#šŸ„½ā”ƒvirtual-reality

1 messages Ā· Page 52 of 1

wraith shale
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if there's something weird on your material setup, it wouldn't work outside VR either

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I only tested in realtime lighting though

vast jasper
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im only going for baked. like 99% of all lighting.

wraith shale
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could be something wrong on the baked lighting setup but that's area I don't know much about

vast jasper
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dunno, but im getting "some" normal effects. guess ill have to live with the little i get.

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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.

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im gonna experiment with this a bit further. but right now ill leave it as it is. onwards to better things to do šŸ™‚

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thanx for the moral support.

twilit lantern
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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

storm ether
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vr is not working for me someone help me set it up vr doesnt work for unity

leaden flame
leaden flame
# storm ether vr is not working for me someone help me set it up vr doesnt work for unity

try following this course on unity learn https://learn.unity.com/course/create-with-vr

Unity Learn

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...

leaden flame
wraith shale
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@leaden flame I've tried DX12 + OpenXR with SteamVR on 2021.1.0a12 and it doesn't work there for me

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I don't remember if I've tried it on anything but HDRP though

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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

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OpenXR via Oculus runtime is only thing I've so far gotten to render in DX12

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afaik SteamVR API itself supports DX12

solar lagoon
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Hey Guys!

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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?

north path
solar lagoon
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Not yet, I am going to do that right now. šŸ™‚

wraith shale
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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

hallow maple
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Hi guys,

Do you know how can i create folder with a unity script in my Oculus Quest 2 ?

leaden flame
hallow maple
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Yeah i've wrote the script but i cant test it rn

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I'll let you know

sour coral
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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?

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i am using Windows Mixed reality for my project too

near bridge
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Hey i having trouble in Unit 3 of the Design, Develop, and Deploy course and can't figure out why im getting 21 Errors.

solar lagoon
cursive scroll
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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

leaden flame
cursive scroll
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Hmm okay, i just got the interaction debugger working but whenever i press a button no inputs change to true

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position values are changing though

leaden flame
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try adding controllerActionGrip.action.Enable()

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above the event subscription

cursive scroll
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still nothing, everything is still false in the XR Interaction Debugger too

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this is so confusing šŸ˜… its as if its not even seeing the controller buttons

leaden flame
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Are you using the Oculus XR package or Open XR? Also I assume you have the oculus runtime app running?

cursive scroll
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yeah im using Oculus XR, runtime app is active too

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i can move and interact with the grabbable objects etc

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but only through the default settings in the XR Rig

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i can't check whether buttons are pressed through code etc

leaden flame
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can you try referencing and enabling the action map as a whole?

cursive scroll
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how can I do that?

leaden flame
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and just for double checking maybe try Started instead of performed

cursive scroll
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It seems to be pulling the information from the controller correctly, since its pulling false, when the XR Interaction debugger is also false

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its as if the XR Interaction Debugger isn't seeing the control inputs either

leaden flame
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I think it's something like

public InputAction oculusActionMap;

void OnEnable(){
oculusActionMap.enable();
}```
cursive scroll
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in a seperate script or the same one?

leaden flame
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same one

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also have you tried restarting unity? and you are using the new input system in the player settings correct?

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sometimes with VR I've found turn it off then on again can sometimes do the trick šŸ˜„

cursive scroll
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Thats what i changed in Player

leaden flame
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cool, yeah that's what I was asking about

cursive scroll
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then im using these Action Controllers

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restarting didn't fix

leaden flame
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In the input dubugger window did you 'Lock Input to Game view'?

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errr, I guess you said stuff is working with XRI, just not your script?

cursive scroll
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I can't seem to find that option

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its not working in XRI either

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the controller presses, I read online just that I need the headset fully on and in game view for the controller inputs to work

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can't seem to find the Lock input to game view though

cursive scroll
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there we go

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that seems to have done it

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thanks very much šŸ˜„

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I think anyway xD

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its working in XRI now

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just need to figure out what im doing wrong in script now

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There we go, working perfectly thank you šŸ˜„

pliant tangle
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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

spice rampart
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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.

rough ember
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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.

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Or to access binds that aren't set as defaults in the Action Controller?

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I'm trying to get access to the velocity with ClimbButton.

urban cloak
solar lagoon
solar lagoon
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With xr interactable script

spice rampart
elfin shuttle
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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 :/

thin geyser
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Anyone able to help?

tiny niche
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@elfin shuttle you'll need to account for the distortion thing vr headsets do. post-processing tutorials for vr should cover this

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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

elfin shuttle
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i'm aware of that, but there's no documentation for how to do that with multipass shaders, only single pass

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and single pass is broken for some reason, so i can't use single pass

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the cyan and magenta are for debugging, so the UI thing won't help

sonic violet
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Anyone know if there is a model available for the quest 2 controllers

tawny temple
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there should be one in the Oculus integration package right?

sonic violet
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Ok cool just found it thank you @tawny temple

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I need a good starters tutorial for quest 2 if anyone has suggestions

wraith shale
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there's also model available on steamvr package on asset store, it just doesn't have oculus logo on it

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the one in oculus integration package looks identical to what quest menus use

sonic violet
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If I just need the model where in the oculus integration package does the mesh live ?

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Ok I’ve 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

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Rotation seem good , any ideas ?

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Can the quest 2 run in editor ?

north path
north path
sonic violet
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Im currently use unity XR plugin instead of oculus integration

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Is the unity XR no good ?

wraith shale
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that doesn't tell which plugin you use

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also oculus integration does use the XR setup

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but for example, if you are using OculusXR from Unity, it should work on both native quest and in editor if you use link

north path
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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

floral vine
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How do I change the starting rotation of a controller model on XR Controller (Device-Based) Component

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I'm trying to use paint brushes as hands

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but they are facing the wrong direction

sonic violet
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I see thanks for info

pliant tangle
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socket working with my gun how do i attach the socket to my xr rig like a belt

pliant tangle
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i tried to parent to camera it moves all over the place i tried parenting to main rig it dosnt move with me

pliant tangle
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found a teamvr one what is this head = SteamVR_Render.Top().head; in unity xr

misty flame
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Hi everybody, I’ve been working on my xr rig and I’m having trouble. I’m 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.

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It doesn’t 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

misty flame
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LevelUp, Justin P Barnett, and Valem are really helping me. LevelUp is really on it with the basics, and gives some nice starter hands.

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Those are all YouTubers.

tiny niche
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@floral vine you don't, you either edit the brush pivot or give it a parent

heavy star
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Can anyone tell me do i need a basestation if i want to buy vive tracker 3.0?

ancient wagon
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How do I switch scenes with a buttonā‰ļø

ancient wagon
spice belfry
sonic violet
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Wondering if someone could help me out

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I’m trying to use openXR

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Switch plugging provider form oculus to openXR build but loading to quest is just black

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Is there some voodoo I’m missing here

wanton fossil
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If you're building an .apk, OpenXR isn't currently supported.

sonic violet
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Really ?

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I thought OpenXR was created to rule them all

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So for quest 2 what are my options?

celest jetty
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@sonic violet there is a beta plugin for openXR support for quest 2 android builds

sonic violet
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A unity package?

celest jetty
sonic violet
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Sorry I’m brand new to VR thanks for the help

celest jetty
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Only downside currently is you’ll have to change build platforms but you have to do that for quest anyways

sonic violet
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Ok and I have to use new input system?

celest jetty
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Yes, you cannot use the hybrid system with this beta plugin

sonic violet
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Man all the plugins and package are confusing

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Is openXR unity top layer

celest jetty
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Are you primarily targeting the Quest platform or trying to go multi platform?

sonic violet
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Quest for now

celest jetty
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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

sonic violet
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Ok let me give it a go , atm I have XR plug-in Management, XR Interaction toolkit , Open XR and Oculusr XR packages

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So I’m going to switch to openXR , and then follow the instructions in your link , does that sound about right ?

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I guess I will stick to new input since XR interactions are using it

storm ether
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Hey guys can y'all help me with an error?

spice belfry
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Maybe

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What's the error

storm ether
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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.

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I know what its saying but I tried to put it somewhere else in the files but it gives me the same thing

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but then again I'm fairy new to Unity so I really don't know anythang

sonic violet
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Did a test I see the same error @storm ether

storm ether
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@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.

sonic violet
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Unfortunately I’m new to VR and the new input system so I’m of little help

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I’m trying to figure this out myself

storm ether
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Haha no worries I am quite new as well

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There is an empty asset folder that is in the project folder that may have something to do with that

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and then the one in the VR_Tutorial

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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

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i dont even know if it has anything to do with the folders lmao

copper pulsar
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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.

subtle spoke
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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

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can someone help please :D

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im new to vr dev

solar lagoon
solar lagoon
# subtle spoke im new to vr dev

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

scarlet tree
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@copper pulsar Remember, Quest 2 is still an android device runnig a mobile level GPU. You have to optimize.

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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

copper pulsar
scarlet tree
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eh? what kind of scene are you trying to run?

spice belfry
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Oculus Quest, Unity and OVR - Does anyone if its possible to switch in code between hand tracking and controller tracking?

vast jasper
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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?

spiral oxide
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is it possible to use the Manomotion SDK while using the Google Cardboard XR Plugin for Unity at the same time?

spice belfry
vast jasper
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i did a glitchy one 1 year ago, but thought there might be a better way now with the new system

spice belfry
vast jasper
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so there isnt a one good way, its still the makeshift version šŸ™‚ @spice belfry

spice belfry
vast jasper
vast jasper
tiny niche
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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

marble bramble
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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

ashen valley
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If you don't have it, take a look at Oculus Developer Hub. It has a nice interface to filter in real-time.

marble bramble
rain lotus
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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.

vast jasper
tiny niche
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@vast jasper you raycast or spherecast from one bone to the next

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and you'd do it from the root to the tip to allow for intersection with the button

storm ether
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hi ...
is it possible to shutdown oculus quest 2 by unity app?

digital oar
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Trying to ship my game with default bindings for headsets I don't own

vast jasper
tiny niche
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@vast jasper i've never had this exact usecase, but its no different from any other raycasts done between 2 or more transforms

vast jasper
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but why do i need it between two transforms?

tiny niche
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because each bone is a transform

vast jasper
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ah, so you mean just have a start and finish of the raycast .

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and have that raycast area as a finger touch pad area to use as a interaction area?

tiny niche
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you should probably read up on raycasts and rigs, sounds like something important is not clicking

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no a raycast is a straight line, you can't make a touchpad out of it

vast jasper
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i mean a raycast start finish draw line. and that line will be the area the finger will use to touch things.

tiny niche
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the ray is more like a laser, it stops and returns the distance to the target

vast jasper
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ive rigged a couple of models from scratch. even used a straight raycast from the fingertip out 1 cm to interact with buttons before.

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i think i need to read up on spherecast. never used them before. but sphere cast is a spheric raycast right?

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like a collider.

tiny niche
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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

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you probably don't need a spherecast here though

vast jasper
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dont think so either

tiny niche
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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

vast jasper
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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.

tiny niche
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nothing about physics is ever exact, so you need to take into account if the finger is suddenly teleported halfway through the button

vast jasper
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ah, for a longer failproof interaction area.

tiny niche
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yea, never count on being able to detect the moment of intersection. you'll normally be getting the detection done 10+ ms late

vast jasper
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gotcha. and just have a function like, OnEnter

tiny niche
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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

vast jasper
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hmmm. yeah. need to experiment on this. the last one i did was kind of finiky. it work kinda. and mostly not.

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probably cus of the short ray cast from fingertip and OnEnter. then i have something to do then šŸ™‚ Thanx @tiny niche

buoyant jolt
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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

solar lagoon
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Which plugin are you using?

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OpenXR?

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@strange patrol

hybrid shale
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can anyone help me? my unity doesn't work and i just need to turn this package into a vrm

wraith shale
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there was something funky on recent openxr or steamvr update since something totally changed at least controller orientation on one of my test projects

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had perfectly aligned hand models before, then they suddenly were like 90 degrees off later

tiny niche
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@wraith shale check the rig, there's probably an edit to the root bone

wraith shale
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I haven't changed the rig though, same project worked just fine some earlier version and after some update the transforms were all off

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I'm assuming it's some change on openxr package since they had transform mismatches in past but I haven't verified it

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also it's not an issue, just an observation

sonic violet
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Quick question

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The new Vr template, is it suppose to use URP ?

sonic violet
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Sorry a other question, I’m trying to upload my ap for testing with app lab on quest 2 but something is wrong with my manifest

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Do I need to edit the xml under release or is this a build setting in unity that’s pushed to the xml ?

rain lotus
scarlet tree
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@sonic violet Oculus>Tools>Create Store-compatible AndroidManifest.xml

wraith shale
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^ for this to work, you have to have oculus integration installed from asset store

sonic violet
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Ahh ok ty

calm nacelle
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Guys is tesselation supported in Oculus quest 2?

narrow notch
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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 ?

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I put a cube with the grab interface on it, then when I aim at it, my interactible ray doesn't turn white

calm nacelle
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Does the cube have a non trigger collider, rigid body and xr interactable?

shell kayak
calm nacelle
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If I put a tesselation shader and I tweak the noise the faces are either fully lit or black

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I want a foam kinda effect

viral wraith
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Guys can anyone suggest a good tutorial to integrate UI and control it with Ouclus quest 2 controllers?

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I can't seem to find a direct one where I can lets say change a scene using controllers.

gaunt pivot
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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!

rich drift
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Sorry if this isn't the right place for this!

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sonic violet
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Why is the VR template not using URP?

vast jasper
sonic violet
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Really ?

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Wait how can I check

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I check the package manifest

vast jasper
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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.

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i prefer not to buy any.

vast jasper
sonic violet
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Yea it not URP

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I’m on Mac , unity 2020 LTS

alpine burrow
# gaunt pivot Hello! I am making a VR final project for my college, and i'm having some troubl...

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

calm nacelle
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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

keen valve
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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.

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Can anybody please suggest me a solution or videoclip-setup to reduce this FPS drop while starting a video playback with Video Player component ?

viral wraith
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@calm nacelle Thanks a lot!

pale bolt
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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? šŸ™‚ Thanks!

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I'm on an iMac Pro, btw, if that makes a difference

pine bison
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Build and run will install your app immediately and run it, no need for sidequest

calm nacelle
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If you run you app in editor mode,

  1. You'll require to enable link mode on quest
  2. 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
pine bison
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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

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It's possible, but iteration gets significantly slower when you can't just run in editor like on windows

pale bolt
pine bison
pale bolt
pine bison
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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?

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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

calm nacelle
pale bolt
pine bison
#

@ashen valley has also done this but I think she moved to PC

pale bolt
#

Ah, would be cool to hear her experience

tawny temple
#

Really fun walking around the new HDRP default scene in VR !

wraith shale
#

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

#

my only reason to even have android support enabled is Quest

calm nacelle
tawny temple
#

Quest 2

calm nacelle
#

Whooaa

#

Nice

#

@tawny temple can I DM you for some lighting advice. Don't wanna crowd this thread here

tawny temple
#

ill try my best to answer

wraith shale
#

@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

calm nacelle
#

Yeah tibit cleared it upšŸ‘

pine aurora
#

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?

tawny temple
ashen valley
# pine bison <@!183445035696652288> has also done this but I think she moved to PC

@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.

narrow notch
#

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?

spiral anvil
#

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

wanton fossil
spiral anvil
#

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.

small sinew
#

Does someone know why i get 15 fps with the vr tempalte in unity with my 2060?

#

I'm using steam vr, and airlink

pine bison
#

do you get higher FPS with regular Link?

small sinew
#

I tried that earlier but i forgot to turn Oculus support on

pine bison
#

remember that air link is brand new as well, so things might not work perfectly immediately

small sinew
pine bison
#

You mean it's culling objects too close to the camera?

small sinew
pine bison
#

Can you describe the issue?

small sinew
pine bison
#

The render distance is set on the camera. Increase the far clipping plane

small sinew
#

Thanks :))))

torpid aspen
#

anybody know why i cant move or look around in my xr game? im using the old vr support with the xr interraction toolkit

scarlet tree
#

pretty sure you can't do that at all

#

you need to use the new XR plugin system for XRITK to work

torpid aspen
#

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

tiny niche
#

@torpid aspen add movement to the xr rig

scarlet tree
#

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

dusty jetty
#

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?

dusty jetty
#

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?

scarlet tree
#

...Photogrammetry is the catchy name

#

I dunno, "3D scanning"?

tiny niche
#

3d scanning refers to a specific process involving 3d scanners

#

they both end up with a point cloud though

viral wraith
#

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.

pale bolt
# ashen valley <@!809881327544827936> Yes, I've done VR development on the Mac with a Quest. I...

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 šŸ™‚

viral wraith
torpid aspen
#

sorry i fell asleep last night lol

torpid aspen
tiny niche
#

@torpid aspen depends on how you plan to model the physics part

#

personally i'd just do a velocity transfer

torpid aspen
#

do you have any docs or tutorials that could help with this?

tiny niche
#

it's basically throwing in reverse

torpid aspen
#

i'm just trying to figure out the specifics of how i'd do it because i'm a little unsure scripting wise lol

tiny niche
#

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

torpid aspen
#

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

tiny niche
#

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

torpid aspen
#

@tiny niche only thing im confused about in the script is where its saying that the player has let go

ashen valley
viral wraith
#

Just wondering if anyone here still using oculus integration and if it has more advantages or support more than xr integration plugin?

odd hare
#

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.

gaunt moss
#

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:

  1. Make None as one of the Virtual Reality SDKs
  2. 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
  3. Tried XRSettings.LoadDeviceByName("none"); XRSettings.LoadDeviceByName(""); XRSettings.LoadDeviceByName("None");
wooden bridge
tiny niche
#

@wooden bridge whats up with the random linked-in link, as opposed to the discord link?

finite nebula
#

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 ?

pine bison
calm nacelle
brazen lichen
#

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

finite nebula
calm nacelle
#

You have controller object in the 2nd scene also?in the hierarchy?

finite nebula
#

yes

#

we use the mixed reality toolkit

mint turret
#

whats the complexities of porting a pc game to vr?

torpid ginkgo
#

@mint turret Don't cross-post

mint turret
#

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

tiny niche
#

@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

mint turret
#

ah right okay

scarlet tree
#

@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

cursive scroll
#

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

hard carbon
#

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

dusk sky
#

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

odd hare
#

@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.

wraith shale
#

@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

odd hare
#

Probably best to make a minimal project with the problem, and post that for download @cursive scroll

nova vessel
#

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

pale bolt
tiny niche
#

@pale bolt doing build&run is pretty slow compared to just running in editor though

#

especially on a mac

pale bolt
#

Yeah, that's why I'm considering partitioning

ashen valley
#

I don't agree. Build & Run takes me 15-30 seconds and it's testing on the actual hardware.

ashen valley
#

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.

cursive scroll
scarlet tree
#

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...

wraith shale
#

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

dusk sky
#

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?

pale quest
#

hey i need help rigging a character i rigged some but it dont work

gaunt pivot
#

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?

tiny niche
#

@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

gaunt pivot
lone knoll
#

@wraith shale how do control FFR with oculus.xr ?

wraith shale
#

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

lone knoll
#

is ovrmanager isn't available thru the package manager tho when installing com.unity.xr.oculus ?

#

thanks for the link tho

wraith shale
#

it should be

#

doesn't mean it works though

lone knoll
#

OVRManager is part of the oculus-sdk

wraith shale
#

OculusXR ships with that api

lone knoll
#

ah so i need to dig deeper to find it

wraith shale
#

whether they've included all feats you need on the unity package is another thing šŸ™‚

#

but I'd still test it

lone knoll
wraith shale
#

ah, they did use bit different api then

lone knoll
#

looks like a wrapper

wraith shale
#

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

lone knoll
#

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 šŸ¤”

tiny niche
#

@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

wraith shale
#

and by integration package, I now mean the integration from asset store

#

would love to get that working standalone on pc

tranquil pebble
#

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

wraith shale
#

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

stable rapids
#

Has anyone gotten Virtual Desktop via Oculus Quest 2 to work with unity?

wraith shale
#

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

stable rapids
#

Can't use airlink, I'm using Shadow

wraith shale
#

ah, steamvr it is then I guess

stable rapids
#

I couldn't get the Editor to open in VR mode with Virtual Desktop

wraith shale
#

you have openxr or valves openvr installed?

stable rapids
#

openxr I believe

wraith shale
#

oculus mode would require manual injection to editor which isn't trivial to setup with Unity

#

(with vd that is)

stable rapids
#

I think I know what injection you're speaking of, that isn't working either

#

is there any other method?

wraith shale
#

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

stable rapids
#

and I would run this in terminal?

wraith shale
#

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

stable rapids
#

Oh okay

#

You mentioned something about VD working with OpenVR?

wraith shale
#

seriously though, you are using remote computer for VR dev?

stable rapids
#

Yeah. My computer's a mac and can't really run it that well

wraith shale
#

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

stable rapids
#

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?

wraith shale
#

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)

stable rapids
#

Wait im confused with the instructions of how to run it after it's built

wraith shale
#

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

stable rapids
#

Is the steamvr asset compatible with OpenXR? I've been too scared to try it because I fear it'll mess up everything

wraith shale
#

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)

stable rapids
#

So I can't launch it in SteamVR if I'm using OpenXR?

wraith shale
#

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

stable rapids
#

Sorry, but I'm confused

#

So I can run it in SteamVR, but it won't work with an oculus?

wraith shale
#

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
stable rapids
#

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)

wraith shale
#

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

stable rapids
#

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

wraith shale
#

do you have VD running on that computer?

#

(VD streamer)

stable rapids
#

On my cloud computer? Yes

wraith shale
#

and you have quest connected to it?

stable rapids
#

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

wraith shale
#

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

stable rapids
#

Strange

#

I'm new to unity, but I can disable oculus mode in Project Settings, correct?

#

and no injection was needed for that?

wraith shale
#

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 šŸ˜„

#

especially when you combine hacky stuff like VD in the mix

stable rapids
#

Wait so I don't disable oculus in project settings? I do it somewhere else?

wraith shale
#

and yeah, no injection is needed with this approach as it runs it through OpenVR

stable rapids
#

Wait but I have OpenXR, not OpenVR

wraith shale
stable rapids
#

I believe that's what it looks like for me, but I'll check

wraith shale
#

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

stable rapids
#

I'll check rn

wraith shale
#

does steamvr work for you in general with shadow?

stable rapids
#

Yes

#

Works great

wraith shale
#

then that should work

stable rapids
#

I'll try opening the built app while in SteamVR

wraith shale
#

just have VD active before you hit play in editor

#

or if you try built app

stable rapids
#

by "active" you mean connected?

wraith shale
#

by active I mean on your face šŸ™‚

#

it might not connect to steamvr otherwise

stable rapids
#

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

wraith shale
#

basically all you should have to do is have vd connected and active and then just press that play button in editor

stable rapids
#

Would any other settings have an affect on it?

wraith shale
#

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

stable rapids
#

I may have a hunch that involves the OpenXR Runtime thing, the thing that you said should be on default

wraith shale
#

which unity version you use?

stable rapids
#

ill let you know what i find

#

2020.3.5

wraith shale
#

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

stable rapids
#

Opened SteamVR, pressed play in editor mode, didn't work. Now trying the built version

wraith shale
#

what error you got in the console when you did that in editor?

stable rapids
#

No error

wraith shale
#

that only contains the openvr package

#

they do recommend using the steamvr thing though

stable rapids
#

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!!!!!

wraith shale
#

there is such setting?

stable rapids
#

Thanks so much for your help, I've spent like 10 hours straight trying to figure this out

#

yeah

wraith shale
#

really? šŸ˜„

stable rapids
wraith shale
#

I mean I don't doubt you, it just doesn't show up for me

stable rapids
#

god how haven't i checked there before lol

#

I dont think I ever wouldve checked there, thanks so much

wraith shale
#

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

stable rapids
#

Yeah, I think this'll probably be fine

wraith shale
#

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

stable rapids
#

Ah

#

I thought that with OpenXR the controls to move and such were already set up?

wraith shale
#

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

stable rapids
#

So then how can I have controls and such? Or I can't?

wraith shale
#

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

stable rapids
#

so the controls SHOULD work but they aren't? Or am i misunderstanding

wraith shale
#

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

stable rapids
#

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

wraith shale
#

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

stable rapids
#

Okay, thanks

wraith shale
#

there should be some tutorials on how to use it as well

stable rapids
#

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

wraith shale
#

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

stable rapids
#

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)

wraith shale
#

spawn particle effect on the OnCollisionEnter etc

stable rapids
#

Ok thanks

wraith shale
#

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

finite nebula
#

Is there anyone who has experience with the Windows Mixed Reality toolkit and loading it when loading a new scene ?

scarlet tree
#

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

wintry delta
#

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

rose grail
#

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.

stable rapids
#

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?

scarlet tree
#

@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 šŸ™‚

wintry delta
#

@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

scarlet tree
#

Use Renderdoc instead of the frame debugger, It's a little complex looking, but it gives a much more detailed account

north path
#

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?

wraith shale
#

@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

scarlet tree
#

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?

wraith shale
#

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

wintry delta
#

@wraith shale Yeah, I'm talking about profiling an APK on Quest device, so thats definitely Oculus Runtime šŸ™‚

past minnow
scarlet tree
#

@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?

wraith shale
#

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

tardy flower
#

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?

stable rapids
#

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?

bold beacon
#

@tardy flower In build setting tick "Run in the background" option. That most likely will help

tardy flower
scarlet tree
#

@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)

placid nacelle
#

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.

silent gulch
#

@stable rapids Don't crosspost.

terse mulch
#

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

solar lagoon
placid nacelle
# solar lagoon Hey man, i would be curious to know how you achieved that. I tried to do a vr sa...

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.

solar lagoon
#

Ok so you did all the logic without the headset more

#

That’s probably a good approach

#

Mine was more playing with rotation etc.. less easy to not try in real. Like a flying 🧹

placid nacelle
#

Yeah anything movement related would have to be tested in VR I'd imagine, especially you also want to check comfort level too

solar lagoon
#

To be honest since it was not meant to be shared.. i didn’t 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

placid nacelle
#

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..

solar lagoon
#

Lol you probably haven’t played Skyrim VR without it. :p that’s awful

storm ether
#

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

leaden flame
# storm ether how can i start a vr project unity (like the player, hands, etc.) any vid tutori...
Unity Learn

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...

storm ether
#

i try to open the vr room project and it isnt working

#

:(

wary junco
#

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?

scarlet tree
#

Oh HELL Yes. I just managed to get both SteamVR and Oculus to play nice in the XR Interaction Toolkit and I'm PUMPED

scarlet tree
#

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

tardy flower
#

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 ?

storm ether
#

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?

tiny niche
#

@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

scarlet tree
#

@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".

fading plume
#

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?

scarlet tree
#

Vr? for ios? what

#

@fading plume what unity version?

tardy flower
tardy flower
sonic violet
#

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

slender vine
#

Hello

#

anyway to know if the player is continuously pressing the trigger when using "activate" in the XR grab interactable ?

tiny niche
#

@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

distant talon
#

Hey everyone šŸ™‚
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)

slender vine
#

like I start then stop

tiny niche
#

@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

slender vine
#

okay

pliant shard
#

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.

late salmon
#

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 I’m 2 centimetres tall

#

Using windows mixed reality toolkit

#

Does anyone know why this happens?

pliant shard
#

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 ?

late salmon
#

HP reverb

#

It seems to have fixed itself tho. I’m really confused

#

But thanks!

wary junco
tiny niche
#

@late salmon weird stuff like that is usually caused by mismanaging the the transforms in the tracking rig

stable rapids
#

How do i disable the laser pointer on my hand?

wary junco
#

The red line?

#

you could do multiple things, the red line is the LineRenderer script.

stable rapids
#

so if i disable that script then it's gone?

wary junco
#

essentially

stable rapids
#

Ok thanks

wary junco
#

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.

stable rapids
#

Yeah disabling the script didn't work, but I'll try changing the color

#

thanks

wary junco
#

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

noble iron
#

how can i set a range where my vr hands can take up objects... currently i can take any objekt from any distance...

wary junco
#

What scripts are you using on your XR/VR System? Usually the scripts on the XR Rig controllers has a variable you can adjust

noble iron
#

uhhh i use the Oculus and Open XR system

#

with the normal XR Rig scripts

wary junco
#

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

noble iron
#

i think i did it lol i just removed the scripts form the rig and now it works

storm ether
#

hi,
i want to cut mesh in realtime ...
like as cut/slice skinbody with knife ...
so, does exists any solution or plugin or asset?

viral bane
#

@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.

noble iron
#

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

tiny compass
#

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 niche
#

@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

tiny compass
#

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."

scarlet tree
#

@viral bane if that were the case, Fruit Ninja VR would not exist. there are many performant options for slicing meshes in realtime.

sonic violet
#

I got a liveLjnk cable today hoping or use my quest 2 in unity editor on Mac

#

Doesn’t seem to work anyone have any ideas ?

stable rapids
sonic violet
#

Got it thank you @stable rapids

pale elbow
#

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

grim vapor
#

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?

grim vapor
wraith shale
#

@grim vapor either OpenXR like you found out or use Valve's OpenVR/SteamVR integration

#

there's asset store package for steamvr

grim vapor
wraith shale
#

@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 šŸ™‚

grim vapor
#

SteamVR is working with v1.16.10.
I will check about this DX11. I am a beginner šŸ™‚

wraith shale
#

unless you specifically enabled DX12 (or hdrp raytracing), you are using DX11 if you are on windows

grim vapor
#

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?

sudden burrow
#

I am currently having issues with the configurable joint component on a vr game. Does anyone have any experience with this component.

stable rapids
#

Whats the line of code to make an object appear in your hand?

storm vigil
pale elbow
#

Is oculus integration the best for making vr games for the quest 2 or is there a better alternative

grim vapor
#

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.

hollow scaffold
pale elbow
#

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

low creek
#

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

tiny niche
#

@pale elbow check Oculus' documentation on it

pale elbow
#

Where do I find that?

pale elbow
#

Thank you

pine bison
rancid crow
#

Hey y'all, new here. Anyone know how to make the ray interactor disappear when you pick something up? Thx

tiny niche
#

@rancid crow it does that by default

rancid crow
#

Welp

#

Do you know how to turn it off then if I accidentally turned it on?

tiny niche
#

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

rancid crow
#

huh

storm ether
#

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

tiny niche
#

not in our lifetimes

midnight bane
#

can you make Playstation Vr compatible games

#

ive searched but theres not really any infomation

urban cloak
#

According to a Unite talk, you can.

midnight bane
#

ok thank you

storm ether
#

is it possible to power off / shut down quest 2 on game?

pearl saffron
#

in my game im falling through the floor and no collider fixes it on xr rig and the ground mesh

storm ether
#

Does anyone have an example of character joint settings for a RecRoom type avatar?

shy gale
#

is it possible to debug a quest build from linux?

midnight bane
#

how do i test my game with a playstation vr?

#

if its even possible

urban cloak
#

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.

midnight bane
#

ok

#

sorry

pearl saffron
#

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

pale elbow
#

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?

tiny niche
#

@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

pale elbow
iron flame
#

howdy

#

just bought an Oculus Quest 2 and am completely new to this

pale elbow
umbral saddle
#

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

iron flame
#

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

iron flame
#

Anyone still available?

tiny niche
#

@iron flame make sure you're using the latest unity version

scarlet tree
#

Welp, at least I don't have to worry about the focus 3

iron flame
#

@tiny niche Ill try that

iron flame
#

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

molten palm
#

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

dusk sky
#

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;
        }
wanton fossil
# dusk sky ``` if (gun.isSelected == true && cangrabout == false) { ...

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();
}
dusk sky
#

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

weary hamlet
#

How can i have both direct interactor and ray interactor on a controller. Need one for picking up objects and another for UI interaction.

gray estuary
storm ether
#

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

crisp grail
#

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 ?

storm ether
crisp grail
#

i hope you see everything you need to see on this picture @storm ether and thanks for the help, appreciate it a lot

storm ether
crisp grail
#

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?

storm ether
#

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

crisp grail
#

@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

storm ether
crisp grail
#

@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

storm ether
crisp grail
#

@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"

storm ether
crisp grail
#

someone on the forum said that it targets the wrong script if it highlights it

storm ether
crisp grail
#

works like a charm, thanks a lot @storm ether

storm ether
vast jasper
#

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.

tiny niche
#

@vast jasper when you get the value from the feature, just specify you want a vector2 and make sure you specify the xr device

vast jasper
tiny niche
#

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

vast jasper
#

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

vast jasper
#

i got it working. finally.

pearl saffron
#

the public void interactor

#

if (Interactors) works but (!Interactors) Doesnt

#

anyone got any ideas?

pearl saffron
dusk sky
warm whale
#

Which template should I use for quest 2?

#

On an ArchViz project

pearl saffron
#

if i have a hand ui and want to make a button that switches the hand its on how would i do that?

loud olive
pearl saffron
rain fractal
#

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\

tiny niche
#

@rain fractal that's not really a vr question, but what you need is a state machine

rain fractal
#

@tiny niche i was not aware I was on the VR chat, my apologies

sour hollow
#

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

astral ravine
#

Hi all, I am trying to profile my game on Oculus using ā€œbuild 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. It’s ridiculous and probably comical to see but how should I be doing it, this can’t be right... any tips? Thanks!

#

Im doing all this from unity via USB in case thats not obvious.

storm ether
#

tf is this crap

#

looks like a fake phone for 4 year olds

next pollen
#

Hello, I was following Valem’s 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 it’s fine, any suggestions, thanks!

floral violet
#

How to connect vr to unity?

#

(With virtual desktop)

cold crane
#

are there any good guides or documentation about setting a VR project up?

lone knoll
plush pawn
#

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

#

?

heady ivy
#

Please someone help me

tiny niche
#

@heady ivy if you really want help, you should lead with the question

plush pawn
#

Lmao

heady ivy
cold crane
#

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

plucky nebula
#

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?

cold crane
#

making it from scratch would probably help you learn the engine more

tiny niche
#

@cold crane did you add the shader to your object? and did you make it vr-compatible?

cold crane
#

no, i don't think i did

#

i did add it to the object

#

how do i make it vr compatible?

tiny niche
#

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

cold crane
plucky nebula
tiny niche
#

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...

ā–¶ Play video
#

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

plucky nebula
#

I mean thanks for the video but i need it to have physical reloading

tiny niche
#

@plucky nebula practice your google-fu, you're gonna need it

storm ether
#

O would like to build a videogame on vr anyone could tell me what i should need to run it on psvr

#

Xept money 🤣🤣

urban cloak
storm ether
#

So xpt money nothing else

urban cloak
#

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.

reef karma
#

my xr rig is just broken

#

my controllers are my head

#

and they are like 500 meters away

wraith birch
#

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

tiny niche
#

@wraith birch oculus has mentioned it works and is in preview

latent parrot
#

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 😩
[SOLVED]
Ok I just realized I had Gizmos enabled...

gilded lynx
#

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.

grim vapor
#

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?

limber mortar
#

Also when you move the headset/controllers do they move in-game?

grim vapor
grim vapor
harsh orchid
#

Hi! I’m 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.

tiny niche
#

@harsh orchid if you don't need to use oculus avatars, definitely go with urp

harsh orchid
#

Ok, thank you! Follow up; I have a Quest 2 that I’m going to be developing on using steam VR. Do I go through steam VR or Oculus’ software for most convenient development?

tiny niche
#

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

harsh orchid
#

Thanks again!

cold crane
wraith birch
#

That's very disappointing 😦

#

How do you generally cope with cross platform Oculus / Steam then? It seems like a massive hassle

tiny niche
#

@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

wraith birch
#

But that's only Oculus though

tiny niche
#

no its not

harsh orchid
#

Stupid question I bet, but how do I download and import assests to a project?

#

What file types are ok/native?

pine bison
#

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 #šŸ’»ā”ƒunity-talk

dusk mantle
#

Is there a peer to peer or client hosted vr solution that people have used that works well @here

wraith imp
#

Is there a tutorial or a video??

#

@here is there

viral wraith
#

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

pine bison
#

Do you have 'render outside safe area' checked in player settings @viral wraith?

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.

pine bison
#

It should be yeah

viral wraith
#

@pine bison I'll surf the web to find more answers. Thanks for the help!

peak sinew
wraith birch
tiny niche
#

@wraith birch steamvr is both a runtime and sdk. the runtime is bundled with steam and works with openvr and openxr based applications

wraith birch
#

But I thought you said you're not using OpenXR, nor OpenVR but the Oculus runtime?

tiny niche
#

@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

wraith birch
#

Ah right OK! Yeah that makes sense, I get it now

#

Are you not having issues with different controller poses between the platforms?

tiny niche
#

yea but you need to handle that regardless

wraith birch
#

Right, until OpenXR finally works for everything

tiny niche
#

even when it does, openxr does not magically eliminate the need to account for different controller shapes and ways of holding them

wraith birch
#

I thought that's partly what it's for, by always giving a pose that matches the orientation of your palm

tiny niche
#

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

wraith birch
#

Alright! Thanks, I feel ready to leave behind the SteamVR SDK now

manic furnace
#

can anyone one help me it says i need JDK where do i dowload it???

safe fern
#

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 sad_chonk_cat

plush pawn
#

Is final ik worth it?

hard carbon
#

@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

rough orbit
#

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?

gusty kite
#

.

west mantle
#

Hi can someone help me with the xr toolkit what does this trackedDeviceDragThresholdMultiplier mean?
Docs:
(Scales the , for tracked devices, to make selection easier.)

manic furnace