im quite new to discord and i had a different understanding of what '@.here' does but i looked it up and i have understood what it does. Sorry once again for the ping.
and thank you @pine bison for the information ā¤ļø
Don't worry it's turned off in this server
Even on Slack, or IRC or... Anything but your own or work, don't do that
I'm using the native XR Interaction plugin, v0.9.4, and it seems that the "Hover to Select" feature in the XR Ray Interactor is borked
I wanted to use it for a nice and clean way to do Gaze Input
I just want to check with you and make sure that it is actually a broken feature and that I'm not doing it wrong
Nvm, in the end I wrote my own custom interactor/interactable pair
It is 5:10 am
@hardy sand Yah, I don't think the XR Interaction Toolkit is ready for prime time. It was pretty basic and had issues when I looked just a few months ago
Where the fuck you live? The north pole? Im in alaska
@strange patrol In URP 10.x, the changelog has this item: "Fixed an issue where Renderscale setting has no effect when using XRSDK."
Anyway to stop WMR from yanking my default communication device to its speakers ? Already have it turned off in WMR Settings but does it anyway.
Trying to chat on discord while testing my game with someone and keeps yanking.
That might be a Windows thing. My Quest with Link always takes the audio too
god the XR toolkit is really annoying
can anybody explain why I get this error when I try to use SphereCast as the method of picking things up
Assertion failed on expression: 'IsNormalized(direction)'
the default line-based method is really bad and it's pretty integral that you have the ability to pick things up without pointing at them
please ping me with any response, I know this channel is fairly inactive though so i dont expect much but if anyone is able to help this is a bit of a time-sensitive question
Reproduction steps: 1. Open attached project ("SpherecastBugTest.zip") 2. Open "SampleScene" scene 3. Enter Play mode Expected resul...
has this seriously never been fixed, or did it work in a previous preview package, im confused
found the problemn
i was meant to use XRDirectInteractor, not XRRayInteractor if I wanted to be able to pick things up without pointing at it
@quartz iris when you get that failure, it's because the direction vector was not normalized
?
oh
its aight tho I fixed that
i've got another problem though and it has to do with manually deselecting objects
my janky solution was working with the ray interactable
but the direct interactable complains whenever an object is destroyed
Anybody knows how XR Toolkit and SteamVR work together? What handles what?
Asking because in SteamVR Unity Plugin release notes it's written "Added support for Unity XR", but I can't figure out what exactly this means
Hello there. In a sensor application I downloaded to my phone, the accelerometer tab is not the angle like Unity. I noticed you were measuring position speed. Is there any way to use this in unity. bowing in vr games. You can really do pretty cool things like controlling by walking left and right.
anyone else getting constant crashes from 2020.1.4 when exiting VR mode ?
So i update the spatializer audio plugin from oculus because of this line in the crash error log , hopefully it will stop crashing now š¤
D:\UnityOrders\VoxelGo\Assets\Plugins\Oculus\Spatializer\Plugins\x86_64\AudioPluginOculusSpatializer.dll:AudioPluginOculusSpatializer.dll (00007FFFB10C0000), size: 8986624 (result: 0), SymType: '-deferred-', PDB: ''
also there are those 2 suspicious once š¤
D:\UnityOrders\VoxelGo\Assets\Plugins\Oculus\VR\Plugins\1.46.0\Win64\OVRPlugin.dll:OVRPlugin.dll (00007FFFD03D0000), size: 4288512 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 1.46.0.0
D:\UnityOrders\VoxelGo\Library\PackageCache\com.unity.xr.oculus@1.3.4\Runtime\x64\OculusXRPlugin.dll:OculusXRPlugin.dll (00007FF811290000), size: 438272 (result: 0), SymType: '-deferred-', PDB: ''
no dice
updating from com.unity.xr.oculus@1.3.4 to 1.4.3 still didn't solve it ...
upgrading oculus integration from 14 -> 20 - i tried downgrading , upgrading , using old repo , nothing helps , at this point i think its the oculus windows app that which was upgraded which is causing this problem
in game my hand has a rigid body (i use velocity so it doesnt go down by gravity) and when i grab something ( i use joints to grab stuff fixed joints specifically) my hand just starts spinning and i can lock rotation to fix it but it simulates weight alot better without locking the rotation and i was wondering how i can fix this or if there is a way to
im on unity
i can provide footage if needed
ping me if you can respond
Possibly it's trying to get itself out of an internal collision state. Check your collision flags, or you may need to override the collision event
ill check
Someone want to help me make a game like tenet i need a team
Hey folks, anybody here played around with Ray Interactors in the Unity XR toolkit?
Has anyone used the Unity Editor VR for Oculus Quest and would know how to set it up?
Doctah, it changes depending on your version of Unity. 2020, simple steps are:
- Project Settings -> XR Plugin Management -> Check Oculus
- Asset Store -> "Oculus Integration Package" - > download and import
- Project Tab -> Oculus -> VR -> Prefabs -> OVRCameraRig -> Drag into scene, replacing MainCamera
- Build
Is it the same for version 2019.4?
Also, how would I get it to show up in the oculus quest? Do I need to use the link or no and a computer with good graphics?
2019.4 should be pretty much the same workflow. I did forget to mention that you need to set your platform to Android in Build Settings
Look up adb for pushing builds to quest. You essentially need to set it up as a developer headset (pretty easy, and googleable), then use adb from command line to push build to it
Or, do it through Unity with Build and Run
You can absolutely use link, you just need to connect the headset, open link, then run the scene in the editor. Has to be in link before you run it
Is it necessary to use the link?
if you design the app for quest, definitely not
if you make it really graphically heavy, then you may need it
just depends on your goal
I use link at work because the app is big, and takes 4 hours to build (so its good for quick previews), but on my home projects, build time is <3min so I dont use it at all
Ok. Because my computer isnāt a gaming computer so it wouldnāt be good enough for pcvr usage.
nah you'll be fine. Your build times will be slightly longer than 3min (id say expect 5-10min for non-pcvr computers), but still bearable
Big advantage of the Quest š
Sounds promising!
I look forward to seeing what you come up with š
Well... Iām still learning how to use unity in 2D so, Iām only using it to upload premade stuff for the time being.
I've been using unity for almost 7 years, Im still learning š Good luck in your journey
Thanks much!
So what would I do after Iāve built it? How would I get it started within the headset?
If you did build and run, it will be on the headset. If you only built, you need to upload the .apk file that has been generated to the headset using adb
To find it on the quest (once its on there), with the Quest v19+ UI, you would go to the normal place to launch stuff, and on the top right of that window there is a dropdown. Go to "Unknown Sources", and your thing will be in there.
So it be necessary to upload the apk if I were to still build and run it?
I appreciate the help! You seem like you know what your talking about when it comes to this kind of stuff.
Sorry, went afk for a sec haha. Uploading the apk to the headset is a part of "Build and Run", so you dont need to do it manually. Im good at some stuff, bad at others š I've been working with the Quest for a few years now, so i've got the basics down š
I guess I could message you if I run into any problems for troubleshooting.
Go for it š Im at work this time of day, but I will usually get back to you pretty quick
GMT+8 (Perth)
3:30pm here rn
pm me with anything so we dont clog the channel, and if I dont answer or dont know, you can always ask again here :0
*:)
hey guys I noticed a drop in quality on my graphics when using oculus packages / XR toolkit etc. i did some research and added this line
XRSettings.eyeTextureResolutionScale = 2.0f;
it sort of helped a bit but the quality is still very low was hoping someone might have some advice on what to do
what is the current state of steam xr plugin ?
seems like they out of beta but the latest commit was a month ago
@grizzled summit did you accidentally turn off MSAA?
Its possible it was turned off when I added it in. As sceeenshot shows after and before
@grizzled summit Are you using post processing?
Any chance your raymarching shader is rendering to a texture smaller than the XR eye texture?
Ahh could be @shell kayak where can I find out what the eye textures resolutions are
@grizzled summit That would be in the XRSettings.eyeTextureDesc
And you can use that directly to create a render texture
Ok
āHas Anyone else used the Unity Editor VR before? ā
would anyone happen to know which option i should select to use htc vive under xr plugin management? I am running unity 2020.1.3f1
@shell kayak I was somewhat asleep when you wrote that so I just tried it now its saying the width and height are 256x256
htc vive isnt on the new plugin management
you will have to use the older one so that means using 2019
theres a version before the option in player settings was removed for legacy XR etc
ohhhh gotcha....will i need this steamvr plugin off the asset store as well? the tutorials i am watching are conflicting
if you use the correct version as a tutorial you should be good
the older tools unity provided will cover htc vive
or you can wait are you watching Valems tutorials btw?
he explaisn how to get it to work
yes
should i be watching the new one or the old one?
oh i see one here specifically for the vive from December 2018
yes id watch the newer ones
thank you
valem has a discord btw
anyone have any tutorials or tips on how to make an interactable joystick in steamvr + unity?
or really just any pointers to get me started š
:3
@dusky dirge i've tried on multiple occasions, but it seems to need an absolute beast of a machine to run at acceptable fps
i've also had issues with the hover rumble getting stuck while navigating menus, so i avoid it now
think my issue is solved.
the window on the left is a bit more squished than the right which i imagine is due to the target dimensions of oculus
however technically thats more accurate since its supposed to be a perfect square. the window on the right I was basing the quality off of might actually be more stretched due to the render texture being 1920*1080
also is the quality dropped if you render a single "eye" and then made clearer when both eyes sort of render on each other? i noticed when I render only one eye in unity the quality is quite bad
@stone condor do you need a good gaming computer or use of the link to use Unity Editor VR?
you need atleast a gtx 1060 ti for anything vr related I've heard
I have a oculus rift and a gtx 2060 cant help much lol
However on my old pc the oculus wouldn't run with a gtx 1050
The hardware wouldn't allow me to even attempt it
Ok
the 2060 super would be the absolute minimum, but you also need a decent cpu if you want to use editor vr
ryzen v3 and the latest intel cpu's is the lowest i'd go
you need a GPU that good to make VR games?
then its going to be more or less a slideshow
Iām not trying to make games
@grizzled summit editor vr is very demanding, much more so than most vr games
in my earlier days I was able to work with GoogleCardboard figured id eventually upgrade for oculus dev didnt think it needed that much power
it doesnt feel very demanding lol I could be wrong though I guess. since it sends images to the VR device I imagine
Iām trying to get it to work with the Oculus Quest
@grizzled summit https://github.com/Unity-Technologies/EditorXR the thing that makes it demanding is its trying to render through unity's standard ui pipeline
which is not designed for high framerates
Iāve downloaded that already. But thanks. šš»
i was just mentioning the link because there's info in the docs on why its so slow
but why would you want to use it if you aren't doing vr games? google blocks performs really well and has similar functionality
Anything, just like starting a new project in unity and importing free assets from the asset store.
well i mean you must have some goal, but since you aren't making vr games, then i'm guessing you're doing 3d art? in which case google blocks, adobe medium and tilt brush would be good alternatives
Actually just for editing premade 3D environments/models
you can do that on any type of pc how fast it will be I wouldnt know lol
I used to work on a i5 with no video card and it worked well for procedural gen and low poly
just try your hand at simple stuff and try to upgrade eventually. we all had humble beginnings
anyone makes mobile webgl projects here?
upgrade to what exactly? @grizzled summit
that was my pc 10 years ago lol the monitor was on a bucket lol the pc on top is my new pc
and upgrade to anything you can afford
my sister got a laptop with GTX 1660 and a ryzen 3 i believe for about 600 or so online
however my old pc was 250$ online was i5 and 16 gb ram some 5 years ago
nice!
Is it possible to simulate XR inputs like trigger from code in Unity?
@dusky dirge without a dedicated gpu, you won't have great performance. But Google blocks runs on most things and is available on the quest too
So you can take the pc out of the equation
Adobe medium is going to be essentially unusable though
Oh ok. So much for that
You can get a 1660s pretty cheap though
Anyone know how to make it so that vr is only enabled in one scene?
Or when I want it to.
Iām making a desktop tool
And when user presses a button it activates the headset
And the desktop view is the same
But buttons break on desktop when I added the vr stuff
@storm ether you turn off init on startup and call the xrmanagerthingy and tell it to init xr followed by the subsystems
@dusky dirge no, but laptops are not suitable vr machines anyways. They can't handle the heat and have crappy versions of the components
Ok
I disagree
Run what you can afford @dusky dirge . Even if it's a laptop that's a few years old and you bought it used. Just make sure whatever you buy has the video ports you need, the best GPU you can afford, the most memory you can afford, and the fastest SSD you can afford
Not everyone is developing a game that chews up Ti cards on Ultra @tiny niche , especially not as they're getting into VR. People will develop the experience around the limitations of their system - and sometimes better off for it
@heady grotto no but we where talking 3d content creation, so adobe medium is the benchmark, since the others run on the quest
"run on Quest" is... lets say misleading. Sure, Gravity Sketch runs on Quest, but run it with the frame debugger on. It often drops below 50fps. Sometimes down into the teens
And while you don't need a ti card, you need a really good laptop to match a few generations old desktop
Agreed, desktops are cheaper. But sometimes laptops make sense too (say, you need one for school anyways, but only have $x)
My point is: Don't dissuade someone (claiming that) that they need a super expensive setup. That's not true. Talk about the limitations, sure. But present a realistic scenario
If you want to sculpt 3mm face meshes in VR, sure... You're not going to do that on the Quest or a $600 laptop. Do you want to make a Beat Saber clone? You can get into that machine (as a laptop and possibly a headset too) for around $1000 USD if you're smart about buying the equipment
@dusky dirge What is your exact budget, and what are you trying to make?
Also... Does your current machine have a Thunderbolt3 port?
Yes only one port
hey all is it possible to get Valve Index finger input without using any of the third party SDKs? I've been looking and found some stuff related to CommonUsage and some things in the new input system but they all report nothing as if no input is being fired off
Is it possible to add a collider and perhaps a rigidbody to the feet of a model, so its stable on the gound even when moving up and down? Without the use of an IK System?
@desert fiber What you're looking for is a "character controller", and usually people don't do it so directly
I have a character controller, but I“d like my character to look right when he crouch
so his legs doesnt go through the terrain
The player?
Yea
How do you handle someone who is 1.5m vs 1.9m tall?
Also, player arms and legs are usually omitted in VR for very good reasons
Well theres a few titles doing arms and legs very well
Which?
Boneworks
I guess all I“d actually need would be a physical presence for my limbs, I stupidly assumed a rigid body and a collider would be enough, I“ll have to figure something else out
Focus on making hands and locomotion work super tight. Then, if you have the budget go into researching a realistic IK solution for arms first that doesn't give the player dismorphism. Then see if you need legs or feet, which is a whole other ball of wax that nobody does for very good reasons
I got everything else, arms are fine, loco is as it should. Just need the legs
@desert fiber well you could just switch the animation to crouching when the hmd Y is low enough
Thats a potential fix, thanks Serge. I“ll look into that
You could also manually do a raycast down and position/rotate the bones according to the height. That would fall under procedural animation rather than IK
Another good one @pine bison Thanks, guess I“ll try a few different things and see what works best
I've been poking at the C# openvr_api from Valve's github for finger input but it looks like that's possibly not exposed? I'm pretty lost if someone can help me out
hmmm
anyone makes mobile webgl projects?
Hello, I was hoping to make jet hands basically for my current project and was hoping someone could point me in the right direction as far as the programming as i dont have too much knowledge. Basically i want to be able to pick up 2 objects, 1 in each hand and when i pull the trigger i would like it to apply velocity to my player. I have tried messing around with rigidbody.velocity and attaching that to the object but i have had no luck
hmm, what exact script should I use for swapping material of the VR hand when touching a particular object, like, changing green color hand to red for example
Hello. I'm with a problem that i don't seem to find the solution anywhere: I'm working on one aplication where the oculus VR display an UI that i DON'T want to show on the monitor.
Is that possible?
@gritty jacinth Add another camera for the main display. Make it's draw index higher than the headset. Have that second camera NOT draw the UI layer
Note that does increase the draw calls, it's not free
Best way honestly is just not to draw to the main display when someone is using a sensitive UI
When i do that, i can no longer look around in vr for some reason.
You need to set the render order higher than the VR camera
Anyone familiar with using Pro Builder in VR?
Not working, guess because i'm on URP. Tried, but it does not seem to work.
Sorry, I haven't tried in URP yet :/
Anyone familiar with using Pro Builder in VR?
Anyone know why the splash screen background color on Quest is always black? I've set a color, but it seems to be conveniently ignored
2020.1 with URP on XR SDK
@abstract seal check out VRTK - they have a pretty good sample level
Can anyone help me with getting a full player model to work with VR, i have been trying for the past week and still have not gotten this to work
This is probably stupid but I've watched all the tutorials and I can't get it on my headset
Can someone help
@gritty jacinth you can use a separate camera for the monitor and have a render feature filter the ui there
one of the advantages of using a scriptable render pipeline
Certain elements are not getting rendered for the right eye and even the custom hand there seems to be too much of stutter too
Any idea anyone?
Only rendering in one eye is an issue with your shader
I am using HDRP lit
it seems to render in 1 scene
But the other scene , it doesn't render the canvas in the right eye as well as custom hands
Idk but if it's only rendered in one eye then it's not supported in the shader
It's only not rendering canvas in right eye
Yah, that's usually an issue with the shader not being ported to VR
Try changing to multi-pass. If that's the case, then you'll have to explore how to convert the shader or use a different UI that's compatible with HDRP and VR
@heady grotto so I'll have to make a shader graph for the UI's?
I can't say. I have no idea what you're using or what it looks like
Go through the shaders that don't draw correctly
You'd think. We keep telling you what to look at, while it should be simple the answer might open up a can of shader changes
how do I show text in HDRP + Vr ?
@heady grotto @tiny niche i kinda worked around the problem, not ideal, but yeah. The UI show on both, but i added a bt to toggle it :/
Can't afford to waste time on that any longer. It's about a small new featrue i was developing for a client, even. Not requested before.
I'm now facing a problem with the XR Plugin, on HDRP (2019.4.1f1) where i can't toggle Oculus. Already uninstalled and reinstalled the package.
Is single pass non-instanced gone in 2020? It used to be in the project xr settings in 2019 but those don't exist anymore and the xr plugin settings only has instanced.
It's supposed to support it now, but it's not what it was made for
looks cool
yea last time i tested hdrp for vr it was pretty garbage unless you used deferred but deferred in itself isnt very good for vr because of the aliasing or blurriness if you decide to go with deferred anti aliasing like taa
Anyone been able to get Pro Builder VR to work on Quest without Oculus Link?
What do you mean work?
To use it
I think we've used it but only for blockouts so I'm not sure it's been built to the quest. But it just returns a mesh doesn't it?
How's it not working for you?
Iām trying to use my quest with Unity VR. Either XR or Editor VR or Pro Builder VR.
The last update to the repo was 3 years ago
Which is 2 years before the quest came out
So I wouldn't expect it to support it
Iām running 2020.1.4
Is that the latest?
Yes
I don't know. I doubt it
Are you trying to run the unity editor on an oculus quest without oculus link?
Yes
My computer isnāt good enough to run PCVR games. So thatās why I ask that.

Well neither is your quest
Apparently there is a discussion on the forums https://forum.unity.com/threads/is-it-possible-to-add-oculus-quest-support.718466/
Is XRInputSubSystem only for the new plugin architecture? Trying to set Floor tracking using legacy XR
Yah, XR is the new plugin system. But... whatever lib you are using in legacy have should have a way to set the tracking to floor
Do these API actually override device settings. Ie if I have roomscale setup in wmr but set stationary or device tracking in unity does it change.
Don't know. Easy enough to test though
Can anybody test what EVRControllerAxisType is returned for Valve Index Knuckles controllers?
Is it k_eControllerAxis_TrackPad or k_eControllerAxis_Joystick ?
Mainly concerned on how this behaves across all the various types without owning one of each type =/
@vestal flicker That's part of what the XR Plugin system was trying to solve. Trying to
But, with VR... If you're targeting a release to a wide number of devices you'll want to at least have multiple testers with different devices lined up, and a specific check list. The more popular ones you sell to, you'll want to have on hand
You won't be able to get around that unless everyone adopts one standard and commit to following it to the letter. You can see how well that works for web browsers and mobile phones, so... don't hold your breath. Unity is trying to take some of that chore out with XR Plugins, but it's still new and likely has some gaps
Yeah, waiting for FB event next week to see if they discuss any new quest before buying an oculus.
Yah, smart move. But keep your expectations low. My intuition says that the Quest rev2 will just have some minor improvements. 90hz display, maybe the same price or a little cheaper.... White, because everyone loves cleaning white plastic š
Fun fact: The Quest is capable of 90hz but someone made a boo boo when they did the FCC filing, so it's locked into 72hz
@vestal flicker you can usually make a pretty good guess, but if you want to advertise support on a headset then there's no way around testing it on actual hardware
Does anyone know if there is a way to watch ~~Oculus ~~Facebook Connect without Venues? Are they going to stream to YouTube too?
URP or built-in render pipeline for VR?
Depends, where are you at with your project and do you have an existing library/assets for built in?
starting, testing render pipelines, I want to have some post processing
I just read a few people saying URP is not really production ready, but the performance gain from URP compared to the built in render pipeline is considerable
just on the fence if URP would become a buggy nightmare
@storm ether I am using URP for an Oculus Quest title and have not found any issues until today. It seems to work well and the performance was much better than the built in renderer.
Speaking of my URP issue, I suddenly have a number of object that are pure black suddenly when viewing with the lights on (look fine with lights off). They should all have baked fine and were baking fine until late yesterday and I cannot figure out why for the life of me. Especially odd as I have not played with these objects in a long time. They are of course static and have their include in lightmaps etc checked off. All the usual suspects when an item does not bake at all seem ok. I am stumped. I was on 2020.1.4f1 and must tried 2020.1.5f1 and same thing. It is just 2 items out of many that have this issue. Anyone have any suggestions on what might be causing this?
thanks, gonna keep trying with URP, sorry to hear you got that bug, that's the kind of thing I fear, it seems almost impossible to change to new unity versions, as dependencies (packages) may break when switching to higher versions, like SteamVR won't work on the latest versions
There is a SteamVR Beta...hold on i will find the link
oh I didn't know, thanks a bunch š
@storm ether If you're starting a project today, I would start off with XR Plugins and URP then
Yes, URP will have some pain points, and you may need to pay a technical debt... But the performance gains are real
is unity's XR Plugins preferable over Valve's SteamVR?
Unity also stated their late 2020 and into 2021 roadmap is "stability", and I'm hoping they keep their word
I am aiming for oculus and htc vive / valve index
Yes, use XR plugins. You may have some fiddly restrictions (like, finger position on the knuckles), but they'll be temporary and eventually fixed.
The meat of it works, and seamlessly so
Juggling DLL's and writing different rigs is no fun, trust me
seems like XR doesn't support Valve's VR devices?
2020.1 is getting more stable now too. Might be worthwhile to jump on that. It seems to get updates a bit faster. 2019.4LTS if you're going to realistically ship before Jan 1
See the link above for SteamVR
https://github.com/ValveSoftware/unity-xr-plugin - er, I mean see THIS link š
so you recommend using XR for general support and then SteamVR for Valve's VR headsets?
sorry if I am mixing and confusing things
For platform specific things, like say... Connecting to Oculus friends, or IAP, you'll need say, the Oculus library anyways. But... It's a world easier to manage that platform specific stuff than try to juggle a bunch of rigs/headsets/controllers/input mapping/etc
I see, thanks, I totally forgot about oculus interfaces, dang all these SDKs and headsets/controllers, hard to wrap my head around, guess I'll just test and find whatever works best, either way seems like a bumpy road
Yah, expect a bumpy road. But really, if you have a project that's going to take 6 months, look to the future and try to land there
yeah I have a pretty clear idea of the game
there's a feature I wish was in URP, https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/manual/Camera-Relative-Rendering.html
I am making an "on rails / roller coaster" shooter
and with float precision loss models get distorted the further you move away from the origin
the HDRP's Camera-relative rendering solves that issue
@storm ether since its an on-rails shooter, you shouldn't have any issues making the world move around the origin instead
that's the idea, just not sure how i'll handle things like placing particles effects
that said, i don't see why you couldn't implement the link above for URP. doesn't sound like it depends on anything URP can't handle
HDRP too nasty for VR
if you want the particles to follow the world, just parent them to it
apart from that HDRP pretty sick , but for VR it's awful
thanks for all the help and info, learning a lot
most of my friends suggested unreal for VR for high graphics , anyone here who is had success with unreal + high fidelity VR?
unreal doesn't do anything special, it just has more post-processing turned on by default
apart from the terrain engine, apparently it's able to handle high-fidelity grass much better than unity
UI and text ars a huge pain in VR with HDRP specifically
@storm ether No recommendations here as I do not understand your situation beyond that you could not get SteamVR working with the latest versions of Unity.
@storm ether I am using Open XR but was using SteamVR only for Animating my NPCs. My title is for the Oculus Quest and is an Immersive Dark Ride called Into the Metaverse. Think Epcot's SpaceShip Earth but way modernized.
@gilded lynx sounds pretty original/cool, andyeah I am trying the SteamVR Github version now, my 'situation' is pretty much researching/testing and trying to not pick a path or tool I could not come back from later on if I hit a brick wall(i.e. stuff becomes incompatible to new unity versions)
@quartz slate damn. great work, that tentacle looks fun, and the grass reacts so well
thanks š
wait
on the steam vr sdk
i cant press the save button
when making bindings
can anyone help?
@storm ether I believe the future is Open XR although currently not all is implemented. Another developer I am working with recently got Open XR to identify and track Vive Trackers which was something we could not before without the SteamVR Plug in. I think Unity XR and Open XR are the future and company specific SDKs like Steam and Oculus are only no longer worth locking in for.
that's good to know, having worked with Valve's engines and tools for the last 10 years, Valve has a bad record of poorly documented tools (or not at all) and their tools to be left to die with no updates, same will probably happen to SteamVR
right now I am going with which ever SDK supports most headsets/controllers, that seems to be SteamVR, and I don't need Valve's input methods and buttons, just the device support, as long as I can keep the SteamVR package working
Can OpenVR XR plugin be used for device support and then XR input for input ?
is anyone else having an issue where half of the screen has shadows while the other half has absolutely no lighting at all?
@river gull In URP, make sure you're using single pass instanced
@heady grotto thank you!!!
does anyone know if the Single Pass Instanced rendering mode is supported by the HTC Vive and the Valve Index? also what about other oculus headsets not listed in that article?
or is it expected for SteamVR to be the only SDKto support HTC vive and the Valve Index?
Hi! Would anyone have suggestions for me, I switched to URP, Oculus Quest project with MRTK, also using Bakery for lightmapping.
Everything is fine in editor, all is pink in-game.
Tried reimporting all, re-converting all materials to URP etc. Nothing fix it.
Are you sure the shaders are being compiled in?
Fixed ! What I did is...Force recompile through folling around with all of the settings I guess.
pretty much same as this guy
I'm trying to figure out the new XR system to determine if I want to switch my project over from steamVR. In a clean 2020.1.3f1 project, I can get VR working and the VR interaction debugger detects my devices correctly but it does not appear to be updating the position of my Vive Trackers. Are the Vive trackers supported in Unity XR?
If anyone has experience with multiplayer using steamvr in unity, let me know as I am working on a project and I am not sure how to do it
@river gull there's nothing steamvr specific about multiplayer. you sync poses the same way you would on a rift or quest
let's hope it lasts for a bit at least, it'd be a shame not to see other generations of their headsets release, Oculus is a good contender to Valve's VR hardware
@storm ether has nothing to do with that, they're just moving oculus under the facebook banner
ah, thanks for the correction
HTC needs to come out with a self-contained headset that people will want to buy, first. They could be in a really good position to take on Oculus, but I worry they're going to blow it, because lately they've been kind of out of touch with reality
How do I make my build show a different display port than my Oculus?
I have the spectator cam on display 2 and my personal view on display 1, but the build only shows display 1 on the window?
Set the camera index to render higher
HTC is supposedly working on a new version of the Vive Focus Plus with an XR2 chip
i think they recently changed CEOs again so who knows if they'll come to their senses and market it for consumers
@stable oar And, what do you think that'll cost? I think that'll make it a $1000 headset
No small part of the trick with the Quest was it's relatively low MSRP
That's part of what I mean by HTC has been "out of touch with reality"
yeah, realistically that's what'll end up happening
Sadly, I think Facebook will control the consumer VR market until (and if) Apple enters the fray. HTC had a chance, but they blew it with an overpriced device and crappy tracking. (and likely to repeat that mistake) Microsoft had a chance, but they blew it by not following through with the software.
where do you guys put your headset/controllers when you switch from testing to programming and back? I usually just set it in front of me but that means I have to reach around to get to the keyboard
I put my headset on a chair next to me and test mostly by putting the controller in front of the headset
@cloud nexus I have a small shelf that's next to me for it. For a quick edit I just flip it up
I miss my WMR headset that had a full flip up visor. It made going back and forth much easier. But WMR broke their shit, so I'm stuck with the Quest + Link
what happened to WMR @heady grotto ?
It doesn't work correctly on multiple display setups, in part because it makes three hidden displays and that messes up with a lot of windows things
So, lets say you have three displays like I do. Mouse off the center display and on to the right. But when WMR is active it goes off the right side of the center display and then on to the left side of the left display
It also breaks most video capture software, and is buggier now than it was even just a year ago
How many displays do you have?
And when you mouse between 1 and 2, they move correctly? Or when you use Win+Shift+Arrow it moves to the correct display?
@wary junco Was referring to the Cosmos and Focus
I haven't noticed anything super horrible, no.
@cloud nexus For me, WMR is totally messed up.
I don't know if it makes a difference, but I have a samsung odyssey and you have a lenovo explorer or something.
Also, sometimes windows just disappear onto the three hidden displays. Also, it crashes Unity (and itself) often, which many times requires a system restart. Every time it crashes, or I need to start WMR, all three screens flicker black for 5 seconds, then come back trashed and messed up. All my windows moved display indexes. Imagine having 10 applications open and then... Poof. All black. They're randomly placed along your three displays now. When it crashes, same thing. All black, windows get randomly places
wow, yeah, nothing that bad. sorry your experience is that crappy
It's super crappy. I've owned a WMR headset since they came out, and they did this to themselves. Even with a dual display setup for me, it's messed up
I like developing on the Explorer. It flips up, I've modded it to be super comfy and have extra length cables. It packs in nicely with the laptop, and is super lightweight. Only downside is the dorky controllers (but nobody sees that anyways) and the displays, but they're fine for dev work
Ehh, I don't know. I don't have enough hands on experience with enough of them
But, a HoloLens2 is likely the apex predator in MR right now
I own a Vuzix Blade, and they are neat. But, I have trouble using them day to day, so haven't come up with many significant ideas
They're coming out with a new version of their smart glasses, which are nice looking
Possibly, but that's a difficult challenge anyways, unless the room is quiet
Just try your favorite voice to speech in a cafe, even with all the power in the world round-tripping to a Google/Apple server, it's still a crap shoot
There is an app for the Vuzix Blade that tries this. Haven't tried it though
i was following Valem's Unity XR tutorial
and i've reached 4 or 5 minutes in part 2.
the goal of this script so far is to read the input devices UnityXR recognizes and output them
his does that just fine, but mine does not.
UnityXR does recognize my controllers, and I can grab stuff and shake my hands.
the XR Interaction Debugger showed my controls but of course i turned them off before taking the screenshot, so it does detect them there.
but the list inputDevices still remains empty.
does anyone know what I'm doing wrong or how to fix this?
I have three monitor and use odyssey+. No issues like what you mentioned.
Main gripe is losing boundaries all the time.
Weird. I should try out an Odyssey, but though I like the panel on it, sadly it doesn't have flip up
@vestal flicker When the WMR home is active, do you see the three additional (hidden) displays? Note, you have to open up Display Settings after it's fully booted and active
Would show up with my other 3 displays ?
Yes, it usually appears above the "Main" display
I have Unity running my game, nothing extra there
But, you have to have the Mixed Reality Portal open too, yes?
And you have the latest build of Windows? You're not like, using a build from last October?
Crazy, yea i have windows update super disabled. Hasn't bothered me for a while.
Vote for my issue. MS seems to just have ignored it. Everyone I know with a WMR headset and a recent update can reproduce it
Actually..... You know, I didn't bother to ask if I could somehow revert the Mixed Reality version and run it on a new OS version š¤
Don't think that's an option
Time to bust out an old ISO
For my time, better off to just buy another headset... A fresh install is a full day affair (not to mention an update will wipe all my hard work)
I'm loathe to give Facebook more money for a Rift S, even though I could 3D print a hinge
@heady grotto since its detecting a new display config, its no wonder the layout is messed up. have you tried re-configuring it to match what you had at the start?
@tiny niche I don't know what you mean? It adds those other displays and that's when things go to shit
well the screen going black and layout going wonky is standard behavior when you connect a new monitor
clearly starting the app has the same effect
but you might be able to disable the new displays, or just match the original layout
rebooting the gpu might also do the trick
control+shift+windows+b
yea, that's the ones im talking about
They're not always there. They're added when you start VR. And as you can see, when WMR opens it just totally throws your indexes and arrangement out the window
that's because windows saves a separate layout for each display config
Yes, and WMR throws that out completely. If you have a concrete suggestion for how to address it, I'm all ears
start wmr, fix the layout to match the original
assuming it always generates the virtual screens in the same order, it should retain the layout between sessions
Then when I close WMR, it goes back to being wrong
So, when WMR now crashes 2-5 times a day, that means when I plug it in, all three screens go black, I have to open my display settings, reorganize them.... and then when I'm done for the day organize them back to correct?
normally you shouldn't have to do that, sounds like something is wonky with your machine
No, like I said... everyone I know with a WMR, on multiple displays, and a recent build, can reproduce this
That's not like hundreds of people, but it's 100% of everyone I know with WMR. They've relegated it to just their laptop when there's no screens connected for "screwing around"
i swap displays all the time on my work laptop and it has a separate layout for each combination that's connected, so i dunno whats going on there
WMR's drivers just mess it up, and I'm not dealing with it
If covid is going to eat my life for 2021 too, I'll probably end up buying a full Index kit around the new years. I'd love to have a Reverb G2 instead but, that's WMR
I've never experienced the virtual displays messing with my already open windows
@wary junco long story short: you don't
so I decided to drop SteamVR for XR
though XR doesn't come with the controller 3d models, does anyone know if there's somewhere we can download all the controller models?
or gotta fish them manually from each hardware vendor?
well, seems the controller models in SteamVR are loaded in some abstract manner with the script "SteamVR_RenderModel.cs"
@storm ether valem or someone has a youtube tutorial with a link to a controller set
they need some tweaking to be useful though
here they are https://th-cam.com/video/VdT0zMcggTQ/introduction-to-vr-in-unity-part-2-input-and-hand-presence.html
ā¶ Get access to exclusive content: www.patreon.com/ValemVR ā¶ Join the Discord channel: discord.gg/5uhRegs -LINKS- XR Input Manager : docs.unity3d.com/Manual/xr_input.html VR Controller Unity Package : www.dropbox.com/s/9ajsxoa6u3ps1y8/vr controllers model-fixed.unitypackag...
@tiny niche that's fantastic, thank you so much
ah yeah, it does need tweaks, but that's alright, this sort of stuff needs to be streamlined
hey I did a thing https://www.youtube.com/watch?v=NvkBSgbwR74&feature=youtu.be
devicePosition is relative to the HMD setup point? Seems like it, doesn't seem like its relative to the HMD
looks like deviceRotation is also affected. bummer
hi
Does anyone know if Unity no longer accepts vrdevice in command line params? My game wont start SteamVR if you're on an Oculus headset and use "-vrmode openvr" parameters. Its built with 2019.4 and has both Oculus and OpenVR SDKs with Oculus being 1st priority. (openVR works fine when users have a SteamVR or WMR headset)
Someone else had that problem recently, especially with XR. I don't know what they did to resolve it
My suggestion idea: Turn XR off on build. parse the command line yourself, switch the platform and then turn it on
For you guys with WMR headsets and multiple displays, I found the fix
Tried out today and it seems to work good
Requires Windows v2004, possibly reinstalling the Mixed Reality Portal, and a quick registry setting for the user account
Is anyone using a WMR headset with Unity XR Plugins? Does the WMR or OpenVR work better for using the headset to Play and preview?
Uff, there's no input unless you install the plugin? Valve, com'on š¤¦āāļø
Still using legacy OpenVR, haven't touched the new stuff yet
One thing to note, WMR plugin uses secondary axis for joystick .....
very odd choice lol
Given that Oculus and WMR via OpenVR joystick is primary2daxis, why would they choose secondary2dAxis for the joystick, another edge case to program in
Can't even install WMR... "Instance of UnityEngine.XR.WindowsMR.WindowsMRLoader couldn't be created. The the script class needs to derive from ScriptableObject."
or, upgrading to a newer version.... "Library\PackageCache\com.unity.xr.arsubsystems@3.1.3\Editor\XRReferenceImageLibraryEditor.cs(3,35): error CS0234: The type or namespace name 'InternalBridge' does not exist in the namespace 'UnityEditor.XR.ARSubsystems'"
Le sigh
Don't know what I expected. For it to just work? haha
The SteamVR package (for input) on the GitHub also comes with a ton of utter trash in it, again... Not the point of Unity XR
Uff, I have made a mistake
https://github.com/ValveSoftware/unity-xr-plugin/releases/tag/installer - "f you would like input in your application please install the SteamVR Unity Plugin instead"
So, does this mean no XR input will work, OR does it mean that SteamVR's specific custom "InteractionSystem" won't work? Because that SteamVR plugin just littered my project with trash and I hate everything about that
Yea I was wondering the same thing, the way it reads it sounds like it will only get it rendering.
Guess it shouldn't take long to find out if you can get some device values out.
It's difficult to tell what I can remove and what I can't... I think I'm going to have to do a full revert
Is there any reason to go into 2020 beyond render pipeline type things?
Depends, if you want pure stability, I'd say 2019.4LTS is going to be the best bet right now
Geeze, even the XR OpenVR isn't the actual package. It's some auto importer crap rather than a folder that has a package definition
And... Yah. Just importing the OpenVR package into 2020.1, pressed Play and Unity hard failed without an error even in the logfile
Now, Unity won't start correctly and says it needs to redo the window layout each time. OpenVR isn't on the list to select, even though it's on the list of installed
Oh it's definitely beta. It barely works
The headset tracks, but glitches, same for controllers
Every time I open the editor it resets my layout because of some issue
Input definitely doesn't work (something as basic as a grip or trigger button)
Valve. This is not how this works. This is not how any of this works.
Vive and index can't work beyond 2020 without this right.
Yup, legacy VR is not supported in 2020 and beyond
Likely so. Valve has been good about updating SteamVR
I can't believe how far off the mark this is, I really thought they would have been further along after nearly a year. A year!
Fucking Magic Leap is likely on it's death throes and it can still put out a XR Plugin in the registry that mostly works
If you're going to do anything with SteamVR or XR with OpenVR support, you have to stay in 2019 until Valve gets off their butts and produces something usable for Unity. Really disappointing it's taking this long.
I have a feeling Valve is trying to cram and old style into the system, and it's causing a lot of friction. Unity would definitely accommodate Valve to update the SDK. I can't imagine they haven't for Magic Leap or HoloLens and the specific sensors/input types
I don't know if it's political or what, but it's sure frustrating. 2020.x is still fairly new, so there's time. But I'd rather stay more current, if I can.
It is frustrating for sure. At this rate, we'll hear before the holiday season that some games just can't be on Steam because Valve dropped the ball
I'm honestly not sure how I'm going to be able to send builds to my circle to test next month
https://github.com/ValveSoftware/unity-xr-plugin/issues/16#issuecomment-662708512- The wait is going to go into next year, for sure
Does anyone know if the Unity XR "provider" SDK is open source? Like, lets say I'm working on a VR headset, where's the code base I go to, to start making an XR Plugin?
you have to sign up for access to it it seems https://docs.unity3d.com/Manual/xr-sdk.html
@heady grotto from what the comment mentions, they're not planning on supporting unity xr input at all. so the wait is probably closer to when hell freezes over than next year
Yah, that's what I'm gathering too, and pointing to my intuition is correct: Valve disagrees with the way Unity is making a uniform system, and is going to make every developer rewrite the fucking wheel to get the trigger value or the xyz position of the left controller
Or, we're back to having to abstract it each and every time, each and every framework, and do DLL juggling just like before
the important thing to remember is unity xr has nothing to do with openxr, despite the similarity of names
Yah, I'm clear on that
I don't buy it, anything Valve says on their GitHub
(Someone at) Valve is trying to force an issue, and I don't know what and why... But we're the ones paying the price having to re-implement the wheel for different platforms
What would be the best way to get controller Z Rotation delta? The controller rotation and positions appear to be relative to the boundary origin and not relative to the HMD.
I Want to detect if someone is rotating their wrists around the forward vector
It's relative to the forward, and that doesn't change
Make a fist, point out your index finger and thumb 90. The index finger is forward, thumb is... whatever. But, it's all relative to the index finger on "forward"
What is it relative to though, device starting position ?
No, look at it at the source. The controller's forward is always relative to the physical controller when it's initialized
That's how we do raycasts for things like laser pointers, or hold a sword in a direction relative to the controller, correct?
That forward does change, but that's your point of reference
You mean relative to the transform that has the tracked pose driver on it?
Yes
I was trying to use TryGetFeature value of the inputdvice, for position and rotation
I'll try using those transforms instead
I always have an axis line that's relative to the vendor specific device, by two points. Those two points are parented to the controller, and you can always calculate the forward from them. There's likely a smarter way to do it but I'm kind of dumb
I try to line it up by where the controller line is at a neutral angle when I hold it in my hand (for the vendor)
I have vendor offsets as SO's
well you just need the 1 transform and you can grab the forward vector from it
Is there some link you have with all of these offsets. Since i'm still stuck on WMR only, can't wait until have to get into these other devices testing =/
No, it's going to be specific to your game. Just make it easily tweakable
Right now, it's actually Model > Platform, because I wanted to be able to tune it per "holdable" thing. I'm not sure that was the smartest move, but it is the most precise
So, if I have guns, I can tweak their position and angle per vendor
Sometimes it's about where the controller grip is in your hand, sometimes it's about the trigger. That's my logic for this madness anyways
the offsets are unlikely to be game specific, unless for some reason you're trying to find the position of the lower part of the controller
I don't recommend it, I'd say make vendor offsets Vector3 for position and angle (for each vendor), and call it a day. I'm just massively anal about feel
Walking Dead had a offset for guns in their settings which lets you modify it up to 10 degrees in each direction.
Yah, that's another way to do it. Put the work on the player
: eddy murphy thinking face gif:
what may be comfortable to some might not be to others, esp people with some disability or injury
the relative positioning of the model is game specific and some controllers might need separate poses. but for the general case, a device specific offset to find the top of the hand is going to do the trick
Yah, who can't hold their controllers "normal". Good point š¤
Yah, device specific offsets to start. You can collect that data from players. You can have a secret button combination that draws lines and then captures a few frames, from there you should be able to deduce better angles and get feedback if you don't have that device
I really am thinking about player settings now though. I feel VR should accommodate those with disabilities as well, but that's easy enough to do and you have your vendor specific tuning in place before you ship
or you could get the correct data right from their sdk, most of them provide rigged controller models
MountPoint + VendorOffset + PlayerSettingsOffset (boom. Done)
Thanks for the idea to use the transforms that have the tracked pose drivers instead. Combination lock dial usable now š
@tiny niche I find I the feel is important. Like I said, sometimes I want to position it based on the trigger button, sometimes the handle, or sometimes (say for a shield) something totally weird but just... feels right
I don't have a ton of VR headsets to play with, but I've held a lot of controllers and they're all very different. That's why I went with the Model + Vendor approach, but I think the Vendor only approach will work for 95% of cases
You really want to just line up where the axis is for the controller, against where the average is between the grip and trigger buttons, and call it a day. The axis angle is the biggest thing that changes, the minor difference between grip is almost neglible @vestal flicker
feel and accurate controller tracking are 2 completely separate issues though
I think the difference (in the axis line) between my WMR controllers and my Oculus controllers is like 18 degrees. It's nuts
as long as you have an accurately tracked controller model, you have everything you need to get the feel correct
For me it's more. For example a sword, I want the handle of the sword to always feel "in line" with the controller grip angle
you mean the axis line from your tracked transform is off by 18 vs WMR ?
Actually, it's more.
WMR is 0,0,0 because that was my reference. My Quest + Link is all 0 except -40 on the X axis
Have you played walking dead s&s ? Curious if you held the katana in both WMR and oculus, with the same real life hand position, would they be the same or different.
you grip the wmr controllers differently from the oculus ones, so its no surprise that the transform needs to be adapted
That's for a sword that I feel is "correct"
Yah, I need to get an Index in sometime. Index. G2. Index. G2. Index.... G2.... š¤
I feel like when I try to slice a zombie I end up hitting them with the side of the blade..
not sure if that's the angle or i'm just bad hah
Start off with vendor offsets for holding a stick, THEN if you need it go to to Vendor + Model like my insanity. Don't do my way first, it's bad
Climbing is now working too, thanks again.
Make a thing that's seriously just a stick.
Make that stick consistent across vendors and you're 95%-99% the way there
Both things I Was trying to use the device position / fale
Make StickTheGame.exe and ship that off to all your buddies with different headsets, and with that little draw lines (and make screenshots) trick we talked about. You'd still be doing better than most indies for just collecting data holding a virtual stick
Valve Index "New orders ship in 8 or more weeks." :*(
Vive + knuckles
I really have a thing for inside-out systems, but I really do want an Index+Knuckles
My Index users are complaining that thumbsticks dont work. I'm using the Oculus SDK for everything, seems it doesnt report thumbstick axis properly for Knuckles (all other controllers work fine). Anyone been in similar waters?
Is there any developer here who published to Viveport?
Is it worth it? We are thinking of doing it as addition to Steam.
Hi! Is there any professional who could help me out? I have a uni project and I am looking for a QA. I'll be very grateful š
@wintry delta you need the openvr api to read the thumbsticks
and it doesnt work in unity xr
@tiny niche so using Input.GetAxis("AxisMappedToLeftJoyStickHorizontal") wont work either?
afaik. no
So I do actually need to import SteamVR SDK and set that whole thing up?
its the same reason no games supported the thumbsticks when the index first got released
yea
damn. Well thank you for the info.
sadly unity is not a great choice when trying to add index support. and likely won't be until they decide to get openxr properly implemented (not on their roadmap afaik)
Nah, you're right
@tiny niche do the index thumbsticks work if using SteamVR as SDK? (I haven't received my index yet)
@storm ether according to what everyone says, yes. i don't have an index to try it out with myself
cool, thanks
So... went through the XR SDK and OpenVR API a bit last night, and I don't see any reason why Valve can't make input work
I have a really busy month this month, but I'm half tempted to take one for the team when it comes to integrating OpenVR and make an XR integration using the SDK. Because at some point (like everyone else here), I have do the work that the XR API is supposed to solve, of rewriting the wheel again and again for managing devices/input, so....
May as well let the community benefit too
Glad I waited to buy a quest, all of the used ones are slowly tending to 300 or just below now use after the leak yesterday.
Someone posted a 128gb one with link and vr cover for 250, too bad its 2 hours from where i live.
Hopefully the quest 2 price point isn't to much higher than the original.
I have an index + knuckles, and using SteamVR plugin it all works by default, including thumb sticks
using the UnityXR OpenVR plugin?
Think the main problem is that it requires you to use the SteamVR plugin, can't get the inputs with just the OpenVR plugin
Nah, just the SteamVR plugin
the SteamVR plugin installs the UnityXR OpenVR plugin
It installs the OpenVR Desktop package, which isn't the same one as the new UnityXR plugin system iirc
Are you talking about 2019, or 2020
OpenVR Desktop is legacy 2019, they were discussing 2020 Unity XR OpenVR
Yep, 2019.4. Neodos asked if thumbsticks work when using SteamVR as SDK and the answer is yes. It wasn't specific to 2020 or Unity XR
ah mb, didn't see his question, thought you were responding to Benjamin
Ah, i didnt scroll that far up lol.
Valve Index "New orders ship in 8 or more weeks." :*(
@heady grotto I saw several people on reddit say that their order shipped after around 3 weeks even though it said 8 when ordering, and when i ordered the knuckles the same was true. This was a couple of months ago though
Seems the estimate isn't very accurate
I am on the wait list too, 8 weeks as well
I have been testing all the unity VR SDKs, I think I am going to stick with SteamVR and hope for the best
@final basin Yah, but that's the thing...
If I am using features in 2020, I'm stuck either way. I can't use XR because Valve isn't fully supporting it, so I have to go write my own input abstraction around their abstraction, juggle DLL's and per-platform build scripts, and we're back to the "good old days" of legacy
I spent about a week retooling my (previously aging) VR toolkit to use XR in 2020. That eliminated dozens of classes, hundreds of lines of code, dozens of extra files.... All into a nice neat little cross-platform unit using XR
Now I have to go back and add that in again, all that junk and build maintenance, if I want to even share a beta build
So many quests showing up on ebay today lol.
Had nothing but issues with Oculus VR and would love some help. Trying to do a simple grabbable cube but as soon as I grab it it disappears completely. This is for Quest if it helps at all.
i'd say look at the results. you might even want to turn it off completely in some cases
the artifacts can be pretty severe
it's hard to tell, like, minor differences to me. Hope to find someone can point out to me what are they really about
@grim arch its notable on things like a mountain range with a bright sky behind, you get a really saturated blue outline
"disappears". As in the game object? It doesn't draw? The game object exists but it's now in a different position?
On dark scenes, I didn't notice any difference in banding with dithering enabled
dose any1 no if unity 2020.1.f1 have vr cardboard seeting?
@storm ether
https://github.com/googlevr/cardboard-xr-plugin
https://assetstore.unity.com/packages/tools/camera/cardboard-net-168945
Google Cardboard XR Plugin for Unity. Contribute to googlevr/cardboard-xr-plugin development by creating an account on GitHub.
Get the Cardboard.NET package from TiltShift and speed up your game development process. Find this & other Camera options on the Unity Asset Store.
@lone knoll thank you so much!
š
Anyone got a map of all the InputDevice names and manufacturer strings ?
@vestal flicker XR devices ? there is one on the unity docs for the controllers
Searched all over, don't see anything.
But seems like it might be as simple as checking string for "oculus" or "vive", "windowsmr"
and "openvr"
@vestal flicker something like that ?
UnityEngine.XR.InputDevices.deviceConnected += device => {
if( device.characteristics == UnityEngine.XR.InputDeviceCharacteristics.HeadMounted )
Debug.Log( "IsRiftS: " + device.name.Contains("Oculus Rift S") );
}
yea the name, I only have WMR right now, got an oculus on the way
but need to be able to know which device is connecting
Odd that they don't have a map listed somewhere for all the devices.
or I cant find it
well
in theory u can have a HMD form Vive and controllers from Valve
( from what i heard , don't have one )
i think xr is more like the gamepad market
heaps of Chinese knockoffs each with its own name
but all trying to follow some what similar protocol
would be great to have something like you described
maybe creating a web-based thing be optimal for that
Just doesn't make sense why unity hasn't provided once, surely they have one of each HMD / controller type for their own testing, would take a few minutes to post the list...
Anyone know where I can watch this talk from Facebook Connect for their XR improvements?
https://www.facebookconnect.com/en/schedule/027399b5-9c8f-46b4-9d30-73e2c795a095
these generic devices fall under OpenVR (full) ?
wondering what that column is for
This link above is the result of people who visited their website to test thier controllers , webXR is a thing , if a similar thing would exist , then we could have a database of those devices
yes i think so
Hey guys, do you know why XR controllers are missing all the buttons for OpenVR?
this is emulated input if that matters (via riftcat + Driver4VR)
so controllers are tracking but their button events aren't
@quaint moss I am working with a developer and he noticed this as well. Has made developing a tool very hard without the buttons working in Open XR. Weird how Oculus/Facebook said Open XR was good to go yesterday along with Vulkan in Unity. Such a disconnect.
@quaint moss This issue is pinned on the OpenVR XR Plugin github page. Lets hope a solution comes soon.
Oh, good to know, thanks!
@gilded lynx sure it was open xr? unity xr is a completely different thing
The gif was too strong so I can't put it on discord.... but here's a link to some VR Inverse Kinematics code I plan on releasing (for free) should enough interest arise- please check it out if you're interested!
https://youtu.be/HnmtJpNN3os
The VR gaming industry really needs arms. And legs. WITHOUT the need to buy an extra hundred dollar tracker or a special camera.
This footage is of my upcoming VR Multiplayer combat game, Shuuji. In a nutshell, the game is all about using your own martial art to best others ...
@rare scroll that looks awesome!
Thank you @quaint moss, really appreciate the feedback!
I am working with a developer and he noticed this as well. Has made developing a tool very hard without the buttons working in Open XR. Weird how Oculus/Facebook said Open XR was good to go yesterday along with Vulkan in Unity. Such a disconnect.
@gilded lynx when did oculus/unity ever say open xr was ready to go?
as far as unity is concerned, they just pretend it doesn't exist
@tiny niche why? What is going on? We need more devs in this space as the growing Quest user base in particular is getting frustrated with the lack of new releases. I too want to use my Quest more, but there is only maybe 1 release I am interested in every 2-3 months. I get the sense Facebook does not really understand this huge gap. I am using an Index with 8 Vive trackers to animate my Quest Immersive Dark Ride called āInto the Metaverseā. I need the Index buttons to work as A) it will be easier to snap to the T pose and B) I can animate fingers. You can get full body tracking with an Oculus product yet so it is even in their vest interest to get all this stuff working...even Valve bits. I wonder if Zuck is aware of these gaps. His development community people seem oblivious.
@gilded lynx its not oculus that's the culprit here, they have open xr support. The problem is that open xr and unity xr are 2 different solutions to the same problem (although the latter is tied to the game engine). So unity has no plans to integrate open xr nor make an open xr plugin for unity xr. When asked about it on the forums they respond with the roadmap for unity xr, which unsurprisingly does not include open xr
or it was named roadmap, but it was really an architecture diagram
Oh. Why would oculus say they want devs to adopt open xr if it is not in the most popular VR dev engine?
well open xr is good for them and everyone else except unity
so if all other engines adopt open xr, its still a huge win for them
the dev efforts oculus put in to support open xr wasn't engine specific. Now that they've implemented the spec, that implementation is going to work for all engines supporting open xr
What I don't like about OpenXR/SteamVR is it's input system is action based, and afaik you can't directly read from button states
So, unlike every other input device, you can't just poll it's state, you have to wait for an async action event
If I'm incorrect, I would love someone to correct me
@heady grotto it supports polling, you cant do analog inputs with just events
I need to look at the API again, then
Recall any hint where to look?
no, but analog inputs are strictly incompatible with an event-driven process, so it must be there somewhere
Note: SteamVR 1.0 is distinctly different
Any documentation I see of SteamVR 2.0 or OpenXR looks like this:
AddOnStateDownListener(TriggerPressed, SteamVR_Input_Sources.Any);
https://www.khronos.org/registry/OpenXR/specs/0.90/refguide/OpenXR-0.90-web.pdf
"OpenXR separates the application actions such as Move, Jump, and Teleport from the input device: Trigger, Thumbstick, and Button. This simplifies support for different or future input devices and maximizes user accessibility"
Again, I would absolutely love to be wrong and just an oversight in my research. Someone out there please prove me wrong
Maybe, they simply just abstracted so much, that GetState("some mapped action") is just a functional equivalent of Button.GetState(buttonID) ?
But I'm still looking for any example of anyone actually doing that
only an hour since I installed unity and I got this far, so I think I did alright
who do i yell at for this
Probably microsoft
you'd think you wouldn't mix up your line endings in your Windowsā¢ļø XR plugin for Windowsā¢ļø Mixed Reality support
realy basic question
anyone have a chart that shows this list of inputs on a oculous go controler
wait nvm self explaitory just
what hand is primery
the one set in settings or left?
im just going to pray secondy works for my right hand
https://github.com/ValveSoftware/unity-xr-plugin/issues/16#issuecomment-690392505 - this actually helps to get input from steamvr while using Unity XR for tracking
*that was an answer for earlier conversation
oh
@round lion it all depends on which enum you use, there's virtualized codes where the handedness matters and there's other codes for when you want to specify left/right
and if you specify the controller, it doesn't matter if you pick the primary or secondary thumbstick
its a bit unfortunate that specifying the controller isn't mandatory. the api would've been much cleaner if it was
it diddnt work anyway
it says my headset needs un update
but im sure the go no longer has surport
https://www.youtube.com/watch?v=Emec5MRuzE0 - Good forward looking info here, and I think new devs to the Quest should check it out
how do you make controller tracking, and show the controllers in the game?
Well depends, if using steam vr just download the plugin and search player or camera rig I forgot which and slap that bad boi in and boom
im just using unity
just wondering because i started unity and i think this is a basic question i need a way were you can switch from controllers and hand tracking
@arctic kernel check the oculus manual
nvm, i just had to add the ovrcontrollerprefab to the controller anchors in the ovrcamerarig
the Tracked Pose Driver breaks it
looks like the pokemon reuniclus
and is that played with a headset or just controllers on a flat screen?
Looks like a camera is following his vr guy. How many times did you puke making this lol
I'd get sick too, I think. There's a game called Lucid Trips where you swim around like that, but it's slower.... but still a bit difficult on my inner ear
Don't stop experimenting @quartz slate, but keep in mind people who get simulation sickness easily
I do wish Discord had a way to collapse or pause animated gifs like Slack
using odyssey plus, is it supposed to say "spatial controller" ? sounds very generic
eh whatever it works
@heady grotto I get motion sickness easily myself. Because this doesnt rotate the player HMD, it doesnt really lead to nausea or motion sickness
https://i.imgur.com/0FFHZR1.mp4 even this was pretty comfortable
Are you controlling from a third person view?
third person Vr yea
i did give myself severe motion sickness a couple times during development
i once strapped myself to a frictionless spinning puck, which almost destroyed me lol
but thanks to those experiences, i figured out how to make it as tolerable as possible
Bleh, the WMR XR plugin doesn't render Linear color space correctly right now. One step forward, one step back
@quartz slate unfortunately you're also making yourself immune to the effects, so you end up needing to find new people to really test it out
I disagree @tiny niche I found out very quickly what was causing excessive nausea (it gave me a cold sweat and i had to remove my headset immediately). If anything, i think im even more sensitive to motion-sickness now that i dread it.
I have had a few other people test out the VR controllers as well, they seem to like it /w no nausea
repeated exposure is going to make you tolerant no matter what. what differs is how quickly that happens
im definitely not immune to motion sickness
^ Just for reference - me and a buddy of mine went to an vr arcade together about two years ago , either of us didn't know what's the fuss was about , he was ok for the first 15 ~ ish minutes but then had to stop and remove the headset since it was making him increasingly motion sick - idk if he is claustrophobic or not , but he didn't seem very eager to keep on using it. He then tried multiple times during the session after getting some fresh air in the ~_~ "realm of the real" but was getting the headaches with reduces intervals on each repeated attempt.
Would anyone know the Unity physics code to move freely in a game for Oculus Quest?
That could mean so many things... You're going to have to spell it out