#š„½āvirtual-reality
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im only going for baked. like 99% of all lighting.
could be something wrong on the baked lighting setup but that's area I don't know much about
dunno, but im getting "some" normal effects. guess ill have to live with the little i get.
its not the end of the world. but if im using normal mapping i should at least get some value from it while im processing for it and allocating memory and GPU power for it.
im gonna experiment with this a bit further. but right now ill leave it as it is. onwards to better things to do š
thanx for the moral support.
Hi guys. Does anyone know if vive trackers are supported in the xr interaction toolkit?. I am having real trouble finding any documentation on how to set it up, any help would be greatly appreciated
vr is not working for me someone help me set it up vr doesnt work for unity
This is a decision from UX in order to not surprise the user, as in if they have both selected and expect openXR but get oculus API's for example. I think you mentioned it earlier but you can accomplish what you want with a custom XR management loader, see https://docs.unity3d.com/Packages/com.unity.xr.management@4.0/manual/EndUser.html
try following this course on unity learn https://learn.unity.com/course/create-with-vr
In this official course from Unity, you will learn to design and develop your own Virtual Reality (VR) applications. You will create prototypes, attempt challenges, and complete quizzes to build and solidify your skill set. At the same time, you will be guided through creating your own unique VR project from start to finish, beginning with a bla...
@wraith shale following up on the DX12 support
d3d12 should be functional with OpenXR on 2021.x only (not 2020.x)
For SteamVR xr plugin, it is only for d3d11/vulkan : https://github.com/ValveSoftware/unity-xr-plugin/blob/master/com.valve.openvr/Documentation~/com.valvesoftware.unity.openvr.md
OpenXR+ Steam runtime + d3d12 should work in theory but that requires work on Valve's side for the runtime and is being followed up on.
@leaden flame I've tried DX12 + OpenXR with SteamVR on 2021.1.0a12 and it doesn't work there for me
I don't remember if I've tried it on anything but HDRP though
As a side note, OculusXR doesn't work in DX12 either but that package already reports that if you try to build standalone with DX12
OpenXR via Oculus runtime is only thing I've so far gotten to render in DX12
afaik SteamVR API itself supports DX12
Hey Guys!
after the flying broom that is now working (more or less), I am gonna try to use the magic wand to throw a spell from it that would be like a VFX attache to a gameObject. I would like to get the velocity of move of the wand and apply it to this " ball" when release the trigger. Do you know how to do that? I can get the wand velocity from its Rigidbody but I probably need a starting value or something?
Have you already tried reading the velocity?
If so, maybe try looking at the average speed over a few frames maybe
Not yet, I am going to do that right now. š
bit off topic but this is going to be fancy https://www.oculus.com/blog/introducing-oculus-air-link-a-wireless-way-to-play-pc-vr-games-on-oculus-quest-2-plus-infinite-office-updates-support-for-120-hz-on-quest-2-and-more/
Today weāre announcing features that will begin rolling out soon in the v28 software update to Oculus Quest headsets. Oculus Air Link is a wireless way to play PC VR games on Quest 2, while new Infinite Office features make getting work done in VR even easier. Weāre also announcing native 120 Hz support for Quest 2 for an ultra-smooth gameplay e...
it's basically going to make our job easier if we want to support wireless PCVR on Quest 2 as whatever works on current oculus link should work on air link too
Hi guys,
Do you know how can i create folder with a unity script in my Oculus Quest 2 ?
I'd look into how to do this natively on Android and it should 'just work' on the quest 2.
Hello, i'm trying to make an object do something in VR if i click on it but only when my controller points at it. I've got the Fire1 right, but how do i track if my controller is actually pointing at the object or not?
i am using Windows Mixed reality for my project too
Hey i having trouble in Unit 3 of the Design, Develop, and Deploy course and can't figure out why im getting 21 Errors.
Lol you are very detailled and not at all. Nobody could help without some scripts or errors.. we are not going to do a lesson for you to find out what you mean
Hi, I've just started working on VR development in unity and im having some trouble getting inputs from the controller buttons. I'm using the Oculus Rift S. I have set up the XR plugin management as well as the developmental interaction tool kit and I have an Action Based XR Rig setup, where the controllers move, and can interact with object.
When trying to pull inputs from actions, pressing controller inputs does not seem to change the output.
The current system uses a script the holds 2 references to InputActionReferences, one for Grip and one for Trigger, linking to the Select action and Activate action (Both taken from the default settings from XR interaction toolkit.
Script that is placed on the LeftHandController on the XR Rig
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.XR.Interaction.Toolkit;
public class TestActionController : MonoBehaviour
{
[SerializeField] InputActionReference controllerActionGrip;
[SerializeField] InputActionReference controllerActionTrigger;
// Start is called before the first frame update
void Start()
{
controllerActionGrip.action.performed += GripPress;
controllerActionTrigger.action.performed += TriggerPress;
}
private void GripPress(InputAction.CallbackContext obj)
{
Debug.Log("Grip Pressed");
}
private void TriggerPress(InputAction.CallbackContext obj)
{
Debug.Log("Trigger Pressed");
}
// Update is called once per frame
void Update()
{
}
}
At the moment, I am getting no Debug.Log results and my controllers are being viewed in the interaction debugger, thanks
I think you need to enable the input action first. Let me see if I can find the script...
Hmm okay, i just got the interaction debugger working but whenever i press a button no inputs change to true
position values are changing though
still nothing, everything is still false in the XR Interaction Debugger too
this is so confusing š its as if its not even seeing the controller buttons
Are you using the Oculus XR package or Open XR? Also I assume you have the oculus runtime app running?
yeah im using Oculus XR, runtime app is active too
i can move and interact with the grabbable objects etc
but only through the default settings in the XR Rig
i can't check whether buttons are pressed through code etc
can you try referencing and enabling the action map as a whole?
how can I do that?
and just for double checking maybe try Started instead of performed
It seems to be pulling the information from the controller correctly, since its pulling false, when the XR Interaction debugger is also false
its as if the XR Interaction Debugger isn't seeing the control inputs either
I think it's something like
public InputAction oculusActionMap;
void OnEnable(){
oculusActionMap.enable();
}```
in a seperate script or the same one?
same one
also have you tried restarting unity? and you are using the new input system in the player settings correct?
sometimes with VR I've found turn it off then on again can sometimes do the trick š
honestly im not sure, i can send screenshots of my settings though
Thats what i changed in Player
cool, yeah that's what I was asking about
In the input dubugger window did you 'Lock Input to Game view'?
errr, I guess you said stuff is working with XRI, just not your script?
I can't seem to find that option
its not working in XRI either
the controller presses, I read online just that I need the headset fully on and in game view for the controller inputs to work
can't seem to find the Lock input to game view though
there we go
that seems to have done it
thanks very much š
I think anyway xD
its working in XRI now
just need to figure out what im doing wrong in script now
There we go, working perfectly thank you š
using unityXR toolkit got gun shooting all ok but it also shoots when i havent picked it up how do i make it only be able to shoot when i have picked it up
Has anyone run into shadows that seem to "move" with the headset? I'm on Unity 2019.4 latest with URP. Only shader I'm really using is the URP/Lit shader. Post processing only has bloom enabled. All my lights in the scene are baked (including the directional light). For some reason in my dark/night time outdoor scene there are shadows on a lot of my background objects that sort of move and sort of stretch with the headset.
Is there any way to create custom actions with the XR toolkit? I need to get the velocity of a controller, but I'm out of available actions to use and can't figure out how to create more on the actual objects.
Or to access binds that aren't set as defaults in the Action Controller?
I'm trying to get access to the velocity with ClimbButton.
@placid spruce Please use the official forums for team posting. Links are pinned in #š»āunity-talk.
If they are using billboard, that could be the issue. I had similar one worh Terrain Tree moving with the headset
Yes because you need to do your code on event raised when you activate the object
With xr interactable script
Sadly not billboards. They are quads with a material with alpha cutoff. It only happens in really dark scenes oddly.
anyone know how to correctly transform a point from world space to viewport space with multipass vr? in this image, the intersection of cyan lines is the center of the eye. the magenta circle should be in the center of the rectangular panel in the background, but it's not.
i'm currently transforming the world space coords to view space and then passing it into the shader with camera.WorldToViewportPoint(worldPosition);
i'd use single pass instanced since it seems to have much better support but it seems to be incredibly broken right now :/
Anyone able to help?
@elfin shuttle you'll need to account for the distortion thing vr headsets do. post-processing tutorials for vr should cover this
but if all you want is a dot, then use a canvas so you can go through the api that makes ui elements and text sharper
i'm aware of that, but there's no documentation for how to do that with multipass shaders, only single pass
and single pass is broken for some reason, so i can't use single pass
the cyan and magenta are for debugging, so the UI thing won't help
Anyone know if there is a model available for the quest 2 controllers
there should be one in the Oculus integration package right?
Ok cool just found it thank you @tawny temple
I need a good starters tutorial for quest 2 if anyone has suggestions
there's also model available on steamvr package on asset store, it just doesn't have oculus logo on it
the one in oculus integration package looks identical to what quest menus use
If I just need the model where in the oculus integration package does the mesh live ?
Ok Iāve got the demo scene up and running on my quest 2. Head traking works great but the controller seem off, as inside the floor and failing my arms wildly only produces micro movements
Rotation seem good , any ideas ?
Can the quest 2 run in editor ?
Yeah use oculus link
Follow multiple guides on oculus Integration to learn. Most also cover the included hand prefabs
Im currently use unity XR plugin instead of oculus integration
Is the unity XR no good ?
that doesn't tell which plugin you use
also oculus integration does use the XR setup
but for example, if you are using OculusXR from Unity, it should work on both native quest and in editor if you use link
You don't need to use the oculus integration (I personally think it's a bit bloated). Though you said you'd use it.
As said above you can just checkmark oculus for desktop and android and it should work
How do I change the starting rotation of a controller model on XR Controller (Device-Based) Component
I'm trying to use paint brushes as hands
but they are facing the wrong direction
I see thanks for info
socket working with my gun how do i attach the socket to my xr rig like a belt
i tried to parent to camera it moves all over the place i tried parenting to main rig it dosnt move with me
found a teamvr one what is this head = SteamVR_Render.Top().head; in unity xr
Hi everybody, Iāve been working on my xr rig and Iām having trouble. Iām trying to use Player Input component to switch the default Control Scheme. Basically want to be able to change between continuous move and teleport in a menu.
It doesnāt use all of my actions even though they are set correctly for each scheme. When I quit the editor get errors from array helpers about the input
LevelUp, Justin P Barnett, and Valem are really helping me. LevelUp is really on it with the basics, and gives some nice starter hands.
Those are all YouTubers.
@floral vine you don't, you either edit the brush pivot or give it a parent
Can anyone tell me do i need a basestation if i want to buy vive tracker 3.0?
How do I switch scenes with a buttonāļø
Nvm my humongous brain figured it out
Yes, the vive tracker need basestations to track. One will work but two is much better.
Wondering if someone could help me out
Iām trying to use openXR
Switch plugging provider form oculus to openXR build but loading to quest is just black
Is there some voodoo Iām missing here
If you're building an .apk, OpenXR isn't currently supported.
Really ?
I thought OpenXR was created to rule them all
So for quest 2 what are my options?
@sonic violet there is a beta plugin for openXR support for quest 2 android builds
A unity package?
This guide describes steps to activate the Oculus utilities plugin using OpenXR.
Sorry Iām brand new to VR thanks for the help
Only downside currently is youāll have to change build platforms but you have to do that for quest anyways
Ok and I have to use new input system?
Yes, you cannot use the hybrid system with this beta plugin
Are you primarily targeting the Quest platform or trying to go multi platform?
Quest for now
If you just need quest, use the oculus utilities and use which ever input system they say to use. If you 100% want to build for both then use OpenXR. You just install openXR in package manager, install the input examples thing (all this can be found on YouTube). Then follow the steps I linked for the quest build. OpenXR is only useful if you want to target several devices without having to juggle an sdk for each
Ok let me give it a go , atm I have XR plug-in Management, XR Interaction toolkit , Open XR and Oculusr XR packages
So Iām going to switch to openXR , and then follow the instructions in your link , does that sound about right ?
I guess I will stick to new input since XR interactions are using it
Hey guys can y'all help me with an error?
Aight so when I try to import Default Input Actions from the XR Interaction Toolkit, I get the error: Invalid AssetDatabase path: \Assests\Samples\Xr Interaction Toolkit\1.0.0-pre.3\Default Input Actions. Use path relative to project folder. UnityEngine.GUIUtility: ProcessEvent (int,intptr,bool&) and I have no idea how to fix it.
I know what its saying but I tried to put it somewhere else in the files but it gives me the same thing
but then again I'm fairy new to Unity so I really don't know anythang
Did a test I see the same error @storm ether
@sonic violet Ah I'm glad you took interest in this error. I've tried moving the asset folder around in the project folder but nothing seems to fix the error.
Unfortunately Iām new to VR and the new input system so Iām of little help
Iām trying to figure this out myself
Haha no worries I am quite new as well
There is an empty asset folder that is in the project folder that may have something to do with that
and then the one in the VR_Tutorial
ive tried taking the Asset folder in the VR_Tutorial and putting in all the other folders and that didnt work and im also im not quite sure what the asset folder is for in the first pic, i thought it might have somethin to do with the error but like i said im pretty new to unity
i dont even know if it has anything to do with the folders lmao
has anyone experienced builds running much slower than their editor? I'm getting ~70-100 fps in editor and then on my headset (Quest 2) im getting like, 30 FPS and its a little nauseating.
hi im using openxr and im making a game that has a grapple gun, i have a model for the gun as my right hand prefab but idk how to make it shoot and move the player
can someone help please :D
im new to vr dev
You probably have a higher GPU then the quest..
New to Unity apparently. Because VR is just a new way of getting input from the headset or the controller. The logic stay the same. You first need to learn how to get the input of the controller and then write a script to handle the grappling part
@copper pulsar Remember, Quest 2 is still an android device runnig a mobile level GPU. You have to optimize.
Meanwhile I'm starting to think I may have bitten off more than I can chew. Since I'm the lead dev and have to target Oculus Store, Steam, and Quest Applab. simultaneously. on our first game. which comes out in june
surprised this didnt cross my mind- it was attempting to run everything at ultra settings so i just unticked that from graphics settings instead and im getting a nice 72 now
eh? what kind of scene are you trying to run?
Oculus Quest, Unity and OVR - Does anyone if its possible to switch in code between hand tracking and controller tracking?
I have a question about the VR UI interactions. Is there a way to NOT use the ray clicker/laser pointer and just use the actual fingers on the hand model to press the UI buttons?
is it possible to use the Manomotion SDK while using the Google Cardboard XR Plugin for Unity at the same time?
That's totally doable. You just have to build the UI with 3D objects and give them colliders, and handle collision and also probably press animations. It's a lot more work so that's why you don't see it often, but it's totally doable.
i want to make a panel, much like a ipad tablet, and have UI buttons on it and be pressed with the controller fingers. not an actual button moving in and out. just a simple 2d button.
i did a glitchy one 1 year ago, but thought there might be a better way now with the new system
You can do that too, same method. Colliders on the buttons.
so there isnt a one good way, its still the makeshift version š @spice belfry
This is true for most things in VR. There are still not standards. Don't forget that regular desktop UI has been around for 30 years. It took a long time until everything became standardized.
yeah. true. will have to see what i can do. thanx anyway fro clearing it up š
think it would work if i have the controller hand with a ray, but the raycaster was invisible, and just 1 cm, so when i press the controller to a finger point hand animation, it activated the ray caster so it is possible to press the UI button? but not if the player hasent made the pointing finger hand animation and made the raycaster point out.
why cast the ray from the tip of the finger? sounds like what you need is ray/sphere casts that trace the armature of the finger
Does anyone know what might cause a library to stop working once an app's been built to a headset? The epub parser I need for my Oculus Quest app works just fine in the editor but doesn't seem to do anything in the build. It's for a pretty urgent project, and I'm new to Unity/VR/game dev in general, so I'd appreciate any help I can get
This is the library I'm using: https://github.com/buddingmonkey/UnityEPubReader
I would suggest trying to look at the logcat to see if there's some sort exception in the native app.
If you don't have it, take a look at Oculus Developer Hub. It has a nice interface to filter in real-time.
Thank you! I'll check it out
Hi, is any oculus quest dev already made a project with multiple obb? and is there an easy way to manage this obb?
I see in the doc that you can add required asset files and it can include obb. But I don't realy understand how to use this files at runtime.
Not sure how that would work. Got any hints on what you mean?
@vast jasper you raycast or spherecast from one bone to the next
and you'd do it from the root to the tip to allow for intersection with the button
hi ...
is it possible to shutdown oculus quest 2 by unity app?
cool cool. have you done this before? or seen it done? any tuts on it?
@vast jasper i've never had this exact usecase, but its no different from any other raycasts done between 2 or more transforms
but why do i need it between two transforms?
because each bone is a transform
ah, so you mean just have a start and finish of the raycast .
and have that raycast area as a finger touch pad area to use as a interaction area?
you should probably read up on raycasts and rigs, sounds like something important is not clicking
no a raycast is a straight line, you can't make a touchpad out of it
i mean a raycast start finish draw line. and that line will be the area the finger will use to touch things.
the ray is more like a laser, it stops and returns the distance to the target
ive rigged a couple of models from scratch. even used a straight raycast from the fingertip out 1 cm to interact with buttons before.
i think i need to read up on spherecast. never used them before. but sphere cast is a spheric raycast right?
like a collider.
spherecast is a raycast with radius, so if you think of it like a shape, it's a capsule while a raycast is a line
you probably don't need a spherecast here though
dont think so either
you wouldn't be casting a ray from the fingertips though. you'd be casting it from the finger joints and the last ray would end at the fingertip
question is why i want to place the raycast base from the finger joint? im only after making the index fingertip being able to press a VR UI button.
nothing about physics is ever exact, so you need to take into account if the finger is suddenly teleported halfway through the button
ah, for a longer failproof interaction area.
yea, never count on being able to detect the moment of intersection. you'll normally be getting the detection done 10+ ms late
gotcha. and just have a function like, OnEnter
still, you'd often need to reverse engineer the initial point of intersection when you detect it. things like OnEnter normally just tell you that the penetration happened somewhere between last frame and this one
hmmm. yeah. need to experiment on this. the last one i did was kind of finiky. it work kinda. and mostly not.
probably cus of the short ray cast from fingertip and OnEnter. then i have something to do then š Thanx @tiny niche
OnCollisionEnter will give you the point of collision. But you can also use a raycast from the last position to current position if you don't mind being 2ms behind
can anyone help me? my unity doesn't work and i just need to turn this package into a vrm
there was something funky on recent openxr or steamvr update since something totally changed at least controller orientation on one of my test projects
had perfectly aligned hand models before, then they suddenly were like 90 degrees off later
@wraith shale check the rig, there's probably an edit to the root bone
I haven't changed the rig though, same project worked just fine some earlier version and after some update the transforms were all off
I'm assuming it's some change on openxr package since they had transform mismatches in past but I haven't verified it
also it's not an issue, just an observation
Sorry a other question, Iām trying to upload my ap for testing with app lab on quest 2 but something is wrong with my manifest
Do I need to edit the xml under release or is this a build setting in unity thatās pushed to the xml ?
Anyone? I try to create patch obb with content from the streaming assets, because each obb is limited to 4Gb, I need to create several obb.
@sonic violet Oculus>Tools>Create Store-compatible AndroidManifest.xml
^ for this to work, you have to have oculus integration installed from asset store
Ahh ok ty
Guys is tesselation supported in Oculus quest 2?
Little question I have: Using the XR toolkit, do you have any idea why an item I added the grab plugin to wouldn't light up the red beam ?
I put a cube with the grab interface on it, then when I aim at it, my interactible ray doesn't turn white
Does the cube have a non trigger collider, rigid body and xr interactable?
I believe so
If I put a tesselation shader and I tweak the noise the faces are either fully lit or black
I want a foam kinda effect
Guys can anyone suggest a good tutorial to integrate UI and control it with Ouclus quest 2 controllers?
I can't seem to find a direct one where I can lets say change a scene using controllers.
Hello! I am making a VR final project for my college, and i'm having some trouble with the OVR Distance Grabber script, once i grab an object it won't collide with anything static, only with other rigidbodies, and i need it to collide against walls, could anyone lend me a hand some time? thanks!
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Why is the VR template not using URP?
isnt it? looked like it when i made a VR project with the VR template.
does anyone have any right aligned hands i can use in my project? i cant seem to find any except the oculus ones, and they are miss aligned. and i dont know how to align them right without messing up the model.
i prefer not to buy any.
the VR template should use the URP.
I know this was forever aggo, but have you tried changing the selected object to velocity tracking? -- Also you mentioned it won't collide with anything static like walls, you would want to give you walls rigid bodies still, freeze the position and rotation on them and that should work, it sounds like you already have velocity tracking on based on it colliding with objects containing rigidbodies
If you want to interact with UI, put tracked device graphic raycaster component on your canvas. And put your main camera on the canvas component
If you want change stuff just by pressing controller buttons then you can create a script to get the input as an if statement and do what you wanna do
Hi guys! I am playing video in a tutorial scene in my game with Video Player component. Its running on Ouclus Quest 1.
The videos are quite small less around 500kb-1mb. The video type is webm and encode type h264.
But while starting them each time there is a frame drop of around 10FPS(total fps stays around 60) for a little duration. Then they keep playing with full 72FPS without any further FPS drop.
Can anybody please suggest me a solution or videoclip-setup to reduce this FPS drop while starting a video playback with Video Player component ?
@calm nacelle Thanks a lot!
Hi guys!
I'm currently considering getting into VR/XR development with Unity, but I have one problem: I am on a mac.
Do people here have experience getting an Oculus Quest 2 (or similar) to work in the Unity Editor on a mac? I know you're supposed to be able to play the build directly on the headset using Side Quest, but would like to know whether I can also use it directly in the editor/in play mode.
Also: Is it worth it? Or should I just give up from the start with VR and mac? š Thanks!
I'm on an iMac Pro, btw, if that makes a difference
Build and run will install your app immediately and run it, no need for sidequest
If you run you app in editor mode,
- You'll require to enable link mode on quest
- That way it would work as a rift and you'll be using your Mac's GPU, which is not the exact output you'll get on a quest apk
Ah, didn't know that!
I've done this over some periods, but that was after we already had interactions implemented, so no need for fine tuning. It also depends on the size of your project how fast it builds. Oculus integration has tools to speed this up
It's possible, but iteration gets significantly slower when you can't just run in editor like on windows
You mean run the app inside the Oculus in editor mode? Or go into play mode in the Unity Editor?
Oculus Link is not available on Mac
Right, I see. So would you say it's not worth it?
Considering Unity's poor build system, it's gonna build pretty slow even if you have an iMac Pro. Do you have experience with VR development from before?
If I were you, I would try to go through one of the tutorials on unity learn, and see how the process feels. Like I say it's perfectly doable, it's just not ideal
I mean pressing play on editor but it seems you can't do it as Mac doesn't have a link mode
Nope, no previous experience in VR development. I have an idea for a project I wanted to make VR, so I'm researching my options, but it's hard to find people with experience doing VR dev on a Mac.
Yeah, not a bad shout. Thanks!
@ashen valley has also done this but I think she moved to PC
Ah, would be cool to hear her experience
I now noticed that every time I enter play mode in editor, even for PC only projects, simply having android option installed for the same Unity version makes this thing pop up:
this notably stalls the play in editor launching for zero acceptable reason
well.. this isn't really #š„½āvirtual-reality topic, I guess I should have asked in #š±āmobile etc
my only reason to even have android support enabled is Quest
Device?
Quest 2
Whooaa
Nice
@tawny temple can I DM you for some lighting advice. Don't wanna crowd this thread here
ill try my best to answer
@calm nacelle just to be clear, that was just stock HDRP template running in PCVR that was streamed to Quest 2. HDRP does not support Quest
Yeah tibit cleared it upš
hey, beginner to unity here, im trying to make a game for the quest 2, but when i run the game, the models for the hands just appear as the default squares. anyone know how to fix this?
Wasn't completely stock but yes.
@pale bolt Yes, I've done VR development on the Mac with a Quest. I still do. I have both PCs and Macs. But I suggest learning some 3D Unity before tackling anything in VR. I agree with Ole and suggest you do Unity Learn. There's some great stuff in there and it doesn't matter if you're learning 2D, 3D or VR...it all still applies in VR. VR is definitely the hardest to do and I see a lot of newbies grab Unity, try to learn C#, and try to learn VR at the same time. And most disappear in a few weeks or months.
Hey there, I got a lil question, I'm animating my VR character thru a rig but it's always stuck underground for some reason, the root isn't moving with it
I'd like for the head to move the whole body and I'm using a multi parent constraints on it, with my camera & the head bone. Anyone done a similar system?
Hi all, how can I reset the position of my XR rig camera? I am using the preview stuff and it works great but I need to programmatically reset the view (like if someone had held the oculus button down)
It is an app being deployed via the enterprise system and the end users literally just put the headset on so I need to reset the view during a transition so they are in the correct place
If you have a reference to the XR Rig you can call MoveCameraToWorldLocation.
Vector3 heightAdjustment = xrRig.rig.transform.up * xrRig.cameraInRigSpaceHeight;
Vector3 cameraDestination = origin.position + heightAdjustment;
xrRig.MoveCameraToWorldLocation(cameraDestination);
Thanks @wanton fossil I will give this a go tomorrow, I might have solved it by setting to device instead of floor tbh but if not, this will be sure to help.
Does someone know why i get 15 fps with the vr tempalte in unity with my 2060?
I'm using steam vr, and airlink
do you get higher FPS with regular Link?
Didn't see the message, but it worked much better just not using steam vr, and instead using airlink
I tried that earlier but i forgot to turn Oculus support on
remember that air link is brand new as well, so things might not work perfectly immediately
I don't know how much they like us talk Norwegian here so i'll just speak English, but do you know how i fix the render distance is very low?
You mean it's culling objects too close to the camera?
When i take my controller to near my face you mean?
Can you describe the issue?
It's like when you have your render distance at 5 in minecraft, buildings starts to disappear when they're to far from the player
The render distance is set on the camera. Increase the far clipping plane
Thanks :))))
anybody know why i cant move or look around in my xr game? im using the old vr support with the xr interraction toolkit
pretty sure you can't do that at all
you need to use the new XR plugin system for XRITK to work
i figured it out dont worry @scarlet tree
also sorry for late reply
but i was wondering, how do I make it so with a climbing system using the xr interraction toolkit, you can launch yourself off the wall instead of just letting go, similar to the climb, or echo arena
@torpid aspen add movement to the xr rig
I believe the best way to do that is to add a rigidbody to the camera offset, and use physics to push yourself off based on the force of the controller velocity magnitude when you let go of the grab button
Anyone have an idea of a name for the concept of taking 2d images and creating them into 3d objects to make photorealistic VR environments?
Sorry maybe I didn't explain myself, that is how I create environments and I know its really called photogrammetry but anyone have a catchy name for it instead?
3d scanning refers to a specific process involving 3d scanners
they both end up with a point cloud though
I am working on an Oculus VR project and for some reason I am missing this exact option when I add a script on the event system.
At the moment, I am toggling another sprite in the canvas on click of a button in VR but when I click the button the other sprite doesn't show up.
Thanks for your reply! I do have experience with Unity 3d and 2d already - I have made a fully functioning musical FPS game, and done the whole Junior Programmer Pathway on Unity Learn as well as a bunch of other courses. I'm up for a challenge, and I have a cool idea I really want to see realised!
I think I'm gonna partition my drive for when I'm developing VR - seems like that should do the trick š
I put together a question with image examples and would be great if anyone here can give it a look and help:
https://stackoverflow.com/questions/67255847/my-ui-canvas-doesnt-show-up-when-i-export-apk-for-ouclus-quest
Do you have any tutorials or docs that could help me with this?
sorry i fell asleep last night lol
would i want to addForce?
@torpid aspen depends on how you plan to model the physics part
personally i'd just do a velocity transfer
do you have any docs or tutorials that could help with this?
it's basically throwing in reverse
i'm just trying to figure out the specifics of how i'd do it because i'm a little unsure scripting wise lol
well when you're throwing, you're essentially looking at the acceleration and velocity of the object on release
same thing with climbing, only the object is your body
which is the equivalent to your head position most likely
Here is my script -
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;
using UnityEngine.XR.Interaction.Toolkit;
public class Climber : MonoBehaviour
{
private CharacterController character;
public static XRController climbingHand;
private ContinuousMovement continuousMovement;
// Start is called before the first frame update
void Start()
{
character = GetComponent<CharacterController>();
continuousMovement = GetComponent<ContinuousMovement>();
}
// Update is called once per frame
void FixedUpdate()
{
if (climbingHand)
{
continuousMovement.enabled = false;
Climb();
}
else
{
continuousMovement.enabled = true;
}
}
//Climbing Computations
void Climb()
{
InputDevices.GetDeviceAtXRNode(climbingHand.controllerNode).TryGetFeatureValue(CommonUsages.deviceVelocity, out Vector3 velocity);
character.Move(transform.rotation * -velocity * Time.fixedDeltaTime);
}
}
Would I start a new void statement for this? Or would I put this in my climb statement?
I'm using valem's climb tutorial script
it needs to remember the velocity
and i'm pretty sure that your current climbing implementation causes some drift if you hold on to the same spot and wiggle your arms around a lot
@tiny niche only thing im confused about in the script is where its saying that the player has let go
There's only one situation I've found where I need Windows. I need to use Link to align my hands when hooking up Final IK's VRIK to a full body avatar. It's just too hard not to use the editor and a live view. But so far, that's it.
Just wondering if anyone here still using oculus integration and if it has more advantages or support more than xr integration plugin?
Quick question - anyone know why I'm able to see the playarea boundary, and textmesh text through my VR hands?
It's very disorienting, since they're further in the background so it gives "double vision" when they're drawn over something close to the camera. I'm using Unity legacy OpenVR and the Steam package.
I have no idea why XRSettings.loadedDeviceName doesn't work
I have tried to use XRSettings.LoadDeviceByName() but it never work. I have already check if the parameter device name is same as the current device name but nothing changes. Also, I have added the None in the sdk list
The XRSettings.loadedDeviceName is cardboard when initiating.
IEnumerator testThis() {
if (string.Compare(XRSettings.loadedDeviceName, "", true) != 0) {
XRSettings.LoadDeviceByName("none");
some_text.text = XRSettings.loadedDeviceName;
yield return new WaitForSeconds(1);
XRSettings.enabled = true;
some_text.text = "Device name " + XRSettings.loadedDeviceName;
}
}
IEnumerator temp() {
some_text.text = "Device name " + XRSettings.loadedDeviceName;
yield return new WaitForSeconds(10);
StartCoroutine(testThis());
}
No matter how I detect, the device name is still cardboard.
https://docs.unity3d.com/ScriptReference/XR.XRSettings.LoadDeviceByName.html
What I have done:
- Make None as one of the Virtual Reality SDKs
- Use XR-Plugin Management
2.1 Disable Virtual Reality Supported
2.2 Convert camera to XR-Rig
2.3 Use the code about turning VR off in XR-Plugin Management
2.4 Remarks: all the procedure in step 2 is work in iOS build but fail in android build.
2.5 https://docs.unity3d.com/Packages/com.unity.xr.management@4.0/manual/index.html - Tried XRSettings.LoadDeviceByName("none"); XRSettings.LoadDeviceByName(""); XRSettings.LoadDeviceByName("None");
Hello all, just in case someone doesn't know the XR Creators discord server yet, here's the invite post š https://www.linkedin.com/posts/raheldemant_xrcreators-vrintroductions-showoffyourproject-activity-6792485610914385920-m3J0
@wooden bridge whats up with the random linked-in link, as opposed to the discord link?
Hello, Some friends and I are making a VR game. In this game we use multiple scenes, but when we go to the next scene it is not possible to use the controllers. Does anyone know how to fix this ?
Discord links are probably blocked on the server
Can you describe more what do you mean by not possible to use
hey all anyone here have experience turning on arkit using the unity-xr-plugin-managment api?
im currently assigning loader but then lost on how i wait to make sure everything has been initilized
they dont load in to the next scene
You have controller object in the 2nd scene also?in the hierarchy?
whats the complexities of porting a pc game to vr?
@mint turret Don't cross-post
i asked in the general when i didn't realise this channel existed
thought i'd ask in a room where people would have understood the process a bit more
@mint turret depends on the game, but a lot of games don't have enough detail in their interaction model to transfer well into vr
ah right okay
@finite nebula you can do this two ways: either set the XR rig to Don'tDestroyOnLoad and move it back to where you want the player to spawn in on Scene Load, or have an XR rig in each scene
or a third way, which is a better but more advanced version of the first: use Additive loading, keep your XR rig in it's own scene that stays throughout the experience, and load your other gameplay scenes in and out around the XR rig
okay thank you for the help
Hi, I've been working in Unity VR for a couple of weeks and decided to add some post processing. Once enabled and the headset isn't plugged in, the Game view shows the bloom effect fine. Once the headset is plugged in, the post processing lighting effects works, however the bloom isn't being applied. Is there a setting I'm missing or is this just a quirk of the VR setup.
Bloom in editor
bloom in game
depending on your pipeline and your camera, it could be different things. On the camera that renders to the headset, make sure Post-Processing is enabled in its Camera component. If your editor camera is rendering bloom, its probably correctly setup in the graphics/quality, so it feels scene-side to me
how do i only take input from the controller hold an objects cause im trying to make a gun and im not good at input. i want it so if i press a button it will drop the mag. so how do i take input fomr the controller holding the gun
@dusk sky depends on how you're getting input in the first place.
Probably the method that triggers when the player gives the input will also pass you a device variable, so you know which device triggered it. Just check if it's the same one holding the gun.
@cursive scroll no idea on your issue itself but could help to narrow down the issue if you explained more about your setup, which renderer, single/multipass, which VR api in Unity's side (if XR, which package for it), which device you are deplaying to, like pc or quest etc?
there's dozens of combinations here so if someone tried to repro that to help you, it's just frankly pointless as would need to know that info first
Probably best to make a minimal project with the problem, and post that for download @cursive scroll
Anyone know why the editor lags like mad when a headset goes idle?
Got my Quest 2 hooked up over VD and when it goes idle I get massive playmode lag till I put the headset on and unidle it
Does my head in, if anyone knows the fix ping me
I see! For the rest you simply build and run on your mac to test?
@pale bolt doing build&run is pretty slow compared to just running in editor though
especially on a mac
Yeah, that's why I'm considering partitioning
I don't agree. Build & Run takes me 15-30 seconds and it's testing on the actual hardware.
I've also used Bootcamp. My MacBook Pro has a Vega 20 which can barely run VR in Windows. Enough to set my hands. But I also have a tower with a 1080ti and a luggable (huge laptop) that has a RTX 2070 in it. I just do not like using Link more than necessary because I want to test on the Quest GPU, not the PC's GPU. If you use the PC too much, you get some nasty surprises down the road.
Hmm okay, I've decided to leave it off for now and maybe write some shaders to compensate, cheers though
10-15 second build time?! I WISH I had build times like that, and i'm barely using 10 seperate shaders in the entire project
Shader compilation takes me upwards of 20 minutes sometimes...
that would probably depend on the project scale and used renderer (expect URP builds to be slower)
good multicore cpu does help on the compilation times too
im using .isSelected and when i grab the object its not detecting that is selected. is .isSelected what i want for this or is itj ust not working for something else?
hey i need help rigging a character i rigged some but it dont work
Any way to have an XR Grab Interactable object that collides with static objects but without the twitchy movement from the Velocity Tracking Movement Type?
@gaunt pivot you could prevent glitches at the expense of increased latency
but you should really avoid having collisions happen to things you hold, unless you really need it
Thank you for the response, so my use case is, i have a marker and i need to be able to draw against a whiteboard, which is a static object, so the marker which i am holding shouldn't go through the board, yet i need it to be accurately placed in the hand so i can draw precisely
@wraith shale how do control FFR with oculus.xr ?
This topic describes how to use fixed foveated rendering for Android-based Oculus devices.
I haven't used it myself, but looks straight forward (as long as the renderer supports it)
there was some thing about FFR and URP render passes, it wasn't compatible wish extra passes or something
is ovrmanager isn't available thru the package manager tho when installing com.unity.xr.oculus ?
thanks for the link tho
OVRManager is part of the oculus-sdk
OculusXR ships with that api
ah so i need to dig deeper to find it
whether they've included all feats you need on the unity package is another thing š
but I'd still test it
Unity.XR.Oculus.Utils.SetFoveationLevel
ah, they did use bit different api then
looks like a wrapper
ah, I wonder what the thing they had was if it wasn't ovrmanager
pretty sure they had some common api with oculus and unity oculus plugin
but yeah, that looks like a good candidate
i wonder if NativeMethods would allow access to finger tracking / hack into the see through cameras i always wanted to mess around
maybe with the help of com.unity.mobile.android-logcat š¤
@gaunt pivot for that, you don't need full physics, projecting the pen tip position onto the whiteboard plane would do the trick
then you can use the tracker orientation to pose the hand holding a pen on the whiteboard
you mean like for windows side of things or for quest? oculus integration package already comes with hand tracking implementation but it only works in editor and quest natively
and by integration package, I now mean the integration from asset store
would love to get that working standalone on pc
I created a new project with vr stuff but my hands are like really small for some reason
no matter what model I put in It appears small
Never mind we're good
basically for in editor testing, you treat it like pcvr
now that quest 2 got air link on v28 update, it's super handy for not having to mess with cables when you jump to VR in editor (you still need strong 5GHz wifi for this to work)
you can also use link cable for editor play testing
@merry bay
if you ask about the hand tracking, that's basically link (usb) cable or air link (I've only tested with link but it should work the same) you need for testing that stuff in the editor
and by hand tracking, I mean tracking your actual fingers, not the touch controller tracking
if you do playtesting by deploying to quest natively, you'll probably want to use the link cable as it's like one button/keyb shortcut from unity editor to build and deploy to the quest
Has anyone gotten Virtual Desktop via Oculus Quest 2 to work with unity?
you mean like in editor? it should work in openvr mode at least I think
but the new air link is a lot better if you do work in editor as it can use oculus runtime there
@stable rapids
and yes, air link (and link cable) both work just fine in the editor, just used air link today there
Can't use airlink, I'm using Shadow
ah, steamvr it is then I guess
I couldn't get the Editor to open in VR mode with Virtual Desktop
you have openxr or valves openvr installed?
openxr I believe
oculus mode would require manual injection to editor which isn't trivial to setup with Unity
(with vd that is)
I think I know what injection you're speaking of, that isn't working either
is there any other method?
there is one thing that could work but it requires allowing windows wide dll injection
"LoadAppInit_DLLs"=dword:00000001```
you shouldn't use it lightly though
also no idea if it really helps on this case but could try it I suppose
and I would run this in terminal?
basically once that regkey is set, you can try to inject VD to unity editor once, and I think it should stay in memory after that so you potentially could launch unity normally then via hub
that's registry key, if you don't know what it does, better not even attempt it as it is a security risk
seriously though, you are using remote computer for VR dev?
Yeah. My computer's a mac and can't really run it that well
hmmm, I can't make openxr work with vd in the editor, I know it can't work in oculus mode but you'd think it would work in openvr mode
What about after you build it? I couldn't get it to work then, but would there be another method for doing it with VD after it's built?
after you build it, you can inject oculusxr to vd to make it work in oculus runtime or just launch steamvr from vd and then launch your openxr enabled build and it will work
it's mainly the editor that is tricky here
(link and air link just... work but I get the remote thing is an issue)
Wait im confused with the instructions of how to run it after it's built
if you use oculusxr for windows build, you do the manual injection with VD
if you use openxr or openvr/steamvr asset (from valve), you can just launch steamvr first from VD menu and then launch your built game and it will work
I'm now talking about Unity versions 2020.1+ where you can't use the old style VR setup in Unity
Is the steamvr asset compatible with OpenXR? I've been too scared to try it because I fear it'll mess up everything
steamvr asset from asset store ships with openvr implementation for unitys "new" xr management system
if you use OpenXR, it kinda overlaps with both OculusXR and OpenVR so in case of OpenXR, you wouldn't even enable other things
(and you can't even enable OculusXR with OpenXR as it blocks it)
So I can't launch it in SteamVR if I'm using OpenXR?
you can - at least with the regular build
you just can't use OpenXR in oculus mode as VD doesn't support injecting oculus runtime with OpenXR
Sorry, but I'm confused
So I can run it in SteamVR, but it won't work with an oculus?
so in case of actual built game files and running it through VD:
- OpenVR / SteamVR asset from Valve, works automatically through SteamVR
- OculusXR package from Unity or Oculus integration asset from oculus, works if you manually inject the game exe with VD
- OpenXR package from Unity, works automatically in SteamVR mode, you can't inject it for Oculus mode as VD doesn't support it
Sorry if I'm asking a lot of questions, but how do I get my project into SteamVR?
Tried looking it up for a while, can't find it anywhere (for a recent update)
basically... just launch the exe, it'll launch steamvr automatically
or launch steamvr itself from vd menu and then launch the game, same end result
So heres what I do: I build it and everything goes into a folder. In that folder, there is an app that has the name of my project. When I open it, it doesn't launch SteamVR
On my cloud computer? Yes
and you have quest connected to it?
Yep
I'll go try again, see if I missed anything
I know that it doesn't automatically launch SteamVR, and although I've tried launching steamVR and then launching the game, I haven't spent that much time on it
I'll update you in a minute
ok so... I could have sworn I have had openxr and openvr also running in editor but it was somehow broken on latest alpha or the vr project I have
I did test it again now on 2020.3 LTS with OpenXR in editor and it definitely runs through VD fine for me
just don't set OpenXR to use oculus mode in the editor and it should work
Strange
I'm new to unity, but I can disable oculus mode in Project Settings, correct?
and no injection was needed for that?
if you enable openxr itself, it disables oculusxr... but this isn't what I meant. openxr settings have override option that lets you force it to run in oculus runtime in the editor
yes, this can be very confusing š
especially when you combine hacky stuff like VD in the mix
Wait so I don't disable oculus in project settings? I do it somewhere else?
and yeah, no injection is needed with this approach as it runs it through OpenVR
Wait but I have OpenXR, not OpenVR
I believe that's what it looks like for me, but I'll check
what I meant was that when you look at this part:
see that OpenXR Runtime (Editor Instance Only)
leave it to System Default
there's option there to override that to oculus but that won't work with VD
does steamvr work for you in general with shadow?
then that should work
I'll try opening the built app while in SteamVR
by "active" you mean connected?
Okay, I'll try running the built app through SteamVR. I'll update you in ~5 minutes
I've been doing it with the headset on my face
basically all you should have to do is have vd connected and active and then just press that play button in editor
Would any other settings have an affect on it?
I can't think of any other.. I mean there are certain system variables on can check to force openxr to use specific runtime api but those are not set unless you've done it
I may have a hunch that involves the OpenXR Runtime thing, the thing that you said should be on default
which unity version you use?
yeah, that works fine on my end now
basically if you struggle to get openxr running, you could always try and install that steamvr asset from asset store and use it instead
it's only ever going to use openvr api so it shouldn't give you any grief for getting VD connected
Opened SteamVR, pressed play in editor mode, didn't work. Now trying the built version
what error you got in the console when you did that in editor?
No error
you can also use this if you don't want the whole steamvr thing from asset store: https://github.com/ValveSoftware/unity-xr-plugin/releases/
that only contains the openvr package
they do recommend using the steamvr thing though
Okay so just to make sure I'm not messing anything up while in SteamVR: I click "Launch SteamVR" in Virtual Desktop. I open the application on my computer (Nothing happens). I then click on "Desktops" (nothing happens). I then go to "display VR view" in the little 3-bars settings icon on the SteamVR thing and nothing happens
OHHHHH MY GOD
MY HUNCH WAS RIGHT
I CHANGED A SETTING UNDER THE "OpenXR Runtime (Editor Instance Only) to SteamVR and it works!!!!!
there is such setting?
Thanks so much for your help, I've spent like 10 hours straight trying to figure this out
yeah
really? š
I mean I don't doubt you, it just doesn't show up for me
god how haven't i checked there before lol
I dont think I ever wouldve checked there, thanks so much
that's kinda issue for the standalone mode though because there's no built-in way to force steamvr active there
but since this works, the steamvr asset should work too (on both editor and build)
I can nudge you in right direction if you really want to force the steamvr active with openxr too but it's... hacky
there's a reason why Unity only lets you do this in editor
Yeah, I think this'll probably be fine
but there's also easy way to do this... just always launch the standalone build through "Build and Run" in Unity WHEN you have steamvr selected for that OpenXR Runtime
basically what that OpenXR runtime setting does in the background is that it sets one windows environment variable to point into right json file or something so it can force you to specific runtime that way... since the editor instance sets that variable, it gets inherited by the standalone build but only when you launch it via that same unity editor
you can technically force OpenXR to use SteamVR from your code too but it's bit complicated... and you can also just set that env. var yourself too if you know the whole path for it
So then how can I have controls and such? Or I can't?
there's no proper way to doing this with OpenXR as it's still bit WIP, it's not in Unity's hands
technically OpenXR should detect the right runtime for you and use it
so the controls SHOULD work but they aren't? Or am i misunderstanding
VD is also one big hack so it's no wonder if some things don't quite work as you'd expect
whole VR is a huge mess in Unity atm
basically easiest way to get started is to install Unity's XR interaction toolkit
it has XR rigs that are setup for the new XR management system and new input system
I've worked with them in the past, but I think there were some compatibility issues. Perhaps that was because I was following a tutorial that was before the release of OpenXR
there's a ton of VR stuff that just is broken atm which doesn't make it easy to get going... in the old VR setup things mostly just worked
this is why I suggested that xr interaction toolkit as it does solve some of the oddities you'll face otherwise
Okay, thanks
there should be some tutorials on how to use it as well
There's one guy whos pretty good, I think his name is something like Valem or something?
I think he covered xr interaction toolkit, so I may be set. Thanks so much for your help, I definitely couldn't have figured it out without you
np. also do remember that the steamvr package may even make it easier for you on windows side testing
it should work on standalone builds regardless of the env variables
Okay, I'll make sure to check it out
Have a nice day!
Actually while i have you here can I ask you one more thing, non VD related?
Do you know how to make it so that when a collision is detected, something like fireworks go off?
(just like particles or something)
spawn particle effect on the OnCollisionEnter etc
Ok thanks
never tried that, wouldn't expect it to work
technically you can use ADB through wifi but it's bit involved, usually you'd just use usb cable for direct connection
@merry bay
it's not really related to air link though
both just use wifi for connection
Is there anyone who has experience with the Windows Mixed Reality toolkit and loading it when loading a new scene ?
Is anyone getting any HMD jitter in OpenXR mode on a Quest?
I'm getting reports that this is happening from my quest users on the Steam version of my game
Anyone have any experience with figuring out why XR.DeviceSDK is being waited on for so long? This is on Quest with zero Post Processing in built-in RP
hello! we are developing a multiplayer VR game using PUN 2. we are wondering if anyone else has released a VR game with PUN, and what the average CCU is for your game.
I've got a PUN for you: Don't make a hunting game, its unBEARable
Canned laugher
I'm gonna get banned, aren't I?
@wintry delta omg i've got the same issue... do you have any transparencies in the scene?
Consider profiling with perfetto and do a frame capture in Renderdoc š
@scarlet tree I've got some transparents but its barely any. This happens In a scene where the Frame Debugger has less than 40 entries, something is up
Looking at the perfetto docs now, theres like 3 pages on how to set the thing up before you can even get it working
lol
Why can't it just create workspace files and config files and whatnot and then just do the thing I need it to do
Use Renderdoc instead of the frame debugger, It's a little complex looking, but it gives a much more detailed account
I am rendering fractals in VR using raymarching. It works great in regular desktop mode, but when in VR it's like my eyes are crossed.
probably because the fragment shader is rendered per VR camera (with single pass I only get 1 eye rendered).
Does anyone know how to change these so they match up?
@scarlet tree @wintry delta have you tried to force it to oculus runtime to see if that jitter still exists there?
what I've noticed myself with Quest 2 running on PC with OpenXR was that in oculus runtime, the deltatimes itself are more stable than with OpenVR mode but I never really looked at the profiler
oh wait, one of you is talking about PCVR and other native Quest app, right?
and that native quest thing is probably running OculusXR plugin anyway
I'm not even sure how that'd work through steam
@wraith shale got anyidea on how you'd set it so SteamVR would use the Oculus runtime with a quest installed, and the SteamVR one while using a Vive?
afaik this is how the XR system works out of the box if you have like OculusXR and OpenVR packages installed
with OpenXR it's more tricky as you kinda have to force it into specific runtime
well, to be clear, I mean you don't actually use SteamVR on oculus runtime then anymore
and with OpenXR, it supports both oculus and steamvr/openvr runtimes
the downside of openxr is that there's no nice way to force specific runtime. you can check how Unity does this in editor when using OpenXR though
basically you sniff the install location of the runtime first from windows registry, then see if that location contains the openxr compatible json file and then set system variable for openxr that points to that json file... which is quite hacky to be honest
if you use OculusXR and OpenVR pacakges, it can automatically pick the right runtime already plus you can also force the runtime you want from your own code as XR management system lets you handle the loaders manually
@wraith shale Yeah, I'm talking about profiling an APK on Quest device, so thats definitely Oculus Runtime š
@wraith shale , i'm running with the XR Interaction Toolkit in 2020.3... I'm not even sure how to install OpenVR on this thing, since valve decided "hey, we're not gonna use the unity XR plugin system"
wait, there is one now?
there is one in github and one in asset store
and it works on my testing
main thing missing from OpenVR/SteamVR setup is that they can't support DX12 on it - which isn't typically an issue for you since DX11 traditionally performs better with Unity anyway
only way to get DX12 to work in current XR setup is to use OpenXR but even then it only works in oculus runtime
While using the new Input system Action based Rig and Oculus Plug In, my camera in my headset is only updating when the Game window is focused, can I change that behavior?
Been struggling trying to figure out how to write this one pesky script... would anyone be interested in trying to write it for me/help me write it for like $5 or something?
@tardy flower In build setting tick "Run in the background" option. That most likely will help
Thank you but unluckly it's already checked
@wraith shale Managed to work it out. Tracking and button based input's fine, but I had to do a dirty hack to get UI running lol
(Adding an XRSimpleInteractable to every UI button, giving each a box collider, and then doing Hover/Select events that do funky stuff with the EventSystem to select, deselect, and click the buttons via script)
Been working on a weapon that has been causing me a lot of headache, finally stopped being lazy and made a few test functions that allowed me to test things just in the editor without having to go put the headset on... highly recommended, I think I probably wasted hours of just putting the headset on, picking up the object, equipping it and putting it in the condition I need to test it, taking it off, knocking over drinks, crying, when I could have just skipped all that and did it in the editor without the headset on... no idea why I didn't think of this earlier.
@stable rapids Don't crosspost.
i have a question regarding wmr and openXR
is there any way to make wmr work with steamVR as it used to with the openXR plugin
i wouldn't want my game to be a native wmr app
Hey man, i would be curious to know how you achieved that. I tried to do a vr sandbox wizardry.. and i lost so much time to put off and on again the headset, i finally quit.
Just made a bunch of public test bools, and in update TestFunctions() I just check to see if any of them are true, and when true, call the function I want to test then set the bool false again, so the little inspector tickbox becomes a button that calls specific methods. Then also had to refactor a few things so that they are tidier and bypass usual checks (like don't fire the weapon if it's not equipped etc) when bool testMode is on etc.
Ok so you did all the logic without the headset more
Thatās probably a good approach
Mine was more playing with rotation etc.. less easy to not try in real. Like a flying š§¹
Yeah anything movement related would have to be tested in VR I'd imagine, especially you also want to check comfort level too
To be honest since it was not meant to be shared.. i didnāt really check the motion sickness prerequisites. And i was wondering if the reduction of FOV that most new vr game have is a builtin feature in unity
As someone who isn't affected by motion sickness the reduced FOV thing kinda gives me a headache so I almost always turn it off..
Lol you probably havenāt played Skyrim VR without it. :p thatās awful
how can i start a vr project unity (like the player, hands, etc.) any vid tutorial would be helpful
all the ones i watched are outdated i thinkj
In this official course from Unity, you will learn to design and develop your own Virtual Reality (VR) applications. You will create prototypes, attempt challenges, and complete quizzes to build and solidify your skill set. At the same time, you will be guided through creating your own unique VR project from start to finish, beginning with a bla...
Anyone figured out a best solution for Colliders in VR? I have Collider as Trigger on my VR Controller, and all other colliders are non triggers. However, it does not always register when the controller exits accurately. Sometimes the menu items or objects continue to perform their functions. I added a counter as well, but eve nwhen no trigger is present it sometimes still detects 1. I am sure that there isnt something that I am missing as far as collider size (if it is possibly larger than I thought it was).
Most of the time I use OnTriggerEnter to subscribe to controller events, and OnTriggerExit to unsubscribe. but that is problematic when it still thinks that there is a controller interacting. I am using the XR Pose Drivers to activate the device, but using my own scripts for inputs and events. Any thoughts to a better solution? My thoughts were to create to create a VR Collision System using distances and bounds calculations that exit prematurely if it is impossible for the objects to be close, but isnt that already how Unity's collision system works? Matrixes and distance calculations?
Oh HELL Yes. I just managed to get both SteamVR and Oculus to play nice in the XR Interaction Toolkit and I'm PUMPED
Getting input from SteamVR was the biggest hurdle. getting button inputs and setting them to in-game events wasn't too difficult, but the XRUI Input Module just doesn't see any button input from controllers, so I had to add an XR Simple Interactable component, a box collider, and a script that bypasses the XRUI Input Module and directly calls Input Handler events from the Event System, and calls them from the Simple Interactable's Hover, HoverExit, and Select events.
....to every single raycastable UI element.
It's a dirty, dirty hack and I never want to do it again, but it works lol
@coz#0645 What's up?
oh, they left.
ah well
Hello,
using the latest 2020.3.5.LTS and the XR interaction toolkit v1.0.0-pre.3 (with the Oculus XR plug-in), I can't get the camera to move with the headset when the game window isn't clicked on, it's like the data sent by the headset is not used by Unity. Strangely, the hands are being updated correctly. Have some of you encountered the same issue ?
i'm using the oculus integration plugin, and xr interaction toolkit. for some reason, the floor level isn't correct for my quest 2, and the shadow quality is terrible. can anyone help?
@tardy flower are you using the action-based rig? i recently encountered the same issue and i think it's because of that
bit of an issue when trying to tweak things you're holding in vr through the inspector
@tardy flower Don't forget to Lock Input to Game View
@storm ether Shadow Quality depends on your Render Pipeline settings (if you're using an SRP). As for Floor settings, make sure your XR Rig Tracking Origin is set to "Floor".
hey I'm trying to create a VR application for my iPhone but I seem to get an error in console: Library/PackageCache/com.unity.xr.management@4.0.1/Editor/XRGeneralBuildProcessor.cs(36,52): error CS0117: 'BuildPipeline' does not contain a definition for 'GetBuildTargetName'. anyone know how to fix this?
It worked, fantastic, thank you!
Indeed, but Nemesis Warlock gave the solution just below your comment, you have to Lock Input to Game View in Window->Analysis->input debugger-> options !
Has anyone successfully build ECS/Hybrid renderer v2 to oculus quest ?
Editor works , build works but entities does not render when ran on quest 2
Hello
anyway to know if the player is continuously pressing the trigger when using "activate" in the XR grab interactable ?
@slender vine that's a problematic thing to check for, but i expect the activate fires at least once per fixed update
the definition of a continuous event is a bit problematic when you're only working with a single point in time
Hey everyone š
I'm wanting to work on a VR project, one which supports full body tracking on avatars.
Previously I tried things like FinalIK, or a custom script for doing an individual set of joints, but those had massive problems like not having the body line up at all, or joints inverting from weird armatures.
My friends and I always watch movies in VRChat, but have some issues with performance or buggy video players, so I wanted to see if I could throw something together which mostly supports their avatars without too many issues.
I'll probably be using Steam's SDK since everyone in my group already uses SteamVR.
So, the actual question: What is the correct way to handle full body tracking in VR games, assuming humanoid rigs, and where could I look for more resources on the subject? (It seems ready solutions like FinalIK don't really work how I would like)
oh wait I have an Idea, I can use on activate and on deactivate ?
like I start then stop
@slender vine i'd avoid relying on stuff like that whenever possible. You'd need to basically dig through the whole system to ensure that there's no possibility of dropped events or race conditions
fairly common for events like these to be streamed independently of each other, which might cause a on-off-on to execute as on-on-off or off-on-on
so basically my rule of thumb is: don't use events to manage state, read/translate the external state that would've been used to make the events work instead
which in this case likely means reading the activation state inside fixed update
okay
Ok, so I've got the weirdest thing going on right now with the new Action based XR rig.
My HMD is only updating it's display when it's away from my face (ie, when the light sensor is picking up light.)
ok nvm I fixed it.
I have this weird thing where each time I teleport in my scene my camera goes to the ground
Like the height is normal, but than after I teleport Iām 2 centimetres tall
Using windows mixed reality toolkit
Does anyone know why this happens?
I'll try to help you after I get back from my dayjob today if nobody else does first.
I'm also a WMR user. Which headset do you have @late salmon ?
I had a nice menu system setup with VRUI but couldnt get it to work without using the XR stuff... nice job. I reverted to a procedural UI system that interacts with physical contact from controllers ... lots of work. Wished I had gone your route, probably.
@late salmon weird stuff like that is usually caused by mismanaging the the transforms in the tracking rig
How do i disable the laser pointer on my hand?
so if i disable that script then it's gone?
essentially
Ok thanks
but the other script uses it as well, so depending on your use case, control the script directly or through the XR script. Really depends on your use case.
Another way would be to change the colors alpha to 0, making it invisible.
Curious if it worked, there is an override script that takes control of the line renderer. I usually disable it or remove it completley.
You may need to change the variable in that one instead. "XR Interactor Line Visual" if you are using that
how can i set a range where my vr hands can take up objects... currently i can take any objekt from any distance...
What scripts are you using on your XR/VR System? Usually the scripts on the XR Rig controllers has a variable you can adjust
how long did you set line length to? Try adjusting that to 2 meters and see if far away objects are still grabbable.
also make sure max raycast distance is adjusted
i think i did it lol i just removed the scripts form the rig and now it works
hi,
i want to cut mesh in realtime ...
like as cut/slice skinbody with knife ...
so, does exists any solution or plugin or asset?
@storm ether it might be better to ask that question in beginner-code or general-code as your question has more to do with normal unity than VR.
Also as far as I know (and I am a beginner myself), there is no way to cut a mesh in realtime, you would have to create some broken up body parts already and when a player cuts a model in VR you replace it with the broken up part OR move the seperate parts away to give the illusion of slicing/ cutting.
Even if there is someway to cut mesh in real-time I doubt its possible and its a big ask for a VR game.
how can i set a range where my vr hands can take up objects... currently i can take any objekt from any distance...
i dont find the setting to adjust the length from the grab interactor
anyone have experience using Oculus Avatars with App Lab? If so, what's the process you have to go through? They seem to want you to complete the Data Use Checkup, but I'm still trying to figure out if that's required pre-release. One bit says you have 90 days AFTER you publish in the store. But another place says you need to contact Oculus before you even start working on it. Lots of info seems to have been written before App Lab or whatever. I'm just trying to figure out what I need to do while we're in development and before we're even releasing.
@tiny compass you need to register for a dev key in order to obtain access to the avatar api, then you need to pass their certification during the release process to obtain a production key
how app lab factors into that, i have no idea
well, we've already got the app uploaded in App Lab for pre-release channels. I just filled out the Data Use Checkup only ticking the Avatars box, and it auto-approved it. So I guess that's it, apart from the final submission.
important point in the approval email: "Please note, in order for your application to be compliant you will need to renew your Oculus Platform feature requests every 12 months."
@viral bane if that were the case, Fruit Ninja VR would not exist. there are many performant options for slicing meshes in realtime.
I got a liveLjnk cable today hoping or use my quest 2 in unity editor on Mac
Doesnāt seem to work anyone have any ideas ?
Oculus Link doesnāt work with Mac if thatās what youāre referring to. Iād suggest getting Virtual Desktop on the oculus store for $30. It functions like the link but itās wireless, but you need good WiFi
Got it thank you @stable rapids
Any tips for making stuff for the quest using oculus integration or if there is anything better than that please let me know. I'm new to unity
New Unity 2021.1.5 has 'OpenXR' option in addition to the 'Unity Mock HMD' option in the XR Plug-in Management settings. Which one needs to be ticked for connecting HTC Vive headset?
answering to myself: tick OpenXR option and then under its features menu, tick HTC Vive Controller Profile. I think this may be enough.
@grim vapor either OpenXR like you found out or use Valve's OpenVR/SteamVR integration
there's asset store package for steamvr
thx for the answer but I wonder why OpenXR is not enough as I just now found out. When I hit play, in my just created scene with a cube, nothing is displayed in the headset. So is SteamVR plugin absolutely mandatory?
@grim vapor it's not mandatory, openxr is meant to replace it
I guess make sure you have recent steamvr version installed from steam so it can support openxr api
it still uses openvr under hood so that should work with vive, but you need at least steamvr v1.16 for openxr 1.0 to be there, no idea how it worked on older versions
also make sure you are testing on DX11
DX12 isn't functional with OpenXR when used on openvr mode
steamvr asset from valve only works on DX11 as well so that's no different
I don't have first hand experience on Vulkan so that may or may not work, wouldn't know š
SteamVR is working with v1.16.10.
I will check about this DX11. I am a beginner š
unless you specifically enabled DX12 (or hdrp raytracing), you are using DX11 if you are on windows
ok, got it, for some reason i have indeed DX12
smart docs say that default is dx12 now and there is no downgrading to dx11. Does it mean I am stuck? Or is there a workaround to still get my first VR game visible in Vive headset?
I am currently having issues with the configurable joint component on a vr game. Does anyone have any experience with this component.
Whats the line of code to make an object appear in your hand?
you can set what graphics api to use in the player settings.
by Default its set to automatic. you can set it to DX11 only
Is oculus integration the best for making vr games for the quest 2 or is there a better alternative
This is useful information. I will have a chance to test it in the morning and I will let you know if it does not work. Otherwise, thanks for this! Wouldn't have thought about it on my own.
For OpenXR settings, do I understand correct that if I only want to use Vive headset + xbox controller in my first VR game, then it's not mandatory to select any feature under the OpenXR 'Features' menu? For example there are only Vive controllers listed but I don't plan to use them. Only Vive headset and xbox controller gamepad.
Check out Rayfire Asset it supports slicing of meshes and it's bloody amazing.
Any tips for making games for oculus quest 2 im new and am looking for tips and some help
Also what is the best to use to make quest and quest 2 games
Im trying to use OpenXR for the first time with Unity 2021, but I can't find the package from package manager. I have preview packages enabled but the OpenXR Plugin package doesn't show up
@pale elbow check Oculus' documentation on it
Where do I find that?
Thank you
Then there's this course https://learn.unity.com/course/oculus-vr
Hey y'all, new here. Anyone know how to make the ray interactor disappear when you pick something up? Thx
@rancid crow it does that by default
doesn't really work like that. you don't turn the interactor on/off, the interaction manager takes care of that part
there's more info on it in the docs
huh
you think sometime in the future you'll just be able to load movies into games?
pop 'The Thing' into your super AI powered nano machine quantum dell pc gaming device, close your mecha eye lids and just ruin the plot
not in our lifetimes
can you make Playstation Vr compatible games
ive searched but theres not really any infomation
ok thank you
is it possible to power off / shut down quest 2 on game?
in my game im falling through the floor and no collider fixes it on xr rig and the ground mesh
Does anyone have an example of character joint settings for a RecRoom type avatar?
is it possible to debug a quest build from linux?
As answered above, it's possible.
As for how, like anything console related, you're not going to get an answer in a public space due to NDAs. You'll likely need to become a Sony dev, and ask via their own resources.
And you'll need to have a devkit as well.
can i have some help? in my game im falling through the floor and no collider fixes it on xr rig and the ground mesh. xr rig has rigidbody and gravity enabled, the floor mesh doesnt stop it from going through. 3rd person controller worked so i think its a problem with the xr rig
I need help whenever I use snap turning it moves my character and not my head
It didn't do this before and I don't think i change anything?
@pale elbow you're looking in the wrong place, your hierarchy is the issue, not the snap turn
@pearl saffron read up on the physics system, there are a few ways that a rigid body can ignore colliders
Ok ill figure it out when I get home what should I change in hierarchy
Same kinda the most i can do by memory is create the camera rig and hands
Hello everyone, I wouls like to use XR Interaction toolkit for a 2 player idea, but how can I have multiplayer with Teleportation Provider component? Is it required to use? I cannot find officiated help for this problem
Hi, I am having some trouble installing my oculus quest 2 on to Unity
Right around 3:40 the video says to go to project settings and activate the XR set up under the Player tab
however, the XR set up isn't appearing
Anyone still available?
@iron flame make sure you're using the latest unity version
Welp, at least I don't have to worry about the focus 3
@tiny niche Ill try that
downloading now
the main issue I have is that the XR plugin doesn't show up in either the package installers or the project settings
This is occurring in the 2020 edition
Anyone know why Debug.Log(OVRInput.GetConnectedControllers()); would print none, when the controllers are working outside of myunity app
The headset is working when I run the app from the editor but the controller object positions don't change and I can't get input from them
i have no clue whats wrong with its can someone look through the code and see if there are any errors or if im just not smart?
if (gun.isSelected == true && cangrabout == false)
{
debugger.text = "grabbed";
if (controller.inputDevice.TryGetFeatureValue(CommonUsages.secondaryButton, out bool button) == true)
{
magdrop();
debugger.text = "button pressed";
}
}
if (gun.isSelected == true && getGameobj == false)
{
getGameobj = true;
controller = gun.selectingInteractor.gameObject.GetComponent<XRController>();
if (controller != null)
{
debugger.text = "got controller";
}
}
if (gun.isSelected == false && getGameobj == true)
{
getGameobj = false;
controller = null;
}
If you'd rather use device over action based input, it's going to be a bit iffy. But, by the looks of it this line is wrong.
if (controller.inputDevice.TryGetFeatureValue(CommonUsages.secondaryButton, out bool button) == true)
You want to actually be using the button bool you're getting. So, something like
if (controller.inputDevice.TryGetFeatureValue(CommonUsages.secondaryButton, out bool button))
{
if(button)
magDrop();
}
ok thank you
ill test it out
also i do not know the difference of device and action based input i just need some type of inputs so what ever is going to work im good with
How can i have both direct interactor and ray interactor on a controller. Need one for picking up objects and another for UI interaction.
you can make have 2 objects that you enable/disable when you need them
hey guys, i know this is a ridiculous question, but does anyone here have a Oculus Quest (first version) and can tell me if it is possible to quit a game or otherwise access the home menu in any way using only the left controller? i currently don't have a quest near me to test it myself
Hello, i have an issue with my university project. We have to programm a 3D Room with a table and on that table there has to be a playable TicTacToe. It worked all fine until we added a Raycast. TicTacToe stoped working until i added Box Colider (isTrigger true) and now the Raycast detects the boxes in the Grid again but isnt triggering the onClick. any ideas why ?
how are you calling the onclick? a physics raycast doesn't really work like a normal mouse click on a button. you have to specifically call the onclick event. https://learn.unity.com/tutorial/creating-a-vr-menu-2019-2#6036dc27edbc2a50f848a701 if you look here at "6.Fire the event when your user points and clicks" it shows what i mean
i hope you see everything you need to see on this picture @storm ether and thanks for the help, appreciate it a lot
just hitting a collider with your raycast won't trigger the onclick. in the script where you have your raycast and where you check what you hit, you then need to add a the code to call the onlick event. it won't trigger automatically.
okay will try that out thank you
do i need to add the whole code that happens on the onClick or just that a onClick can occur?
i'm probably not the right person to ask for advice on "best practice" but in your case i would just call the onclick since everything is already in place and you said it worked before.
you might want to add some kind of input though. like if you're using a controller then the onlick should just be called upon pressing a certain button or something like that. because otherwise you will trigger the onlick on everything you're hitting with the raycast, which is a problem when the player looks around
@storm ether i tried it now with "GetComponentInChildren<Button>().onClick.Invoke();" but it always calls the wrong button
i dont know how to access the buttons that are controled via a different script
you want to do onClick.Invoke() on the object you hit with the raycast, not on all children. i'm not sure if this will work since i haven't tried it, but maybe test: hit.GetComponent<Button>().onClick.Invoke()
or maybe it needs to be hit.gameObject.GetComponent etc
@storm ether with "hit.collider.gameObject.GetComponent<Button>().onClick.Invoke();" i get "Object reference not set to an instance of an object" otherwise it says that Raycast doesnt know a definition for it
and when i click on the error it highlights the wrong script, thats why i tried it with inChildren
why are you using hit.collider? doesn't it work with hit.gameObject?
@storm ether yea it give me " 'RaycastHit' does not contain a definition for 'gameObject' and no accessible extension method 'gameObject' accepting a first argument of type 'RaycastHit' could be found"
i see. uhm.. let me see if i can figure this out
someone on the forum said that it targets the wrong script if it highlights it
this works for me: hit.transform.GetComponent<Button>().onClick.Invoke();
works like a charm, thanks a lot @storm ether
no problem. glad we could get it to work
can anyone help me get my oculus rift controller working? im trying to get values from the left and right thumbsticks, but they only thing im getting input from at the moment is the trigger. What setup should i use in the input manager to sense either a float value or a vector2 value in the script? I prefer a float value which can increase and decrease, cus im making a throttle. and the object moves depending on its speed value. the speed value is a value which you add or remove value from. not depening on how hard you hold down the stick. like movement in space.
@vast jasper when you get the value from the feature, just specify you want a vector2 and make sure you specify the xr device
so you cant get a float value from the thumbstick up and down?
just grab the y component from the vector
you can't just grab a float from the stick, since unity has no way of knowing if you're after the x or y value
but the stick on a gamepad(xbox controller) you can get a float value. why isnt it the same with the oculus controller?
currentSpeed += controls.Player.ForwardBackward.ReadValue<float>();
currentSpeed = Mathf.Clamp(currentSpeed, clampMin, clampMax);
rb.velocity = transform.forward * Time.deltaTime * currentSpeed;
and i use a 1D axis with a passthrough. @tiny niche
i got it working. finally.
the public void interactor
if (Interactors) works but (!Interactors) Doesnt
anyone got any ideas?
can you explain further? ^
so i edited this a bit and its still not giving any output. my new code is
controller.inputDevice.TryGetFeatureValue(CommonUsages.secondaryButton, out bool button);
if (button)
{
magdrop();
debugger.text = "button pressed";
}
if i have a hand ui and want to make a button that switches the hand its on how would i do that?
Where do you change interactors?
I fixed that
How would one go about creating a vehicle that you can control with WASD and when you hit on the TAB key, the vehicle converts to automatic driving (following a pre set path?) I am incredibly confused and have no idea how to go about it
the control (WASD) i can figure out but having it toggle between controlled to auto driving is what is confusing me\
@rain fractal that's not really a vr question, but what you need is a state machine
@tiny niche i was not aware I was on the VR chat, my apologies
What's the component name of XRGrabInteractable so that I can add it via a script?
Sorry, didn't notice I had to include "using UnityEngine.XR.Interaction.Toolkit" at the start of the script
Hi all, I am trying to profile my game on Oculus using ābuild and runā. I start it, put on the headset and run about a bit in game, wait for some frame rate jitters, take off the headset, grab my mouse and try to pause the profiler before everything has scrolled off the screen to the left. Itās ridiculous and probably comical to see but how should I be doing it, this canāt be right... any tips? Thanks!
Im doing all this from unity via USB in case thats not obvious.
Hello, I was following Valemās how to make a body in vr tutorial and I ran into a problem where if I look upwards the body flips 180 degrees but when I look downwards or directly forwards itās fine, any suggestions, thanks!
are there any good guides or documentation about setting a VR project up?
Have anyone here use the brown weapons interact on the asset store because if u have does the slide need to done every time you shoot on the example scene
?
Please someone help me
@heady ivy if you really want help, you should lead with the question
Lmao
it says know assetbundle has been set for this build
what does it mean
i added a shader to my project, but now the actual project only renders in my left eye fsr
my steamVR view is also not showing the env
I wanna make a VR game that prominently features shooting and stabbing, is it worth it to try and make it from scratch(I'm still very new to unity) or should I just buy a framework?
making it from scratch would probably help you learn the engine more
@cold crane did you add the shader to your object? and did you make it vr-compatible?
basically take a look at the default shader, it uses all the right methods to calculate the vertex positions
or you could make life easier on yourself and swap to a urp shader graph
harder to screw it up there
how would i do that? i didnt make the shader either, its just one i pulled from the Asset Store
There's not any tutorials on making detailed VR guns or stabbing tho
@plucky nebula oh really? https://www.youtube.com/watch?v=QUCPh9ZuryU&ab_channel=VRwithAndrew
Let's make a blaster for SteamVR 2.0!
Project Template:
https://github.com/C-Through/VR-Blaster
Weapon Asset Pack:
http://devassets.com/assets/sci-fi-weapons/
If you would like to support me or have access to the project files, feel free to check out my Patreon.
https://www.patreon.com/VRwithAndrew
--- Need Hardware? / My Hardware ---
Speci...
you should only consider buying a premade implementation of it if you know how to work with it though. which basically means you know how to make your own
I mean thanks for the video but i need it to have physical reloading
@plucky nebula practice your google-fu, you're gonna need it
O would like to build a videogame on vr anyone could tell me what i should need to run it on psvr
Xept money š¤£š¤£
You'll need to be a playstation developer:
https://support.unity.com/hc/en-us/articles/212064606-How-do-I-develop-to-PlayStation-platforms-
All other information will be given via their resources if you're approved.
So xpt money nothing else
Well, assuming you're approved. But as I said, you'll get all your questions answered via their resources/forums. You'll find little information publically online.
my xr rig is just broken
my controllers are my head
and they are like 500 meters away
Is anyone using OpenXR natively on Quest? Is it properly supported now? For some reason I can't find that explicitly stated on the forums or docs
@wraith birch oculus has mentioned it works and is in preview
Hi guys I used to work with Unity 2019 LTS and switched to 2021.1 . I wanted to setup a basic VR Project using OpenXR and now I see a coordinate system a collider and some weird stuff in the game view. Does someone know how to fix this? All I did is create a new project with universal render pipeline, import xr toolkit, import openxr plugin, use openxr in player settings and put the xr rig in the scene š©
[SOLVED]
Ok I just realized I had Gizmos enabled...
I accidentally had my Oculus Quest builds as ARMv7 32 bit. I did all my deep FPS optimizations in 32bit. When I went to submit to App Lab, it was only then I noticed and switch the build to 64 bit. To my surprise, I went from a solid 72FPS to the 60s. I flipped back and forth between 32 and 64 but ARM builds and for sure this and this change alone kills my FPS. No other settings are being changed. Just ARMv7 to ARM64. This is a ~17% performance hit. What have others found? I was expecting a slight increase in performance.
I can't get my Unity game view to Vive headset. The headset wakes up, shows blue-grey screen and nothing else. I have tried to reset the headset, nothing changed. Unity 2021.1.5f1. DX11. SteamVR 1.16.10. XR Plugin Management and OpenXR settings 'initialize XR on startup'. What am I doing wrong?
Might be a silly question, but I noticed you had two cameras active in your scene, have you tried disabling the camera that is a child of the Cube?
Also when you move the headset/controllers do they move in-game?
yes, I tried disabling them one by one, but no change in final result
no, the game view in Unity is either black or nothing moves
Hi! Iām a new user who would like to learn how to develop VR content through Unity. For a basic game, should I use the VR project preset, or the universal render pipeline? I originally thought to use the VR project type, but after watching a few videos I noticed the use of the universal render pipeline.
@harsh orchid if you don't need to use oculus avatars, definitely go with urp
Ok, thank you! Follow up; I have a Quest 2 that Iām going to be developing on using steam VR. Do I go through steam VR or Oculusā software for most convenient development?
use air link, but i would also recommend steering clear of the steam vr sdk. you're better off going for unity xr
whether you then use the steamvr runtime or not just depends on which device plugin you activate
but you're either going through oculus->unity or oculus->steamvr->unity regardless
Thanks again!
at the moment if you use openxr on the quest it will just be a 2d view with no interactivability
That's very disappointing š¦
How do you generally cope with cross platform Oculus / Steam then? It seems like a massive hassle
@wraith birch we use unity xr and have the oculus runtime handle it on the quest and oculus store
its really not much different from when you use openxr correctly
But that's only Oculus though
no its not
Stupid question I bet, but how do I download and import assests to a project?
What file types are ok/native?
Perhaps start with an introductory video /series @harsh orchid. These questions are covered widely. Then when you do have questions you can ask them in #š»āunity-talk
Is there a peer to peer or client hosted vr solution that people have used that works well @here
I don't even know how to do anything in VR
Is there a tutorial or a video??
@here is there
I am creating an app using google cardboard using Unity 3D and for some reason my viewer is different than the one I get to see default on YT. The first image is from Youtube and the second one is from my app. Any advice to make sure the viewer isn't leaving any black spaces?
This is my viewer within in Unity
Do you have 'render outside safe area' checked in player settings @viral wraith?
@pine bison Hi Ole
okay, one moment.
@pine bison Yes, it's checked.
Should I uncheck it?
I see it should be checked, so it's all fine.
It should be yeah
@pine bison I'll surf the web to find more answers. Thanks for the help!
Wait, Unity can handle SteamVR without requiring SteamVR integration? That's interesting then
@wraith birch steamvr is both a runtime and sdk. the runtime is bundled with steam and works with openvr and openxr based applications
But I thought you said you're not using OpenXR, nor OpenVR but the Oculus runtime?
@wraith birch yea you can have multiple plugins enabled at the same time, but when building for the quest you want to turn off all but the oculus one
Ah right OK! Yeah that makes sense, I get it now
Are you not having issues with different controller poses between the platforms?
yea but you need to handle that regardless
Right, until OpenXR finally works for everything
even when it does, openxr does not magically eliminate the need to account for different controller shapes and ways of holding them
I thought that's partly what it's for, by always giving a pose that matches the orientation of your palm
it does the bare minimum and tries to match the position and orientation, but the way you hold and use a wive wand is very different from an oculus controller for example
and a quest 1 controller has different capabilities than a quest 2 or rift cv1 controller
so you're always having to make adjustments to make the most out of the controller to simulate hands
unity xr itself basically does that part anyways, so you don't have to wait for the openxr runtime
Alright! Thanks, I feel ready to leave behind the SteamVR SDK now
can anyone one help me it says i need JDK where do i dowload it???
Is it possible to use openxr but have some steamvr functionality in the background? using openxr makes OpenVR Advanced Settings and stuff like XS Overlay / OVR Toolkit not work anymore 
Is final ik worth it?
@manic furnace look in the modules for your unity install. Under Android, there will be sub-checkboxes for Android SDK, NDK and JDK. If you install it that way then it will set it up for you
@plush pawn Depends on what you want out of it. If you want basic human IK, I tend to just use the builtin. If you want cool procgen creatures etc, final IK has a very indpeth system. It took me a bit to learn and get the hang of, but its very powerful for custom ik, and for VR it can be a big polish point
hey i'm building my project to use in a google cardboard. However, my camera always starts at (0,0,0) instead of the position where i put it. Any idea why this might be?
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Hi can someone help me with the xr toolkit what does this trackedDeviceDragThresholdMultiplier mean?
Docs:
(Scales the , for tracked devices, to make selection easier.)
I did still does not work it say JDK directory is not set or invalid. Please, fix it in preference -> External Tools