#šŸ„½ā”ƒvirtual-reality

1 messages Ā· Page 48 of 1

abstract isle
#

Sounds like a plan

buoyant horizon
#

Thank you for the help!

mental sentinel
#

Can I just import Oculus Integration from the Asset Store or something? Will that work? I just want this thing

vale mountain
#

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;
storm ether
#

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 wasn’t a usb 3 cable(what I needed) but it did conect my quest to the leptop(sorry for bad spelling)

leaden flame
storm ether
#

No

leaden flame
#

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.

storm ether
#

Do you mean I make a android app and then download it with my quest

leaden flame
#

correct, except you wouldn't download it. You would install it on your quest.

storm ether
#

How do I install it?

leaden flame
mental sentinel
#

Attach Transform works perfectly in Kinematic but not INstantaneous

#

Nevermind... known bug

vale mountain
#

How do you stop audio from coming from speakers rather than the VR headset?

low sedge
#

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

vale mountain
low sedge
#

On the windows task bar. This has nothing to do with unity, it's a windows issue

vale mountain
#

Ah

#

well, yes and no

#

I think it may have to do with steamVR

#

since this only happens with SteamVR and openVR

low sedge
#

I get the exact same issue on my pc with vrchat

vale mountain
#

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

vale mountain
#

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

wet wren
#

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?

fickle terrace
#

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.

viral blaze
cunning plover
#

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

slender vine
#

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?

warm whale
#

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

ionic wadi
#

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.

livid oar
#

That way you just set-active whenever the collision is detected, and de-activate the original mesh/model for hands.

jagged flax
#

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).

weary hamlet
#

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

leaden flame
pine bison
#

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

viral gale
#

How can I go about turning my dynamic lighting into baked lighting in my entire scene at once?

leaden flame
frail cliff
#

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!

pine bison
#

You shouldn't spam or you'll get kicked @frail cliff

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 ?

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

frail cliff
#

Familiar with unity connect shut down. Your saying to assemble team/find talent to use the forums?

jagged flax
#

hey Dan & Ole, thank you. Yesterday I forgot to thank you for your answer. I'll try with the gyro input option šŸ™‚

modest spindle
#

Anyone that have worked with Ropes or Cables in VR

#

?

slow wolf
#

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.

leaden flame
slow wolf
slow wolf
#

oh thx

delicate glade
#

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

tiny niche
#

it should snap to the anchor when you grab by default

vague birch
#

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 :

delicate glade
#

the ancor apparently changes every time you grab it

#

and when you grab it it grabs and puts itself like 20 metres away

tiny niche
#

check the docs, normally it dhould always snap to the pivot on the object

delicate glade
#

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

delicate glade
#

@tiny niche

tiny niche
#

it sounds like you're parenting a different object from the one with the collision shape

modern tangle
#

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.

dawn iris
#

Hello. I'm looking for a Unity Teacher Unity3d english speaker for 2-3 month full time remote.
"strong and generalist XR experience".
Please contact me in PM if interested.

modern tangle
#

(interested, but not enough free time)

delicate glade
#

XD

modern tangle
delicate glade
#

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

modern tangle
#

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.

wraith shale
#

@modern tangle you should be able to use the old VR plugin still with 2019.4 LTS

modern tangle
#

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...

wraith shale
#

anyway... if you crash on startup, you could just wipe your library folder and then start editor

modern tangle
#

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

wraith shale
#

pretty sure I had cardboard running on 2019.4 and new XR system on one test project but it was for Android

modern tangle
#

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....

prisma sentinel
#

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

abstract isle
prisma sentinel
#

I know.

#

that's the point

abstract isle
#

🤮 good luck šŸ˜„

prisma sentinel
#

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

modern tangle
#

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

prisma sentinel
#

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 ?

steep geyser
#

How does movement work with the continues move provider and do I use device based or action based?

modern tangle
#

Yes @prisma sentinel

prisma sentinel
#

alright that sounds like a really solid solution

#

thanks

modern tangle
#

yw

mental sentinel
#

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

leaden flame
mental sentinel
#

The sticky note idea is dope

#

I will go get one

mental sentinel
#

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?

granite nymph
#

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.

mental sentinel
#

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:

granite nymph
#

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.

mental sentinel
#

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

granite nymph
#

hmm, that does imply something's changing, yeah...still, would be good to know if it's firing or just not matching.

vestal flicker
mental sentinel
vestal flicker
#

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.

mental sentinel
#

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

granite nymph
#

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.

mental sentinel
#

I have it on Kinematic

#

Oh

#

Are you saying it becomes on Trigger?

granite nymph
#

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.

mental sentinel
#

thx, that makes sense

#

But also, right now, the XR is bugged

#

So you can't do instantaneous

#

Because it will ignore the pivot

granite nymph
#

The charts that Cloudwalker pointed you at will show how the collisions are going to work.

mental sentinel
#

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 šŸ˜›

storm ether
#

OH Yeah

mental sentinel
vestal flicker
#

Problem is you're using a crappy interaction framework in the first place šŸ˜‰

mental sentinel
#

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

mental sentinel
#

I don't even know if a separate collider with a trigger is just going to work, either

mental sentinel
#

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

tiny niche
#

last i tried, the pivot worked as expected. but maybe you're getting the wrong object parented

mental sentinel
#

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.

hard pecan
#

When I used XR Toolkit, you can see there are ā€œpeepholeā€ edge on screen. I’m using unity 2020 version. Any fix?

fiery night
#

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...

vale mountain
stuck pivot
#

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

stone lily
#

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

storm ether
humble quarry
#

Oculus

fast copper
#

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

regal herald
#

can you make a vr game without a vr headest

pine bison
#

With the necessary experience: yes. Without: it's probably not gonna work very well

safe basalt
#

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

ashen valley
regal herald
#

vey sad

#

can someone give me a vr headset

#

peez

warm whale
#

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

safe basalt
#

@regal herald you shouldnt stress over vr right now. you should get good at unity before you try and tackle vr.

regal herald
#

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

mental sentinel
#

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?

vestal flicker
#

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.

leaden flame
mental sentinel
leaden flame
#

makes sense, what VR platform are you developing on and what do you want to target?

mental sentinel
#

Quest

#

Essentially Quest only.

leaden flame
#

Have you tried the oculus utilities?

mental sentinel
#

I haven't tried them by themselves, no. Most tutorials use something else that extends it somehow.

#

Oculus Utilities = Oculus Integration Package yes?

leaden flame
mental sentinel
#

Hmm... Oculus Utilities only has Grabbable? It doesn't have things like Smooth Locomotion and Teleport, etc?

leaden flame
#

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.

  1. What is the main mechanic (sounds like it's shooting)
  2. What's the main locomotion
  3. What other types of object interaction might you need
  4. What other types of UI / menu interaction might you need
leaden flame
#

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?

mental sentinel
# leaden flame there is some locomotion and things like distance grabbles
  1. Main Mechanics include shooting, tossed projectiles, custom projectiles / weapons (think iron man weapons)
  2. Smooth Loco and some Teleport
  3. I actually don't need much physics. Only need collision. Mechanically it'll play out more like a moba / hero shooter
  4. I'm sure UI can be figured out afterwards with any toolkit.
mental sentinel
# leaden flame I'm also curious about the bug you ran into with XRI, was it something other use...

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

leaden flame
#

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.

mental sentinel
#

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

leaden flame
#

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?

mental sentinel
#

Yeah

#

I even did a re-import yesterday to make sure

leaden flame
#

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.

mental sentinel
leaden flame
mental sentinel
#

Yeah it's pretty much a no-refund situation. I mean, I don't think the asset is "broken". Just not quality, etc.

wraith shale
#

@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).

fast copper
#

so you can open and use it from the vr menu

turbid ember
#

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

quiet talon
#

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?

mental sentinel
# turbid ember I dont find VRIF to be bad at all - the dev is active at improving things IMHO a...

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.

ionic sandal
#

vrif has a problem, quantity > quality

mental sentinel
obsidian schooner
#

Hello guys! I have a simple question and I can’t find the answer on google.. I’m 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?

leaden flame
obsidian schooner
#

That you for the help though, it’s appreciated.

mental sentinel
leaden flame
#

It's on the base classXRBaseInteractable which XRGrabInteractable is derived from

obsidian schooner
#

So simple once you know it. Thanks you guys.

mental sentinel
obsidian schooner
#

Glab my pulled hairs helped someone else

sullen shard
#

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)

sullen shard
#

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

mental sentinel
#

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 ?

leaden flame
mental sentinel
# leaden flame hmmmm def a couple different ways to do it. I might take an approach of doing a ...

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

leaden flame
#

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 šŸ™‚

vestal flicker
#

How do you correctly detect if a WMR controller has a trackpad using OpenVR ?

  1. OpenVR Legacy incorrectly reports the G2 having a track pad when it does not.
  2. OpenVR XR Plugin only reports the features of position and rotation, nothing about the buttons
  3. Unity needs to make a damn list of all device names so we can just use that instead.
mental sentinel
leaden flame
vestal flicker
#

Not interested in openxr at the moment. Need this for all unity versions.

wraith shale
#

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+

leaden flame
# vestal flicker Not interested in openxr at the moment. Need this for all unity versions.

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

leaden flame
vestal flicker
#

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.

leaden flame
vestal flicker
#

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....

glossy thistle
#

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)

wraith loom
glossy thistle
#

I'm not planing on releasing a game.

wraith loom
#

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

glossy thistle
wraith loom
#

what

glossy thistle
#

Oh

#

Standalone

#

It's almost 3 am for me so I'm getting a bit tired šŸ˜†

wraith loom
#

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

glossy thistle
#

Oh ok.

wraith loom
#

but yeah I used to do that and it kinda is a pain lol

#

but it's the only way ;-;

ashen valley
#

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.

wraith shale
# glossy thistle Is there a way to develop vr games for the quest 2 using virtual desktop streame...

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)

odd hare
#

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 :)

silk lava
#

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? šŸ˜„

pine bison
#

Not ^^^

silk lava
#

Ah, thx

#

Much better šŸ˜„

noble vapor
#

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:

silk lava
#

Try to use the new Action-based version of it, because the device-based gets deprecated

#

Maybe this will already solve your problem

#

And you don't have a floor in your Scene, guess your character will fall infinite?

noble vapor
#

Okay thank you.

silk lava
#

Kein Problem šŸ˜„

pliant shard
#

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.

leaden flame
#

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?

#

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 šŸ¤”

#

@wicked gate just to follow up, can you tell me what version of unity you are using and what version of the oculus package?

proven wasp
#

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 ?

signal thistle
#

I need to switch from normal camera to Vr camera. How can I do it

dreamy trail
#

Started trying out the new unity xr stuff, can't get my vive wands to track at all, heads fine tho >.> :\

dreamy trail
#

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 šŸ˜›

dreamy trail
#

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 šŸ˜›

#

I know your right but i still feel dumb šŸ˜›

#

Simple engine things trip me up more than the codeing does

#

i had the same problem with blender >.>

regal raft
#

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 #šŸ”€ā”ƒart-asset-workflow but the kind person helping me, wasn't that familiar with the Unity XR System! Any help is appreciated!

viscid dew
#

anyone know how to fix the inputs for oculus quest 2 in VRTK 4

storm ether
#

i trying to copy milkma\

#

milkman

#

i mean milkman the karlson

#

3D game

lone knoll
#

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"": """"
                },

...

safe dragon
shell kayak
safe dragon
#

Yup

shell kayak
#

Does it look jittery in the headset?

safe dragon
#

Yes

shell kayak
#

What headset are you using?

safe dragon
#

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

shell kayak
#

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

safe dragon
#

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 😦

dreamy trail
#

@wary junco I gave in and just baught hurricaneVR lol

#

why reinvent the wheel šŸ˜›

dreamy trail
#

^_^

#

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 šŸ˜›

regal raft
#

Doing that.

#

It is such a simple fix

#

Now I only have to fix rotation issues.

dreamy trail
#

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

dreamy trail
#

i got it

dreamy trail
#

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

#

šŸ˜›

#

im in way too many channels

#

Folders ftw

#

its really not the greatest design for people like us

#

folders šŸ˜›

#

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

#

šŸ˜›

#

yeah its really a good bundle

#

this is the only one i really need tho šŸ˜‰

#

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 šŸ˜›

#

I think that's a bit over my head atm šŸ˜› 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 šŸ˜›

#

Theirs literally too much šŸ˜›

#

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 šŸ˜›

#

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 šŸ˜›

#

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

lone knoll
#
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;
zenith junco
#

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

north path
#

What do you mean with native android? @zenith junco
(And what does the app do since this is 'VR'

fair loom
#

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

shell kayak
#

@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.

fair loom
#

Ah okay thanks, I wasn't sure if it was a separate camera :)

tiny kiln
#

Hey VR friends, I’m 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 I’m assuming the depth buffer is only 16bits. Can’t find that toggle that used to enable 32bits depth in older unity versions. Does anyone have an idea ?

wraith loom
#

why does steamvr not work with Oculus Link unity?

wraith loom
#

nvm figured it out lol

storm ether
#

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.

storm ether
#

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

abstract isle
#

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

storm ether
#

Can someone help me with a probleme I am trying to go in vr on unity i used virtual desktop but it diden’t 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)

storm ether
#

Thanks

plain nacelle
#

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.

delicate glade
#

ovr distance grabbable script

#

i need help

#

can someone help so i can start making a game

#

its so hard to usee

regal raft
#

what's the problem?

delicate glade
#

i cant get it to work atal

#

like i generally need a video call to help

regal raft
#

You mean you are unable to grab anything, correct?

delicate glade
#

i got it to grab something and then that was wrong

regal raft
#

Wrong Rotation?

delicate glade
#

yeh and it kept moving up and changing position too

#

so i followed another tutorial and it made it not work atall

regal raft
#

Did you try following a tutorial from Valem?

delicate glade
#

yeh

#

and another guyo

#

can you help x

regal raft
#

What Unity Version are you using?

delicate glade
#

go on a call too

#

the latest version

regal raft
#

2021.1 I suppose?

delicate glade
#

yh

regal raft
#

hm.

delicate glade
#

nope

#

2020.2

regal raft
#

okay

delicate glade
#

thats the most recent one i have

regal raft
#

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?

delicate glade
#

yeh

#

i deleted and followed another tutorial and it just wont work now

regal raft
#

Have you tried adding a pivot in your object model?

delicate glade
#

call me please its too much xd

#

and i dont think so

regal raft
#

I do not call, sorry.

delicate glade
#

oof

regal raft
#

Well, a pivot is very useful if your object is rotated wrong

delicate glade
#

can i screen share to you?

#

you can go on mute

regal raft
#

Sure.

#

Should work.

plain nacelle
#

Which part of the game loop (Update, FixedUpdate, LateUpdate, etc) does the HMD and controller tracking take place?

shell kayak
#

@plain nacelle After all of those. The Application.onBeforeRender event was made for applying XR tracking right before render.

plain nacelle
#

@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?

storm ether
#

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?

storm ether
#

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

north path
#

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

storm ether
#

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

north path
#

And where do you spawn?

storm ether
#

the red line is my vision

north path
#

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?

storm ether
#

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

north path
#

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

storm ether
#

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

north path
#

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

storm ether
#

That would rubber band the player tho

#

Ever played I Expect You To Die?

north path
#

No

storm ether
#

Damn

#

Because thats the camera type im going for

north path
#

I can look at if if you remind me in 5 hoursšŸ˜…

storm ether
#

Dont worry about it, I appreciate your help this far regardless

regal raft
#

Can somebody help me make this script work with VR? (I am using the offical XR System from Unity)

regal raft
sinful delta
#

@regal raft why isnt it working? It should work fine.

regal raft
#

I need some help setting it up to work with the XR Controller

sinful delta
#

Its pretty straight forward. What part exactly you need help with?

regal raft
#

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

sinful delta
#

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.

regal raft
#

So I don't need any extra set up to make them work with the XR Controlls?

sinful delta
#

i mean if you just want to shoot then probably not. You can call the function you need from the grab interactable script

regal raft
#

hm.

#

What if I want to trigger a reload using the secondary button?

sinful delta
#

you would probably need extra logic for that

#

you should check out youtube. There are plenty tutorials how to do what im talking about.

regal raft
#

i see

#

Thank you for your help

sinful delta
#

np

regal raft
#

It looks like I was overthinking this entire thing all along

#

Have a great day!

sinful delta
#

no prob

delicate glade
#

n

#

guys im dumb

#

how do i use XR rig with oculus and wire

#

it plays and stuff but doesnt go on the headset

delicate glade
#

pls help

#

someone

#

i need it

sinful delta
#

do you have it selected here?

regal raft
#

oh yea, I helped him fix it.

#

He forgot to tick the Oculus Box

storm ether
#

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

leaden flame
odd hare
lone knoll
#

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

lone knoll
storm ether
# odd hare It might be changing some other setting. Sometimes selecting an option will auto...

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.

odd hare
#

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.

terse ingot
#

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.

odd hare
#

@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.

tiny niche
odd hare
#

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.

noble vapor
#

I'm still able to use with the new Input system the TryGetGeatureValue function?

brazen tundra
#

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?

ancient wagon
#

I’m trying to make a vr Shooter how do I make guns go bang bang and how do I reload then and stuff

daring temple
#

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

grand vapor
#

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

storm ether
#

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?

pine bison
#

I think there is a dedicated VRC discord server which would be the best place to ask @grand vapor

#

@daring temple you can’t have your boxes parented under the table, since it’s scaled non-uniformly

#

Ovr still seems to have a few more features than XR from what I can tell, so if you’re just working with quest I’d personally work with OVR

#

@storm ether

tiny niche
#

@storm ether the oculus integration can be used together with the xr toolkit too

storm ether
#

@tiny niche do u have an example, when or why u do it this way?

tiny niche
#

you'd only do this if you're unsure of which one to go with

storm ether
#

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...

tiny niche
#

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

daring temple
#

i just want to pick themmup

#

I'll try not having them under the cube.

brazen tundra
#

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?

storm ether
#

can anyone give me a tutorial on how to build a vr game

brazen tundra
#

@storm ether I would suggest this channel

#

This one too

slate portal
#

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 šŸ™‚

tiny niche
#

@slate portal check the sample, there's a drawer in it you could use

slate portal
vale mountain
#

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

solid aurora
#

Is there a way to port an Oculus Quest app with Hand Tracking to PC?

pine bison
#

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

solid aurora
#

Any other alternate plugins to fulfill the same feature as Oculus Quest's Hand tracking while using Oculus Quest?

pine bison
#

The Quest's hand tracking is only available in standalone mode

paper barn
#

@regal raft there's probably people in this channel that can help u

solid aurora
#

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?

main delta
#

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?

winged light
#

How can i make an object snap to a grid in vr, i dont know how to get started

tiny niche
#

@winged light look up how to do it outside vr. then just do the exact same thing in a vr scene

winged light
#

okay

winged light
#

alright thanks

slate portal
#

I see, thanks! I'll end up making something similar. Cheers šŸ™‚

tiny niche
#

@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

safe dragon
#

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

tiny niche
#

@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

safe dragon
#

The problem is i'm not rendering anything it's a unity made in reflection prob with hidden code :/

tiny niche
#

gonna have to make your own shader then

safe dragon
#

Shadergraph doesn't support stereoscopic keywords in custom nodes UnityChanNo

mental sentinel
#

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.

warm whale
#

I'm starting on a new project using steamVR, should I use legacy or Unity XR?

#

Is there any important differences between the two?

tiny niche
#

legacy is deprecated

unreal crystal
#

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:

  1. Connect 2 VR headsets to my PC and test there, without having to send a build over to my laptop.
  2. 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.

sinful delta
#

@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.

unreal crystal
sinful delta
#

xr toolkit has xr simulated built in.

unreal crystal
#

nice i didnt know that. I'll check it out then

tiny niche
#

@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

unreal crystal
tiny niche
#

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

unreal crystal
#

well I'm using Bolt which is high level API. Not sure if I can do that with them

tiny niche
#

yea might need to read some docs then. they probably have some calls for testing purposes

unreal crystal
#

yeah I'll check it out.

winged light
#

Am i doing something wrong?

#

The Update function never gets called

sinful delta
#

@winged light you have "using UnityEngine" ? ANd is it inheriting from monobehaviour?

winged light
#

u mean this

#

@sinful delta

sinful delta
#

yeah thats weird. Is it VSCode? Or Visual Studio?

winged light
#

Visual studio

#

this is the unity warning

sinful delta
#

Weird. Try delete and add again maybe??

winged light
#

from the scene?

sinful delta
#

no the script

winged light
#

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

sinful delta
#

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

winged light
#

it works now thanks

solemn oar
#

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.

quick skiff
#

@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

mental sentinel
#

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?

tiny niche
#

@mental sentinel make sure it compiles and restart unity

mental sentinel
#

It seems to have no problem

#

Weirdly I just made a new clean script and put in a field and it showed up

mental sentinel
tiny niche
#

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

mental sentinel
#

It's not a Monobehaviour, but XRGrabInteractable can inherit from it and still show things in inspector

#

I tried putting [SerializeField]

#

Didn't work

winged light
#

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?

warm whale
#

Does steamVR have an interaction/grab script?

sage ravine
#

Not sure, theres lots of options for a grab script but not sure in steamVR (that I know of)

mossy ridge
#

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

tiny niche
#

@mossy ridge everyone doing feet tracking is using vive trackers and a lighthouse setup

mossy ridge
#

@tiny niche I was afraid so. Thank you though for your quick response.

tiny niche
#

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

mossy ridge
#

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

tiny niche
#

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

mossy ridge
#

Thank you. You have no idea how much time you have saved me! @tiny niche

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.

ā–¶ Play video
#

should give you a better idea of how to make it work and how the movement types handle in practice

storm ether
#

does anyone know if you can use Bolt with either Oculus integration or steamVR?

tiny niche
#

@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

swift gull
#

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?

tiny niche
#

@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

storm ether
tiny niche
#

there's quite a bit of linear algebra that goes into most vr games

storm ether
#

Ah

#

Well I’m 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?

tiny niche
#

sure

#

bolt is just a package, doesn't fundamentally change how unity works

astral ravine
#

@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.

tiny niche
#

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, ā€œEscape 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/...

ā–¶ Play video
astral ravine
#

@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.

tiny niche
#

should be fine, as long as you stay on 2019.x

#

since it's using deprecated parts

astral ravine
#

Ah sorry I'm 2020.2 now, foolishly trying to use Unity features less than a year old ... šŸ˜† . 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.

storm ether
#

Could you possibly send me that example?

tiny niche
#

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

storm ether
#

I’m attempting to build for quest but have nothing to work off of lmao

tiny niche
#

@storm ether you can find it in the unity launcher under the learn tab

storm ether
#

Ah ok

#

Thanks

#

I just got 2019.4 LTS installed as well as bolt - should i attempt using oculus integration or VRTK?

astral ravine
storm ether
#

Got it šŸ‘

tiny niche
#

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

storm ether
#

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 hasn’t happened afaik

tiny niche
#

vrtk and bolt should work fine together, you probably just have to hook it up yourself

storm ether
#

Ya thats what i mean

astral ravine
#

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.

tiny niche
#

and i wouldn't hold my breath for new vrtk updates

storm ether
#

So i’ve done this in the past, but i don’t 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

tiny niche
#

that and setting up the manifest

storm ether
#

Not quite sure what you mean by that

tiny niche
#

the manifest tells android what type of app it is, what it's called, who made it and what permissions it needs, etc.

storm ether
#

Right, and that would be in player settings under build settings?

#

Or am I miss remembering

tiny niche
#

no idea, it's been ages since i did an android app in unity

#

check oculus' docs

storm ether
#

Lol idk why i didn’t think of that

#

Thanks for the help I’m 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

main delta
#

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?

sly hill
#

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.

mental sentinel
#

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()?

umbral kraken
#

Does someone know why I can't fin the OpenXR plugin in the package manager?

tacit spade
#

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?

sinful delta
tacit spade
#

How would I go upon doing that?

sinful delta
sinful delta
tacit spade
#

Could you go into a bit more depth since I'm just starting?

sinful delta
#

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.

tacit spade
#

I tried but I guess I didn't try hard enough, I'll go search some more

umbral kraken
#

it's supposed to be under oculus xr right

sinful delta
sinful delta
umbral kraken
#

the new openxr plugin in this video

#

I put a timestamp

sinful delta
umbral kraken
#

I downloaded the latest one possible

umbral kraken
#

Oh wait I think I did somehting stupid

#

I downloaded the latest version but I didn't even upgrade my project

#

bruh

sinful delta
#

ah ok. yeah thats prob it

umbral kraken
#

Yea it's showing up now

#

thanks

#

Even if it's just me being stupid lmao

tacit spade
#

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.

sinful delta
#

if you have some code that you have that is not working then post a snippet of it and maybe someone can help.

tacit spade
#

I've got the controller name but I'm still stuck on how to implement that into the if() statement.

wild sphinx
#

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 ?

sinful delta
tacit spade
#

something like

if (using OculusController)
{
  SetVarible;
}
else
{
  SetOtherVariable;
}
sinful delta
tacit spade
#

No, those are just placeholders

sinful delta
#

well what do you have and whats not working?

tacit spade
#

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();
}
sinful delta
#

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?

tacit spade
#

I get it but I don't know how to check if the device name is equal to what it is supposed to be

sinful delta
#

are you getting the name?

tacit spade
#

yes

sinful delta
#

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

tacit spade
#

The code for what?

sinful delta
#

the code in the script that you are working with

tacit spade
#

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()));
        }
sinful delta
#

do you need to differentiate between left and right hands or no?

tacit spade
#

No I'm just trying to detect if the user is using an Oculus controller or not

sinful delta
#

so i think the oculus hmd comes up first in list every time right?

tacit spade
#

What?

sinful delta
#

what comes up in the list first?

#

the HMD, or controller?

tacit spade
#

In the console?

sinful delta
#

yeah

tacit spade
#

This is what comes up,

sinful delta
#

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?

tacit spade
#

if checking the head is the only way i guess so

sinful delta
#

you can do controller also

#

which you rather?

tacit spade
#

controller

sinful delta
#

This should work for you

#

Then you can use the bool for your other if statement you want to use

tacit spade
#

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

vale mountain
#

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

cursive axle
arctic gazelle
#

why the heck has Oculus not developed any external trackers for feet or other

tiny niche
#

@arctic gazelle because they're aiming to reach a mainstream audience with their headsets

storm ether
#

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

storm ether
#

please someone help me im getting impatient

storm ether
#

ok nvm i fixed it

late salmon
#

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

sinful delta
#

Project Settings -> XR PLugin Management

vague birch
#

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?

warm whale
#

Can I use HDRP VR with steamVR?

serene cobalt
#

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

storm ether
#

@serene cobalt i would suggest the qosmetics server. Can i DM you the link? Posting it here gets it automatically deleted lol

serene cobalt
#

yea sure thank you

#

very much

vital spoke
#

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?

odd hare
#

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.

vital spoke
#

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 :/

vital spoke
#

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?

odd hare
#

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.

vital spoke
#

would love to do that but the customers design team wants it to be a monocolor pattern :/ Thanks though!

modern tangle
#

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

vital spoke
#

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.

west mantle
#

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

modern tangle
#

The warning tells you, the camera should track the head, net a specific eye

west mantle
#

Ohh i see so it means you can place a gameobject to track a specific place on the headset by changing the tracking pose?

true shale
#

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

gusty umbra
#

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

mossy ridge
#

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.

tacit spade
#

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?

wraith shale
#

@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

modern tangle
#

might be the wrong channel for that

serene cobalt
#

alright my bad nvm

viral gale
#

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?

drowsy skiff
#

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?

storm ether
#

Which one is it supposed to look like?

drowsy skiff
#

@storm ether The left one

storm ether
#

Huh

#

Thats... very strange

drowsy skiff
#

Indeed, it's a very trippy effect when playing

odd hare
tiny niche
#

a high-speed camera looking into the headset could do it though

wraith shale
#

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

gusty umbra
#

hi, does anyone know how to put 2 independent cameras (right, left), using google cardboard sdk xr-plugin?

wraith shale
#

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?

true shale
#

haven't tested it in 2019 yet I started doing other code

wraith shale
#

yeah that's very possible, I think the new XR management setup was only getting more traction around 2019

shell pumice
#

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?

modest spindle
#

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

graceful cosmos
#

Hello @everyone,

Has anyone work on integrating Dialogflow ES with unity before? I need help please

storm ether
#

Did you really try and ping everyone?

wraith shale
#

there's a good reason why pinging 51 000 people at once isn't enabled on this server

#

let that figure sink in šŸ˜„

spiral oxide
#

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

wraith shale
#

pretty sure most of the games made for it are made with Unity so it would be yes, you can do that šŸ™‚

#

there's some SDK for older Unity versions too if you don't want to use the current XR layer

storm ether
#

I’m using the oculus SDK to build to quest, but any canvas/Text i make won’t show up on-device. It does show up in play mode in the editor though. Any ideas?

#

I’m thinking it may be because it’s rendering to the central camera instead of the left/right camera but I’m unsure

spiral oxide
tiny niche
#

@storm ether put the canvas in world space

#

and look at one of the samples

daring temple
#

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

cursive axle
#

How you make an obj so you cant walk into it or fall through it?

storm ether
cursive axle
#

Nvm i could have googled this one UnityChanLaugh

daring temple
warm whale
#

Can I put all the steamVR folders in one folder?

#

It just generates new folders when I do that

cinder smelt
#

anyone know how i can test my Oculus Quest 2 game without having to build it each time in unity?

sinful delta
wraith shale
#

Or use virtual desktop from quest store to play wireless (it uses steamvr).

#

Cable could be more convenient

wraith loom
#

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?

spiral oxide
#

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?

tiny niche
#

@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

daring temple
#

does the wireless virtual desktop app support unity?

wraith loom
#

fixed, just uninstalled the Oculus XR plugin

daring temple
#

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

leaden flame
#

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

Use the Oculus Integration from Oculus on your next project. Find this integration tool & more on the Unity Asset Store.

glass furnace
#

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 ?

tiny niche
#

@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