#šŸ„½ā”ƒvirtual-reality

1 messages Ā· Page 51 of 1

brazen tundra
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Thanks @leaden flame

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Gonna see what I can do

solar lagoon
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Never mind I find a way to get the input

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Vector3 v3move = new Vector3(-movement.y, 0, movement.x);
            transform.Translate(v3move * 10 * Time.deltaTime);
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movement is the vector2 that I get from InputSystem

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        inputActions = new InputActions();
        inputActions.RightHand.Primary2DAxis.performed += ctx => MoveBroom(ctx.ReadValue<Vector2>());
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@brazen tundra

brazen tundra
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Thanks @solar lagoon !

solar lagoon
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not sure it's the same context. I am using OpenXR.

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as SteamVR is not supported on Unity 2020.+

brazen tundra
brazen tundra
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@solar lagoon How were you able to get the Y axis?

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I can only get the X one

solar lagoon
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What do you mean? The 2D axis is a vector 2

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So x and y

brazen tundra
solar lagoon
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What’s your code?

brazen tundra
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Something weird too

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There isn't an option for Y axis

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I can't find the option I want

solar lagoon
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Oh okay. Look diffƩrent then mine

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I dunno

scarlet tree
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pull it in as a joystick

brazen tundra
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I got it boys...

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RotateAnchor is for X Axis

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TranslateAnchor is for Y Axis

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So you would have to do this

brazen tundra
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How can I add more button options?

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Such as the top menu button for HTC VIve, or the A and B button for Oculus/Index?

buoyant jolt
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I use the VRTK, can’t help on that

weak laurel
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So interesting problem, I've got an unity xr project that works but head/camera tracking stops as soon as the proximity sensor on the headset is activated (I put on the headset). Not sure where to look since I have a brand new project with the xr plugin and default xr rig. Using this with the windows mr option checked (and a lenovo explorer if it matters). Any suggestions?

lone knoll
quaint moss
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@lone knoll nice, is that a custom framework?

lone knoll
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yes , based on open-xr

brazen tundra
scarlet tree
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A and B button are Primary/SecondaryButton on the Right controller

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top button would be the Menu button on the vive controller I believe?

brazen tundra
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Thanks @scarlet tree again

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I think I found it

scarlet tree
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tbh I friggin hate the vive controllers lol

brazen tundra
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Hahaha

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I hate XR more

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I think this is what I was looking for

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It's just crazy that I can't find proper tutorials about this

velvet hemlock
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Hey is anyone here a VR programmer and VR developer? I have an idea for a game that i cant fully do by myself so if anyone would like to help me make a game that would be awesome!, if youre interested DM me and we can go over what everything will be about and all the details.

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And im willing to work with many of people on this project, so if youre good at vr development or vr programming, then DM me!

north path
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What does this do btw?
It confuses me

quick skiff
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Hi all, our VR fps camera is jittering when standing still, the glitch goes away when moving around the space but then always returns here's a short video: https://drive.google.com/file/d/1NZdxDqlqhzafyIZ95QVYw2vKls2W0SC1/view?usp=sharing Any thoughts would be greatly appreciated!
Unity 2019.4.23, XR Interaction Toolkit 1.0.0-pre.3.
Also tried downgrading XR Interaction Toolkit and had slightly less glitching at 0.9.0 but still there

quick skiff
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ok i just removed it

brazen tundra
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How do I add the primary or secondary button if in the script there are only 3 buttons?

tiny compass
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I'm going to start a project (a turn-based multiplayer game) using 2020 LTS, OpenXR and URP. Main target is the Quest but I want to leave it open for adding other platforms. Any suggestion on the Unity template to use? Is the VR template actually helpful, or does it put in enough gunk that I'd be better off just using the 3D one and adding what I want?

quick skiff
# tiny compass I'm going to start a project (a turn-based multiplayer game) using 2020 LTS, Ope...
Unity Learn

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

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you might be way beyond this

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but it seems the XR/VR stuff is tricky and varies widely based on delivery platform

tiny compass
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oh, and if it helps, I've been programming for a couple decades, and have been doing unity/vr stuff for about a year now. I've got it pretty well down, though I have been using native Oculus SDK and not OpenXR, and we haven't converted to URP yet

quick skiff
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steam vr, xr interaction toolkit, so many choices

tiny compass
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I've been doing a lot of stuff like locomotion and grab/throwing, but, again, not using OpenXR

quick skiff
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for cross platform. but if you're going for one specific platform that will probably be more straightforward

tiny compass
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apparently, both Oculus and Steam are telling people to build in OpenXR now

quick skiff
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oh yeah? interesting

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why is that

tiny compass
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not sure of their motivations, exactly. it's possible they realize they need to grow the VR market and standardization is a good idea. Oculus has even said certain features might only come to OpenXR and not their native sdk!

quick skiff
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doesn't compute: it only delivers to hololens and wmr the page says, not oculus

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that would be fantastic, a single compatibility layer for most HMDs, not the confusing pastiche out there now

tiny compass
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they(the openxr page) say "At this time, deploying directly to Oculus Quest/Quest 2 is not supported." Maybe it's just because they need the middleware of Oculus' XR middleware

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of course, unity's docs are always out of date. Even that link I sent only talks about 2019.

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but my main question was about the templates. just how much useful/annoying junk they include in the templates

tiny compass
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no worries. I guess I'll find out! šŸ˜„

brazen tundra
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Anyone has a tutorial on how to write custom XR action based setups?

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I just want to add primary and secondary buttons

buoyant jolt
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It supports OpenXR anyway and has a lot more working tools and samples. It also works with fringe headsets like Pico, etc.

tiny compass
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have you used it with the Quest?

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(though in theory, it doesn't matter what device you use it with its supposed to be all the same)

buoyant jolt
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Yup

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We work on 8 to 10 projects a month with VRTK 3 & 4

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We’ve used both for the Quest

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But I do agree it is a lot to learn. The frameworks are overly thick

tiny compass
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I've read a lot of comments that the docs are crap (though that applies to just about everything, unfortunately). Would you say that's the case? How about the learning curve? I've been doing Oculus VR sdk stuff for the last year+, so I'm wondering if I'm inviting a lot of yak-shaving switching to VRTK

buoyant jolt
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VRTK 4 does not have reliable documentation

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My advice is either OpenXR or VRTK

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With VRTK it also works on OpenXR

coarse notch
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Can someone please help me figure out how to set up the hand using Hurricane VR? Using custom poses makes it look like this

tiny compass
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I was looking into OpenXR. It sounds like it still can't produce native apk builds? Did I read that right?

buoyant jolt
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I’m not sure, I use VRTK > Oculus Plug-in (for the Quest). It abstracts away all the third party frameworks, so you don’t have to worry about that part of the stuff.

tiny compass
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but this is a fairly large, established project, so adding VRTK at this point didn't appeal

buoyant jolt
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Yeah, VRTK is fantastic... once you’ve mastered it :). Until then it’s hair pulling

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When I last used the raw Oculus Plugin, I had to modify the teleport examples as they weren’t complete, and some functions were literally empty and stubbed out

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I wrote a blog post somewhere about how bad their sample code was. They had entire features commented out that just says the devs disabled it because they couldn’t figure out the bug. The bug was a 1 line fix. It’s a bit sad. Hopefully it’s been long fixed since then.

tiny compass
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any thoughts on XR Interaction Toolkit?

buoyant jolt
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I haven’t used that one much I’m afraid

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We have ~20 people on VR full time for a variety of headsets, and we pretty much only work with the VRTK now.

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We are getting slow to adapt 😦

tiny compass
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hah. well, developers aren't lacking for introducing a staggering array of different toolkits. that's the one thing developers are the best at doing. šŸ˜†

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we're doing all our stuff on Quest right now (we have a pico - actually two I think, because the first one was shoddy). we're a pretty small startup so we're mainly trying to focus

buoyant jolt
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Yeah, we use Pico for our health stuff (all plastic, no cloth). Quest for teaching (post secondaries) and consumer titles. Vive/rift for PC gamers. Vive for industrial clients (some of them need trackers). Quest with hands only for our in hospital stroke work (controller free). It changes a lot per client...

tiny compass
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I can definitely see how something very geared towards cross platform would be a must

brazen tundra
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Anyone please

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Just a simple request

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How to make primary and secondary buttons work for XR

brazen tundra
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I give up

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I will just go back to Unity 2019.3 and continue using SteamVR

wanton fossil
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If I recall correctly, you're just trying to open a UI, right? So, you don't technically need it to go through the controller. You can just hook up the action directly to whatever gameObject you want to toggle.

You can either look into some more generic Input System tutorials, or if your somewhat familiar with the system. Do something like this.
https://github.com/C-Through/XR-OpenXR/blob/main/Assets/_OpenXR/Scripts/AssetInputExample.cs

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Then, it would look something like.

   private void DoPressedThing(InputAction.CallbackContext context)
    {
      bool isActive = !canvasObject.activeSelf;
      canvasObject.SetActive(isActive);
    }
teal perch
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hey everyone, I learning unity and how to build vr games, I've started project to build bowling game and I'm looking materials to learn about physics in unity to properly implement throwing, spinning and object interactions. Maybe someone knows good materials to learn from on that subject?

solar lagoon
slow marlin
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Hey guys I'm new to making virtual reality games, is the OVRPlayerController still working?

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Also I'm on the quest

quick steeple
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Hey guys anyone here does unity dev VR tutoring/mentorship/courses? I’m very new to the whole unity universe but i’d like to jumpstart into learning VR and 3D asset creation. Not totally new to 3D btw

brazen tundra
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I will keep Unity2019 until something that actually works comes up

teal perch
# quick steeple Hey guys anyone here does unity dev VR tutoring/mentorship/courses? I’m very new...

hey @quick steeple today I found this course on learn.unity https://learn.unity.com/course/oculus-vr?uv=2018.4 maybe will be useful for you as well

Unity Learn

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

buoyant jolt
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That said, I'm also teaching a VR cert. at SAIT. But it might be better to take a small course first and see if you like it

quick steeple
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Nice Thank you @teal perch That's definitely useful!

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@buoyant jolt didn't find anything related. I saw only a game dev design & graphics bundle. Also, that's good news, I'll take a look on your course!

buoyant jolt
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You can also check out udemy they have fantastic stuff and coupon codes come out every few months to knock all courses to $5

quick steeple
solar lagoon
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Hey Guys, I am trying to make a flying broom experience in VR.

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How would you setup the controller for this?

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we would need to move forward turn and change altitude

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I have a Valve Index Controller.

buoyant jolt
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I’d tread cautiously, forced motion is not pleasant

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Its what causes motion sickness ...

solar lagoon
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the head movement will be free.

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just the broom direction will change.

heady grotto
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What he's referring to is that you will still move the player's camera through the world as it "flies"... Which for many people is a vom machine

scarlet tree
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@brazen tundra I told you already, it's literally PrimaryButton and SecondaryButton

brazen tundra
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But it's ok now, I'm already back to 2019.3

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Thanks for trying hehe

scarlet tree
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WHAT DIDN'T WORK?

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....

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okay capslock lol

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sorry lol

brazen tundra
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Hahahahahahahaa

sinful delta
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@brazen tundra use xr interaction toolkit man. Its super simple.

brazen tundra
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I had issues setting up the code

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Even wrote a custom script

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The trigger and grip button were the only things working

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But now it's ok though

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I was happy with SteamVR 😁

scarlet tree
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I'm reasonably sure the issue could be worked out simply and in a few minutes without requiring you to completely rip apart your project a second time, but you do you, I guess

brazen tundra
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it caused me so many issues

sinful delta
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idk how bro. Its like easiest thing they ever released lol

brazen tundra
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I spent hours looking for one, but couldn't find it

sinful delta
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i think valem has some but i mean its literally drag and drop

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what headset you on?

vestal flicker
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OpenXR examples already includes a full input action map with most of the buttons

brazen tundra
brazen tundra
brazen tundra
sinful delta
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did you look at the xr interaction toolkit docs?

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It has a list of what everything is called

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as far as buttons

vestal flicker
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Hmm, I use them because they're there but, ok šŸ˜›

brazen tundra
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There is no where that explains step by step

vestal flicker
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OpenXR sample, - already has most buttons

brazen tundra
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I know that

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I played with that window for hours and hours

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How do would you set the code for the primary and secondary button

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I'm talking about the code

sinful delta
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did you import the xr toolkit sample inputs? it has it also

brazen tundra
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I did

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Here per example, that's a script that I couldn't modify

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There were only 3 buttons

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And I only managed to make 2 of them work

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Then I tried to write my own script, also did not work

sinful delta
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what you want it t be?

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it looks like the primary button is mapped to teleport select

brazen tundra
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Once again

sinful delta
brazen tundra
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I understand that window

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What about the code though?

sinful delta
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what dont you uderstand

brazen tundra
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What would you write if you had to use the teleport function, per example

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I could only use activateAction, selectAction and uiAction

sinful delta
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just add a new binding

brazen tundra
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Once again

sinful delta
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uncheck use reference and add the bvinding you want

brazen tundra
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I understand that window

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I don't need help with that window

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I'm talking about the code

sinful delta
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i dont think you do man

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you dont need to change any code

brazen tundra
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Let's say I need to use the teleport button

sinful delta
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if you want to pick something up, what button you want to use?

brazen tundra
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How would you write the code?

sinful delta
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you trying to teleport or interact?

wanton fossil
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Are you using the Vive controllers as well? Are you trying to use the touchpad?

Also, I commented on your issue earlier. You don't need to go through the controller.

If you're trying to use the touchpad press, you'd need Primary Axis press, or Touchpad press if you're on OpenXR.

brazen tundra
buoyant jolt
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This is exactly why I love using the VRTK

brazen tundra
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I'm trying to check when buttons are being pressed

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That's it

sinful delta
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i hate vrtk lol i implemented the same things it does in one day with the xrit

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to do something?

buoyant jolt
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You just need to apply yourself better šŸ˜„

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It should have taken 5 seconds

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Drag/drop/tweak/go

sinful delta
brazen tundra
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This example

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I can only use selectAction, activateAction and uiAction

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And I couldn't make uiAction work

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But let's say I want to add the Menu button (The top button for HTC)

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How would I do that if I only have 3 options?

brazen tundra
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Would I be able to choose any button from this list

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Using this?

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public InputActionReference testReference = null;

wanton fossil
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Yes, you can drop the input asset in, or define it in the Inspector.

brazen tundra
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But, why VR Andrew or Valem showed that?

wanton fossil
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I am Andrew.

brazen tundra
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VR with Andrew?

wanton fossil
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Yes.

brazen tundra
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I watched your video, and there wasn't this example with the code šŸ˜…

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Love your videos by the way hahaha

wanton fossil
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Ahaha, it's from the OpenXR video. Checkout the template, it'll have all that setup. But, you have me an idea for a future video. :)

brazen tundra
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Thanks Andrew

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This is funny

wanton fossil
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We'll, hope you get it figured out! Vive controllers are just a bit iffy. So, try grip or trigger to make sure it works.

sinful delta
brazen tundra
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Valem is trash, he sux...

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Joking

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You both are awesome

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I learn a bunch with you both of your videos

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A lot of what you see here I learnt from you guys

wanton fossil
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We do what we can. šŸ™‚

scarlet tree
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Welp. I just hopefully implemented Steam achievments for the OpenXR port

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now I need to test if they even work

solar lagoon
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What is welp.

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Hey Guys still on my question about the flying broom :p

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What would be the best mapping.

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Using the primary2D axis like in a plane for up and down. Or something else

north path
solar lagoon
north path
solar lagoon
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Lol. That ā€˜s worst . Dunno this word

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Never mind I checked šŸ˜‰ but since I am parenting the rig to the broom I would like to get the direction from it. Not sure how to rotate based a left right joystick.

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I tried Transform.lookAt

solar lagoon
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Someone else to help maybe?

brazen tundra
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Could you send as some images?

solar lagoon
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yup.

brazen tundra
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Draw in paint or something

solar lagoon
brazen tundra
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From what I understand, if you rotate the broom, the camera rig will rorate as well

solar lagoon
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this is my broom, I want to orientate the broom based on the Primary2D axis.

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I am getting the direction in 3D space like this.

brazen tundra
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And what does Primary2D axis mean?

solar lagoon
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   Vector3 v3move = new Vector3(-movement.y, 0, movement.x);
            Debug.DrawRay(transform.position, v3move,Color.magenta);
            if(v3move.)
brazen tundra
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Is it the X value from the touchpad/joystick?

solar lagoon
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its a vector2 value based on the thumbstick of the valve index controller.

brazen tundra
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I see

solar lagoon
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so I am converting in a 3D vector3

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and the DrawRay is good and is showing the proper direction.

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how to apply this v3move to the broom to match the rotation.

brazen tundra
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transform.RotateAround(broom.position, Vector3.up, rotateSpeedValue * Time.deltaTime);

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Something like this maybe?

solar lagoon
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let me try.

brazen tundra
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Oh wait

solar lagoon
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?

brazen tundra
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Hold up

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Let me do this right

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Gonna take a second

solar lagoon
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this is what I get from my controller right now.

brazen tundra
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Video is private

solar lagoon
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try again the link.

brazen tundra
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I believe if you try my code,it will work

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And it's just broom.position instead of broomSpeed

solar lagoon
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its working thanks.

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I thought about a different ways.

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not to rotation but more use this magenda ray as the direction.

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if you understand

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like in a plane.

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but that is a good start thanks.

brazen tundra
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Hope it work 😁

solar lagoon
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but more as a general question. how to rotate from a source to the direction of a vector

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like this drawed ray is the direction I want to apply to the broom

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I am good.

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I used yours it's working fine.

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just need to check how to gain altitude..

brazen tundra
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Something like this maybe?

silk lava
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Does someone know how I can create a XRGrabinteractable that's stuck in one place?
I tried to just make the rigidbody kinematic but I can still grab the Interactable and it glitches (creates weird shapes, like all polygons are pulled towards their original places).
I want to make grabables that lift up the player(character controller) instead to realise a climbing mechanic, but I've no idea how to implement it (or if there's an easier way)

wary junco
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on the XR Grab Interactable did you "Freeze Rotation & Position"?

silk lava
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no

wary junco
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One way that I could think to do it would be to parent the rig to the controller, and parent the controller to the item. Not sure how expensive that would be

silk lava
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My Rig already is parent of the controllers and camera

silk lava
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deactivate track position and rotation I assume?

wary junco
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yes. Although in my mind it is different, one sec

modest pier
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how do you reference the gameobject a user is holding in script

silk lava
# modest pier how do you reference the gameobject a user is holding in script
public class ClimbInteractable : XRGrabInteractable
{
    protected override void OnSelectEntered(SelectEnterEventArgs args)
    {
        base.OnSelectEntered(args);
        Debug.Log("Knob grabbed");
        if(args.interactor is XRDirectInteractor)
        {
            Climber.climbingHand = args.interactor.GetComponent<XRController>();
            Debug.Log("Interactor found");
        }
            
    }

    protected override void OnSelectExited(SelectExitEventArgs args)
    {
        base.OnSelectExited(args);
        Debug.Log("Knob lost");
        if (args.interactor is XRDirectInteractor)
        {
            if(Climber.climbingHand)
            {
                Climber.climbingHand = null;
            }
        }
    }
}
modest pier
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thank you

silk lava
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My Hand is just grabbing it

silk lava
# modest pier how do you reference the gameobject a user is holding in script

Got a climber script on the player that gets the current hand from the interactable and tracks the velocity of the hand

void climb()
    {

        InputDevices.GetDeviceAtXRNode(climbingHand.controllerNode).TryGetFeatureValue(UnityEngine.XR.CommonUsages.deviceVelocity, out Vector3 velocity);
        character.Move(transform.rotation * -velocity * Time.fixedDeltaTime);
    }
wary junco
#

https://www.youtube.com/watch?v=vIrgCMNsE3s&t=254s

btw LevelUp did a video on something semi similar just yesterday. But he did explain the locks.

Hello! in this new XR interaction toolkit for unity tutorial we take a look at how to create some dials\switches that you can use in your game to create interesting interactions or puzzles.

LINK TO SCRIPT AND SWITCH
https://drive.google.com/drive/folders/17FAsBEF-c-MgENDJqdxUJRsk0KuRLe3L?usp=sharing

Patreon: https://www.patreon.com/LevelUp202...

ā–¶ Play video
silk lava
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Did you recall how I can freeze its position and rotation?

wary junco
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tbh, I was going to recommend coding something completely outside of XRGrab Interactable. but you would def want to turn off all of the booleans in that editor. The grab actually puts the object to the controller, you want the opposite

silk lava
modest pier
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yeah

silk lava
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Thanks for the video and the hint, hope this is useful šŸ˜„

wary junco
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np, was writing a quick script of what I meant. Ill tag you in it here in a sec.

silk lava
#

Ah thanks

wary junco
#

btw - did you watch valems? https://www.youtube.com/watch?v=mHHYI7hzZ6M

ā–¶ Get access to the source code: https://www.patreon.com/ValemVR
ā–¶ Join the Discord channel: https://discord.gg/5uhRegs

We learned to move smoothly, to teleport and today I will show you how to climb with the Unity XR Toolkit.

Download the wall : https://drive.google.com/file/d/1gwLXOBAx5IqPFIDcJJIyJSVAgR9GifKX/view?usp=sharing

#vr #vrdev #ma...

ā–¶ Play video
silk lava
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Yeah, tried it like this as well, as most of my code looks like his

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Guess in an old XRToolkit this works well

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But Unity is constantly throwing rocks in my way, so this is nothing new to me šŸ˜„

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Had to rewrite my stuff 3x since the beginning because of huge Framework changes

wary junco
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Ive been watching DOTs tutorials today. Thinking about converting everything over (the mathmatics at least) to help VR cope. BUT every 3 months when I mess with it, the code changes a good bit. Thats why Im just going to stick with 2019 for a little bit longer, and switch once more stuff is out of beta

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preview*

silk lava
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Anyway, have to go, girlfriend is waiting šŸ˜„

wary junco
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ok, cheers m8. xD

wary junco
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way too long to post here actually. Only 150 lines though :-s

Some of those positions should be local when they go back to XR.Rig.

Its also untested as we are about to do dinner. Ill have to modify it once I work out the kinks. Not entirely sure that the Rig has to be parented to controller. but you can move the rig around the object when grabbed since technically pulling is just that. The other way is creating a game object called "World" and putting everything inside of that and have the XR Rig with no parent, then you could parent the world to Controller, and it will look the same. (this is the method I use since "normal" locomotion is not used in my project). It allows you to do scaling as well to get a "TiltBrush" feel

Im sure their implementation is better. I also saw Andrew did a tut on it. I need to look at that one.

Edit: The code above is broken lol, I am missing something, but dont detach the controllers from Rig otherwise it perma offsets controllers. The other method I use that puts everything in a "world" game object works, but you have to control the restrictions on axis' so Andrews/Valems/Levelups work better

marble wolf
#

I'm teleporting a person to a new location in my scene. What's a good simple way to fade the camera out/in? I'm using Oculus Integrations, VRTK for the Quest. Using only baked lighting as well.

#

Looks like I'll be trying OVRScreenFade

warm whale
#

For the fade effect

#

.
Does the xr toolkit have collision for continuous movement?

wary junco
wary junco
wanton fossil
# warm whale . Does the xr toolkit have collision for continuous movement?

Yes, it's setup at the end of this video using the Character Controller Driver Component.
https://youtu.be/4WiMogkep1U

There are also ways of creating your own locomotion providers, if you want a custom solution.
https://youtu.be/6N__0jeg6k0

Support my work, and get access to source code!
https://www.patreon.com/VRwithAndrew

In this video, we're going to be taking a look at the new Continuous Movement features in Unity's XR Toolkit.

ā–¶ Play video

Hello there! Today, we're going to start a project for moving in VR.

Github:
https://github.com/C-Through/VR-XRToolkitLocomotion

If you would like to support me or have access to the completed project files, feel free to check out my Patreon.
https://www.patreon.com/VRwithAndrew

ā–¶ Play video
wanton fossil
warm whale
#

Thanks guys I'll take a look

scarlet tree
#

Hey all, does anyone have experience with optimisation and profiler analysis? I know just enough about the profiler to figure out that something's causing the frame to get Overshot, but I can't figure out what it actually is.

buoyant jolt
#

Profilers great for code issues. For models and such though it's renderdoc or looking at batch calls etc.

#

If it's code related though, profiler will show you the function causing a slow down

scarlet tree
#

I'm aware. Essentially, what's happenning is that we've got a CPU time of about 6ms, and a GPU of about 9ms.. but then there's a big fat 40ms Semaphore.waitforsignal in the middle

#

which is causing the GPU stuff to overshoot the frame, and voila, consistent horrible frame times

#

Can I throw you a saved profiler capture? maybe you can make more sense of it than I

silk lava
scarlet tree
#

There's the profiler capture, if anyone wants to take a look

echo marsh
#

Hi, i want to make a jump button using XR toolkit similar to the one in rec room but i don't know how to capture the button being pressed, been on google and there is nothing that breaks it down so i can understand, can someone help?

solar lagoon
echo marsh
solar lagoon
#

You start by adding the assembly at the top

#

Lol sorry dont know how to make back tick with my phone

#

Using Unity.InputSystem;

echo marsh
#

Ok, these are all my assemblies i have now:

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;
using UnityEngine.XR.Interaction.Toolkit;
using Unity.InputSystem;
solar lagoon
#

Yup you are good

echo marsh
#

What now?

solar lagoon
#

You need to register to the inputaction in awake function

#

You can use the tutorial more or less

echo marsh
#

I don't understand, what is inputaction? and isn't this tutorial for just normal controller or keyboard input?

echo marsh
solar lagoon
#

Nope but the logic is the same. Sorry i have to leave

echo marsh
#

Ok :/

scarlet tree
#

.......What a fool

echo marsh
#

what?

scarlet tree
#

the spammer

echo marsh
#

oh is it a scam?

scarlet tree
#

<@&502884371011731486> yo points up

solar lagoon
#

Lol

scarlet tree
#

TY šŸ™‚

#

I mean, it was so bad the link didn't even parse as valid

#

anyway

scarlet tree
#

@echo marsh
1: Make sure your XR rig is an Action based one
2: Go to the Package Manager, find the XR interaction Toolkit entry, click "Samples" and Import the "Default Input Actions" sample.
3: Put an "Input Action manager" component on your XR Rig
4: Point the Input action Manager at your Default Input Actions asset
5: https://youtu.be/d2gEEQeu1b4?t=194 to set up your Default interaction actions
6: Open the Default input Actions asset
7: Select the controller you want the jump button on in "Action maps"
8: In "Actions", Right Click>Create, Call the new action "Jump"
9: Right click the new action>Add Binding
10: In "Properties", under "Binding", click the "Path" dropdown, and navigate tot he button you want to assign. I recommend you make it something like "primaryButtonPressed"(A/X)
11: https://hatebin.com/kqmgeoqjkt

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.

ā–¶ Play video
#

it's a bit of a slog, but you need to only do most of it once šŸ™‚

echo marsh
scarlet tree
#

yes

#

I'm on 1.0.0-pre-1 (I probably should go to pre-3 but I'm gonna just wait for 1.0 official)

echo marsh
brazen tundra
#

It could be that the toolkit is missing

#

Then it should appear

echo marsh
#

this is what i got, i think its because im on 0.9.4

brazen tundra
#

Oh

#

Could be that

echo marsh
#

I will try updating once i have backed up all my code and files

brazen tundra
#

How can I access the Menu button for the HTC VIVE 1?

#

I already tried all these buttons, but none get the Menu button

#

I need to get the input for that button

wanton fossil
#

Just checked this, looks like an issue with OpenXR? Doesn't get a reading in the Input Debugger. It should just be the "menu [HTC Vive...]".

brazen tundra
#

And yeah, it doesn't seem to be reading that button

#

Any tips on what I should do?

wanton fossil
#

Not sure, really

brazen tundra
solar lagoon
#

If there is no reference of it, you cannot grab the value

brazen tundra
#

Should I report this bug to Unity?

solar lagoon
#

So when you put in listen mode and push it, there is no answer?

brazen tundra
#

All the other buttons work

#

Except the Menu one

solar lagoon
#

Weird because its a common button on Valve index controller

#

But you used the vive controller input package?

wanton fossil
solar lagoon
#

Input/menu/click

brazen tundra
brazen tundra
solar lagoon
#

You have the openxr tookit and you have input specific for each controller

#

You are enabling them

#

On project setting /XR something

brazen tundra
#

Let me check

#

I also tried all these buttons

#

And this is also checked

solar lagoon
#

Yeah so all good there

#

And when you are looking to the inputactions asset?

#

Maybe its wrongnamed

brazen tundra
solar lagoon
#

The file that is mapping each key to an action

brazen tundra
solar lagoon
#

It should be with the package. Mine is called InputActions

sullen dirge
#

How could I get an output from a socket interactor?

#

Basically I want to have a cube's color fade from red to green while it's in a socket interactor

solar lagoon
#

There is no call back/event on the socket?

#

Like on Activate @sullen dirge

sullen dirge
#

I think I found something?

#

It might be something similar to the script at the beginning of this video?

#

Yeah I think I can modify some of the code from this video, just waiting on laptop to charge

wanton fossil
#

You want to do it on the Select Enter/Exit. Or, ProcessInteractable. There's a more similar example here.
https://youtu.be/JmaAHyNvA98

Greetings! You ever need more places to store things in VR? You're in the right place. Today we're going to be recreating the Wrist Pockets from Half-Life: Alyx using Unity's XR Interaction Toolkit.

GitHub:
https://github.com/C-Through/XR-WristPockets

Support my work, and get access to source code!
https://www.patreon.com/VRwithAndrew

ā–¶ Play video
dusk sky
#

How can I make it so if I press a button on the controller that’s holding an object it drop something from a socket interactor. I’m using the XR toolkit.

meager egret
#

Any one else having this issue? it happens with continuous motion too

solar lagoon
#

Lol

#

Is it your teleport cursor ?

#

Remove the collider of it

#

@meager egret

meager egret
solar lagoon
#

Weird. I dunno I am using a custom one from valem tutorials

brazen tundra
#

Why do I see this when I'm with my helmet

#

But in the editor or not using XR it appears correctly

#

The health bar

#

I'm using Unity 2021 single pass

marble wolf
#

Similar situation as above, I'm building for the Quest, and get what you see below where my skybox and Ocean are black when looking through this skinned mesh renderer

#

I'm using multiview/multipass so I know that's not the issue in this case, but it must be shader related.

brazen tundra
#

When I set it to multi pass, one eye will process shadows and the other won't

#

Only when I use XR...

brazen tundra
marble wolf
marble wolf
quick skiff
solar lagoon
#

Hey Guys ! still on my flying broom experience.

#

I configured the trigger of my valve index controller to be the thruster for the broom but the thing is after the trigger is completely press, my broom stop. because there is no more callback generated.

#

any ideas how I could get constant trust while I am leaving the trigger on

hushed spruce
#

(Not really great with VR) When are the callbacks generated, on a pressure change?

#

Could you just store the most recent trigger value every time you get the callback?

#

Do you maybe also need to register with some sort of OnRelease callback to track when it's being let go?

solar lagoon
#

yeah the thing is I am keeping the trust as long as the callback is on the even performed.

#

since it's relying on new input system, maybe I can create a an new inputionaction for trigger hold or something.

tiny niche
#

@solar lagoon you can also just poll the action for it's state

wary girder
#

Hi, Im having some issues with VR + Post Process Resources, when I tried VR Support Single Pass Instanced, Multi Pass and 360 Stereo support the output is:

buoyant jolt
#

Not all post processing works on VR, and if you use it, be very sparing because the bugs change per headset and are expensive calculation costs

wary girder
novel cape
#

I started getting this error last night after everything was working fine, and nothing I do seems to help. I've restarted Unity, SteamVR, and rebooted, and its still giving me the error...

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)```
#

I've also tried disabling post processing, which is what I was playing with when it all went south, but that doesn't help either. And while the error will go away if I switch to multi-pass rendering, in one eye I get an image which is too bright and in the other I get one which is too dark, so I think post processing is only getting applied to one eye for some reason. I'm using SteamVR through the HurricaneVR Unity plugin, and it's been working fine till last night when I added post processing to my scene.

short heron
#

Was GetStereoProjectionMatrix silently deprecated in Unity 2020.3? Camera.main.GetStereoProjectionMatrix(Camera.StereoscopicEye.Left) returns the correct projection matrix in 2019.4 but only an identity matrix in 2020.3. I can still find the projection matrix using the XRDisplaySubsystem but it's a lot more cumbersome...

leaden flame
leaden flame
novel cape
#

Well, I've discovered removing the post processing layer from the main camera entirely causes the above error to go away, but not having any post processing means no HDR, and no auto exposure, which is unacceptable. And I know post processing works with VR and the standard renderer, which is what I'm using, because VRChat allows the use of it. But I don't know if they're using multi-pass rendering to make it work, and I'm using HurricaneVR to interface with SteamVR and Oculus, so I have a single API to deal with (plus it provides a lot of cool physics stuff like Boneworks) but that only uses one camera set to "both" and when I try to put post processing on that, I get a dark image in my right eye, and post processing in my left.

short heron
leaden flame
#

I see, I can follow up internally but yeah I think the XR SDK / XR display system is probably the way to go

short heron
brazen tundra
novel cape
#

I was on 3.0.3 which is the latest, but I'll try some older versions.

brazen tundra
#

It could work

#

Maybe also Help > Reset packages to default

#

Or if you are using a custom shader

#

Try this

#

Try to use single pass

#

Multi is too expensive

#

@marble wolf Hey man

#

Found the solution I think

#

To make your VR work with single pass and not have the shader issues

novel cape
#

3.0.1 doesn't work... And 2.3.0 which is the only other version doesn't give the error, but also doesn't work either rendering a gray screen like the others.

#

I'm using single pass at the moment. I tried multi-pass only to try to get it working, but that just rendered post processing in one eye only.

#

"Maybe also Help > Reset packages to default" ... Do I want to do that? Is that going to completely screw up my project? I have a lot of different packages installed...

#

I'm not using any custom shaders. At least none that I know of. Just standard.

brazen tundra
#

I don't use multi because of the same issue that you are having and also because it's too heavy

novel cape
#

I'm not using multi pass.

brazen tundra
#

Oh good

novel cape
#

If Reset Packages to Defaults is going to erase every other package I installed then its going to take hours to set everything up again just to get back to where I am at which point I'll probably have the same issue. If it does not erase all my packages then it's poorly named and I can't find any documentation on it or what it's suppossed to actually do....

#

Is there any way to see what shaders are currently in use in a project? I don't know if there are some rogue shaders in there that might be causing issues.

novel cape
brazen tundra
#

Everything was perfect before XR came...

novel cape
#

This is about it not working with UnityXR. Someone said it worked with SteamVR in that thread, but that's what I'm using and it's not working with that either. I've found several threads referencing a similar issue. As for what it means, they didn't say they're fixing it and I have yet to find any bug report on it but I don't recall where to look to find the Unity bug reports to search it, I've just been googling and searching the forum.

brazen tundra
#

They had SteamVR + XR

#

Because if you remove XR completely, that anoying message keeps popping up

#

If you go back to 2019.3, you are not gonna have these issues

novel cape
#

I don't really understand, as this whole UnityXR SteamVR OpenXR ecosystem is a mess, but the Hurricane VR dev had recommended using 2019 but support for that LTS ends in a year and 2020 LTS will continue two two years so I thought it prudent to use 2020 but if going back to 2019 will get this to work, then I guess I have no choice. So I'll try that later, but I'm skeptical it's gonna fix it. I saw a lot of people using 2019 versions that were also having a variety of issues in my searches.

brazen tundra
vernal hollow
#

Trying to access VR controller values through code, can't get it to work for the life of me. I can tell the VR rig works by looking at the XR Interaction Debugger. No idea what I'm doing wrong.

https://hatebin.com/pyprdhvfkm

brazen tundra
#

Try these examples

vernal hollow
#

@brazen tundra Not sure what to do with this ...? I am just trying to read data from controller through code (e.g. 2d coordinates from joystick, etc) and print it to the console right now

#

Putting AssetInputEample on the XR Rig or one of the hands doesn't seem to do anything

brazen tundra
#

I tried the way you were doing before, and it did not work for me

brazen tundra
#

Follow this

#

And then try the examples fom the code

#

The only thing that I did the same as you, was getting the dpad value

meager egret
#

Anyone else having issues with valve index default hand orientation with the XR Interaction Toolkit?

valid cloud
#

a quick update on my previous question
i figured out that my reticle pointer wasnt detecting any interactable objects
when i built a new scene and did a basic setup i got to know that it works this way

#

and after that i moved to my previous scene to do some changes but still there's no detection of any project why is that so???

#

can anyone help me with the fix??

marsh hearth
#

what unity version do you use?

winged frost
#

Hi everyone!

#

how is everyone doing? I was wondering. what do some of

#

you use as physics project settings when working on vr games?

#

I am starting to think I can get some performance increase by toning down accuracy

marsh hearth
#

omg what if like in vr cardboard you use a system that does this : when you look at a cube like 5 seconds you grab it and if you leave the cube stand right there now like 2.5 seconds it falls.

short heron
# leaden flame I see, I can follow up internally but yeah I think the XR SDK / XR display syste...

After some isolation work I actually managed to find a way to repro this in a fresh 2020.3.2f1 project and the bug seems to be using Solid Color as Background Type for camera in URP (could not reproduce when using standard pipeline):

Create a new 3D project
Install XR Management package
Install Mixed Reality package
Configure Mixed Reality as active XR plugin
Install URP 10.4
Create new scene
Convert main camera to XR Rig
Put a script somewhere in the scene that prints Camera.main.GetStereoProjectionMatrix(Camera.StereoscopicEye.Left)
Run scene: See that projection matrix is correctly set
Change camera Background Type from Skybox to Solid Color
Run scene again: projection matrix is always identity

solar lagoon
#

Hey guys is someone already used Tree from Terrain in VR? I have a weird thing. When i am moving my head ( xrrig) the leaves of the tree are moving synchronously....

buoyant jolt
solar lagoon
#

Not sure what billboard effect is but basically the tree leave is orienting based on my sight

hushed spruce
#

Sounds like a billboard effect yeah. A plane with a texture is used to simulate a more 3d object by always rotating it to face you

#

Think of grass and bushes in old 3d games

#

Making leaves billboard isn't too uncommon. Can you check the material or shader on the leaves?

#

Not quite sure what "Tree from Terrain" is exactly though

solar lagoon
#

When you pain tree

#

Paint

#

On Terrain

buoyant jolt
#

Yeah VR is funny because billboarding has a negative impact. A lot of the terrain tools billboard and aren't s good fit for VR

#

For trees I use actual tree models instead

solar lagoon
#

Oh so not terrain but directly the prefab?

#

I will try to show a video of the issue later

#

Its old apparently

#

Oh I will try a different shader. Maybe there is one for vr

pliant meadow
#

Yeah I think the only solution is to use tree models.

hushed spruce
#

Yeah billboards in VR... I haven't experienced but I can only imagine they do not work nearly as well as a flat-screen-game

#

Maybe for super distance objects

valid cloud
marsh hearth
#

it's the correct version i think

#

but very strange

valid cloud
valid cloud
valid cloud
valid cloud
marsh hearth
#

btw thanks for the info bc im using google's vr system and if i have this problem now i have the solution šŸ˜‹

valid cloud
#

no well we can say
the problem fixed and didnt fix lol

#

did u get what i explained here
the messages before i replied to yours

#

well i would like to know about the lighting setting in GVR??
can u help me out in that???

marsh hearth
#

i'm litterally 1 year unity experience

#

im dumb with all idk what to do with the error, in summary im learning how unity works

valid cloud
#

same goes for me dont worry

solar lagoon
#

Same after 5 years ! :p

slender vine
#

Hey guys, whats the current recommended pipeline for VR development, specifically for the quest 2 (android)?

#

I've previously just gone with the standard 3d because there were just a lot of compatibility and stability issues last time I checked

#

Also using 2020.3 is this "VR" template a good starting point? What pipeline does it use?

tiny niche
#

@slender vine you need to use the legacy pipeline if you want to support Oculus avatars. Otherwise i'd suggest URP

#

i prefer to use the URP template or start with an empty project though. The VR template had too much stuff going on imo.

slender vine
#

Aah thanks for the info, Im tempted to stick with the standard pipeline for compatability but URP does seem to have some nice visual improvements.

pine bison
#

URP is still contained to experiments for me šŸ˜… It's a lot better than it was already, but still feels a bit unstable

solar lagoon
#

is someone know nice free tree asset that work in URP and also in VR.

#

so no use of billboard?

tribal ibex
#

Does anyone have experience using an 8k or higher video in VR with HDRP?

wraith shale
#

I do wonder what kind of hardware you have if you can actually decode higher than 8k as current high end gpu's barely do 8k @ 24Hz

#

hardware capability aside, I wouldn't expect that to work any differently than lower resolution video (code / setup wise)

tribal ibex
#

I have a 3080, the video is recorded with a 360 degrees camera

#

we thought about using h265 but it has major issues on windows, another approach would be to split the video in 4 videos with 2k resolution and attach it together in Unity

#

Not sure about how this would work

hard carbon
#

Hey all šŸ™‚ So, im used to using the Oculus Integration Package, but was going to follow a tutorial (posted a month ago) to learn XR Toolkit. Pulled the guys code into my project, it looks like it cant find the Interaction namespace within Unity.XR

#

Anyone know where im going wrong here? Projects activated for XR and all that. Cant find XR Toolkit in the unity registry, so im assuming its included in the normal XR Plugin Manager

#

oof nevermind, i wasnt showing preview packages (fresh version of unity wiped my setting)

wary junco
novel cape
# wary junco Does LTS mean limited time support? Thought it meant Long Term Support. There ...

LTS means long term support but according to the blog post I found about it LTS means two years of support from the release of the LTS version, with frequent and big updates the first year and then less frequent bug fixes only the second. So using 2018 LTS now two years later isn't ideal unless it does everything you need and has no major bugs. I ended up going with 2019 LTS for my new project because Post Processing doesn't work with VR in 2020 standard renderer and I didn't want to switch to URP because there's not that much out there for it yet and I have a lot of standard renderer shaders.

tiny niche
#

@hard carbon did you reference the correct packages?

mossy ridge
#

Does anyone have an idea of why I would't be able to see my controlers? They are being tracked and it knows when I move/ grab things but I can't see them.

#

would this be like a build settings problem or like a camera settings?

tiny niche
#

@mossy ridge have you added models to them?

leaden patio
#

i uploaded a file from blender and now my teleport isn't working? as far as i can see there's no reason that a purely made pistol would break previously working stuff and yet it does. there is now areas i can't and shouldn't be able to teleport to, that still it shows up acting as if they can and areas that i should be able to teleport to that act like i can teleport to them but they still don't teleport. i'm not sure what's happening. all i've done since is bring that file in. anyone know what's happening and why it's happening?

it's even broken after i've deleted the file and redone the teleportation.

literally anywhere there's ground it registers as teleportable even though it can't teleport anywhere

fierce forge
#

@tiny niche these are the warnings being thrown

mossy ridge
#

@tiny niche I was asking for @fierce forge while he was waiting to be whitelisted

fierce forge
#

tyty

#

but yeah, i the models are children of the handanchors

nova vessel
#

Anyone know how to set a vector deadzone on the loaded action set in SteamVR?

#

Implementing my own deadzone isn't viable, it appears to be a lower level issue SteamVR's deadzone handles, need to be able to set it at runtime

#

Quest 2 link bindings uses Touch

#

So does the CV1, so setting a deadzone for it will apply to the CV1, would like to be able to set in the code based on the HDM

nova vessel
#

Nvm, figured it out

valid cloud
#

its a simple question but i want to know can we increase the range(distance from the camera to interactable object) of our raycast???

winged frost
#

hi there!

#

does anyone know a volumetric lighting method that works in single pass VR?

#

not single pass instanced but simple single pass?

#

I tried the kronnect one but that one advertises as being able to..yet sofar it has artifacts in single pass

wraith shale
#

I know that repo has small snippet but basically the sample is missing how you should config the xr management system initialization with this

wraith shale
#

actually nevermind, I think I got the order of things down, had to figure out the right way to init xr management itself first

#

why can't unity just put a snippet on docs for this?

#

in past the manual init was like 1-2 lines of code and it was dead simple

lone knoll
#

unity doesn't love updating its docs

wraith shale
#

but I guess this goes along with unity complicating everything..

#

the thing is, actual doc page HAS the info, it's just scattered around and misleading

#

my initial assumption after reading this:

#

was that you just implement that

#

but since the init is coroutine, you can't just naively do that

lone knoll
#

its a case of auto auto generated docs where there should be none - like instead of a 10 pages with property descriptive info it would be better to have 1 with an example

wraith shale
#

yeah, I really loved the old docs format

lone knoll
wraith shale
#

final code isn't even complicated, but would have appreciated some sample snippet

lone knoll
#

u can see the commended attempts i left there for reference

wraith shale
#

thanks, I got it initialized already though šŸ™‚

#

my current init / deinit class is like 35 lines but this is just bare bones

#

also turned out I don't even need that runtime selector thing to make quest 2 run on oculus mode anymore

#

I wonder what happened because in past it really wanted to run only on openvr

lone knoll
#

that repo u linked above looks like it won't be backwards compatible if stuff change in the future ... not sure if its will ever be the case tho šŸ¤”

wraith shale
#

in fact, currently it doesn't even run openxr in steamvr mode at ll

lone knoll
wraith shale
#

yeah that looked sketchy alright šŸ˜„

wraith shale
#

I mean, I get it's supposed to be automatic

lone knoll
#

i mean i think u don't - my quest 2 is about to be delivered to me in a day or two šŸ˜…

#

didn't try it out yet

#

yes auto

#

you just leave it as the only option and auto init xr

#

after all its a unique APK build for the quest 1 / 2

wraith shale
#

basically what happened to me before was that both oculus link and virtual desktop only saw the quest 2 as openvr with openxr in actual build

#

which does kinda suck as oculus runtime performs tad better on quest

#

I'm still trying to figure out what happened here because now I can't get this to run in steamvr at all (which isn't huge deal but would be nice for testing)

#

oh I don't really try to do this for native quest

#

this is for pcvr

lone knoll
#

steamvr and quest ?

#

oh

#

it should be doable if you don't target oculus feature

wraith shale
#

basically either using usb cable or wifi with virtual desktop

#

unitys openxr package doesn't even support quest natively so if you deploy to device, you have to use OculusXR

#

like, if you need native quest apk, oculusxr is your only option today with the new xr management system

lone knoll
#

openxr package doesn't even support quest natively - i thought it did , last time i seen an open xr option in android for the build options

wraith shale
#

it shows up there but docs state it doesn't work

#

I've never tested this as I can't even see any reason to even do this

lone knoll
#

^ oculus

wraith shale
#

hmmm, wonder if you need oculus version of that then

#

(asset store)

lone knoll
#

they will be moving away from thier API similar to what steam vr plugin is aiming for

wraith shale
#

or if the official openxr package docs are still trailing behind

lone knoll
#

everything its still in transition

#

hence alot of confusion

wraith shale
#

either way, if you mainly target quest, I don't really see why you'd pick openxr over oculusxr for it today

#

you are just losing some device specific api by doing that and not gaining anything

lone knoll
#

wdym by oculusxr ?

wraith shale
#

xr package for oculus

lone knoll
#

both should be fairly similar , no ?

#

steam is using xr inputs now with its newest version of the plugin

wraith shale
#

I haven't checked openxr api but can you for example set 90Hz on quest 2 with it? or Fixed Foveated Rendering?

lone knoll
#

i will find out soon enough

wraith shale
#

it's possible it's there but I haven't checked, I know oculus plugin does those šŸ™‚

lone knoll
#

i hope so

wraith shale
#

I don't really care much of the native quest side though, I'm mainly doing that on my free time to explore it, pc vr is only thing that really matters for me

lone knoll
#

those docs above were updated on 23 March 2021 ( in the footer ) ?

#

if so then it looks still in active development

lone knoll
#

ARM revolution is near wahaahha

wraith shale
#

oculusxr package has been in active development all along

#

only thing that really got left behind was openvr

lone knoll
#

yea that's a bit sad

wraith shale
#

basically unity never supported it on the new xr management setup, and now they brought openxr that supports it

#

even valve seem to have put the openvr package they maintained on themselves into some kind of maintenance mode as they now focus on openxr

lone knoll
#

wait is this an open-xr feature u can select the one u linked above or are you talking about the recent UnityXr package that is part of the xr managment thing

wraith shale
#

I haven't checked if things have changed but in past that valve's openvr xr plugin didn't support DX12 on windows, new OpenXR package from Unity does support it

lone knoll
#

valve been updating the inputs api for unity xr

wraith shale
#

I meant the oculus option above openxr here

#

that's disabled because openxr overrides it

lone knoll
#

ah so it is not a feature

#

i see

#

"Feature Set" by open-xr

wraith shale
#

valve's openvr option would show up there too if you installed the integration manually

lone knoll
wraith shale
#

but yeah, this is kinda messy right now

#

also if you need steamvr package, easiest is to just grab it from asset store

lone knoll
#

last time i checked it does still works without issues

wraith shale
#

did work when I tried it week or so ago

lone knoll
#

which is odd given how much changed unity made to vr overall

#

any recommendation for the quest-2 ?

wraith shale
#

I'd just use the oculusxr package today

lone knoll
#

yea seems for the best since its packed with bunch of goodies

#

i been using the open-xr desktop on for a while now without much issues as well but that's for the rift-s

wraith shale
#

in theory, you don't even need oculus integration set from asset store, only the oculusxr package. but I also had some trouble getting the 90Hz mode initialized while using the stock package despite the api was there for it

#

it could have been some user error too

lone knoll
#

you can check how they do it in the official asset

#

and implement it urself

#

instead of having alot of unnecessary default assets

wraith shale
#

only way I got the 90Hz to work was to get the experimental openxr plugin from official oculus asset, it was a really weird combo

#

it's still oculus plugin and not to be confused with the openxr package from unity

#

current state of vr dev in Unity is very messy IMO

lone knoll
#

yea lol

wraith shale
#

there seems to be some workarounds required for everything I try on it

#

at least we don't have to put double cameras for each eye anymore like in Unity 4 days :p

lone knoll
#

everyone is stepping on each other's toes

wraith shale
#

but other than that, it's not gotten any simpler since that

lone knoll
#

my journey began with the purchase of the rift-s

wraith shale
#

yeah, that was how you did it on DK1, probably DK2 days too

lone knoll
#

what convinced me was the tower less set up

wraith shale
#

this is really wonky... I found out how I got the openxr running on oculus runtime before

#

basically if I use editors "Built and Run", it launches the thing in runtime set for editor on OpenXR settings..

#

it says editor instance only but it does apply also for the standalone instance it launches via editor on "built and run"

#

if I just launch the exe directly myself, it's always using steamvr, even when I'm connected with oculus link cable

#

if I swap that openxr runtime (editor instance only) to use system default, it will launch the standalone app on steamvr regardless how I launch it so it's definitely using that setting to toggle it somewhere

#

also... I tried OpenXR on DX12 now... it works only with oculus runtime, with steamvr I just get black screen

wraith shale
#

well... I did solve why the editor instance only thing worked

#

I looked what happens on openxr package code for this.. basically they do different type vr runtime detection in editor and then set XR_RUNTIME_JSON system environment variable based on this

#

basically since they set this for editor, when editor launches the standalone exe, it's still in scope for the temporary environment variable as well... when I launch the standalone exe myself, it's out of scope for the editor's env. var. setter

#

now that I know what's going on, I can check why that didn't work for me when I tried it... I just implemented the oculus runtime check like OpenXR package does in the editor and it definitely works in runtime now too

wraith shale
#

I know this is a wall of text already but... I wonder if OpenXR package sets OculusLoader to be incompatible because it just implements the runtime itself?

#

I ask because if remove the oculusloader removal from cs public string[] IncompatibleLoaders => new string[] { "UnityEngine.XR.WindowsMR.WindowsMRLoader", "Unity.XR.Oculus.OculusLoader", };

#

it appears to use OpenXR for steamvr and OculusXR for oculus now just fine if I build standalone app with both oculusxr and openxr enabled

#

I also wonder why the OpenXR doesn't use oculus runtime on standalone by default, it just feels wrong

wraith shale
#

while looking into why DX12 doesn't work on OpenXR's OpenVR mode I came across this log entry: [XR] [32492] [16:56:26.221][Info ] ==== OpenXR Support Details ==== [XR] [32492] [16:56:26.221][Info ] OpenXR Runtime: [XR] [32492] [16:56:26.221][Info ] Valve, which is not a Unity supported partner

#

they even highlight on the player logs that Valve is not Unity's supported partner

#

this is file that gets generated on our clients computers too

#

like, why would they even print that there, some things must have gone really badly sideways with Unity and Valve

#

also few lines later: [XR] [32492] [16:56:26.221][Info ] Unity Support: [XR] [32492] [16:56:26.221][Info ] Unity doesn't support some aspects of the runtime and Unity OpenXR Features above. Please attempt to reproduce the issue with only Unity supported aspects before submitting an issue to Unity.

tiny niche
#

that just says you're attempting to use a feature that's not implemented

vast thorn
#

Hey, has anyone used google VR recently? I'm having a problem with UI mask component not working correctly on Unity 2019.4.6 using the XR Plugin Management

#

the mask simply doesn't work

#

there are some topics about this, and even potential fixes


And set that to 24-bit depth | 8-bit stencil.```

But there is no such option anymore when using XR Plugin Management
leaden flame
#

@wraith shale trying to follow the thread a bit and seeing if there's any specific feedback or confusion with the OpenXR integration, it looks like you're trying to create a single project that can select / use multiple platform integrations via a custom loader? Let me know if there's some specific feature or feedback you want to pass along and I can try and raise it internally.

wraith shale
#

@leaden flame there's basically few separate issues here atm:

  • OpenXR only working on DX12 while running in Oculus runtime. In OpenVR/SteamVR it just gives black screen and noninformative error on logs about Valve not being supported partner.
  • OpenXR always defaulting to OpenVR on standalone builds (I can force it to use Oculus runtime by setting the env. variable for JSON file like OpenXR does in editor)
  • Previous manual forcing with env. var actually happens accidentally while using "Build and Run" in editor since the env. var is set by editor instance and it's in scope for the standalone windows build as well if the editor itself launches it
  • OpenXR's Oculus mode doesn't work with Quest 2 + Virtual Desktop combo while trying to run PCVR wireless - this is expected as VD doesn't support Oculus runtime in OpenXR but since OculusXR instead works with Virtual Desktop, it would be nice to allow OculusXR and OpenXR at the same time. I tried removing the OculusXR loader from automatically removed list on OpenXR and it did seem to work but I'm not sure what kind of negative side effects this will have (other than Oculus runtime using OculusXR now instead of OpenXR). I'm curious what I should expect if I go this route.
#

this all is with Quest 2 with Oculus Link cable - except in the last point where it's being used wireless via Virtual Desktop's PCVR streaming

#

I get that the last part is totally out of scope of what Unity would support as frankly it's a hack but it's very popular option that many devs do want to support still

#

And yeah basically I do want to be able to force Oculus runtime to be used on Oculus devices - and preferrably let user override the runtime selection via command line variable like in old Unity VR setup (-vrmode oculus etc). Currently OpenXR just defaults to SteamVR on standalone builds despite me running it via Oculus Link on Quest 2.

#

While SteamVR/OpenVR works on OpenXR with Quest 2, Oculus runtime is tad smoother and it has more consistent delta times (for reasons I don't know but I can clearly see the difference when I log these values)

storm ether
#

When i launch my game in oculas why cant i look around and its just a screen of where my store will be i need help please

wraith shale
#

and now OpenXR doesn't support DX12 on OpenVR either. it's just very far from ideal when engine users have to suffer from whatever is going between Valve and Unity atm.

solar lagoon
#

Hey Guys

#

any ideas why this wouldn't work? no script issue or anything but the animation is not updated. that is the first time I am trying to poll the instant value of a controller

#
 if (inputActions.LeftHand.Trigger.phase == UnityEngine.InputSystem.InputActionPhase.Performed)
        {
            Debug.Log("Trigger touched");
            float trigger = inputActions.LeftHand.Trigger.ReadValue<float>();
            handAnim.SetFloat("Trigger", trigger);
        }```
#

in order to listen to controller inputaction

#

is having this in awake is enough

#
    public InputActions inputActions;

    private Animator handAnim;


    private void Awake()
    {
        inputActions = new InputActions();
    }
#
    private void OnEnable()
    {
        inputActions.RightHand.Enable();
        inputActions.LeftHand.Enable();

    }
#

and this to enable the actions

wraith shale
#

as extra note, DX12 worked just fine on the old VR system on Unity 2019. It's just broken on 2020+ where you have to use the new XR management system

solar lagoon
abstract isle
#

Do you need inputActions.Enable(); too?

leaden flame
# wraith shale <@!265675269891686410> re: DX12 support in Unity's VR. Valve couldn't add suppor...

It's the weekend now but I will follow up on Monday and pass this feedback along to the team. FWIW I'm about 80% confident that DX12 support isn't related to Unity and Valve's relationship at all it's more of a priority and limited resources with the XR team at Unity. We've added support for DX12 for HoloLens 2 I believe but there's work required to enable it on PC and for all supported VR platforms on PC.

This task is actually related as ray tracing in only supported in DX12 so if that's a big priority or issue I encourage you to mark this topic and maybe submit a separate one as well. https://portal.productboard.com/brs5gbymuktquzeomnargn2u/c/573-raytracing-support?utm_medium=social&utm_source=portal_share

This feedback goes directly to the XR product team.

Support of raytracing to enable photorealistic rendering on PC VR compatible platforms.

wraith shale
#

@leaden flame yeah DXR is actually the only reason I even try to make DX12 work atm šŸ™‚ it doesn't make sense to support it if it's only working on oculus runtime as it's leaving a ton of windows vr headsets behind then

#

DXR/raytracing has been working on HDRP VR from a quite while already. It worked on the previous VR setup on 2019.4 for example. In fact when I tested DX12 with OpenXR, I had raytraced reflections enabled and it did work on Oculus runtime part, just not on SteamVR/OpenVR. But there are still for sure some issues with it.

#

for any of the raytracing to be truly feasible to use in VR, we'd need DLSS support though but that's another topic and I know Unity is also working on that too (no idea if DLSS will be implemented for VR though but would expect it to as Unreal already supports it there)

low axle
#

so basically im having this issue

#

the vr headset fov ( not fov problematic i cant tell u that ) is zooming in every 1-3 seconds after launch

#

and it just keeps on zooming like bop…. bop ….. boo

#

OVR btw

#

@upbeat coral

tiny niche
#

@low axle does it do this in an empty project? cause there's nothing in the default tracking rig that's normally capable of doing that

solar lagoon
normal gyro
#

How can I get the username of the oculus player?

tiny niche
#

i doubt you can, since they're going away with the facebook logins

elfin shuttle
#

anyone having issues with Single Pass Instanced mode with MockHMD/Oculus Quest via XR Management? whenever i have it enabled i get the left eye gray and the right eye black, even with no post effects enabled

#

like that's just a plain scene and it's broken :/

#

using URP 10 and MockHMD 1.3-preview

torpid aspen
#

does anybody know why the continous movement script isnt there for some reason despite having all of my xr plugins installed?

#

I

#

*i

#

*i'm trying to setup my locomtion system

low axle
normal gyro
#

Oculus.Platform.Users.GetLoggedInUser() returns this:

tiny niche
#

@normal gyro what you're seeing there is a complex type, meaning it's a class that might have the property you're after

normal gyro
#

Yeah, I got it

#

@tiny niche I successfully got my own username, but I sent it to one of my friends, but they didn't get a name

#

I did the app requesting things on the oculus dashboard

tiny niche
#

i'm guessing you did the dev part of it, so i think they'd have to do it too in order to hook it up to the ovr services on their machine

placid spruce
#

can someone help me out, i am currently trying to run a build and a test in the editor at the same time in VR, but it will close one or the other and wont let me run both. anyway to stop this from happening?

normal gyro
#

I'm really confused

#

Oculus is pretty uncool

tiny niche
#

unless your app comes from the store, i don't think ovr exposes anything account related

normal gyro
#

Makes sense

tiny niche
#

your own machine being an exception though, since to did the dev mode setup for your app and pc

normal gyro
#

Hmm

#

I'm wondering what I should do

#

I don't want to make the users enter their own names

tiny niche
#

i would implement a fallback that lets the thing work as intended without the account info. since you'd normally want to release on more than just oculus' store

normal gyro
#

Eh

#

Not sure about that

tiny niche
#

and why do you need their names anyways?

normal gyro
#

Leaderboard system

#

I don't want to develop a keyboard system, so...

tiny niche
#

and you don't think people would want a guest system for that? so they could compete with their friends, run a local tournament, etc.

stray meadow
#

has anyone faced a problem where the apk build takes several minutes to load on the Oculus quest 2then the screen just appears blank? I have noticed if i take my head set off and back on i can see a frame of my actual game then it continues to go blank

normal gyro
#

you use oculus plugin?

stray meadow
#

yeah

#

version 25.0

torpid aspen
#

does anybody know how I can do a non vr camera for people watching in the real world? (its for a vr game)

tiny niche
#

@torpid aspen there's some docs on how to do it. i think it's referred to as the mirror

hardy sand
#

XR Toolkit: is it possible to use EventTrigger to activate stuff by only using the trigger?

torpid aspen
#

@tiny niche an you send me those docs? I can’t find them anywhere?

#

And I was thinking an external camera not a first person camera

hearty berry
#

Hey! I'm new to XR and i've been struggling with simply adding an eject button for a gun

#

Preety much i just want the primary button on the controller you're holding the gun with to eject the magazine

#

I know you need to use InputDevice.TryGetFeatureValue() but i dont know how to decide what InputDevice should be

#

how do i check what inputDevice is the one you're holding the gun with?

#

Should i put this kinda functionality in the HandPresence (the script where i initialize the hand models and update animators, where i have the InputDevice) or the gun?

tiny niche
#

@hearty berry you have the gun check what's holding it

novel cape
#

Has anyone experimented with adjusting the IPD in Unity? In VRChat, which uses Unity, when you change into a smaller avatar, the world around you gets larger. I'm pretty sure this effect is a direct result of altering the IPD, because simply making you shorter would not make the world seem comparatively larger, and would just make you feel like you'd ducked or your feet suddenly sank into the ground. Of course when I search for how to change the IPD, all I find are references saying that changing it on the camera won't work because the headset provides it, and a Unity dev saying changing it is a bad idea because it makes people sick, but that's clearly not the case because people do it constantly in VRChat. Maybe he meant changing it slowly might make people sick, but again, I've experienced that effect in VRChat with a world that grows around you, which should look identical to changing the IPD, so I think that guy was just wrong and being way to cautious.

Anyway, I'm wondering how to acheive this. I think I could set up two cameras and make them children of my main camera object and then set each one to render to one eye, though I don't know if that will be compatible with the single pass rendering I'm currently doing. It'd be a shame to lose the performance gains I got with that, but if this is the only way I can change the IPD in Unity to get this effect then I guess I'd have to resort to multi pass rendering.

novel cape
#

Hm, I just read about that bug with Post Processing halving the resolution in single pass mode, and I thought now was a good time to test multi pass rendering to see how big the performance hit is (not big on my 3080, in fact I can't even see a difference in fps) and I found an unpleasant bug in the auto exposure... Rather than calculate a single value that's used for both eyes, in multi-pass rendering, it calculates exposure per eye, so if I'm looking into a dark room and one eye can see a bright pillar in front of the window but the other eye cannot, then the eye with the pillar will render the room much darker, and the effect is annoying. I'm using 2019.4 btw.

novel cape
#

What's up with these light pixels around the edges of the handles? I'm getting some aliasing but as far as I can tell I should be running at 8x MSAA...

ripe badger
#

Hello, anyone try to use VREditor with quest 2 with unity 2021? A have a lot problem with this, starting from missing "XR setting" in the Project setting-> Player

dusk sky
#

how can i take input from the controller thats grabbing an object.

elfin shuttle
#

figured out something else with my Single Pass Instanced issues. seems the Camera Opaque Color pass breaks

#

still no leads on how to fix it though, any ideas?

simple tartan
#

What is the recommended frameworks/setup for for VR dev with latest unity?

simple tartan
#

Are there any open source toolkits that build on top that should be used?

hearty berry
#

it uses openVR it's open source

#

it runs on oculus headsets and steamvr headsets, wmr too i think.

simple tartan
#

URP or Legacy render pipeline?

hearty berry
#

both work, i used to work on SRP for a bit, i've switched to URP for the VFX pipeline

#

but i think URP performs worse

#

it's up to you, it depends on what assets you will use

simple tartan
#

hm ok

tiny niche
#

@simple tartan urp just has too many advantages to pass up on. the only reason you might want to go for the legacy pipeline is oculus avatar compatibility

simple tartan
#

Oculus Avatar?

pine bison
#

There is VRTK4 / Tilia which is an open source project for VR interactions. It has things like locomotion, teleportation, grabbing and climbing, and recently added support for the XR toolkit and the new input system

simple tartan
#

Oh that vr in-person avatar thing

#

Meh šŸ˜„

pine bison
#

Yes, an older version of v4

simple tartan
#

ah i found the site

#

and package list

pine bison
simple tartan
#

is this stuff recommended to use?

pine bison
#

It's just an alternative

simple tartan
#

If you were to start a fairly complex VR game today and needed a lot of custom functionality

#

Would you go with VRTK/Tilia or do it based on unitys latest XR?

pine bison
#

XR interaction toolkit is pretty barebones so you'd have to do a lot of stuff yourself or find assets that do things like doors, drawers etc

simple tartan
#

I mean I can program very well myself, so that's not a problem

tiny niche
#

vrtk might be suitable if you want to make a quick prototype. but personally i think it's too complicated to be worth investing in for a shipping project, where you want to spend time polishing the interactions

simple tartan
#

@tiny niche Okey, thanks that's exactly the feedback I wanted to hear.

pine bison
#

Hehe we use it in a shipped product so I guess it depends

tiny niche
#

i did add a caveat at the end

simple tartan
#

Yeah I'm looking to have a lot of custom interactions etc.

#

Okey cool

pliant tangle
#

plz help i have mangaged with steamvr 2.7 to pickup my gun but i cant get it to fire a bullet im not a coder any help would be appreciated

#

public SteamVR_Action_Boolean FireAction = SteamVR_Input.GetAction<SteamVR_Action_Boolean>("gun", "FireAction");

tiny niche
unique charm
#

hello people... any tips on how to tackle the lagging of line renderer when the character moves? I have tried the Application.OnBeforeRender method but it does not make any difference. Is it a problem with the continuous locomotion system? šŸ˜•

torpid aspen
#

is it possible to use urp with xr toolkit?

wraith shale
#

yes, xr interaction toolkit samples are even setup to use URP by default

#

@torpid aspen ^

scarlet tree
#

Okay, can anyone explain this?

#

Quest 2. Multipass. ~40 Draw calls. 40FPS.

pine bison
#

How many vertices?

scarlet tree
#

Here's the timeline. What in the seven hells is going on here?!

#

it's in the image, Sub-100K Tris

pine bison
#

And do you have Vsync disabled?

scarlet tree
#

Doesn't the Quest handle VSync automatically?

#

But yes, Vsync is off in the player settings

#

I can try doing a build with it on, but I don't see how that'd help

pine bison
#

It shouldn’t, no

scarlet tree
#

There's a bunch of other problems running in multiview, too, like my skybox and any UI objects just not rendering

brazen tundra
#

Can you use single pass?

scarlet tree
#

Multiview is single pass

#

Multipass renders as intended, but the performance issues still remain

brazen tundra
#

Have you tried this?

#

It worked for most shaders

scarlet tree
#

all of my shaders are either URP standard simple Lit, or based on Shadergraph

brazen tundra
#

But why all these issues happen with XR but not with Unity 2019.3 using SteamVR?

scarlet tree
#

On PC, everything renders as intended, perfectly well

#

in multiview i'm actually getting better performance lol

#

55-60FPS

#

eh. I give up. I'm gonna come back to quest later. Hopefully with Money from our PC early access launch.

#

y'know, so I can pay someone who knows what the fuck they're doing (unlike me) to figure this out XD

north path
slender vine
#

Hey guys, has anyone done and networking using photon products in combination with VR?

Trying to decide between PUN 2 and Bolt, if anyone has any experience / recommendations?

scarlet tree
#

@north path But where? AFAIK Oculus set Vsync internally? The XR Plugin is 1.9.0

north path
#

I have no idea where exactly šŸ˜…
Maybe test it with a new project

scarlet tree
#

test what?

#

Honestly I still think it's something in the scene maybe

#

cause performance is quite variable depending on where I turn my head

#

But I'm like completely stumped, the worst thing the scene is looking at is a big honking Skinned mesh character that dominates most of the scene

#

.....

#

Oh, I frickin' swear if this is all because of the damned NPC... hides character, rebuilds

north path
#

Testing performance in a other scene could verify that. Just disabling some objects that could cause it can also help

scarlet tree
#

I need some way to just, like, disable objects while in vr

#

like, in a quest build I mean

#

or better yet, VR Bluestacks, a Quest Virtual machine šŸ™‚

#

yeah, not the NPC

whole lichen
# slender vine Hey guys, has anyone done and networking using photon products in combination wi...

Hey, I made a project for an internship last year. It was for Oculus Quest with PUN2. I did something basic with the Unity XR Toolkit. It was working well for what I needed to do (continuous movement, interaction with object through raycast for the scale, layer, material, audio, animations ...). It was not that hard to put in place for my first VR project thanks to numerous tutorials. šŸ˜„
However I do not have any experience with Bolt.

slender vine
#

Thanks for the input šŸ™‚ So far that's pointing me toward PUN then haha, I'm mainly asking in case anyone knows of any glaring reasons to use one over the other so even just that is a great endorsement 😁

sonic violet
#

Quick question

#

When staring a new project for oculus quest should the build target be set to android

scarlet tree
#

preferably, yes, but you can switch between things just fine

sonic violet
#

Ok thank you @scarlet tree

leaden flame
#

@wraith shale I passed your feedback along and started some discussion internally. I did want to provide a bit more clarity on some issues and as you're aware some things are out of our (Unity's) control with things like Virtual desktop and some things in Open XR.

First when 'building and running' with OpenXR. When you do a build and run your computer treats that like an additional process from the Unity editor. Because of this whatever runtime you have set in your OpenXR settings will still be set in this 'build and run' build. If you close the build and relaunch the application it will use the system setting for whichever OpenXR runtime you have set there. We're discussing this internally now and might end up using the system wide setting regardless of that dropdown during a 'build and run'.

For things like a smart default of selecting the right runtime or a launch parameter for OpenXR that's a bit out of our hands and something that could end up in OpenXR in the future but really lies with the working group.

I'm still following up on DX12 support in SteamVR and will let you know when I hear back about that. I hope this clears up some of the issues and confusion.

A final note (I saw you discussing this a bit) I use this powershell script for easily setting / changing the different OpenXR runtimes https://github.com/maluoi/StereoKit/blob/develop/Set-OXR-Runtime.ps1

warm whale
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Help please

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I can't hear sounds from audio sources on oculus quest

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I can hear them in the editor

scarlet tree
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@warm whale
1: Check that you have the oculus Spatializer updated.
2: Make sure it is installed in your unity project settings under Audio: https://developer.oculus.com/documentation/unity/audio-osp-unity-req-setup/
3: Every Audio Source in your game needs an ONSP Audio Source Component, regardless of wether you're wanting spatialized audio or not
4: Use the Oculus Audio Profiler app to diagnose any other issues, it's available through the Oculus Dev Tools: https://developer.oculus.com/documentation/tools/odh/

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5: err.. Make sure that your volume controls are turned up on the quest? šŸ™‚

warm whale
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@scarlet tree I've got all that set up still not working

scarlet tree
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check your logs through Android LogCat

wraith shale
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@leaden flame thanks for the info. Any chance to get some info on why openxr marks oculusxr incompatible when openxr is enabled? I'm mainly asking as I'd want to force oculusxr loader in case user wants it (this is needed mainly for virtual desktop pcvr streaming). I'm assuming openxr disables oculusxr because openxr handles oculus runtime normally..

leaden flame
vast jasper
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hey everyone. i have a question about Unity shaders in Oculus VR. Im trying to get the Unity HDRP/lit shader show normal map depth, but nothing is working. what should i do to get the normals working in VR?

wraith shale
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@vast jasper is that only issue in VR?

vast jasper
vast jasper
wraith shale
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uh, so you don't have regular normal maps working on VR?

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that's not... normal

vast jasper
wraith shale
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but to serious, that's not related to that thread's issue. regular normal mapping should work out of the box VR or not

vast jasper
wraith shale
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normal maps don't put in height, they just affect how light reflects from the material. cube with normal map will look like cube regardless how much normal map intensity you apply for it

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it's just more obvious in VR when you see things in 3D

vast jasper
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but i dont get any reaction to lighting is VR. just in the editor when i pan around. absolutly nothing in VR.

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not even a flicker of hope. just a plain flat image.

wraith shale
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also I'd reconsider HDRP for VR if possible, it's quite heavy for VR purposes šŸ™‚

vast jasper
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my hardware can handle it šŸ™‚ i just recently got 4000FPS from 400 draw calls and 1.3m triss. and 0.25ms. in built and run dev mode

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im optimizing everything so im all set to handle HDRP. i just want it to do what i want. šŸ™‚

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but lets not get side tracked now šŸ™‚ normal maps working on HDRP VR. what could be the culprit?

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im generating lightmaps before every run. im using HDRP/lit.

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the editor windows show a heightened surface as it should, but in the vr it isnt showing.

wraith shale
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@vast jasper which HDRP and Unity version?

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also have you run HDRP + VR on HDRP wizard so it's all green?

vast jasper
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HDRP 10.4.0, Unity 2020.3.2f1

vast jasper
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ill see if i can get another effect with using heightmap instead. just need to export some heightmaps from substance painter.

wraith shale
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you dont need heightmap to display normals..

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you only need it if you want to use POM, PM, vertex displacement or want to do height based texture blending

vast jasper
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oh well. will have to restart to try it out. unity crashed on me

wraith shale
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for what's it's worth, normal maps work just fine for me on HDRP 10.4 and 2020.3 in VR with Oculus runtime

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just tested there's no weird regression/bug

vast jasper
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there might have been something wierd going on in substance painter. might not have given me the right normal maps. ill find out after this light generating.