#š„½āvirtual-reality
1 messages Ā· Page 48 of 1
Thank you for the help!
Can I just import Oculus Integration from the Asset Store or something? Will that work? I just want this thing
Is there any reason why this wouldnt work in OpenVR and Steam VR? It says it works in live view, but I cant get the state in scripts
a_press = input.stateDown;
I tryd on every of the free unity versions on 2 different dell laptops and fowlowd a video step by step and I used the quest 2 and I used the cable you get with your quest but in the oculus app it said that wasnāt a usb 3 cable(what I needed) but it did conect my quest to the leptop(sorry for bad spelling)
Sounds like you're having issues with your Oculus setup not necessarily Unity. So you have a Quest 2 and are trying to connect it to your PC to use the Oculus link feature. Have you read the documentation here? https://support.oculus.com/444256562873335/ are you able to see the Oculus desktop home environment through your oculus plugged into the PC?
No
Alright so then you won't be able to 'hit play' in Unity and test your content on the device but you should be able to make Android builds (if you've setup and configured android) to build a standalone app to your quest.
Do you mean I make a android app and then download it with my quest
correct, except you wouldn't download it. You would install it on your quest.
How do I install it?
You can use 'build and run' or you can install the .apk via ADB. There's some documentation here https://developer.oculus.com/documentation/unity/unity-build/
Build Oculus apps in Unity.
Attach Transform works perfectly in Kinematic but not INstantaneous
Nevermind... known bug
How do you stop audio from coming from speakers rather than the VR headset?
click the audio icon in the corner of the bottom bar and click on the audio icon, select which you're wanting from the options
*of main windows
Not sure where you mean exactly
On the windows task bar. This has nothing to do with unity, it's a windows issue
Ah
well, yes and no
I think it may have to do with steamVR
since this only happens with SteamVR and openVR
I get the exact same issue on my pc with vrchat
didn't happen with the previous VR method I used
Also, other question I have for you or anyone else;
Is there any way to use multi pass with HDRP?
it throws errors if I try
Nvm, says it's required with oculus
Is there a reason why the FPS seems to drop when the camera is near a model/geometry in VR?
It also seems like certain lights are being enabled/disabled by the view when they shouldnt be
I'm reading an article on VR optimizations and it mentions something about not using Temporary Buffers - which it appears that I am (as shown in RenderDoc) - how do I fix this?
XR Interaction Toolkit: is there any reason you shouldn't be able to create and set an attachTransform in the OnSelectEntered() event? I'm creating one and it's being assigned properly, but doesn't seem to be doing anything.
/edit: nevermind. I hadn't noticed that OnSelectEntering() existed. That's where it needs to happen, since it has to take place before XRGrabInteractable's Grab(), I think.
XR Interaction Toolkit using WebXR Export
https://twitter.com/marcel_wiessler/status/1356376306968109068
Unity WebXR by @DePanther is supporting XR Interaction Toolkit soon āØ
@NeedleTools #WebXR @unity3d #madewithunity https://t.co/aWOSEfeFWO
hey i got a weird question, im using the old xr input system but my right controller is missing the "Right" property so my script isnt working
InputDeviceCharacteristics.Left works fine, but i cant do InputDeviceCharacteristics.Right
its also missing RightHeldInHand
not sure why though
Do you guys have any recommendations for android compatible networking solutions? (Quest specifically)
I've been thinking of experimenting with photon bolt for VR as I've used it before, what are your thoughts?
I'm having problems getting my oculus quest to run the project
I have the oculus software open, link cable connected
But the game doesn't play on the oculus
I have an and gpu
Does anyone have a c# script for when tracked hands collide with a game object, the hands change colour? I am trying to simulate putting gloves on i.e there are a pair of blue surgical gloves and when you touch them your hands change to blue to appear as though the gloves have been put on.
Have you tried Instantiating a Mesh change on trigger enter?
That way you just set-active whenever the collision is detected, and de-activate the original mesh/model for hands.
Hi all
I would like to ask you how you'd manage this situation:
I have an IOS/Android application which loads a 360 panoramic image / video in VR (thought for Cardboard vr compatible devices). The scene also has an UI canvas with some controls which the user can interact with.
I would like to give users the ability to choose between VR mode and non-VR mode so they can use the application even if they don't have a Cardboard viewer or they don't want to use it in these moment.
The scene in Non-VR mode must have the same functionality that in VR mode with the only difference that device screen should not render in stereoscopic.
I was wondering what options do I have to achieve this.
First I thought there was some way to use the same scene with the same XRRig but using monoscopic rendering. I have been looking for information but I didn't find anything.
Then I thought about using AR foundation and create an AR scene for the non-VR mode. I didn't try it yet so I don't know if it's possible and if it won't be overkilling. Also I guess I'll lost compatibility with some older devices (although this is not my main concern if it's the best/only option).
Last option and the simplest one would be to attach a script to the camera parent object and control the camera rotation using gyroscope input. Which would be the same way I'm controlling the camera rotation in the editor using the mouse move.
What do you think? (Sorry for the wall of text).
i have a problem with a simple drawer. When i grab it attach point isn't a handle, but a center of the entire drawer. And i can't fix it, setting the attach transform didn't helped
I don't have much experience with cardboard but know there are some limitations there (which it seems like you're aware of). Personally I think your last solution might be the easiest, move the camera based on gyro input and render the video to the screen normally (non-stereo).
Yeah I agree, my advice would be to not over engineer a solution, and your other alternatives sound like that to me haha. If you don't need anything more than gyroscope it will keep things more unified between VR/non-VR as well
How can I go about turning my dynamic lighting into baked lighting in my entire scene at once?
maybe t:Light in your scene hierarchy search window, multi-select all the lights, change mode from mixed / realtime to baked. Window -> rendering -> Lighting and click generate light at the bottom
Hey guys. Looking for people who who like to help us build community created maps for the VR FPS Alvo. Ping me if you are interested. Thanks!
You shouldn't spam or you'll get kicked @frail cliff
Not sure where everyone hangs out. Where they might see my message.
Any other way I should go about getting my message out here @pine bison ?
If you're assembling a team then this discord isn't the place for it
It's being migrated into the forums right now, after Unity Connect is shutting down. There was an email about it
Familiar with unity connect shut down. Your saying to assemble team/find talent to use the forums?
hey Dan & Ole, thank you. Yesterday I forgot to thank you for your answer. I'll try with the gyro input option š
would I be able to add vr support using steam vr(or any other vr thing that can be used for multiple brands of headsets) to an existing game without making it vr only? so it's optional, if you don't have a vr headset you just play like normal, but if you have a vr headset it will use that.
Yes, you can manually initialize VR for the user. You can also make separate builds of your application, one that supports VR and one that doesn't. A handful of steam games have this option by launching the application with different command line arguments or potentially giving users two different exe's
great! how would I toggle ingame from normal to vr?
You can see an example of this in the docs https://docs.unity3d.com/Packages/com.unity.xr.management@3.2/manual/EndUser.html
oh thx
hey
im using oculus intergration kit
i need to make an object snap into position and direction when i grab it
ive got it to snap
but dk how to reset the position
it should snap to the anchor when you grab by default
Hi. I need some help with my VR character controller. I'm moving my character with IK ( inverse Kinematics ) and somehow i made it so far that i can rotate and move the character arms according to my VR controller position, rotation. Now i need to move the character with my headset and rotate the head and i don't know how to do this. -_-
Here is my code :
can you help pls
the ancor apparently changes every time you grab it
and when you grab it it grabs and puts itself like 20 metres away
check the docs, normally it dhould always snap to the pivot on the object
can we go on a call? if thats asking too much
i just tested it agtain for a longer period. if it doesnt go to that ancor spot in time before i press grab. when i press it again it moves a tiny bit further up
it changes alm every time
my hand remains still
@storm ether
ok
so it doubles the hight of it every time you grab
@tiny niche
it sounds like you're parenting a different object from the one with the collision shape
Hey everyone. Anyone having CardboardVR up and running with 2019.LTS? I'm trying to upgrade a long running project to the new plugin system and Cardboard keeps crashing (either on startup or when I start VR myself at a later point). Just tried getting the official sample up and running and even that crashes? Looks like a bug that is supposedly fixed in the 1.4.0 cardboard lib, current is 1.4.1, but I can't find anyone else having the problem.
Hello. I'm looking for a Unity Teacher
english speaker for 2-3 month full time remote.
"strong and generalist XR experience".
Please contact me in PM if interested.
(interested, but not enough free time)
turn ur computer on and off
XD
I doubt that this would help somehow
i was joking i have no idea how to help XD im stuck with an object flying off in the distance when i grab it LMAOO
My first guess would be a problem in the code that makes your hand transform the parent of the grabbed object, maybe a localposition vs. worldposition thing.
@modern tangle you should be able to use the old VR plugin still with 2019.4 LTS
That's not an option, as the old plugin fails more and more often on iOS devices, usually experienced as a wildly spinning camera, which can only be fixed by the user by rebooting the device, hoping that it works again for a while (sometimes stops as early as 30minutes after the reboot). Only the new plugin system does make sure that newer devices work...
anyway... if you crash on startup, you could just wipe your library folder and then start editor
I just spent the time to install the latest 2020 version, set up a clean project, only adding the cardboard XRplugin, scene with a capsule, and testing with that
it crashes, reliably so, either on startup (if "Initialize XR on startup" is checked) or as soon as I activate it at runtime
pretty sure I had cardboard running on 2019.4 and new XR system on one test project but it was for Android
the crashes I experience are on android, but the project I want to update supports every VR platform out there except for PSVR
so, the problems on iOS are forcing me to update the project
I guess my only option right now is to file an issue with crashlog and all at the cardboard plugins github page and call it a day...
I can fire up my macmini on monday and see if things run better on iOS....
so i thought up a way to proper disorient my players when they get hit/shot in the head
basically if you get shot and the bullet ricochets off your helmet, your head will bounce back from the direction the bullet was fired and recover over half a second
like if you were shot in the right side of your head, your head would tilt left really fast and then come back
I'm just going to say that any time you move the player's head/camera in VR without them doing it themselves, you're liable to cause a lot of nausea
𤮠good luck š
and it's only for a split second
yeah i want to simulate what it's like to get shot and not die
disorienting and painful
but yeah, im having trouble figuring out how to implement this, i use vr plugins and i dont know how to modify the camera so that it doesn't always follow your head
You can move the XR-Rig root object.
If you don't have that, make your "main camera" (or whatever object that is tracking head motion) a child object to a root object
That's the one you would move in your locomotion solution
ooh okay
so like the camera being parented to an object
the object rotates and recoils based on what direction it's hit
@modern tangle ?
How does movement work with the continues move provider and do I use device based or action based?
Yes @prisma sentinel
yw
Question: How do I test Unity on my Quest without putting the headset on since I have a huge headache right now but really feel sadistic and want to test code.
What do I put in front of sensor
The sensor is fairly basic, you could hold your finger there or put a sticky note and it should detect it being 'worn'
thx, I'll try... I just couldn't keep it high enough
The sticky note idea is dope
I will go get one
When I use XR Grab Interactable and pick up an object, it seems to disable my oncollisionenter script that is on that object or somehow not trigger it. How do I best fix this?
Do I need to, like, put the script on the player?
Disables it for all objects or just your hand? Because when you pick it up, doesn't it get parented to your hand? It's been some time since I looked at that, so I'm not quite sure what you're encountering.
The script that's on my Sword isn't triggering when it hits my Skeleton dude, except for when I throw the sword or when the Skele walks into it
So whenever I hold it in my hand, this isn't triggering:
You should put a Debug.Log() statement as the first line of your OnCollisionEnter() and print out the tag of what you've collided with. You'll know first off if it's firing and second, if the tag is actually "Skeleton" or a typo.
I'll try that. But it's not an issue when I throw it. The moment I throw the sword it does dmg
Or when it's on the table
hmm, that does imply something's changing, yeah...still, would be good to know if it's firing or just not matching.
Read this in it's entirety to make sure you understand which object will get the events fired : https://docs.unity3d.com/Manual/CollidersOverview.html
I'm sorry, I don't understand why that would help me, what am I missing? 'Cause as soon as I let go of the Sword, the OnCollisionEnter triggers because it's inside the skeleton
Exactly the reason to read it.
You must have something with your hierarchy that changes the object that event would fire on when you're holding it.
But it fires on that object when you are not holding it.
ah
Wait... that's not making sense, either.
Unless you're implying that it's already triggering and I'm ignoring it
But just because it triggers once doesn't mean it won't trigger again
I'm lost
No, when you grab something, there's several different behaviors that your grabbed object might change to. I can't recall what they are. Kinematic is one.
If it's a sword, I'm assuming you'd want it to be a trigger and not a blocking collision.
hard to slice something if it blocks it.
thx, that makes sense
But also, right now, the XR is bugged
So you can't do instantaneous
Because it will ignore the pivot
The charts that Cloudwalker pointed you at will show how the collisions are going to work.
I feel that there's something that can be explained in one sentence but I'm gonna have to figure out after re-reading all of that for the nth time š
OH Yeah
You know, I have not found a single thing in that list of how colliders work that would tell me what XRGrabInteractable did to it to make it change state š
Problem is you're using a crappy interaction framework in the first place š
XR Interaction Toolkit is the default, though
I mean, Unity's Default
But yeah, it seems buggy af
It's weird because the swords still collide with stuff and cause physics interactions when grabbed
Yeah... so I discovered with this piece of shit XR Toolkit, if I use Instaneous Movement type then the colliders work perfectly, but because it's currently bugged it won't use my pivot point. If I put it to kinematic, the pivot point is perfect but the colliders don't work on the weapon anymore since it passes through the object and realistically I need a trigger
I don't even know if a separate collider with a trigger is just going to work, either
So I tried to do this workaround https://forum.unity.com/threads/attachpoint-wrong-when-using-instantaneous-movement-type-in-xrgrabinteractable.1028836/#post-6704872 but as soon as I create a new script and copy the entire code over, with no modifications even, I get errors: Assets\Scripts\XRGrabInteractable2.cs(546,42): error CS0507: 'XRGrabInteractable.OnSelectExiting(SelectExitEventArgs)': cannot change access modifiers when overriding 'protected internal' inherited member 'XRBaseInteractable.OnSelectExiting(SelectExitEventArgs)'
I'm guessing no games actually USE XR toolkit
last i tried, the pivot worked as expected. but maybe you're getting the wrong object parented
If the movement type is Kinematic the pivot works great
Not Instantaneous though
Also, in the thread posted above Unity acknowledged the bug and gave no ETA for the fix.
I ended up fixing it by editing the code directly into it, though. It's weirdly a bit off, but whatever. I adjusted some values and it works.
When I used XR Toolkit, you can see there are āpeepholeā edge on screen. Iām using unity 2020 version. Any fix?
I created a new project using 2020.2.2 and imported some synty stuff (simple trees and some rocks). Building and playing on the headset looks... Bad. The resolution seems low and stuff is fuzzy.
I remember a while back I got some tips on how to improve the quality but I forgot.. Any tips on how to make a brand new unity project look good on a quest 2? As in, some settings I need to always set when starting a new project for example.
I also (vaguely) remember something about a texture scale setting something...
For some reason when I press save here, nothing happens. Any reason?
https://i.gyazo.com/e96ed4f3b7e1c1c448f2802de0b129d4.png
Ive been looking everywhere on how to mirror my pc screen onto a screen inside my game. Does anybody know how to do this, and if you do please send the code, Ive been looking for 2 days
Hi! Ive been tryong to start doing some protorypes in vr but dont really know what im doing im following tutorials but everything is buggy or out dated or work only half of the time, could you guys recomend an updated tutorial for making protoypes in vr im not a profesional programer by any means im a 3d artist actually so anything that has already made scripts the better for me
This is a known issue with OpenXR with Oculus https://docs.unity3d.com/Packages/com.unity.xr.openxr@0.1/manual/index.html#known-issues
Thank!
Does anyone know why this UI pointer is flickering?
Im using Oculus Integration
Sorry for bad compression
Oculus
is there any tutorial on how to make a music player for vr to I was going to try and implement one into my tilt brush open source thing that plays public domain classical music as you make art
can you make a vr game without a vr headest
With the necessary experience: yes. Without: it's probably not gonna work very well
i just finished first game but my head movement doesnt controll the camera?
only shows force perspective its rather uncomfortable
im gonna try to make pc game before vr now
nvm i forgot to make the main camera a vr one. i am back baby
No, not realistically.
Steam vr initialized. Oculus link is working. When I start to play my headset doesnt show the game.
Moving my headset doesnt seem to effect anything at all
Nvm restarting SteamVR worked
@regal herald you shouldnt stress over vr right now. you should get good at unity before you try and tackle vr.
I am good at unity
over a
year and a half
I am decent
that was a joke btw asking for a vr headset lol
that was a joke btw asking for a vr headset lol
Which toolkit are you guys using for VR? I'm having so much issues. Ran into the grabbale pivot transform bug in XR Toolkit and then gave up on it, bought a $60 toolkit asset that turned out to be absolute trash, and now I might go try to use VRTK but the v3 Getting Started video was made in 2017 and I don't know how compatible it is with modern Oculus Iintegration.
Or should I somehow try VRTK v4?
Always best to create your own, then you have full control and knowledge of everything. You won't find a toolkit that meets your needs completely.
it also might be helpful to understand what kind of experience you are trying to make and for what platform / platforms
I'm pretty new to VR and Unity and only touch it on and off as a hobbyist once in a while. I'm trying to make a hero-shooter prototype with lots of different interactions that I'd be glad to code myself, but I would want to start with as much of the easy stuff written as possible.
makes sense, what VR platform are you developing on and what do you want to target?
Have you tried the oculus utilities?
I haven't tried them by themselves, no. Most tutorials use something else that extends it somehow.
Oculus Utilities = Oculus Integration Package yes?
Hmm... Oculus Utilities only has Grabbable? It doesn't have things like Smooth Locomotion and Teleport, etc?
but yeah for your use case I'd start by making sure you have a clear idea on a couple different aspects of the game.
- What is the main mechanic (sounds like it's shooting)
- What's the main locomotion
- What other types of object interaction might you need
- What other types of UI / menu interaction might you need
there is some locomotion and things like distance grabbles
but yeah after answering those questions one toolkit might standout above others.
I'm also curious about the bug you ran into with XRI, was it something other users ran into too?
- Main Mechanics include shooting, tossed projectiles, custom projectiles / weapons (think iron man weapons)
- Smooth Loco and some Teleport
- I actually don't need much physics. Only need collision. Mechanically it'll play out more like a moba / hero shooter
- I'm sure UI can be figured out afterwards with any toolkit.
https://forum.unity.com/threads/attachpoint-wrong-when-using-instantaneous-movement-type-in-xrgrabinteractable.1028836/ This was the bug I ran into. There's even a workaround but I couldn't get it to work... sort of... I mean, I did, but then it was janky
XR Toolkit was honestly working like a dream other than the grabbable bugs
I think a related bug to this was found when I tried to use Kinematic movement type on the grabblable instead of Instantaneous, but then the colliders were disabled or something on the grabbed object
ahhh interesting, yeah I just wanted to make sure it was a recent bug and wasn't something that's been fixed with the latest release.
Yeah, on Jan 13th Unity said it was looking at it, it seems
I guess I could just use XR Toolkit...
I mean, they will eventually fix it... and I do have something of a workaroundish
yeah I was going to say XRI should cover those use cases. I think VRTK and other toolkits would as well.
Are you using XRI 1.0.0-pre.2?
yeah, I think maybe sticking with XRI and using the workout they mentioned or structuring your object / interactables a bit differently for the time being could be a solution for the short term.
Thanks. Man, I wish I could get a refund on that VRIF Asset I bought. What a waste of $60. It felt so unpolished. I thought that for $60 it would be, like an easier VRTK or something.
Yeah I'm not 100% sure of the refund policy for the asset store. Bummer is wasn't quite what you were looking for.
Yeah it's pretty much a no-refund situation. I mean, I don't think the asset is "broken". Just not quality, etc.
@mental sentinel only two ways you can get refund from UAS are: product doesn't work like advertised (broken/misleading marketing) or asset publisher is willing to give you the refund. In your case I'd just contact the asset publisher, tell that product didn't meet your quality standards etc and ask if you could get refund (just word it nicer than I did here).
so i dl this https://assetstore.unity.com/packages/audio/music/professional-music-player-90589 but i have no ider how to implement it into my tilt brush vr project
so you can open and use it from the vr menu
I dont find VRIF to be bad at all - the dev is active at improving things IMHO and the community around it has been kind. There's far more unpolished game kits IMHO but ymmv of course
I have an issue with VFX graph where the decals are not rendering in VR but are rendering fine in the scene view. I am on unity 2019, does anyone know if unity 2020 fixes this VR rendering issue?
My biggest gripe with it was just that you end up paying $60 and it feels less polished than XR Interaction Toolkit. All the "bonus" things are nice, but it all feels like very experimental stuff, a bit janky. For example, even in the demo prefabs, you have 2 handed objects that can be picked up, but when you release one hand the whole thing falls and your other hand's grip is ignored. It's just a bit hokey. For the fact that it's a priced product, one expects the $60 paid out to make it on par with the 2 other major toolkits (XR and VRTK) that are free.
I mean, I went to buy VRIF because XR Toolkit had two bugs with the pivot points, but ended up going back to XR Toolkit and working around its bugs because VRIF just didn't feel right for what I need.
vrif has a problem, quantity > quality
Exactly! I really can't justify the $60 price tag on that. I mean, I can, but, I can't really justify trying to use it in anything more than a hobby project.
Hello guys! I have a simple question and I canāt find the answer on google.. Iām using the XR interaction toolkit. I have a gameobject (with an interactable component) in my scene and I want to check if this gameobject is currently being held by an interactor (a hand)
Is there something that returns a bool value like say, interactable.isHeld() or something like that?
I don't think there's actually a bool for this but that's good feedback to make things a little easier to maintain / keep track of. The supported way for this is to subscribe into the XRInteractable events such as selectEntered and maintain a 'grab' state from there. You could store this as a global property or just modify things on the Interactable itself when it becomes grabbed.
I just found the answer. It does exists, itās āXRGrabInteractable.isSelectedā. You have to be using UnityEngine.XR.Interaction.Toolkit
That you for the help though, itās appreciated.
Where do you find that since XRToolkit lacks a full featured documentation set?
So simple once you know it. Thanks you guys.
Oh wow! Thank you! I didn't know there was this whole part of the scripting API docs that is so much more detailed!
Glab my pulled hairs helped someone else
Hello fellas ! Can anyone explain me where is the 3D layout option gone ? I need it to use a 360 video as a skybox, with the over under layout (new xr pipeline, 2019 LTS)
ok, the cause seems to be the fact that I am using the XR pipeline
ok, nevermind :
Hi everyone!
There is indeed a unintentional disabling of this control due to the XR plugin management not having been retrofitted in the panoramic shader UI. We'll repair this ASAP and backport to all versions where the discrepancy appears (2019.4, presumably).
Thanks a lot for the head up!
Dominique Leroux
A/V developer at Unity
on the 13rd of january
I'm sure this is a very stupid and basic question, but if I want to make a "holster" where I can use the grab button to summon and attach a gun to my hand, kind of like Robo Recall's infinite gun holsters, would it make sense to just override everything in the holster's XRGrabInteractable to do nothing on attach except summon and trigger the gun model's OnSelect()?
Or, rather, can I have an item that's not really grabbable but responds to OnSelectEnter ?
hmmmm def a couple different ways to do it. I might take an approach of doing a distance check between the users hand / controllers and an object and then query the grab button, on the frame the grab button is active you instantiate the gun object at the users controller position and maybe the same grip event would auto 'grab' that gun that had an XR Grab interactable. š¤
I mean, instead of a distance check there is an OnHover between XRDirectInteractor and XRGrabInteractable so I could use that. I guess the "issue" is when you hit the Grab button while hovering over an XRGrabInteractable is that it will trigger the .Grab() on the "Holster" object and all that jazz. I could override the OnSelectEnter() to make it instantiate the Gun prefab and then trigger the Gun's OnSelectEnter() I guess which would then let the Gun's XRGrabInteractable do the rest? I think that would be the theory?
Like... kind of like I would be doing a switcharoo between the holster and the instantiated "gun"
I'm just worried that doing those overrides ont he Holster would have unintended effects
I guess I should just test it
I just don't know enough about XRBaseInteractable and stuff... and I JUST figured out that XRDirectInteractor actually doesn't do anything, and it's ALL in the XRGrabInteractable (I think).
Like... the XRDirectInteractor seems to have no understanding of what it's grabbing, only that it will trigger the GrabInteractable to go "Ok, Imma attach now!"
I'm still worried about the chain of events that happens to the XRGrabInteractable on the "Holster" object that might do weirdness
yeah that all makes sense to me, and yeah I'd dive in a just try out a couple different setups to see what works š
How do you correctly detect if a WMR controller has a trackpad using OpenVR ?
- OpenVR Legacy incorrectly reports the G2 having a track pad when it does not.
- OpenVR XR Plugin only reports the features of position and rotation, nothing about the buttons
- Unity needs to make a damn list of all device names so we can just use that instead.
Thanks! I will try it out.
Are you using the features extension for the windows MR controller? i see trackpad and thumbstick listed in the available controls. https://docs.unity3d.com/Packages/com.unity.xr.openxr@0.1/manual/features/microsoftmotioncontrollerprofile.html
Not interested in openxr at the moment. Need this for all unity versions.
that's odd, since there's a distinct lack of trackpads on the controllers https://roadtovrlive-5ea0.kxcdn.com/wp-content/uploads/2020/06/reverb-g2-5.jpg
Reproduction steps: 1. Open the attached project ("1312513Repro.zip") 2. Open the "TestScene" scene 3. Enter Play mode 4. In the Gam...
basically: URP VR perf is dropping to unusable level on URP 11+ when using OpenXR at least
I didn't see similar drop when using OpenXR, 2021.1b and built-in or HDRP, it seems to be isolated to URP with 2021.1+
oops, I misread and got confused with OpenVR XR plugin. That plugin is maintained by valve so that would be an issue you could raise on their github repo. AFAIK you have to use this plugin https://github.com/ValveSoftware/steamvr_unity_plugin and generate SteamVR input bindings like mentioned here https://valvesoftware.github.io/steamvr_unity_plugin/articles/Quickstart.html
SteamVR Unity Plugin - Documentation at: https://valvesoftware.github.io/steamvr_unity_plugin/ - ValveSoftware/steamvr_unity_plugin
There are a few different windows MR controllers that have been released by various partners / OEMs for example these controllers do have trackpads https://docs.microsoft.com/en-us/windows/mixed-reality/design/motion-controllers
Unity should provide information on the device names, especially for 2019 as those plugins are maintained by them. It's hard to believe the VR staff at Unity do not have various devices available to make this kind of information known for developers.
ahhh I think I understand what you're asking about now. Let me follow up and see if I can find more info.
Thanks, the reverb just poses the issue since it's new and doesn't have the trackpad. I have other devices to get their names but this one is difficult to get because nobody has them yet.
I don't trust that steam will fix the issue, the reverb binds to the oculus....
Is there a way to develop vr games for the quest 2 using virtual desktop streamer app with unity? (So I can test my game without needing a usb-c cable)
I never found a solution. Are you trying to make a game which will go on steam or be on the oculus store/side quest
I'm not planing on releasing a game.
oh okay
do you want it to run standalone or tethered?
standalone requires no cable DURING gameplay but tends to have much lower quality while tethered requires a cable during gameplay and can yield much better FPS and quality
Yeah.
what
for standalone you would need to build it, sideload it, and then run it by itself which i did and yes it's tedious but it's the only way I found and on the plus side you get a more realistic feedback on how it will perform
but it'll automatically build and run it for you
so it's not THAT bad
just a bit tedious
Oh ok.
Tevfik's Udemy class, he does that in. I find it easier to just use a cable.
But yes, you should run it as a Quest app if you're developing for a Quest. You'll get yourself in to a pickle if you only use Link.
There's stuff a rift can do that a quest can't.
By that, I mean the PC's video card vs mobile VR.
You can definitely run Unity projects straight from editors play mode via sideloaded VD patch on Quest 2. But you are then using it on SteamVR mode. This is fine if you are building pc vr game. If you want to build native quest app you would still want to deploy native android app to it (I havent tested this on q2 yet but I'd assume the workflow would be similar to nonVR android apps regarding the native app builds)
Oke thanks!
Use a cable, and get those retractable cables so that it keeps them out of your way.
Because it's pulling upwards it makes the headset lighter and less likely to fall if it's balanced on your head while you program or sitting on your desk.
Almost all the advantages of no cable, plus a few more advantages :)
Hey guys, anyone familiar with the seperation of OnSelectEnter/Exit into OnSelectEntering/Entered/Exiting/Exited?
Is there a particular order in which I have to call those functions to bind/release grabables from sockets?
I've got a problem with my bow and arrow, if I don't call it like
private void ForceDeselect()
{
currentArrow.OnSelectExiting(this);
currentArrow.OnSelectExited(this);
base.OnSelectExiting(currentArrow);
base.OnSelectExited(currentArrow);
}
My arrow drops after some frames in midair
And is there a way to format code properly on this channel? š
Hey I started now with Unity VR Development and I got a question. I'm using XR from unity to build a Basic VR Rig currently. Camera is working is fine but I got a problem with my Controllers. There model is not on my hand and I can move my controllers with my Had. I'm a bit confused maybe someone of you has a idea. c:
Try to use the new Action-based version of it, because the device-based gets deprecated
Support my work, and get access to source code!
https://www.patreon.com/VRwithAndrew
In this video, we're going to be setting up the new Action-Based Input for Unity's XR Toolkit.
Maybe this will already solve your problem
And you don't have a floor in your Scene, guess your character will fall infinite?
Okay thank you.
Kein Problem š
Hey I'm going to be working on multiplayer stuff pretty soon. Would any of you guys be willing to help me test it? I only know like 3 dudes IRL with vr and they're all in my city.
Are you asking why you're getting false or why you're getting HeadMounted input device? it would also be helpful to know what platform you're running on and how you're testing. For example, I would expect that result from a windows MR headset or probably even a quest connected via Link.
and you're testing if on device, NOT connected to a PC correct?
the way oculus link works afaik is it emulates running a rift S, so that would have different results even if running on quest.
does the try get value work for the controllers?
just not from the HMD?
have you tried https://docs.unity3d.com/ScriptReference/SystemInfo-batteryLevel.html for the HMD?
could be a bug, but I have a feeling when the battery level API was first made standalone headsets might not have been a thing so only controller battery data is being piped through š¤
@wicked gate just to follow up, can you tell me what version of unity you are using and what version of the oculus package?
Hello !! I'm brand new here, so not sure the usages and habits - I'm trying to run unity 2018.4.20f1 on a debian buster machine, with the hope to create vrchat content, but unfortunately unity won't even start , and doesn't give much clue about why in the logs- any linux folks did manage to do that ?
I need to switch from normal camera to Vr camera. How can I do it
Started trying out the new unity xr stuff, can't get my vive wands to track at all, heads fine tho >.> :\
yeah i fixed my problem, Someone told me wrongly that there would be a model attached by default
there wasnt
surprisingly few free rigged hand models floating around
yeah
I think im too smooth brained for this, Maybe i should just stick to playing vr games rather than creating them š
Thanks! and lol that's ok, Right now im just trying to learn how the new XR standard works, and learn to make some cool vr games with unity. But it turns out im pretty dumb š
I know your right but i still feel dumb š
Simple engine things trip me up more than the codeing does
i had the same problem with blender >.>
Hello! I have been encountering an issue when I tried using a controller model with the Action / Device Based Controller scripts. I apply my controller model prefab to it, and the controller instantly goes from:
X = 0.05
Y = 0.05
Z = 0.51172
to:
X = 1
Y = 1
Z = 1
I already asked in #šāart-asset-workflow but the kind person helping me, wasn't that familiar with the Unity XR System! Any help is appreciated!
anyone know how to fix the inputs for oculus quest 2 in VRTK 4
anyone knows how to extend input-actions ? i want to add Knuckles finger cap senses
generated C# class from the input asset will have something like this
asset = InputActionAsset.FromJson(@"{
""name"": ""InputActions"",
""maps"": [
{
""name"": ""LeftHand"",
""id"": ""272f6d14-89ba-496f-b7ff-215263d3219f"",
""actions"": [
{
""name"": ""TriggerPress"",
""type"": ""Button"",
""id"": ""578a0cd6-f388-4fa3-92f3-c09338bdf6fc"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """"
},
...
and open-vr docs have the strings for the knuckles but im not sure where to add those and what to do about the Id field ( https://docs.unity3d.com/2018.3/Documentation/Manual/OpenVRControllers.html )
https://gyazo.com/9c50e3159c06016a9e97b7b51e72a4dc
Hello I guess my jittering is a camera problem.
Does anyone has an idea why it could happens ? Using VRTK + HDRP at 60 fps constant.
Is that with the headset on your head?
Yup
Does it look jittery in the headset?
Yes
What headset are you using?
Oculus rift
I can run vrgame fine, and managed to use my headset in HDRP fine too on another project
Just there it jitter and I dunno why I have a lot of scripts everywhere since this project use VRTK and steamVR
Well, it's normal to see some jitter because our heads jitter without us noticing it since our brain and eyes are stabilizing it
But you shouldn't be noticing it inside the headset
So that sounds more like tracking jitter
Seem to me too. I'm trying to make a build and experiment outside of the editor
Perhaps the editor is just laggy
Nah even when I build I have this problem š¦
^_^
now im getting about 10,000 errors a second though
InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings.
but switching to both in active input handling stops tracking my headset at all, which is what people told me to do š
I don't understand why they make it confusing like this. Any idea how to fix the issue of selecting both nukeing my tracking/launching into headset
figure ill ask you before i go dumpster diving on the internet for answers
i got it
thanks for the tip
sorry i missed your last ping, must have been in the shower
if i dont physicly see it pop up in the corner of my screen its gone forever
š
im in way too many channels
Folders ftw
its really not the greatest design for people like us
folders š
its just crypto spam lol
the one in the middle is worlds adrift, its a dead game now
they could never iron out the physics bugs
it was badly built
fun as hell tho
which one is that
asset store really is like being a kid in a candy store
yeah i was looking at that
i was looking at maybe buying this as well
looks like a decent bundle
ah well looks like some of the stuff is missing now
the biggest one im interested in is Unity Multiplayer Coding & Networking
i feel like its probably already outdated tho
š
yeah its really a good bundle
this is the only one i really need tho š
I think the problem with the vr scene right now is it keeps changing
it changes way too damn much
its pretty scary
ofc
I heard they had released the source for that
my favorit language
freeeeeeeeeeeee
reusable š
I think that's a bit over my head atm š so unmanaged library apis?
seems like it would be easier to deal with
sorry i really am an idiot, im still learning. My favorit game engine is godot
Ok yeah im following you
the more i talk to people the more i realize i have a long path ahead of me š
Theirs literally too much š
thats when i first started trying to get into vr
imagin my nightmare
i gave up pretty quick
and yeah, little bits every day and ill get it eventualy. The biggest thing right now for me is learning the engine itself
coming from something like godot to unity is scary
Codeing itself has never really been an issue for me, know 2-3 languages you know them all
i get stuck on the simple shit like remembering where an option is š
well it wouldn't be codeing if you werent smashing your head on your desk by the end of the day right
i can't do 3D models at all, i tried, im terrible
minecraft is probably more my speed š
voxel shit
Im going to look that up, it sounds interesting
I gota get my kid to bed, Good chatting with yeah, thanks for the tips
thanks ^_^ you too
warning CS0618: 'CameraData.isStereoEnabled' is obsolete: 'Please use xr.enabled instead.'
xr.enabled is that just a worded expression for when vr is On* or off ?
don't remember where to check if xr is currently is on so that's what i got so far
bool isOn_1 = UnityEngine.XR.Management.XRGeneralSettings.Instance.Manager.automaticRunning;
bool isOn_2 = UnityEngine.XR.Management.XRGeneralSettings.Instance.InitManagerOnStart;
bool isOn_3 = UnityEngine.XR.Management.XRGeneralSettings.Instance.Manager.activeLoader != null;
bool isOn_4 = UnityEngine.XR.XRSettings.enabled;
bool xr_is_on = isOn_1 && isOn_2 && isOn_3 && isOn_4;
Hey guys can someone help me with exporting an ar project to native android
and then running it
Currently the screen blinks and exits without any error
What do you mean with native android? @zenith junco
(And what does the app do since this is 'VR'
Heyo, how can I change the fov of the desktop game view camera while in VR? It's very low and makes video capture frustrating
@fair loom By default, the desktop view is just a copy of one of the eyes of the VR view, but cropped so the edges of the view aren't visible.
For higher FOV, you need to make a separate camera that has the stereo target eye property set to None
Then it will render as a normal camera onto the main display and you can choose whatever FOV you want
But you also need to attach this camera to the head of player if you want it to follow it.
Ah okay thanks, I wasn't sure if it was a separate camera :)
Hey VR friends, Iām trying to port my game to Quest 2, using Unity 2019.4/legacy VR support/built in forward renderer. I get zfight in the build, so Iām assuming the depth buffer is only 16bits. Canāt find that toggle that used to enable 32bits depth in older unity versions. Does anyone have an idea ?
why does steamvr not work with Oculus Link unity?
nvm figured it out lol
tilt brush source code is on github?
Thank you this is a great learning resource I didn't know this is here
If I see it in here I will ping you. Yeah is really well refined.
Scaling tool functionality appears to be part of the base tool.
Just repetition honestly. You could clone any repository and then use your IDE also. Basically I scanned through found scaling method and command clicked it to search for implementation and references
an incredible learning resource and ever since I've discovered that I spend a lot of time there copying other people ha ha ha
OnTriggerEnter has a Collider parameter. That tells you which collider you are colliding with
OnTriggerEnter happens if either collider is a trigger
and is called on both objects
Can someone help me with a probleme I am trying to go in vr on unity i used virtual desktop but it didenāt work and on screen mode it did work so dus anyone know if I am doing something wrong(gen. 2020.2 - dell laptop strong enough for vr)
Thanks
I'm having avatar movement issues where the avatar mesh lags behind when the player rig uses the smooth locomotion. So it would be possible to have your head be inside the avatar mesh. I used a YouTube tutorial that uses the Animation Rigging package from Unity.
The controller input is checked in Update() while the actual move is done in FixedUpdate() within the same script to move the rig's rigidbody. In a different script, the avatar movement is also done in FixedUpdate to allow smooth movement since Update or LateUpdate results in the movement to be extremely jittery.
I parented the avatar to the player rig and that solved the lag issue but then there are issues with the player calibration to match the player's height with the avatar's even after inverse scaling the avatar to compensate for the altered scale of the player rig. I know VRChat is awesome with avatar movement but not sure how they relate the avatar to the player rig.
ovr distance grabbable script
i need help
can someone help so i can start making a game
its so hard to usee
what's the problem?
You mean you are unable to grab anything, correct?
i got it to grab something and then that was wrong
Wrong Rotation?
yeh and it kept moving up and changing position too
so i followed another tutorial and it made it not work atall
Did you try following a tutorial from Valem?
What Unity Version are you using?
2021.1 I suppose?
yh
hm.
okay
thats the most recent one i have
That's okay. I work with that one too
So, your problem is that objects kept on being rotated wrong when you picked them up? And them moving without you moving your controllers?
Have you tried adding a pivot in your object model?
I do not call, sorry.
oof
Well, a pivot is very useful if your object is rotated wrong
Which part of the game loop (Update, FixedUpdate, LateUpdate, etc) does the HMD and controller tracking take place?
@plain nacelle After all of those. The Application.onBeforeRender event was made for applying XR tracking right before render.
@shell kayak If I want my VR avatar to move in sync with the smooth locomotion (controller) of the player rig, where should I put the avatar movement/IK code?
How would I make the XR Rig static in one location and actually able to place it where I need without placing it, test the scene only to find its miles in the wrong direction?
What?
How would I make the XR Rig stay in one spot and not move around
when I place it down then enter the scene in vr it shifts
Is the place it needs to be in maybe a certain spot in your room? Like you can walk around in VR
There also is an option on the xr rig for tracking, only forgot which it is
Nope, here's a reference
Literally need the player to be stuck in one location but still able to look around and move arms to touch buttons
And where do you spawn?
the red line is my vision
Hmm, do you have some offset selected on thr xr rig? (Maybe camera holder)
And maybe post a screenshot of your inspector of the xr rig?
oh...
Maybe?
Maybe because this is my XR rig
And this is the child of the Rig?
no it cant be
000 is all the way over to the animals
It starts at the parent GO
Maybe change the tracking origin mode?
And did you change any scripts/components?
Maybe make a new MainCamera and transform it to a nee XR Rig
Device tracking seems to work
Ill walk across my room and see if it works as intended
it starts in the same spot which is amazing, however still allows me to walk about, I seem to remember seeing an option which just enables rotation but not movement which might work
nope nope nope
it stops moving but the scene moves with me
I don't recommend to not move the player if you walk in real life
That will feel very bad/buggy/nauseating
Otherwise just put the position to the start position each frame using code
No
I can look at if if you remind me in 5 hoursš
Dont worry about it, I appreciate your help this far regardless
Can somebody help me make this script work with VR? (I am using the offical XR System from Unity)
@regal raft why isnt it working? It should work fine.
I need some help setting it up to work with the XR Controller
Its pretty straight forward. What part exactly you need help with?
The part where I make the trigger be able to shoot the gun I set up
It currently only plays with Keyboard Controls
But I am trying to make a controller based VR Game
With e.g. Valve Index Controllers, Oculus Touch Controllers, WMR and such
Just drag the script onto the xr grab intractable activate event and call what function you want. You may need to inherit from the grab intractable class to customize exactly how you want but that should let you at least shoot it.
So I don't need any extra set up to make them work with the XR Controlls?
i mean if you just want to shoot then probably not. You can call the function you need from the grab interactable script
you would probably need extra logic for that
you should check out youtube. There are plenty tutorials how to do what im talking about.
np
no prob
n
guys im dumb
how do i use XR rig with oculus and wire
it plays and stuff but doesnt go on the headset
do you have it selected here?
can somebody explain to me, why i need openxr installed in a project unity2020. to get my quest 2 working with link cable. i had to tick the openxr box in xr pluging provider. then it fixes some things. untick the openxr box and tick the oculus box again to get it to work. i dont understand this way of working... its like you want to paint a wall in blue, but you also need red paint that youre not using... if that makes any sense
Sounds like a bug? if you've added XR Plugin management you should be able to then select which runtime you want, both oculus and openXR are options that are supported on Oculus desktop (or Quest with link).
It might be changing some other setting. Sometimes selecting an option will automatically change settings that need to be set to specific values, maybe openXR is setting something that Oculus also needs but doesn't automatically set.
(Personally I find that annoying. I want to be able to unset settings and know the project is in the same state as before I set them.)
use oculus as a feature insead
so once u have oculus touch controller in the list of features - this button will be disabled ^
@storm ether
have anyone seen this one before
i guess this is the reason aswell, when installing openxr it fixes some things and restarts the editor, wich probally fixes something related to oculus and xr interaction manager. just dont understand that way of working... that is like really unefficient. it doesnt make it easier to troubleshoot something. As a beginner in this vr unity thing... i have to say its a mess. not really beginner friendly.
Agreed, it's trying to be helpful, but it actually just hides what changes we need to do.
It'd be better if it gave a checklist and showed what was already set and what still needs to be changed, and maybe a button to change it automatically. Then we'd know what the different settings we need are.
about to get started on a project with the quest 2. what do the iteration time look like usually? having to sideload and all that I'm concerned it might be a little tedious in testing.
@terse ingot I don't have a quest 2, so I can't answer your actual question. But in general I unit test the **** out of my code, and design enough separation of concerns so that I can build/test most things with a simulator. Like if I'm writing targetting code I'll literally just put a friendly unit to my right, an enemy to my left, and a pillar with an enemy half behind it, so all I need to do is spin to put the cursor over the different types of possible targets. I'll still test with the headset, but I won't have to keep going back and forth with it.
just do a commit before you install it and you'll be able to see what it did
True. Smart. I usually do my initial commit after its set up and I've imported the packages I know I'll use and blocked in the basic architecture. But that's a good trick to remember.
I'm still able to use with the new Input system the TryGetGeatureValue function?
Hi everyone,
Has it ever happened to anyone that uses SteamVR that the buttons will work on your computer, but on another computer, the buttons will not work?
Iām trying to make a vr Shooter how do I make guns go bang bang and how do I reload then and stuff
running off android for quest 2
the boxes have the following components
box collider
rigidbody
ovr grabbable
i have been trying over and over for hours
someone please help me
Hey everyone, incredibly new to the server and also Unity as a whole - where would be the best place to ask for VRChat exporting help - tldr, I've re-textured and a model I like and hitting errors when trying to build and publish my changes to the model
if i am creating just some vr stuff for my own, with quest 2 or rift. am i better of using Ovr plugin or xr interaction?
@daring temple u want to shoot guns or what?
I think there is a dedicated VRC discord server which would be the best place to ask @grand vapor
@daring temple you canāt have your boxes parented under the table, since itās scaled non-uniformly
Ovr still seems to have a few more features than XR from what I can tell, so if youāre just working with quest Iād personally work with OVR
@storm ether
@storm ether the oculus integration can be used together with the xr toolkit too
@tiny niche do u have an example, when or why u do it this way?
you'd only do this if you're unsure of which one to go with
kinda lost here on what to do, i mean there are tons of tutorials... openxr, xr interaction. oculus integration, or not. just dont know what to follow
unity 2019 or 2020
its getting kinda messy...
it's pretty straightforward. go with 2020 if you're starting on a new project or plan on doing vr for the years to come
Hi guys
I'm having a problem that people that play my game after I upload it to Steam cannot press a few buttons or the buttons are wrong
So I found this option
Do you think this will fix it?
can anyone give me a tutorial on how to build a vr game
@storm ether I would suggest this channel
This one too
Hi folks! I'm in need of implementing a slider for VR. The XRRayInteractor works with the UI components out of the box... I wanted to piggyback on the Slider functionality and implement one that would work with a XRDirectInteractor, is there a good way I should go about this or would I be better off implementing a XRInteractable to mimic the Slider behaviour? Thanks š
@slate portal check the sample, there's a drawer in it you could use
I think I'm missing it, is it in the main WorldInteractionDemo.scene ?
How can you have an object appear above all others? Aka ignore depth?
I can do this with custom pass in HDRP, but not VR
Is there a way to port an Oculus Quest app with Hand Tracking to PC?
No
It's still standalone only
Although actually when you say port, it might be possible to use something like Leap Motion to get the same effect
Any other alternate plugins to fulfill the same feature as Oculus Quest's Hand tracking while using Oculus Quest?
The Quest's hand tracking is only available in standalone mode
@regal raft there's probably people in this channel that can help u
Has anyone tried developing applications or games with VIVE Cosmos and SteamVR plugin? Such controllers do not appear in any of my scene here... Must I use other external plugins or assets to make the VIVE Cosmos controllers appear inside a scene?
Is the stereo separation hiding somewhere for the camera on XR Rig? I'm getting nauseating distortion with head rotation. Using CV1, 2020.2.5, XR package.
Changing the OpenXR Runtime (Editor Instance Only) to Oculus fixed the camera stereo issue, however now play mode runs at about 2 frames per second. Is this common?
How can i make an object snap to a grid in vr, i dont know how to get started
@winged light look up how to do it outside vr. then just do the exact same thing in a vr scene
okay
alright thanks
I see, thanks! I'll end up making something similar. Cheers š
@wary junco that's the type of problem a co-routine is designed to solve. but you could also have a variable with the last release timestamp and measure the time between every new and old release as they happen
that's only half the double-click problem though. since every time you click in a new context, you need to reset the variable
what i suggested would not need a coroutine
it's basically OnRelease(){ if(time-preivous_time < max_delay) doubleclick(); previous_time=time;}
would be more efficient than a co-routine, but if you run into performance issues because of double-clicks then you should see a doctor
burst is not a silver bullet that makes everything faster automatically
and realistically speaking, there's going to be a limit of 1 vr rig per machine and it's very unlikely that it's ever going to involve more than 10 trackers
optimize the stuff that's using the 32gb ram then, multithreading the vr controls isn't going to do anything compared to that
i bet that even if you turn off the input handling completely, your framerate is going to be unaffected
Hello there, I have a probleme with HDRP and VR. The planar reflection prob are bugged for me. Any idea of a way to fix it ?
The right and left eye doesn't reflect properly
@safe dragon looks to me like you rendered the reflection once using the center camera. what you need to do is render the reflection once per eye
The problem is i'm not rendering anything it's a unity made in reflection prob with hidden code :/
gonna have to make your own shader then
Shadergraph doesn't support stereoscopic keywords in custom nodes 
So I have an XRDirectInteractor and an object derived from XRGrabInteractable or XRBaseInteractable and I would like to replace the object that is getting grabbed while it's in the player's hand. How do I do that since SelectTarget.set() is protected
Basically I want to make a "holster" that gives me a new grenade or sword every time I reach for it.
I'm starting on a new project using steamVR, should I use legacy or Unity XR?
Is there any important differences between the two?
legacy is deprecated
Does anybody have tips on how to rapidly test VR multiplayer networking? I'm using Bolt. Things that I wish I could do to speed things up:
- Connect 2 VR headsets to my PC and test there, without having to send a build over to my laptop.
- Have a non VR player(s) in game or something like that, so you don't have to switch between two headsets.
I don't know what else I could do. It's a pain to either ask somebody for help every time or juggle two headsets.
@unreal crystal you could build and run build and editor on same machine. Add in some logic to select regular player/ simulated xr or vr player. That is how i do it anyways.
how do you simulate a vr player? Do you set up a player type with WASD + mouse or something?
xr toolkit has xr simulated built in.
nice i didnt know that. I'll check it out then
@unreal crystal you could try running it off a unc path. then you'd only need to produce a build on one machine
and if you want to simulate a vr player, you could simplify things by just replicating the package transmissions
no need to simulate the device itself if you just want to observe it on the other machine
and a third alternative would be to take the incomming signals from one client and send them back as a different client id and on a different position. then you can observe yourself after a roundtrip to the server
Nice, good suggestions. I don't know how to do any of that yet lol, but there's always google š
surely your server has some code where it recieves messages from 1 client and then broadcasts it to everyone else?
all you'd need to do is recieve the message, swap the id and then broadcast
well I'm using Bolt which is high level API. Not sure if I can do that with them
yea might need to read some docs then. they probably have some calls for testing purposes
yeah I'll check it out.
@winged light you have "using UnityEngine" ? ANd is it inheriting from monobehaviour?
yeah thats weird. Is it VSCode? Or Visual Studio?
Weird. Try delete and add again maybe??
from the scene?
no the script
it recognizes it in the default script but as soon as i paste it in it becomes wierd again
but iill try and copy and paste some lines individually
its probably an coding mistake
Yeah i had an issue like that before pasting it. Then i had to just delete the Update and rewrite it.
IDK why though
Also had that issue one time and then realized it was because i had the game object the script on disabled lol
it works now thanks
Anyone here had a go at VR and networking? Thinking about giving Mirror and VRTK a try, but interested if anyone has had any experience with it.
@here Have any of y'all had an issue where you can teleport through a wall that has a collider?
MRTK Window Mixed Reality, Unity 2019.4.20
Does it work better if I name my XRInteractionManager karen ?
Or is karen supposed to be the interactable?
And then they will always get the manager?
How come I have a GameObject declared here but it's not showing up on the editor?
@mental sentinel make sure it compiles and restart unity
It seems to have no problem
Weirdly I just made a new clean script and put in a field and it showed up
The field shows up when I use Monobehaviour as a parent, but as soon as I : XRBaseInteractable it doesn't show up anymore
in that case the XRBaseInteractable is not a monobehavior
or it does something funky and you need to read the docs on how to use it
It's not a Monobehaviour, but XRGrabInteractable can inherit from it and still show things in inspector
I tried putting [SerializeField]
Didn't work
my quest controllers are named touch controllers
do i need to identify the headset then and get the corresponding controllers?
or is there a quick fix?
Does steamVR have an interaction/grab script?
Not sure, theres lots of options for a grab script but not sure in steamVR (that I know of)
Hello I am a student currently in my first immersive media development class. I am developing on my Quest V1. Our next project we have to implement special types of movement. One of the choices I was interested in implementing was tapping in place (by tracking feet). I tried a couple of google searches to get started but what I had found was for the vive though using it's lighthouses. I was was Wondering if there is a way to track feet movement with the quest v1. And if so does anyone have a link to a resource that could help me get started?
Also if Im asking this in the wrong channel please let me know
@mossy ridge everyone doing feet tracking is using vive trackers and a lighthouse setup
@tiny niche I was afraid so. Thank you though for your quick response.
you could potentially hook something like a kinect up and implement full body tracking that way, but you're not gonna be able to do it if the quest is stand-alone
I will probably just implement the portal option. But, Just spit balling Do you think i could implement a form of movement by tracking hand and or controller by have the user swing their arms like they are walking in place
or would that kinda be useless because they really couldn't do anything else
doing that is quite cumbersome and people prefer stick movement
the only game i know of where people do it for longer periods of time and enjoy it is sprint vector
Thank you. You have no idea how much time you have saved me! @tiny niche
@mossy ridge here's a pretty good tech demo you should check out https://store.steampowered.com/app/584170/Freedom_Locomotion_VR/
Walk, jog, run, climb and crawl across a range of locations and terrains in the Freedom Locomotion VR demo. This game showcases the revolutionary Freedom Locomotion System that provides you with a wide range of options, which will allow you to find the most immersive fit regardless of how motion sickness sensitive you might be.
should give you a better idea of how to make it work and how the movement types handle in practice
does anyone know if you can use Bolt with either Oculus integration or steamVR?
@storm ether why wouldn't you? bolt has nothing to do with rendering or input
but doing the math normally needed for vr in bolt sounds like a nightmare
I've always been wondering how to get SteamVR support when the XR plugin is deprecated and all that. What's the correct way to add VR Support in the lastest version of Unity?
@swift gull use the xr plugin with an openxr driver. it's not feature-complete yet though
but it's the way its going to be done regardless of device in the future
Hm not quite sure what math you mean
there's quite a bit of linear algebra that goes into most vr games
Ah
Well Iām more so planning to make just a physics playground or whatever
Also @tiny niche is it possible to use bolt scripts and c# scripts at the same time?
Ok, thanks.
@swift gull , @tiny niche have any of the contributing teams posted a pre-configured unity project folder we can just drop in and build on? (Would that even work?) Seems like it would be really helpful. We've got the SteamVR guys, the Oculus guys and the OpenXR guys and so many little details, it feels like there should be a coherent sample project out there; obviously would need to be something without commercial content.
@astral ravine there's https://www.youtube.com/watch?v=RkGHadlkjZQ&ab_channel=Unity
This VR Beginner project introduces users to exploring a VR environment and working with assets in a prototype scene. Create your own VR environment with this fun, āEscape Roomā themed project made by Unity. This project is compatible with HTC Vive, Oculus Rift, Rift S, and Quest.
Check it out on the Unity Learn platform: https://on.unity.com/...
@tiny niche ... Last time I looked that was totally broken when trying to pull in SteamVR - has it been fixed? Not asking you to test it, I'll try later.
Ah sorry I'm 2020.2 now, foolishly trying to use Unity features less than a year old ... š . I did just publish something inspired by that example but it's 2020.1 and only builds for Quest. Just trying to import SteamVR results in an infinite loop. But I agree that's our best hope. Thanks.
Could you possibly send me that example?
i prefer the 2020 version myself, but i use a rift for development and just accept that i wont be able to support haptics in steamvr until later this year
Iām attempting to build for quest but have nothing to work off of lmao
@storm ether you can find it in the unity launcher under the learn tab
Ah ok
Thanks
I just got 2019.4 LTS installed as well as bolt - should i attempt using oculus integration or VRTK?
@storm ether you can download the project for sure, but beware, it's brittle
https://assetstore.unity.com/packages/essentials/tutorial-projects/vr-beginner-the-escape-room-163264
Got it š
if you use vrtk, you'd still have the oculus integration installed
personally i'd avoid vrtk, since it's losing relevance with the new xr toolkit package
Makes sense
When i was initially doing research to see if i could use bolt and unity i saw something that said it would work with VRTK in the next update
But that update still hasnāt happened afaik
vrtk and bolt should work fine together, you probably just have to hook it up yourself
Ya thats what i mean
Looking at the Unity Learn page for that project (Escape Room) I saw 2020.2 on the drop-down menu and it says "last updated Feb 28" - I got excited - but of course that's last year. Still can't quite get used to 2021.
and i wouldn't hold my breath for new vrtk updates
So iāve done this in the past, but i donāt quite remember how to get unity ready to build for quest
Is it just going into build settings and switching the platform to android?
Oh and you need to change build os to KitKat or something
that and setting up the manifest
Not quite sure what you mean by that
the manifest tells android what type of app it is, what it's called, who made it and what permissions it needs, etc.
Right, and that would be in player settings under build settings?
Or am I miss remembering
Lol idk why i didnāt think of that
Thanks for the help Iām setting up my development environment rn
Interesting, oculus changed in their docs setting the minimum API level from 4.4 KitKat (where it was last time i tried this) to 6.0 marshmallow now
I'm using a CV1 only, but my OpenXR project is using the SteamVR runtime by default every time, even in builds of the project. It's causing the inputs for the controllers to be completely wrong. Is there a way around this?
Hi! Idk if this is the right place to ask about this, but for some reason I'm having vr sdk issues where the avatar I'm trying to upload isn't showing up in the builder tab. I haven't had any issues with doing this with my other avatars just this one in particular.
When I throw an XRGrabInteractable while using ContinuousMoveProvider for Smooth Locmotion, the object's throw velocity takes into account the velocity and direction of the smooth loco movement. As in, if I'm strafing left, my throw will go left. Is there an easy way for me to negate this in my throws without writing a whole new XRGrabInteractable.Drop()?
Does someone know why I can't fin the OpenXR plugin in the package manager?
Let's say I wanted to have an if() statement where if I had an oculus controller it would set the variables and what not, is it possible to do that with the UnityXR system?
Do you have show experimental checked?
Sure you could
How would I go upon doing that?
get the device name and check if it is what you are looking for?
You prob will need to inherit from XRGrabInteractable and add the logic you want.
Could you go into a bit more depth since I'm just starting?
i mean that's a bit much to get into here. Google is your friend my friend. Youtube has tutorials also. Unity has some code snippets on the XRToolkit in their docs. Dont be afraid to do the work my friend.
I tried but I guess I didn't try hard enough, I'll go search some more
Yeah I really can't find it
it's supposed to be under oculus xr right
Ill post a link to what you should need. One sec.
Sorry I misread. You looking for what? OculusVR, OpenVR, or XR toolkit?
The two big changes coming in 2021 for Unity XR Toolkit : The New Input System and OpenXR support.
ā¶ Get access to the source code: https://www.patreon.com/ValemVR
ā¶ Join the Discord channel: https://discord.gg/5uhRegs
Unity 2020.2 Support Blog Post : https://forum.unity.com/threads/unity-support-for-openxr-in-preview.1023613/
the new openxr plugin in this video
I put a timestamp
what version of unity are you using?
I downloaded the latest one possible
Oh wait I think I did somehting stupid
I downloaded the latest version but I didn't even upgrade my project
bruh
ah ok. yeah thats prob it
It might just be me not understanding it or me giving the wrong example but what I was trying to ask was is there a way for me to set variables based on if I had an Oculus controller to where if I didn't it would set the variables to something else.
I mean you would use the info in the link that i posted to figure out how to get the device name. then create your variable and logic to set it to what you want based on the device name.
if you have some code that you have that is not working then post a snippet of it and maybe someone can help.
I've got the controller name but I'm still stuck on how to implement that into the if() statement.
Hey, quick question ...
Is anyone here using the Oculus Quest 1/2 on OSX / Linux (Ubuntu/Pop) ?
Curious if its possible or if Vive is the only way ?
what do you mean? Post how you are trying to do it.
something like
if (using OculusController)
{
SetVarible;
}
else
{
SetOtherVariable;
}
Is that exactly like you have it? "using OculusController"? Cause that wont work if so.
No, those are just placeholders
well what do you have and whats not working?
I don't know what you mean by that, I have an "Oculus Touch Controller" and here is actually what I'm trying to do
if (_)
{
CheckOculusGrip();
CheckOculusTrigger();
CheckTriggerTouch();
CheckThumbTouch();
}
else
{
CheckGrip();
CheckTrigger();
}
I mean all you have to do is check if the device you have is equal to the device you want. Im not quite sure where you are hung up at
my left touch controller for instance comes up as "Oculus Touch Controller - Left" so i would check if the left device name was equal to that
then if so set the variable etc
Does that make sense?
I get it but I don't know how to check if the device name is equal to what it is supposed to be
are you getting the name?
yes
so then save that into a variable and just compare to the name you want
post the code you actually have and i can see where you are going wrong
The code for what?
the code in the script that you are working with
I used this to detect the names for the devices
var inputDevices = new List<UnityEngine.XR.InputDevice>();
UnityEngine.XR.InputDevices.GetDevices(inputDevices);
foreach (var device in inputDevices)
{
Debug.Log(string.Format("Device found with name '{0}' and role '{1}'", device.name, device.role.ToString()));
}
do you need to differentiate between left and right hands or no?
No I'm just trying to detect if the user is using an Oculus controller or not
so i think the oculus hmd comes up first in list every time right?
What?
In the console?
yeah
This is what comes up,
so id make a new variable like and do like this
You only really need the head right? You just trying to see if its oculus or not?
if checking the head is the only way i guess so
controller
This should work for you
Then you can use the bool for your other if statement you want to use
I would've told you if that solved my problem but I can't right now cause when I try playing the game an hourglass appears and won't go away (this occured randomly)
So I'll test it tomorrow
Is there a good way to completely remove all steam VR stuff?
Even when I remove everything related to VR and reinstall it, it doesnt seem to work right anymore
and when I reinstall steamVR stuff it seems to remember controller input stuff, even though I delete those folders
Are you talking about steamvr plugin? Whats wrong with it? I just downloaded... if only i could get my character to walk around. I noob.
why the heck has Oculus not developed any external trackers for feet or other
@arctic gazelle because they're aiming to reach a mainstream audience with their headsets
could anyone help me with vr? im trying to make a vr game and so far it works, except that it only renders to the left eye, despite the fact that the pose source in my camera is set to center eye
please someone help me im getting impatient
ok nvm i fixed it
I want to test my VR project, but when I press the play button it just starts windows mixed reality instead of my Project..
How do you change that
This is what it is supposed to show
Project Settings -> XR PLugin Management
So. I have a problem. If i play my game some textures (in my vr Headset) are only displayed on my left eye and on my right eye all textures are kinda invisible. Anyone a idea how to fix it?
Can I use HDRP VR with steamVR?
I made some custom sabers and it has an animated object that spins very simple and a bolt of lightning. Its probably very simple but i have zero experience but how do i export the sabers with this animations working on them
for beat saber btw
@serene cobalt i would suggest the qosmetics server. Can i DM you the link? Posting it here gets it automatically deleted lol
Hey! I'm working on a room scale VR game using the Oculus Quest. We're preparing the room currently to improve trackability. Is there any tool to properly test how good visual markers work?
Other than testing them directly to find out?
I don't know of any tools to give an objective measurement. And it also depends on lighting and how easily it can already track without markers.
There's such a perforated plate wall in the room, I'm hugely afraid of it. This is the test-stickers they've send me. Problem is a hen/egg one. I can't have them prepare the whole room because it's immensely expensive (like 20k Euros expensive... special type of tape, super durable so people can walk on it) but they kinda need my okay that this work out to properly start :/
Just digged through the SDK. There's no option for the Quest to display the spatial point cloud as there is for the Rift, correct?
I don't know, I don't have a quest. But I've read that it has a harder time with flat colour and repeating patterns.
So maybe you could try something like kids wallpaper, or large matte posters or something so the walls have different patterns. Might be just as easy for the headset to track, less expensive, and give you cooler decoration options.
And you can still use tracking stickers if they're better, but might not need as many as if they're the only thing for it to track.
I have a Persian carpet pattern, and a round Spider-Man mat (so you can feel the centre) and my phone has a really easy time tracking for AR.
My headset is reverb G2, I don't know how to test the tracking quality, but I've marked areas then covered over 50% of the view and the floor with white cardboard, and it still was able to keep the room boundaries in the same place. But I don't know how much of that is tracking, or whether it was falling back on accelerometers.
would love to do that but the customers design team wants it to be a monocolor pattern :/ Thanks though!
IIRC the cameras on the quest capture in monochrome anyway, so keep that in mind maybe.
so, monocolor should be no problem, it's more about the patterns. Maybe check to make sure that contrast is good in greyscale
When in doubt, reach out to Oculus
Yeah figured contrast is most important, as well as a unregular pattern.
This is what Oculus answered
Thank you so much for reaching out to Oculus for Business support.
There are no tools or debug test options in this case.
The best test in this case is use.
I need help. What does mean the pose source for the generic xr device.
For example left eye or right eye
And i get this also weird error
The warning tells you, the camera should track the head, net a specific eye
Ohh i see so it means you can place a gameobject to track a specific place on the headset by changing the tracking pose?
okay goodness
how do I get the mock HMD up and running?
I can't for the life of me figure it out
so I install the XR management package, I presume
and then I should find some settings in the Project Settings
should look like this according to the docs
looks like this in my settings
and I can't seem to find com.unity.xr.management in the package manager
;-;
oh maybe I have to add it manually in the manifest json
so I have to add
"com.unity.xr.management":"<full version number>"
without knowing what versions even exist
hi, i'm using google xr sdk for carboard, but when trying to make a different camera for the right and left eye it doesn't work
what I do is change the target eye
and have 2 cameras one for the right eye and one for the left
I am currently trying to add a portal into my game. This is a script I got from Brackeys Youtube tutorial but when I walk into my box collider nothing happens. If anyone might have another turorial or thread on how to implement portals I would be thankful. Or if anyone sees a blatant error in my script plz let me know!
I assigned Player to my PlayerControler prefab and the Receiver to the other portal.
When I try to play test my game with my Oculus Quest 2 using a Link cable, it loads the game but then proceeds to freeze and then give me a loading hourglass symbol. Is there anyway to fix this?
@tacit spade have you tried the workflow on some empty scene first? like just have empty project with some XR rig there. if that works, you can try to figure out step by step which thing breaks it
is there any easy way to measure (in your Unity code) the time it takes from unity Update() to display the frame on VR displays?
I'm thinking of some latency compensation here, but would need to be aware of the ballpark the current delay is
in ideal case, would be also nice to get some latency figures from the input
might be the wrong channel for that
alright my bad nvm
I'm setting up a simple scene using oculus integration. It's working fine except the screen often goes black seemingly out of nowhere, until I move my head.
I think it has to do with the coding that turns the screen black when you try to put your head into a wall, except it seems to be bugging.
Can I just disable that bit somehow?
Been using LUX essential for an upcoming VR project and while using the glass shader, it appears to render differently in each eye. I'm using Multi Pass with a Rift S. Anyone know what might be the issue?
Which one is it supposed to look like?
@storm ether The left one
Indeed, it's a very trippy effect when playing
How would that work?
Unity sends the video output, but only receives input the headset sends. So the headset would need to calculate it and tell Unity. Some actually do it, and rotate the image to take into account the movement you've made during the delay between sending position and displaying the image. But it has to be done on the headset, so we can't really add that ourselves in Unity.
that's something you fundamentally can't measure with software alone
a high-speed camera looking into the headset could do it though
yeah I was wondering if that is one of those things that is really difficult or if it's just something you have API already. The debug tools for VR API's have some of this info already but I guess they just don't pass it to client software
hi, does anyone know how to put 2 independent cameras (right, left), using google cardboard sdk xr-plugin?
I did also see there are things on Oculus API specifically that could be used but things I tested with mainly just didn't return any values on native Quest build
just to be clear, I'm not really saying I'd want to track the actual display refresh IRL but the time it takes for the software to reach the end hardware
had one that data, it would be somewhat trivial to take latency into account on hand controllers for throwing things etc
@true shale did you figure the mock thing out already?
I haven't done anything with it myself but if I were looking into that, I'd first look into https://github.com/Unity-Technologies/Graphics/tree/master/com.unity.testing.xr and https://github.com/Unity-Technologies/Graphics/tree/master/TestProjects/UniversalGraphicsTest as they use MockXR thing there for internal testing
it looks like I might just be on a too low unity version? I was on 2018.4
haven't tested it in 2019 yet I started doing other code
yeah that's very possible, I think the new XR management setup was only getting more traction around 2019
Hi, i dissabled tracking and bounding system in quest, because im not using it in my app (position tracking on OVRCameraRig is dissabled), but when i try to run my app quest want to enable tracking. How can i prevent my app to demand tracking enabled?
I am using a water shader in Quest , and Between the ground and the ocean I am getting jittering and a strange deformation. It is not visible on editor , only on VR , but it happens in this area
Hello @everyone,
Has anyone work on integrating Dialogflow ES with unity before? I need help please
Did you really try and ping everyone?
there's a good reason why pinging 51 000 people at once isn't enabled on this server
let that figure sink in š
is there a way to make those mobile vr games?
like the ones where you put a phone into a pair of vr goggles?
with unity of course
cricket noises
that would be cardboard vr
pretty sure most of the games made for it are made with Unity so it would be yes, you can do that š
there's some SDK for older Unity versions too if you don't want to use the current XR layer
Iām using the oculus SDK to build to quest, but any canvas/Text i make wonāt show up on-device. It does show up in play mode in the editor though. Any ideas?
Iām thinking it may be because itās rendering to the central camera instead of the left/right camera but Iām unsure
ok, thanks!
i have heard of people who have managed to install a settings app on teh oculus quest 2
if anyone knows anything about this pls dm me
How you make an obj so you cant walk into it or fall through it?
it doesn't work anymore also that isn't a unity thing whatsoever
Nvm i could have googled this one 
i was putting the message in all the vr related servers i know trying to find out more info
Can I put all the steamVR folders in one folder?
It just generates new folders when I do that
anyone know how i can test my Oculus Quest 2 game without having to build it each time in unity?
link cable and set build target to android
Or use virtual desktop from quest store to play wireless (it uses steamvr).
Cable could be more convenient
I have a problem with SteamVR. My editor runtime works good, no errors, all good. However, in my build it doesn't work right. It keeps saying that it can't find "OculusXRPlugin.DLL" and the only thing that comes close to fixing it is adding the Oculus checkbox in the XR Plugin Management settings
However, doing this makes my screen black and it doesn't work and nothing is right since it's not openVR i assume
so how come it works in the editor but not in the build? Is there any solution to this?
so there is an sdk for cardboard vr.. is there any way i can make a custom controller for the google cardboard where the camera scans a code on the controller and it senses its motion?
sort of like the paperstick or realcontrol?
@spiral oxide its a phone, you can connect any bluetooth controller to it
just need to build one with inside out tracking
but if you want the phone to track it, you're only gonna get relative positions and be limited to roughly a 20x20x20 cm space directly in front of the phone camera
and autofocus is going to kill the tracking while it moves
does the wireless virtual desktop app support unity?
fixed, just uninstalled the Oculus XR plugin
i am working on a quest 2 standalone game
do i use xr plugins or ovr plugins
i see tons of tutorials with conflicting info
Depends a bit on which version of Unity you're using but XR Plugin management and the com.unity.xr.oculus package is what enables building for the Oculus platform (desktop and rift). The asset store oculus integration https://assetstore.unity.com/packages/tools/integration/oculus-integration-82022 enables oculus specific functionality like Avatars, Oculus Input, Audio Spatializer.
Since you're just targeting a quest 2 app you'll want to enable the xr package in Unity and grab the asset store integration
Hey guys i have a question about Unity XR , in XR once i have created a application or game i can configure the systems for all VR Headset right ? And also XR is supporting HTC vive ?
@glass furnace unity xr has lots of plugins for different headsets, but there's an open xr plugin preview for it that's pretty much a universal one