#š„½āvirtual-reality
1 messages Ā· Page 53 of 1
howdy
I've finally figured out how to play my first Unity scene with Oculus Quest 2
however, I noticed that the frame rate is very low and the scene is projected more as a screen infront of me while everything else is black
Has anyone encountered this issue?
Are you following a tutorial @iron flame?
Yes
Which one
You're interested in making VR games! In this video you'll learn how to start a VR project and get up and running with your Oculus Quest 2.
Hey guys! Congratulations on deciding to start VR development! It's a SUPER fun journey and arguably one of the most future-proof skills on the market right now. The VR industry is booming, so why not throw...
What you describe usually has to do with your VR settings being wrong in Unity
can you show your XR plugin management settings for android?
Is there a way to change the direction the ray is pointing for the action-based XR rigs?
You'd need to take a closer look at the XR Ray Interactor
Yea here's the problem I'm having
Interesting
@spice ice they can be a bit off, but that's way more than normal
unless the controllers are being detected as vive wands or something silly like that
I'm trying to create hands in Unity. I'm trying to put a box collider on the hand model as a new GameObject but I can't see the box colliders outline or the game objects outling. Did I somehow turn it off or something?
nevermind I just figured it out. I had to press the gizmos button
How come when I pick something up it stops colliding with other objects.like before I pick it up a can slap it around with my hand and other objects but after I pick it up I can't anymore?
Can anyone please answer my question already
It depends on the framework. Some mess with the rigid body states.
Failing that, Iād install manually, check your AV isnāt blocking it etc, https://forum.unity.com/threads/unable-to-install-open-jdk-with-unity-hub.881464/
Java is actually perceived as pretty dangerous these days, as a lot of ransom ware relies on it. So a lot of AVs will try and block the install.
YOOO
Kinda hyped that OpenXR now supports the Oculus Quest platform!
1 step closer to easy cross platform!
if it dangers is there a differnt way to make a vr game
@north path your work is going to be based on unity xr, so whether you run unity xr on top of open xr or something else doesn't really matter
the big win of open xr is for unity and device manufacturers
Yeah, but having 1 system for it is pretty nice imo
it's 1 system from your perspective regardless
Like if there is better support then you don't need to code in platform specific things etc
open xr is just another unity xr plugin, the thing that removes platform specific things for you is the unity xr part
but for everyone involved in bringing the unity xr stack to you, it's a pretty big deal
Hey! So I am totally new to this feild and have been following this tutorial: https://www.youtube.com/watch?v=DxKWq7z4Xao&list=WL&index=5&t=562s. I'm at 15:30 in the video and am having trouble with the C# used. He says to add the XR Toolkit to the Intelesence but I have no clue how. Anyone know how?
What's the best way to animate VR hands using Unity's XR plugin and the new input system? Find out in this video!
Hey guys! If you're like me at all, my hands are the first things I look at when starting a VR game. The model and animations are core to the immersion I feel. They really connect me to the game, you know? So I figured it's the next...
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
@harsh orchid you don't add things to intellisense, intellisense talks to the compiler and generates suggestions based on the abstract syntax tree
@safe fern no, since you're swapping out the openvr runtime for the openxr one
shit
can anyone help me rig a character in blender for vr?
I made a "game" for the oculus quest using oculus integration but how do I make it also available for my friend with pcvr to use it also, or will it work without doing anything extra
i am new to making vr how do i go into my vr game with my headset btw i use a oculus quest
I would suggest watching some of valem's tutorials in YouTube
thanks
I made a "game" for the oculus quest using oculus integration but how do I make it also available for my friend with pcvr to use it also, or will it work without doing anything extra
hello, when i build my vr game it does not show up in the headset and shows a black screen on my pc, yet i hear the game's sound still
im using dx12 with hdrp
its more of a tech demo im making for fun but i was wondering how to fix this
just to be clear, it works in playmode in the editor
Has anyone done the VR course on unity learn here?
@pale elbow ideally you'd swap out the oculus parts for unity xr, but the oculus integration does support being run on top of openvr
you can also a use ReVive to run Oculus programs on steamvr
anyone have an ideas why the OpenVR XR Management plugin sometimes randomly stops working entirely? Like when I run in editor it won't connect to SteamVR
suspect it has something to do with the editor app key not being registered in steamvr or something
but it seems to affect every project I have with the plugin
I created a animation for a hand in VR ....I have it working well except when the hand animation hits the last frame it loops back to the beginning. I want the animation to stop when it hits the last frame. How do I make it stop on the last frame?
'Enable Input Tracking' is enabled, but Position and/or Rotation Action is disabled. The pose of the controller will not be updated correctly until the Input Actions are enabled. Input Actions in an Input Action Asset must be explicitly enabled to read the current value of the action. The Input Action Manager behavior can be added to a GameObject in a Scene and used to enable all Input Actions in a referenced Input Action Asset.
UnityEngine.XR.Interaction.Toolkit.XRBaseController:Update () (at Library/PackageCache/com.unity.xr.interaction.toolkit@1.0.0-pre.4/Runtime/Interaction/Controllers/XRBaseController.cs:298)
I keep getting this issue. I'm confused where do i enable position/rotation action
ok figured it out
I'm having some troubles with collisions in VR, I'm pretty new to using unity and VR development. https://streamable.com/wu1sab
Racket collider is a box collider
Shuttlecock is a mesh collider but atm I get the warning that it's a partial mesh because it's more than 256
I show in the video that the collisions seem to work find with the workbench with it not phasing through it, but when I try to hit it with the racket is can go straight through at higher speeds
I guess the first question is does it work fine if the collider is, say, a sphere?
you also might wanna fiddle with the collision detection type on the rigidbody - continuous dynamic may work better for this case but continuous speculative is cheaper if that works. https://docs.unity3d.com/ScriptReference/CollisionDetectionMode.html
Thanks I'll try your suggestions now
@native quest The sphere collider had the same affect so I think the shuttlecock mesh is fine. I also didn't notice much difference changing to continuous dynamic. I tried making the box collider on the racket much thicker which did help with higher speed collisions but it's not a great solution if I want to be able to hit the shuttlecock on both sides of the racket
Did you change the collision type on both rigidbodys?
oh wait the racket isn't a rigidbody, nvm š
bruh
you gotta put the solution here so that when someone like me tries to figure out the answer i dont get left hanging
but it's fine
he figured it out
š
so question, is going from 120fps to 20fps with openxr and unity's inbuilt terrain the norm?
or am I doing something spectacularly dumb?
In short, terrain is very expensive. Remember, you're also rendering what is an already expensive operation, twice.
good lord that's expensive - 3ms left after an empty low resolution terrain with baked lighting, huge pixel error and no shadows? š¬
I'm thankfully not targetting quest 2 but even on a 1080 I get unplayable FPS with openxr and terrain š
is there a compiled list of things to avoid/bad practices for performance on the quest 2? im looking to start a new project targeting the quest 2, just dabbling and getting some practice but its my first time making anything for VR
So I use a floating origin fix (the world is quite large) and when it ticks over and resets the ship to 0,0,0 and offsets the world, this thing appears for just one frame. I managed to pause and hide the pause menu, what on earth is this?
it doesn't appear in the hierarchy or the editor view
Super weird it's like a flicker of a single eye's buffer
Doesn't matter which orientation the xrRig is, it's always in front and to the right for one frame š
OH it appears it's always at 0,0,0 and I just moved the ship at start
fun
this only appears to happen on single pass (instanced), not multi pass
does exists any plugin, asset or any method to cut / seam meshes in vr like that??
Lmao my bad bro. I thought it was just me being stupid not being able to get it.
Do you still need the solution?
Iām always down for VR buddies if anyone wants to message me. We can help each other š
Maybe a dumb question but can you develop for PCVR if you only own a Quest 2? Who is your target audience if you end up finishing the project? I don't have the other devices to ensure compatibility
Yes
For anyone else wondering: add an Input Action Manager script to your xr rig
Yes, you can. When you're using Link, your Quest is emulating a Rift, which is PCVR. The touch controls for a Rift and Rift S are identical to the Quest/Quest2 from the API level. As for supporting other headsets, such as the Vive or Cosmos, etc...well, that's another story. But it's usually only a case of keymapping, not normally something ground-shakeingly different
@storm ether you have to modify the mesh at runtime, duplicate the grabbed vertex and adjust the indices on the edges connecting to it
and what about cutting?
the movement can be done with a distance falloff
you don't need to cut if you duplicate the vertex
the hole forms on its own when you adjust the indices on each side of the "cut"
the example shown might be more complex though. i think they're not modifying the mesh and instead paint alpha clipping on the texture
it's viable if you only need limited movement on the edges of the cut
if you need something more in depth, you're gonna have to optimize the mesh around the cut and do a cloth sim on it
I'm trying to run an animation when the trigger is pulled and then released....I have the trigger working well but I can't figure out how to run the two separate
animations ...one for trigger pull and one for release.
Is there anything special needs to be done to enable post processing on both eyes?
(using regular multi-pass rendering, not single pass instanced)
AHA figured it out, turns out the XR Rig copied the params from my base camera which included camera stacking for UI elements which isn't supported in multi pass. removing the UI camera from the stack resolves post processing in the right eye. Leaving that here for others š„³
(also woop woop 11.1ms frame time
)
Is it possible to develop in unity 2020 or 2021 without a VR headset? I am having trouble getting the XR device simulator to work in anything other than 2019
OK, I have it working somewhat in 2020.3.9f1, however I can't rotate the head with the XR device simulator. I can hold down control and rotate the hands, but not the head. Has anyone else had this problem? Not even sure how to begin to troubleshoot.
How does the free Animation Rigging from Unity compare to something like Final IK which I think is $90? Just looking to make the player have a body and accurate IK movements for a VR game
I just got into Quest 2 development and all seems good, but it's a bit annoying while testing: I can't see the debug log while doing so, is there any way to get that still visible in Unity perhaps? been pulling my hair out just to figure out that I hadn't linked a component.
there's a package called Android Logcat that does just that, available in the package manager
Thanks! Iāll look at it.
I setup a model with Animation Rigging and am trying to use the AutoHand asset to make the model's hand be able to grab/pick up stuff. I'm having an issue where the left hand (The only one I've worked on so far), is for some reason far from the player/body of the model. Any suggestions on what I'm doing wrong? Here's a video of what it looks like.
And this is a script on the model itself from a Youtube video I found
regarding Oculus Quest hand tracking, does anyone know what "OVRHand.HandFinger.Max" is for? Can't find it in the Oculus documentation, and also tried closing to a fist thinking it may mean "all fingers" but no that's not it either.
@white remnant So I had the issue a while back. Have you checked that the prefab you've saved as your hands , are in the same transform position as your XR rig
& did you also check that your input action manager script is on your VR Rig and not your XR Interaction Manager
The hands are part of the model, so should I move the whole model to be in the same position as the xr rig? and when you say input action manager script, is that this?
@storm ether
z if forward...put the model right in front of the camera with the hands pointing in the z direction
I'll make you a screen shot of some hands
Thanks
notice the compass
hold alt and click the mouse to pan around
click the center mouse button and drag to move left and right
I don't know if you will be able to make heads or tails of these notes but here is the whole process that I use to animate hands
6)xrbindings script must go on object to get access to its variables,values,and parameters must inherit.
/***
7) To have a animation that opens the hand and a seperate animation to close the hand is a little complex. (animation controller) Entry>>>>>empty state>>>>open hand>>param is "greater than 3">> param is
"less than 3">>>close hand.>>>>>>(C# Script)On trigger pull "send 4.0f" to animation controller >>>>> on trigger release "send 1.0f" to animation controller.
...the sent values must be unique and not conflict with each other>>>>lastly loop back to empty state with a trigger value of greater than 0
(C# Script) The C# trigger script continously checks for its value so I made a oneTime/toggle "cntrl if/else statement" so that the
values being sent to the animation controller are sent 1 time for each trigger state where each state is pull and release respectively.
***/
8)To create the two animations one for closing the hand and one for opening the hand. I first record the intial postions and rotation of the model in notepad.
I then begin recording the close hand animation and move the fingers to their close position using the gizmos, position, and rotation tools.
I then record the closed positions of the model.
I then record the open hand animation manually placing the recored values for the open/intial position.
The two animations are then complete and I begin configuring and coding the animation controller ("Note 7)")
*/
Here take this script to get a handle on the hands........drag an instance of the script onto the hands in the window thing
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
That script will save you in processor and headache
Unfortunately animating hands isn't easy......I just got this to work today
here is a screen shot of the animation controller
good luck and stick with it .... took me 3 days to learn to animate the left hand
Thanks, this is only my 2nd day or so playing around with VR in unity. I would describe it as funstrating
left hand animation
does the xr rig use 2 seperate cameras?
i did
im trying to use scripts for a working portal system but it isnt made for vr so i didnt know if it would work if it was 2 cameras
yeah
it will work in VR or as a windows game or whatever platform
it works in the game on my computer but on the quest its all screwed up and when looking at it i only get about 10fps
ouch
not quite sure how to figure out whats making it so slow lol
the xr bindings script that I posted above constantly checks for changes
are you maximizing the window when you play? i get low fps if i dont
it can slow it down
its only on pc it only lags really bad on the quest
using high poly graphics is probably the problem
that was terrible wording sorry lmao it is good on my computer but bad on the quest
how should i use the lod models if i already have them?
i have ones for lod1, 2 and 3
I haven't dived into graphic optimization yet
I've been using Unity for about 3 weeks total
I'm just building the basic tools
I do know from unreal though that you want to use low poly graphics
watch out for those packages they sell as " VR ready" my experience has been they don't give a damn about what framerate their package generates
im using models extracted from a source game so it already has everything
a vr source game or a console/pc game?
well there is your problem
you are trying to use a game that uses the power of a pc graphics card ..... Oculus Quest VR can't utilize those graphics
even if its from 2007?
Oculus Quest is awesome but has the power of a cell phone pretty much
even if its from 2007
well shit
yeah
if i use the lower quality models all the time would it help?
absolutely
right now theyre all at lod0
you are looking for low poly graphics
I only know a tiny bit about it.....I do know you have to use low poly graphics
okay, i will extract them and try it, thanks
no problem
Hey guys so I have a bit of a problem understanding Sockets/Attachments I'm so confused on the aspect of Local And Global. For example. I'm trying to make my hand hold the tennis racket in the correct position. I'm also trying to get the Tennis Racket to slot into it's socket when I put it back. But I just can't I seem to always be messing up the XYZ & in the end the Racket is in some other random position. can anyone give me some insight? I feel like this is pretty easy but I've never been good with geometry
Sorry I canāt answer your question but Iām making a badminton game which is pretty similar and am struggling with the collisions. Have you got the collision between the racket and the ball working yet?
what pipeline is recommended to use for pcvr development?
some googling says urp but the comments are a year+ old, is that still correct?
If you don't know how to write/edit shaders just stick with built-in
this is built in, right?
most likely
If you're not specifying the pipeline, then it's built in.
does anybody know why i cant run my xr interaction toolkit vr game via virtual desktop on steamvr?
i have openvr and oculus loaders enabled in the legacy xr sdk lists
Anyone else get a black screen while entering play mode with Oculus Quest 2 on link? It used to work a few days ago, but suddenly stopped working today. Not sure if it's related to some package upgrade
Restarted everything and it worked š
my hands stopped working in unity
oculus tracks my controllers but unity doesn't. they're just stuck in the floor
i have all the components to let them move they just... don't
they did before, but they stopped working now, i'm not getting any error messages either
Hey is there a best interface for integrating VR for Unity?
So far I've used Oculus Integration and XR Interaction Toolkit, which have their advantages but also quite annoying disadvantages.
For example is SteamVR better?
@minor saffron steamvr is a dead end, so you're gonna be using unity xr and the only real question is if you add the oculus sdk on top or not
Having a noobie problem, when I hit play on Unity I'm just seeing black, I can see in Unity Scene tab that I can move around, hands are being tracked, buttons work. But it's just a black screen both in game and on Unity's Game tab. It was working fine last night and I haven't changed anything since
I restarted my PC and it's working now, just some Unity bug I guess?
Thanks!
yea if your game is going on quest or the oculus store, then steamvr is a dead end
but if its only going on pcvr steam then its a viable option due to it already working with valves input system and finger tracking and the such
I have some very nooby questions if that's ok
I'm trying to use this tutorial https://www.raywenderlich.com/9189-htc-vive-tutorial-for-unity and I'm running into issues at the point where I'm assigning pose actions for the controllers. I do not see the \actions\default\in\SkeletonLeftHand field in the pose action selection menu
The dropdown menu has "none" and "add", when I select "add" I can click on SkeletonLeftHand and see that the 'full action path' is "actions/default/in/SkeletonLeftHand" but cannot see any button here which lets me assign it to the left hand pose action
Not sure if that's clear, let me know if there's other clarification necessary
@frosty parcel the old vr api is removed from the current unity versions, so the steamvr package has essentially hit it's end of life date
it has the option to use the new one...
ya think valve would give up the opportunity for there stuff to be used lol
this
Anyone here use VRIK and have any idea how to auto scale the player model to match the players height?
i tried setting up VR in an existing non vr project i had laying around, its mostly working, but im noticing the fps is capping at 45 for some reason, which stands out since its half of 90hz my oculus is set to. im reasonable sure its not hardware limitation as i have a good pc and the scene isnt too busy
Can't get oculus audio to work. I have added the ONSP Audio Source to my audio source, but there is no sound in-game. There is sound in the editor though.
btw does anybody know why steamvr plugin only works in editor but wont show up in headset even though it tracks?
Hey guys. I use characterController.center to avoid going through walls if you walk in real life around. This works well. I get pushed back. But sometimes it doesn't. Example this image. The table does not push me back but the chair does it. I cannot find out why. Both are using mesh collider.
Hey guys ! i'm trying to send a impulse on my controllerbut i dont know how to call them in my script so i can use the function that send the impulse
Anyone have some information about that?
There's a whole docs on it:
https://docs.unity3d.com/Manual/xr_input.html
Argument 2: cannot convert from 'System.Collections.Generic.List<UnityEngine.InputSystem.InputDevice>' to 'System.Collections.Generic.List<UnityEngine.XR.InputDevice>' Assembly-CSharp C:\Users\gind.I6289\New Unity Project\Assets\Scripts\Vibration.cs 23 Active
I have this error. Do you know where it could come from please?
hey guys! i'm trying to make this vr game without having a vr yet, i used driver4vr to simulate vr controllers using joycons, and they are working perfectly with unity games but not with my small project.. Anyone have any information about that?
I followed a tutorial to track hand gestures in VR, and based on the gesture it would enable a specific object for 3 seconds then disable the object again. Everything was working perfectly in one project of mine, but I tried to set this up in another existing project and ran into an odd issue. When I do a gesture, the object (With a Canvas and Image) enables and I can see the image as expected, after 3 seconds the object disables as I can verify in Unity..again as expected, but the image is still visible, not expected. Even if I go into Unity and delete the object while it's running I can still see the image.
While running the project, if I manually enable/disable the object in Unity the image appears/disappears as it should. I'm kind of stumped, I've never heard of images persisting even when deleted in Unity. I'm using a Screen Space camera since it's VR if that matters, the image stays center visible in the headset.
I'm not sure if this is a VR problem exactly, I don't think it's a code issue since it was working fine in the first project. The image is just there following around the headset. Don't really know what to do.
This is the code, I tried changing it to disable/enable the canvas instead of the whole game object and that made no difference at all. https://pastebin.com/RjDwjYff
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
@storm ether i suspect the driver is for openvr, so you'd need to use that in unity
Henlo, I needa lil help here
is there a list of all available buttons for the oculus quest in the input manager im trying to assign stuff and i dont know the names lol
looks like you deleted a script that was in a prefab, see what script it was
Hello! We're currently developing a unity VR game using VRIF. our game functions fine using either SteamVR or XR depending on if "STEAM_VR_SDK" is in "Define Scripting Symbols."
what is the process of getting a game to launch either using STEAM_VR_SDK or not, depending on user choice?
Similar to "Gorilla Tag's" launch options
anyone with applab experience here?
This is not possible without making two separate builds. That Steam dialog is most likely just adding a command line argument which is then being read in the build.
you should use something like VRTK - Zinnia/Tilia packages - they have a runtime check for the Currently Running SDK Rig - you can ask guys about it on the official discord channel
Leantween & angle from watch face to head
You can just use command line arguments. I do this for adding non vr modes too
hmm, anyone familiar with using MRTK with quest 2?
i have a UI object i want to be able to pick up, but not necessarily knock around. if i put it to kinematic its not picking up correctly, if its not kinematic the pick up works fine but my hand could bump into it and knock it away. any suggestions for what im trying to do?
i tried changing the layer of the model to UI (and all its children), and then changed the physics where Hand/UI dont interact but i can still smack it away.
Did you ever figure out how to fix your issue? I'm having the same problem too
Yes I simply used a different version of unity because the one I was using would have the error pop up
after many hours of testing, we got it to work using command arguments! thank you!
Hello guys. Today I download vr tutorial and follow steps. But, When I go play mode I can move hands and selected objects but I Can't pick-up or move in the scene ĀæAny idea?
Hey, we're having XR creator meetup at 7pm CET in Zen Republic HQ, together with a VR evangelist and artist XaoS! We are going to be talking social VR, metaverses and crypto! Hope to see you there soon!
More info and register at: https://eventbrite.com/e/pioneers-xr-creator-meetups-tickets-151179920211
Does anyone knows where in manifest I can find the following before I publish my app to app lab?
- android.permission.RECORD_AUDIO
- android.permission.WRITE_EXTERNAL_STORAGE
- android.permission.READ_EXTERNAL_STORAGE
- android.permission.ACCESS_MEDIA_LOCATION
My android manifest doesn't seem to have these but still I am getting a warning at the store that my app might be rejected.
Thank you all. I had to add those permission in the manifest manually.
Hello, does anyone know if it's possible to use a VR pointer to interact with world-space UI while still being able to click with the mouse on screen-space overlay UI at the same time ? So far i haven't managed to do both at the same time, looks like Unity doesn't allow VRUISystem and the Standalone Input Module to both do their thing simultaneously.
My screen space UI is displayed on screen, not in the VR headset. I'm doing this so an 'admin' can change what the VR user is seeing by clicking on his screen space UI, but the VR scene has world space UI that the VR user must interact with using a raycast pointer. The latter and the mouse raycast are conflicting.
Does anyone know why sometimes when I pick up an object it works okay and other times it launches away from me? I recorded it, the first few times I pick up it's fine but around 0:25 I go to pick it up and it launched away from me
What is your approach to preventing trigger teleportation locomotion from showing/teleporting while interacting with UI/objects that also have trigger interaction?
anyone know how i can render an in game camera on my PC while in playmode (a game tab) without affecting my HMD cameras?
if i have two game tabs open, only one of them chooses to load, despite supposedly targeting different displays
the HMD apparently grabs whatever camera is currently active
nvm i found a solution
got my physics controller working well-ish with a spherical gravity space
Hello, just to be sure, which tutorial did you follow ?
In this project, you will: Review basic navigation with your VR controller Explore a basic VR prototyping environment Add teleporters, interactable objects and sound effects to the prototyping environment using the XR Interaction Toolkit Review how to set up Unity to add UI elements in VR Explore and evaluate the Escape Room, a fully realised VR...
oh I see, when you press the joystick/pad (depend your headset), do you have any lasers or not ?
when i push the joystick don't show laser, but yes when i stand up the hand. (Sorry for my english)
Did you do anything else other than this tutorial that could block the path of the laser ?
Only follow the tutorial. could it be why i use lenovo explorer?
Oh right, I misread, you don't have any inputs, just the tracking. I was focus on the teleportation, but you also can't grab objects ^^
In that case, it's a problem on the input registration, I don't have mixed reality headset to test the process :/
Are you using OpenXR plugin or the mixed reality one ?
I put mixed reality and work thanks
Disable the object rigidbody when you are in the grabbing and while its lerping towards your hand
Make it kinematic or handle however you prefer
I don't know if it's the correct place to write... but could you take a look to this problem? https://forum.unity.com/threads/i-would-like-particle-effects-to-be-rendered-above-the-transparent-layer.1120030/#post-7202503
how do you go about making it so the user cant peek their head where they shouldnt be able to, like through objects and stuff? do you add a collider to the head? im not really sure how to size it appropriately if thats the solution
@white remnant you should think of another solution vecasue locking the HMD position can lead to disorientation or discomfort
some effects or other kind of layer that blocks player vision when they are inside objects might work
I second that recommendation
Ideally, we add a trigger collider. When breaking through, we fade to black and show information on how to get back to the play zone
If it is an FPS style arena game, separate the body from the avatar and try to move the body to the aliases. This way, when that happens, your body remains in the play space and vulnerable while trying to break through a wall. Stops cheating.
How much more difficult is it to make a VR game?
than a normal 3d game
Mmm you just have to think in VR space, comfort of the user and other aspects but it's not much diferent.
Even though, debugging can be hell
If you don't create a simple system to debug in your desktop computer, having to put on the VR headset everytime you have to test something is pure hell, in my experience.
i have this beam that kinda looks weird in vr, and then i realized its only rendering is one eye and not the other. why is that and how can i fix it?
Probably a shader not supporting single pass instanced @white remnant
yeah switching render mode to multi pass fixed it, but im pretty new at this and dont fully understand what that means. should i want to be on single or multi?
Single = faster, less processing
Multi = can behave differently in different headsets too
VR is just an input method (controllers) and display method (screen).
Typically you need 90fps vs a 30 or 60fps desktop or mobile game. It needs to render both eyes (twice the rendering effort). Unlike traditional games, you canāt lock their view or camera shake (or they will throw up). You need stereoscopic viewing or they will get dizzy. Try and cater to all 3 learning types (hands on, visual and audible learners). Keep your poly counts low (below 5m tris ideally), your batch calls really low (below 100) which means avoiding real time lights at all cost. Use texture atlases for 3d models (or you will increase batch calls). After all that, remember many players still need a cable - so try and keep interactions limited to the 180 degrees in front of them. Remember play spaces vary in size, so you need teleportation methods (fade to black, move player, fade in) to prevent nausea when moving. Make it safe spaces Othey need to be able to keep things they donāt like away from the, like other players that could be sleazy). Avoid letting them āwalk through wallsā to cheat, but remember if you ālockā their head when they try to peer through a wall they will get sick. So fade to black and block their game play. Keep the avatar separate from the VR rig, so when they do that. The avatar stays exposed in 3D, so they canāt cheat by fading into a wall. Remember players get dizzy looking down without feet. Donāt lock UI items to the screen, they need to all be world space and movable (otherwise it is like placing post itās on your face). Remember text translates poorly on most headsets, so donāt rely on reading. You need to remain colour aware as well, due to colour blind players. Uh. What else... yes, plug-ins work for only specific unity versions. Donāt use a single framework (I.e. SteamVR, now outdated, or Oculus) or you will be locked to a specific headset that might go out of fashion tomorrow. Get working sample scenes before building the actual game.
Oh, snd multiplayer. Keep the VR and the rig separate. You can only have one VR camera stack in a scene, so you need to keep that separate from the player for instantiation
there are a lot more unknowns in vr, you don't have well established interaction models with a long history of success to lean on
and it's a lot more math-heavy
This depends on what you make and which assets you use tho
But in general these messages are a quite good summary
"Android SDK Build-tools component is not found. Make sure all tools are installed in the SDK manager." I'm using a mac and "openjdk version "14.0.1" 2020-04-14"
Hi guys! Im following a VR tutorial and its creating some variables based on the hardware on void start. The only problem is is that it cant find the hardware before the first frame meaning non of the variables are set. If i run the code in Update() (which is bad for performance) it works fine, but it doesn't work the way they implemented it in the video. Anyone know why that is?
i have a concept that i want to test, how can i make it so only certain materials can be seen by each eye?
you'd have to add a render feature to the pipeline you're using i think @cold crane
@storm ether Stop crossposting
Sorry, I just don't know which area is appropriate for this discussion
Do you have a room you could recommend for this issue
I am already answering you in #š±āmobile
Hi, does anyone know how to always show the hover mesh of a xr socket interactor
Does anyone have a water asset that is good to use for vr? The ones that I've tried so far are all causing frame drops.
@lavish flume is impossible to make water without performance impact
I have a problem with the controls in my project. When I use the oculus controller the input mapped to the gamepad also gets triggered (for example I press A on the right oculus controller, the A button on my xbox controller gets triggered), which is not good for my local two player project. I'm using the oculus rift cv1 , unity 2019 and the old input system. Any help how to solve this issue?
OpenXR confuses me. Is it also for the quest 2? and if so, should I use that instead of just selecting "oculus" in the android tab in XR plug-in management?
OpenXR is supposed to be the OpenGL equivalent for XR runtimes. Instead of games having to use multiple SDKs (Oculus, SteamVR, WMR, etc...), they can target just OpenXR and it will work on every device that has bindings for it. But OpenXR is still young, and support is mostly experimental. Oculus Quest 1 & 2 do support OpenXR, but Unity currently only supports OpenXR on desktop platforms.
Thanks for not just answering but also giving some context.
Any tips for creating a HUD in VR? I want to be wearing a helmet in VR but it has to look like I'm wearing a helmet, too.
In my experience having something fixed in VR sucks.
So it'd have to sort of smoothly trail behind if you look around, I think?
@fiery night make it an astronaut helmet, then you can move your head around inside
I did think of that. Like Titan fall. But then if the hud stays fixed it'll feel weird I think
yea you do not want a fixed hud
But I just discovered I have bigger issues. Like how to aim if the arms aren't your arms
attach it to the visor instead
It's hard to point if the actual pointing happens elsewhere
I don't know what a visor is I think. Isn't that still attached to your head? Meaning it would still be fixed?
visor is the clear "window" on a helmet
Aah yes. But those are still fixed right? I can try and see if that feels weird
Good idea
Now all I have to do is figure out the aiming part
yea they're fixed relative to the helmet, but if your helmet is attached to your shoulders instead of your head, then it's not an issue
Yeah. Like a window with stuff projected on it
That could work. My car has something similar
yea
How would a mech work in real life
Like shooting someone. How do you aim the arms like those Gundam things
Iron man I get. It's just still your own limbs
you'd use beams to aim or you'd have to decide on an effective targeting distance
I thought about a laser sight
But that'd become a guessing/approximation game I think
There are machines that let you control a larger mechanical arm using your own arm with 1:1 mapping to movements. You see this in Avatar's mechs.
its no different from aiming a gun, it's just that your eyes are further than usual from the barrel
So your perspective becomes the mech perspective?
They track the movement of your arm, usually using some kind of exoskeleton, and then apply those movements to the mech arm
its basically like aiming in a third person shooter
you could also have a targeting lock system and auto-aim
But third person doesn't really work in vr
Unless it's like... What 's the name
Moss
But then it's not really mech and more like rc
I'm trying to visualize it. But I can't. I can imagine the movement just not the ability to aim.
Sure, there probably needs to be some assistance in aiming than just regular iron sights
I think you'd probably want to fire from the hip most of the time, because it's probably difficult to move the mech arm so close to the body
You can do some AR reticles/crosshairs to help the operator aim
Similar to what you see in fighter jets
Yes, similar thing
The primary guns will probably be guided... I'll give the AR idea a go as well. See if it feels nice
It will certainly give you a futuristic look, if that's what you're going for
And then maybe the whole view should be like titanfall
I do want that. I want it to feel like you're actually piloting the mech
If the mech looks anything like in Avatar, then you can display some HUD elements on the window
It's fixed, but not to the person's head, so it's not uncomfortable
And it's already at a readable distance away from the user
So like a dome on top of the mech maybe
So you can rotate freely
And the dome shows the info in AR
Like the reticles
The dome being some sort of glass, I mean. You'll be able to fly, because thrusters. Also no mech can be built and be called a mech if it doesn't have thrusters š
So maybe a dome would be annoying because looking down will become hard. Also it's not really rotating the body then.
I talk too much.
I just looked up avatar because I thought you meant the blue creatures lol. I didn't know I just found out that is what you meant. I just didn't remember the movie.
https://www.youtube.com/watch?v=F6ttDZFmGqg This has some "physical" stuff like punching and grabbing. I can't imagine what that would feel like to pilot
Is it possible to run a game on the quest 2 without building it first? I remember it used to be possible with a link cable but it didn't work on my mac
Update: apparently not.
is anyone here familiar with the HTC Vive SRWorks SDK for developing AR applications ?
bump
im using XR and i want to use grip for a push and pull type movement so how can i make it so that holding the trigger grabs the object not the grip button.
ive looked through the direct interactor code but cant see when the input is
@dusk sky Are you using the new input system?
And then also using XR interaction toolkit? Then you can change the input actions on the controllers.
Still having issues with the controls in my project. The oculus rift (cv1) buttons trigger gamepad inputs in unity 2019.4 with the old input system. What I find weird it seems nobody has ever had this issue before? There must have been other projects where there's a vr player and a pc player with a gamepad facing a similar situation..š¤
thank you
Hi friends! I have managed to link models to occ controllers with XR Interaction plugin.
Does anyone know how to link animations to trigger inputs?
Should i be looking into unitys "input" system?
you can take the float of the trigger or grip button with unity's input system that u can link to the animation
Thank You! Looking forward to getting this working soonish! I will keep u posted!
Hi guys! I'm new to VR development but was hoping to make a realistic-looking VR game on my own. Would it be better to use Unity or Unreal for this? (The platform I'm aiming for is Oculus)
Depends on what you're doing
a majority of the time is doesn't matter, you should just pick one and stick with it for a bit. each have their own benefits
So I have an idea for 360 full body tracking only requiring a kinect and a phone, but I would like some outside opinions on it
Basically, I was wondering if it would be achievable to use something like deca move to link your body's position into two states. Facing forward or away. This way the game would know which way you are facing at all times with your lower body
Okay, that's cool, I was hoping to have fluid simulations in the game though, would there be a difference between them? I also heard unreal might be faster cause of the c++ programming instead of c#?
are you planning to have the simulations prebaked or realtime
@verbal cedar Most likely you could, I don't have experience with the deca move however assuming it can give you it's rotation you should have no issues translating that in your game. What are you trying to do exactly?
I was thinking about full body tracking for applications like vr chat
Sadly, it would be an uphill battle, seeing as I don't have any coding experience lol
Just some stuff I did in computer science
HS
It's mainly just an idea I wanted to explore
I feel like the biggest hurdle with the idea would be to find out how to smooth out the transition from one state to the other
And also getting all of the parts working together
I feel you lol, by all means do whatever you want but as someone who has issues with scope its very important to not go to big at first or you'll end up unhappy. if you don't have much experience i would recommend doing something else before vr as it can be a little complex at times. i dont know how much you know though so thats up to you. just a suggestion :)
regarding the general concept youve described are you trying to track the players body for the gameplay or to have a more accurate player model?
To serve a similar purpose to the Vive tracking pucks for full body usage
So for the player model
Ig
i dont think you'll have a problem then
Hi hixo, so i was hoping to do them realtime?
from what i've heard unreal has some good simulation demos out there however im sure both engines are capable. what are you planning to do with it exactly?
its basically just a pot with water in it but i want the user to be able to swish their hand around in it
This may be a little overkill for a pot of water but I found this asset that does fluid simulation for unity.
https://assetstore.unity.com/packages/tools/physics/obi-fluid-63067
yeah, that seems to work, thanks š
np
Just move cautiously, ObiFluid uses a lot of processing, and is challenging to get workign well in a complex scene (for VR)
Thanks, I'll keep a note of that š
im trying to do this but i dont see anything that says trigger input. is it ui press or what is trigger?
do someone knows what exactly does the "XR Simulated Controllers" ? because they behave weird if I want to bind them inside the new input system, because the joystick have no X or Y Vectors...
nvm i figured it out
Good because I only had the screenshot š
Anyone have experience targetting quest 2? Would be interested in hearing some reccomended settings š¤
im trying to make an avatar for vrchat and give it a gesture animation, just a simple rotation to the key on the back, but when i animate the rotation it goes way off the axis .. apologies if this may not make sense im trying to figure out how to explain ahah . im just not sure what im doing thats making it go so out of line
Yes - not sure what you mean on settings per say though
Just optimize the heck out of it and dont rely on quality textures >3 meters
Comparatively speaking
Anyone have any tips on dense vegetation performance? I've seen a few games where there was a scene with moderate vegetation including buildings, and I was getting 90fps. Whenever I try using trees and grass combined with buildings my fps tanks to 45, any tips?
Or asset recommendations
45 fps with a lot vegetation is good. Especially in VR.
I'm not a pro but I don't think 45fps is good
72 FPS for Oculus Quest 1 (required by Oculus)
And that's for the quest 1. 45 fps means something can probably be improved. But it's a very broad question. A lot of things can be suboptimal.
there are frame drops that cause some stuttering and also distortion in what the player sees at times.
In my opinion (keep in mind I play on an index), for a scene to be considered quality / stable, fps should at the bare minimum be at 75-80 fps
Hi guys, i have a question, is there a way to bypass the system gestures with oculus integration hand trackin? I'm making a pinch behaviour but when i use the right hand and do the gesture it opens the system menu...
i think maybe to change the finger that alllow the grabbing instead of using the index
is there a way to get post processing effects with the new unity xr in built in pipeline? im getting a gray screen when pp layer is on, and according to google that seems to just be an issue
I just upraged to 2020.3.11 and I am now getting this error -
Library\PackageCache\com.unity.xr.windowsmr@2.2.0\Runtime\Session\WindowsMRSessionSubsystem.cs(59,34): error CS0115: 'WindowsMRSessionSubsystem.Provider.Resume()': no suitable method found to override - I don't know how to fix it or what to do
Hi all, we have a project almost finished and we run on the Quest 2 - the problem is we sometimes get audio bugs when we start the scene.. the audio was setup in an audio timeline etc. the glitches can happen at the start and are 2 types.. one is a loud screeching. and one is audio clipping/stutter (you can only hear the first half second of any sound) we have tried to debug this but maybe you guys have a clue for me to follow? thanks
Its not consistent at all. we can run it over 100 time and never happens but then on 101 maybe
any idea why controller tracking would not work? using steamvr, openxr toolkit, oculus quest 2
steamVR shows both controllers as connected
does anyone know why i get a bunch of errors when i go from one scene to another? the first scene there are no errors, the second scene the errors begin but all XR movement and buttons work 100% as expected. its not the same object if that matters, theres one xr rig setup in the first scene and another almost identical one in the 2nd
I'm trying to set my own action with the input system. I want to do something when the button on the quest 2 controller gets pressed. I know I can use callbacks and such, but I don't know what the best way is. The ActionBasedController uses referrences to actions directly. Is that the way to do it?
Looks like something isn't being cleaned up properly. "Performed" seems to be an InputSystem callback that's still registered even though the object has been destroyed.
So when the gameobject gets destroyed I think you need to remove the callbacks.
I don't understand your question. You want a vector towards the selected interactable?
After a lot of trying stuff and just checking out what intellisense tells me I found InputActionReference. This works pretty decent. I can set an action in the unity editor and I can attach callbacks. Is this a good approach?
0 to 2? You mean you want to set a max distance?
Where did scale come from haha
Maybe I'm just stupid but I have no idea what you really want
Can you try explaining it a bit? What do you want to achieve, and why.
Okay but that's just gameobject.transform.localPosition
Aaaah, I see. I'm not sure. I think you'll end up with something like (myUIElement.position - raycastPosition) and then take the local x to get the offset. But maybe there's an easier way.
I do think you can ask this in #archived-code-general as well. It's not specific to ray interactor
It would be the same solution with a mouse/gamepad. Shoot a ray from your pointer to the ui element and get the matching position
I don't know if the ray interactor has something for this, sorry
Why is the hand's transform.forward not the same as the line rendered by the ray interactor
Ah yeah ignore that, the issue was something else. PEBKAC
Hello, I'm trying to add heatmaps to my 360 video project but I'm stuck on configuration. Has anyone else tried this before? https://github.com/Unity-Technologies/360-Video-Heatmaps#collect-heatmap-analytics-data
I can't find this in my analytics dashboard, there are remote settings and standard events only
I also can't complete the integration here, when I click the play button it doesn't change anything, I still have this message to "play to complete integration" when I go to analytics
Can someone help me with this... I dont know how to write it. It says the API has been marked as obsolete
If I am using XR interaction plugin, Can I still access oculus controller inputs via script?
Figuring out how to script a trigger or grip press to play a sound effect would make everything make sense to me.
Bit frustrated with figuring out inputs with the multiple systems and would just like to script things,
Hey guys, I'm trying to use WorldToScreenPoint to move a UI object over the top of an object in 3d space in VR. The setup I have is an overlay UI displayed on the "mirror" screen (so not in vr), and I want to display a UI object over an object that is in VR. The UI object seems to track above the canvas but I can't work out the relationship exactly. any ideas?
I've seen a few threads regarding the screen size reflecting the game view not the vr view, but the game view is exactly what I want it to be correct on so they didn't seem terribly relevant
There's only one camera in the scene, the VR camera
Hi, complete beginner here, following the tutorial of "Get started with VR Beginner: The Escape Room".
If i wanted to use steamvr to test the game, but using Oculus Quest 2 + Virtual Desktop, what package should i import to get the controls working?
Currently i have imported the SteamVR Plugin, and the camera is working.
The hand/controller motion is being tracked as well.
But none of the buttons work.
What package am i missing?
How do you make a pause screen in VR? Is it the same process as setting timescale to 0 or does that end up freezing the players controllers/hands as well?
agreed
By the way referring to my previous message: My fps is completely fine, about 90% of the time at max when running the built version outside of unity.
Editor just tanks fps i guess
my left hand kinda spazzes out when my right hand is near it, even though the left isnt moving at all. is this something to do with the sensors getting crossed and its mixing up left/right for a second or something? thats kinda what it seems like
so im trying to get started with a grab and pull movement can someone tell me where to start like what input to look into further?
in assuming check if the grip is pulled then use a rb.addforce but where do i get the impulse numbers from?
You mean like pulling a rope?
I've been trying to get two projects for VR to work via the Quest 2 with an Oculus Link, but for some reason on both projects when in play mode it just says that Unity is loading and never loads. Is this a common problem and is there any known solutions?
I would think so
Is there anything I can do about that? Or do I just need to be more careful about how I lay things out that if one hand has to cross another?
Iām not sure, are the rigs as tight as they can be?
Sometimes the rigs cross over and interfere
yes but the rope is everywhere
That's deep
no thats exactly what is like cause you can pull your self to anywhere in the map
i have a script that used XRcontroller to take input and when i try to add the XR controller scripts it wont let me add it to the other script
and if i try to use get component to find it it returns a null
No idea, I use the VRTK so i dont have to worry about the UnityXR compatibility issues
But id the getcomponent is null then somethings definitely wrong. Id pause during play time and verify your script locations versus component heiarchy
ok thanks
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
any idea why this wouldn't be getting devices and adding them to the list?
literally any help would be appreciated
is there any advantage to using the InputTracking system (in XR) as opposed to using the common usage methods to track device positions and rotation?
right now im using Get Component to get an XRController for input but its not working is there a better way to get an input device or am i trying to get it off the wrong object. im using get component on the controller game objects in the XRRig.
@dusk sky why is your code perusing the hierarchy looking for a controller? you could just assign it in the editor
hey guys, i made this prototype on Android where you hold a gun and can look around a virtual world with your mobile gyroscope, would that be considered VR?
I tried too it wouldnāt let me add the controller as an XRcontroller
hi guys... anyone with experience using oculus OVR Lipsync knows how to get and audioclip/lipsync asseta playing at runtime which can be changed on the fly? the documentation is basically inexistent with regards to playing the clips on events/runtime. Thanks
Who can link a tutorial for a VR Quest 2 game in a Apk format?
@spark onyx oculus manual has instructions on it
how do i get an input device for controllers?
having issues with direct interactor just straight up not working
have to default to ray interactors
What issues?
well i can't interact with anything
for example grabbing grab interactors
i can only do it with ray interactors
Weāre there any errors?
nope, otherwise i would have posted them alongside my original message
and i have a debugger set up (for input logging); it's not an issue of inputs not being registered
anybody have any advice for using character models with the new unity XR toolkit?
because I am having all sorts of problems with bones being set up with weird axis that cause the character model to fold itself up
due to the bones/joints not being oriented right
Ik
could be a problem with hierarchy, but it's hard to say
if you over rotate some stuff you will get in-folding
Ya and it'd be foolish of me to assume that everyone models things wrong so I'm thinking it's something to do with the new xr toolkit
if you're importing random blender models, then there are bound to be rotation issues due to default space of blender vs unity
it's very tedious to export a blender file into an fbx that will correctly generate scale and rotation when imported into unity
Does anyone know why my texture is appearing blurry in one eye and fine in the other? It happens with a few of them. What I see in game has the same distortion as watching a 3d movie without the glasses if that helps lol
im using the rock texture from the terrain tools package
Edit - In one eye the texture appears brighter than the other
Someone know a good tutorial to do a radial menu with XR pls?
There's lots of beginner tutorials on YouTube, check them out.
I made this custom Skybox shader for URP, but it doesn't work with VR - right is Scene view and Left is view with VR
Anyone know what causes this?
I need some help : I made a script to activate and desactivate my XRRig and when I Reactivate it, my camera is set as it should but my controller are no longer working
Someone know why it happen pls ?
is this all there is to making a pcvr game cross platform or are there more things you need to change to ensure compatibility?
@glossy lagoon , I think maybe duplicating the camera and the position to take effect on that?
Oh? Could you elaborate?
Like setting a camera to use as a certain view in one video feed
(basically left and right eye)
You basically mean to render the shader to only one eye? I see! I've really not worked with VR much yet, do you have any tips on how to achieve this?
what shader am i supposed to use with TMP to get it working in single pass? the default one its on doesnt seem to work with single
Edit: reimporting the TMP essentials seems to have fixed the issue
Is there something I'm missing? I dragged in the player prefab given by Steam, and the game isn't displaying in my headset
I tried all of the target display options in the VR camera and all of the target eye options
It's just a black screen
hi im trying to implement multiplayer to at vr project i have and im using steamworks but there are no tutorials on how to use it in vr anyone able to help.
how do you add pause to a vr game? when i change the timescale to 0 i cant move my hands anymore
The same way you're supposed to add it to any game, by using some sort of state manager that handles whether or not the game is paused. Elements that are pausable in the game use that state to determine if they should take action.
Using timescale is a Youtuber hack. If it was meant for pausing, it wouldn't have been called timescale.
If you didn't use timeScale, you'd have to create scripts that pause physics, particle systems, animation and a bunch of other Unity built-in things. timeScale handles all those cases. I don't know of any downsides to using timeScale except some things break because they weren't implemented with it in mind, usually user code.
@twin sapphire Job postings should go on the Unity forums in the job posting section. You can find the links to it pinned in #š»āunity-talk.
anyone have experience optimizing games for Quest 2? we can't think of any other way to downgrade our game, but certain maps still run very poorly. Not to mention it looks really bad already.
More info needed. What does the profiler look like?
Trying our best to figure this out.
Here's our profiler. There are some pretty intense spikes, but "EditorLoop" seem to be the cause
Can you show more of the rendering section? Seems like you have upwards of 200 batches
Starting to figure this out! That seems to be correct
We're working on making more things static now
If you're not familiar with reading the profiler there are good videos on youtube on it
Also, when debugging draw calls, look at the frame debugger. It tells you exactly why a draw call wasn't batched with the previous one
Anyone else unable to see anything in their Rift S when you enter play mode? It's just a black screen for me.
I'm having that issue kind of but it's with a Quest 2 via Link
Do you have the right XR packages installed? That could be it
Yeah. Oculus and OpenXR are selected
can i use oculus quest 2 on air link for unity?
Yes but its buggy
Need Help for VRTK controller
I had setup all thing as per document, I am using unity 2018.4.3f1 , Oculus integration 25 and VRTK 3.3v
I am using demo scene of VRTK , remove all SDK add OVRCamera rig in Oculus and try to run ,
I am able to build but controller not working.
any idea >
Did you remove the VRTK Oculus SDK Setup @fiery patrol?
Yes , old one remove and added new one
But the new one is just the one from the Oculus Integration?
yes , i had just added OVR Camera rig and on parent VRTK sdk setup script
Here is Screenshot
I am using MacBook for development , do you think that can be issue ?
No. You can't just rip out part of the plugin and put something else in its place. You will need to set up the OVR sdk the same way the old one was made
I haven't used v3 in ages so I can't tell you much about it
i had check document and they give same instruction what i did !! just remove all SDKs add Oculus and CameraRig in child and setup VRTK SDK setup script on parent
So what is happening exactly? Your head works as expected but you do not see your hands moving? Do you see the hands models at all?
My OVR Ring camera working perfectly , but Control not working like Locomotion , grab etc !!
and i am not able to see hand model if i remove localAvatar setup
Guess you'd need to to a side by side comparison with the old OVR SDK setup
If you're new to VRTK I would recommend looking into VRTK4 / Tilia. It's completely different but more customisable and works quite well
Okey , i will try that. thank you
I recommend this tutorial @fiery patrol https://github.com/ExtendRealityLtd/VRTK.Tutorials.VRBowling
Hey guys, im making a standalone game for the ocules quest, but its super laggy. I understand that the polygon count and textures have to do with this(And particles ect.) But what would you guys say to really focus on while optimising your game?
Thanks!
in general, you should limit your vertex count to a few hundred thousands, and your batch count should be as low as possible. Optimizing the batches and the lighting will often have the biggest impact
But using the profiling tools in unity is key to figuring out exactly what is eating the ms
oh hehe
so i'm trying to detect if the controller's wrist is facing the camera, the fact that the controller XR object is a sibling of the Main Camera XR object shouldnt affect spherecasting right?
Hi! Iām a beginner of creating XR games on Unity. Iām setting up my scene following a YouTube tutorial. However, I donāt have a working headset with me now. Is there any way to run the play test just in Unity, with keyboard and mouse as input?
Hi guys iis there a way to show a realtime reflection probes in unity using oculus integration ppackage?
Oculus Developer Hub is the quickest transfer I've managed. Somehow a lot faster than the regular adb install
thanks @shell kayak worked perfectly
Should I use InputActionProperty or InputActionReference to set InputSystem actions on monobehaviours?
I'll just use InputActionProperty. It works the way I want it to
How do I get a controller's rotation offset in OpenXR? Like, the Index controller is rotated a different way than the Vive so the same pose produces a different worldspace result.

Does anyone know why in one eye my texture appears brighter than in my left? Most new textures added into my terrain appear blurry around the edges and cause almost a 3d movie (without the glasses) effect. Can't progress my project until it's solved, any ideas?
I remember something about multipass/singlepass and how shaders work. I remember getting help from @shell kayak but I forgot the details.
I have Aura in the scene for fog, I have a feeling it may be related, but at the same time when I disable the components, it still continues. I have tested the textures in a different scene and they worked perfectly fine, but when I dragged my entirety of my main scene over as a gameobject, it started happening again.
I assume it has to be something in the scene doing this
Currently I have multi pass on, as when I put single pass I can only see in one eye lol
is it posible to build a game directly to an oculus quest 2 with air link?
if you use virtual desktop maybe you could build wirelessly via steamvr @storm ether
you don't need a fancy cable you should be able to survive with normal usb c cable
though i bought something a bit fancier but still cheaper than the official one and it worked well
They might not have a USB-C port on their mobo or front panel
anyone know how to code a movement system similar to gorilla tag
thats a big ask @storm ether , id just start on it and ask for help with smaller things as you go
Any Unity VR developers based in Melbourne Australia?
Going back to my previous issue, i added a different terrain and applied 5 layers of textures, anything above 3 layers like the original terrain, it bugs with eyes
Any ideas?
Is there a generally recommended method for scripting movement and rotation of the XRRig?
I'm developing a VR experience that will be largely passive. I'd like to disable locomotive input by the player and instead script the rig to move based on timing, prompts, allowing cutscenes to take place at particular times etc.
I have started this using Timeline but so far I find that the headset is overriding the timeline animator
Is there a command to tell to the script that an object is grabbed with XR?
I want to trigger vibration only when my object is grabbed
@hidden moss Yes there's a way but it depends on what you're using. If it's XR Interactable Toolkit then any XRBaseInteractable can for example use OnSelectEntered.
I don't see it in the list of XR Plug-In management but maybe it's openXR then?
And it return me a bolean ?
@hidden moss No it's a lifecycle callback. There's also OnSelectExited
Because I want to know precisely if yes or not my object is grabbed
How can i get this information
?
I just told you. If your object is an interactable you can use those two methods to maintain a value
I do recommend watching some videos about this. XR Interactable Toolkit makes this quite simple and lots of tutorials show you how it works
Ok ok thank you i'm gonna take a look at it
This shows you how to not only know when the object is selected, but also how to work with manipulation based on velocity.
Thank you it work well but to use the OnSelectEntered i have to set my script class from monoBehaviour to XRGrabInteractable but then my XR Grab interactable link to my game object do not work anymore
My object is not moving
It was removed with version 20 of the integration or something like that
You can still download that version of the integration through the oculus website
Would using something like this make sense in VR on a Quest2? https://assetstore.unity.com/packages/vfx/particles/vfx-explosion-texture-pack-100134#description I feel like a 4k texture might be a bit heavy? Or am I underestimating the power of the thing?
Depending on how you connect it. If you use the Air link this is possible that it would be enough but if you use The oculus link you can handle some large project
I mean standalone. On the quest2.
I guess I could resize them myself. Plus I can set the max size in unity, on the texture inspector. I assume this also resizes
Heya 
Quick introduction, Iāve got an Oculus Quest and Iām looking to do some stuff with Unity :3
Not 100% sure that my project got the libraries I need, but I hope so š¤
Hi and welcome in the XR community ^^
Then do you need anything so far ?
Yes I need something that allows me to manipulate lisp/clojure code at runtime within the application
There is Arcadia (https://arcadia-unity.github.io/) but Iām not sure about the "at runtime" part when outside the Unity editor
Arcadia is the integration of the Clojure programing language and the Unity3D game engine.
and effort is made to port Arcadia to use MAGIC (https://github.com/nasser/magic) but yet again Iām not sure if it can be bootstrapped into an Unity application
basically I want to make an in-vr environment to mess around code and stuff
Lisp/Clojure are a good candidate because their properties allow for interactive development while code is running live, but I donāt think Iām good enough to bootstrap anything all by myself
They have a gitter so I shouldnāt be 100% clueless if I hit dead ends
I'm not friendly with this stuff, I won't be able to help you on this :/
No worries!
as said Iām already familiar with one or two people in this project Iām not hopeless
hi! i hope i'm in the right place to ask for some help with a vr avatar
I guess so but I'm new here so I can't really tell
well i asked in the beginner code channel and i guess i got a no but they didn't tell me the correct channel so...
i really just need help with exporting an avatar as a .vrm so i can use it with a program.
Audio in vr is hard.
@tiny copper could you tell me what software youāre using ?
LIV
what part are you struggling with? Iām used to loudness/mixing I may be able to help you
Well, I'm using unity and trying to export it as a vrm to use with LIV
A lot actually. Deciding on the right rolloff is one. But engineering the audio itself is also tough. I'm used to for example including the rolloff of a rocket launching sound but that doesn't work if other players are involved (multiplayer). It's either too loud or too quiet š
Trying to figure out a nice combination of gameplay audio and music... I'll get there. It's just not easy
Liv accepts .avatar and .vrm I tried to dl univrm to export it that way but for some reason it isn't letting me load it in to use it. I have no idea how to get a unity package on blender either. I've been told it exports as vrm.
Yeah involving other players/listeners is rough. So youāre trying to deal with filters but you donāt know what steepness its rolloff should be?
Itās running late where IāÆam but feel free to ping me another day if youāre still struggling. Iāll leave you this video about some part of the sound engine from Mario Kart. It has a part that explains how it deals with multiple players/listeners. I canāt tell you that itās similar to your case, but I think it should give you food for thoughts https://www.youtube.com/watch?v=lz5yiVBtPvs
{ You can support me on Patreon:
https://www.patreon.com/scruffymusic
{ Hear my music on BandCamp:
https://scruffymusic.bandcamp.com/
{ And follow me on Twitter for more updates!
https://twitter.com/Scruffy_Tweets
Thanks to my friend jesterzon for help with the concept of this video and help with the What I Love jingle arrangement at the end, a...
Also donāt hesitate to ask #šāaudio
Oh sweet, thank you! I'll watch that right away š
@fiery night if you're using to use bleeding edge unity versions, then I think mostly everything should work well in a URP build for the quest
i recently switched to URP and decided to try out VFX, which is currently released in the alpha build of unity for mobile platforms
haven't quite figured out explosions yet, but it was very easy to deploy some of the basic demo effects https://i.imgur.com/1QUBDnK.mp4
lol hi guys
https://streamable.com/79i831 does anyone know why my flamethrower effect doesnt look right when i shoot it to the left/right?
it seems like the particles are always facing the headsets direction no matter what
nvm got it, had to change the render alignment to Facing
Shadows look bad in build and all the edges are jagged. Also it feels like it's stuttering but I think that could have something to do with movement?
Does somebody know a good source for getting stretching/scaling in VR to work for Unity?
Something like this:
https://youtu.be/O3RIKlUDKuc?t=119
A series of introductory tutorials to the Neos VR metaverse engine by the excellent Ryan Roye.
Patreon: https://www.patreon.com/neosvr
Steam: http://store.steampowered.com/app/740250
Discord: https://discord.gg/NeosVR
Ryan Roye's channel: https://www.youtube.com/user/tndStudios/videos
gonna try here again. i'm having trouble getting an avatar to save as either a .avatar or .vrm to use in a program. i've gotten it to save as a vrm but now can't figure out the springbones because the folder in the tutorials is not popping up in mine. i'm 100% new to unity since all my art is 2d (serious respect for yall 3d wizards. holy crap) is anyone willing to help?
i don't want to rewrite the question so I'm just going to post a forum link but could someone help me out with this? https://forum.unity.com/threads/grab-and-pull-movement-always-active.1131313/
I haven't used the XRNode api much, but I would expect TryGetFeatureValue(CommonUsages.gripButton, ...) to return true if the device has a grip button, regardless of whether it's pressed. So the first if will always be true, and because of the else the second if will never be entered. You should be branching on the LGrip and RGrip out values instead.
edit: Well, I guess ideally "as well" rather than "instead", but if the controllers don't have grip buttons you probably need to worry about that at a higher level than this code.
oh ok. thank you
it worked and you fixed my 2nd question thank you so much
Ok i have a 3rd question cause I'm stupid. Its moving based on world position and rotation i need it to move based on player position and rotation. How do i set that up?
Anyone know how to use shader graph for a VR skybox?
I've made one, and it looks fine in scene view and game view until I hit play
Then it acts like there is no skybox, rendering the same as if I set the camera render background to none
Quaternion * moveVector
(The quaternion being the rotation of the object you want movement to be relative to)
ok thank you
i did this and now i have no movement at all
InputDevices.GetDeviceAtXRNode(RHandNode).TryGetFeatureValue(CommonUsages.deviceVelocity, out Vector3 Rvelocity);
Rvelocity = controller.transform.rotation * Rvelocity;
controller.Move(-Rvelocity * Time.fixedDeltaTime);
Why is it negative?
cause it should be moving opposite of the way the hand is moving
Oh youāre climbing? Okay then instead just do transform.rotation * -velocity in the controller.move thing
Donāt have the middle bit
ok
it works now thank you
No problem
Bout to try throwing in sound effects for an oculus quest build. Anyone have recommendations for best practices, or tips in general?
dont make it blow your ears out
Anyone know how to use shader graph for a VR skybox?
Im using OpenXr and I have a weird issue.
I have an oculus rift cv1. If SteamVR is booted on my pc the oculus put an overlay controller model on my screen. (Not in my unity scene) if steamvr isnāt booted. When I launch the app itās booting steamvr and the oculus overlay isnāt there .
If I use my HTC vive, thereās never an overlay.
Any idea where that oculus overlay come from and how to prevent it ? Or make it appear for HTC vive too ?
so i edited the xr input so grabbing could be done with the trigger and now only my right hand can grab. they are both set up the same. no errors are coming. i cant tell whats wrong. can someone try to help me
im so stupid never mind i never even put an intoractor script on the hand
if you go to player settings, open xr, you're going to want to change this
Do oculus triggers not have touch sensors?
apparently none do
wdym by touch sensors
it isnt forced 100% it does go from 0-100 depending on how much your pushing the trigger
and there is like a sensor when your finger is just touching but not pushing the trigger
this is the one i want, but i cant seem to locate it in common usages
well it is a thing for sure you just might wanna look around for it
The primary/index finger trigger does, the second trigger doesn't.
@acoustic lodge i see...
Has anyone managed to get hand tracking in editor working without using the ovr rig?
trying to do it directly with unityEngine.XR stuff but it's not so easy to get working...
yep the primary one is the trigger and the "second trigger" is called the "Grip"
Also i wanna try out making a VR game with unity later on, is it difficult to set it all up?
Headset tracking is pretty easy for all the SDKs I've used, but getting hand controllers to work right tends to be more challenging and varies a lot more between SDKs. Still not super difficult, though.
It used to work on older versions of OVR with the legacy input pose components, then at some point in the last few months it changed. Probably need to continue using OVR for quest hand tracking.
No but the buttons do.
they do have touch sensors
at least in commonUsages, the touch components of the triggers are not exposed
this is my WIP hand. it uses the two triggers for the finger control, and it uses buttons for the thumb
also a random tractor beam cause that's the only gif i have of it right now
i would have used the touch sensors to differentiate between fully open and in some useful resting position, but it still works fairly well without it
private readonly InputFeatureUsage<bool> indexTouch = new InputFeatureUsage<bool>("IndexTouch");
private static InputFeatureUsage<float> legacyIndexTouch = new InputFeatureUsage<float>("IndexTouch");
#if USING_XR_MANAGEMENT
Device.TryGetFeatureValue(indexTouch, out TriggerTouch);
#else
Device.TryGetFeatureValue(legacyIndexTouch, out var temp);
TriggerTouch = temp > 0f;
#endif
@quartz slate you have to create usages with the correct name based on legacy vr vs xr plugin
I'll give this a shot! thanks!
Hey guys, quick question: how do I determine whether to use OBB file expansion files or Required Assets files when uploading my asset bundles? Like what are the pros and cons? Not sure if I'm even asking the right questions.
I get that required assets allow for any types of files but I'm curious as to what nuances each approach carries.
hello, how can I make the tool not detach from the hand? (in this gif, I turned on the hand model to see where the hand is)
@ember swallow in the grab interactor
check what kind of movement ure using
i think
is it possible to check in code if an XR socket interactor is currently empty?
How Can i get a reference to the object im grabing
and leting go
please help
i want to make a ball that teleports back to its socket after some time after being tronw, i tried using the grab interactable events
but this gets triggerd when i grab the object from a socket
so i want to make it so the timer for the respawns starts only when my hands lets go of the ball, and restart and stop if i grab it again
is there maybe a way to check what is grabing the ball? or what is my hand
just made another funcion that gets called when its grabed or goes into a socket and is working
but thats not good right? is like calling both thing at the same time?
hey guys
is unity 2020+ still very slow?
i want to implement openxr
but i really dont want to get back to that slow mess
Hey everyone. Does anyone know how could I write files to quest 2? I have all the permissions set up correctly. It works when I use application.persistantPath (I'm using unity btw) but it doesn't when I try to create a folder or write to /storage/emulated/0/ or /mnt/sdcard. Does anyone have an idea why this might be happening?
The permissions include the READ_EXTERNAL and WRITE_EXTERNAL perms on the android manifest located in the Plugins/Android folder and also does a check for Permissions using permissions class for android.
a cool concept im gonna use for fingers
I want a robot hand that can switch between different types of physics variants (like a gun, a sword, and a hand, etc...)
this is my solution for elegantly retractable fingers
Heya everyone, so Im currently working on a scene in VR and i have set up Post Processing via the ppstack and for some reason when i press play the ambient occlusion vanishes from the game and the scene view has anyone of you ever run into a simular problem or might have any idea why that is happaning? bloom and colorgrading work great its just the ambient occlusion! (I hope this is the right channel for this)
I'm going to be doing vr research and I'm using unity š
Anyone recently added steamVR into their project for the first time, in the latest LTS 2020?
O
I'm getting crazy shit like this
done this like 20 times already and this is the first time this is going on, tried reimporting all, deleting and reimporting
nada
searched on google to see if any of these were posted in last year
just all around dead-ends
God should I even be using SteamVR anymore, looks like they haven't updated it for 2020 yet
last commit on their "beta" branch for integration with XR was 6 months ago lol
shame, I liked their interaction system
Found it finally
uses OpenXR which is a good sign i guess
Really annoying process of having to find this
Hi! Is there any way to have non-platform dependent hand tracking in Unity?
The usage UnityEngine.XR.Hand does not seem to work at all. I've tested with Quest, Quest with Link and Valve Knuckles, and I've never been able to obtain a hand tracking capability or any hand data.
I'm not aware of such a framework
Yeah I donāt think so? The current ones as far as I know are required for handing the devices inputs including tracking. But you can do everything else yourself. I only use xr stuff for input and tracking an all other stuff I use my own code.
Hi hi guys, i'm trying to start working in VR dev and i have a few questions, there's many options and idk which one to work with, the vids i see all speak about OpenXR or even Oculus XR (i own a oculus rift s, tho i don't want to target oculus only). I normaly play games that use SteamVR or OpenVR (not the same?) so yeah im kinda confused what should i install and start working with?
I would only use the oculus one if I am specifically targeting only oculus. Since your are not. Iād suggest looking at unity xr. Valem has some good guys on how itās set up
hello pelase im having a wierd issue where my ray interactors work correctly with everything but seem to just ignore UI
i have layer and all set correctly i think but i cant figure out whats wrong
anyone knows what could be happening?
i can click ui with the mouse
and with the ray i can interact with objects and teleport but i aim it at a ui button with raycast target and on the right layer and the ray does nothing
hi,
what is the best solution to make VR interactable soft bodies?? [like as soft balloon that interacts with oculus hands]
The best solution is probably the one that has someone else solving it for your. Obi Softbody supports VR according to their FAQ.
https://assetstore.unity.com/packages/tools/physics/obi-softbody-130029
Also don't crosspost.
i got my physics hands working almost flawlessly except for extreme oblong inertia edge caes
when grabbing the board from one of its sides and swinging it around, the strangest shit happens with collisions...
The board is being linked to the palm, which is all one rigidbody (the same one that lifts and twists the hand, anchored to the body) by a run-time created configurable joint...
the problem comes from the fingers though
they rest against the plank collider, under some pressure if the fingers are being squeezed, and then fast motion comes, anomalous collisions are generated in a way that screws the solver
I want to create a hybrid weapon where it starts off as a rifle, but then when you press a button such as X or A on the controller, a sword comes out at the end of the barrel. Is there a way for me to do this, or has anyone created something like this before?
I am currently using Hurricane VR for this project
does anyone know where to start with vr development for unity
i'm not asking to be spoonfed btw š
thanks
I'm assuming you already have your Oculus Quest ready?
yeah I can run steamvr on it
Here's where I got my help from https://www.youtube.com/watch?v=1VC3ZOxn2Lo
How to start a Virtual Reality Game in 2021 that actually works! A beginner's guide to Unity's XR Plugin and how to start that VR game in 2021.
Hey guys! So I know many of you are home from work, have lost your jobs, are now doing school online, and are bored with how much time you have at home. I can't be the only one who has started a new hob...
thanks
hello
I have this setting for oculus quest 2
after build in my VR headset I only see 3 dots loading screen
can someone help me with this?
I turned on low overhead mode and now it is ok
thanks!
got them highly functional with pure physics alone; just debugged a few things, so now i can tweak them (make them a bit faster and therefore more useful...). I'm looking forward to making a pair of these that use actual hand tracking data. The method I use as a pose system for these hands is basically superior to anything else, and ought to be simply amazing with real hand data (this system can easily smooth everything out and deal with noise, it can transition between hand poses in a highly realistic way, it can deal with external forces restisting/acting on the finger muscles, and integrates that directly into the pose system, and it can also be used to handle cases where hand tracking data is lost)
thats kinda cool
thanks š with hand tracking it ought to be many times more effective, and much more real looking. It's definitely going to happen but I need to find the time to crack open the hand tracking workflow, and to build an anatomically correct hand from joints
@storm ether Don't be weird. This is for development discussion as well.
That looks amazing
did you run that on the andriod running the oculus software
how did you download it to the quest
cool I might try that
you could also use Sidequest to sideload the built APK
once I get my usb cable I was going to connect to my pc and run my vr games like that
idk if it's a good idea tho
Why wouldn't it be a good idea?
idk if testing the game in unity would work with it
It does.
It's what I do
oh cool
Hey guys i'm brand new to vr development
and I'm having issues with playmode, where the game won't even show up on my Valve Index?
Could someone help me trouble shoot this?
All the configurations are suppose to be correct I believe
You have OpenXR or whatever set up to support the Index?
Can Someone Help Me make this, i don't understand the hand grabbing stuff to much yet
i got an object that follows the player position and it has a child with an offset to one side
when i grab the object i want to make it rotate around the body by rotating the parent on Y axis
the track position and rotation on the xr grab interactor dindt work
any ideas?
please
Not quite sure what you mean, but could you not just Parent it to the hand?
well no
imagine there is an Empty Object with the same transform.position as the player all the time, not a child of the player, that object has a Child object with like a Rack model Where im gonna put a bunch of sockets for pickable objects.
What i want is to be able to grab the rack
but keep it static
in every axis
i only want the parent object that shares the transfrom wih the player body to rotate around The y axis
wich make the rack rotate around the player
is pretty easy to do with ui
but i want to be able to use the hands
š
?
Like RotateAround()?
I'm trying to play a few H264 videos on the Oculus Quest and I'm having some weird issues with it. In-editor, the videos look good with a black background, but on a Quest build, the video backgrounds are all more of a light grey and there's some artifacty weirdness to them. They're just Video Players using Material Override on standard Unlit\Texture materials. Anyone have any ideas? Maybe a codec thing with the actual video files?
Hi what is the best way to move an object relative to its parent?
and how can i sort of freeze an object in position, i have a steering wheel in an airplane that i want to keep in one position
But still moving with the airplane
For that, have it as a child and use local Rotation/eulerAngles. But a lot of VR frameworks will already have simple interactions like wheels, dials, buttons, levers, etc. already setup as prefabs if you're using something like that
Alright so what I'm gonna try to do is make a VR program where you can make and edit soundfonts for the open-source ProffieOS based lightsabers and swing around said saber with the effects you make in-game. Thing is though, I would assume that means I have to emulate ProffieOS within Unity. It seems possible, seeing that ProffieOS is written in C++, but it's definitely not something I'm experienced enough to know how to do. Would anyone be willing to help me out?
You can't modify the engine code without an Enterprise License.
is there a way to get it to read C++ without changing the engine code?
Hm, no. Could see if there's some sort of plugin for the software in Unity.
Yes, Unity supports C/C++ native plugins/dlls
sure, you just reference a c++11 project
Wym by that?
write your code in a modern c++ project, build it and reference the binary from unity and use the exposed functionality in c# scripts
Does anyone here know how to set up VRTK? I'm struggling lol
i tried that before doesnt work, im just keeping the rack on one side of the player and updating its position with the player rotation now, u cant move it but at least it stays on that position and its easy to reach, ill have to add a second position and some kind of setting for left handed and right handed
thanks for the help anyway
im making a basketball game as my project for the create with vr course on unity learn, im new to vr
i cant get a good detach setting for the basket balls and there is nothing on gooogle to guide me, can anyone share their settings for the xr grab interactable or a guide to make a beter way
https://github.com/ExtendRealityLtd/VRTK.Tutorials.VRBowling/blob/master/Documentation/Tutorials/ConvertingToUnity2020/README.md On step 9 of this, I don't see the interactor settings under Interactor Facade (Script), just the Interactor Events
Is oculus integration the best to use for making vr games on oculus quest
If you want to never use it on any other headset, and you donāt mind dealing with not so great code, and you never want to update your project - then yes it is
Just for clarity @pale elbow - it is being deprecated for UnityXR and isnāt really being maintained.
I had a long talk with their devs about bad/incomplete code last year at Oculus - they literally have functions commented out because they couldnāt figure out the bug to fix it (such as their fading script) which was a trivial unity exercise. I tore their code to shreds. We rewrote it internally for early quest stuff because the performance and reliability was pretty horrid.
Finally, there are many headset manufacturers, quest is popular now but the vive was the top headset a few short years ago. It isnāt the smartest idea if you want to remain platform and headset independent.
Screenshot of the facade and where did you install the VRTK from? Basically, what version
Can someone dm me and help me with vr stuff? Iāve never used unity, so it would help
You can ask your question in this discord.
Take tutorials
how can i do this, because when i grab it it works, but when i release it it shoots away
Can any one help with a bug in unity vr game
Its made with Google cardboard xr plugin
The problem is the pointer doesn't work when looking at object but works around it in a random point
I want to make village houses for a vr game, what should I use to make them?
Thoughts on my latest GIF? I'm not great at marketing, but I added a Smooth Follow Camera to even out the shakes in VR, and kept it short to highlight the update and combat.
How do I make a held object collide with the environment without making it's movements all laggy?
because having the object be kinematic makes it too easy to clip it through the floor and having it use velocity tracking makes it stuttery
Hello people, i am here wondering if anyone needs modeling for vr, scince i just figured it out
Is it possible or is there any example how to achieve UI slider drag with VR hand? using IPointerDownHandler or IBeginDrag maybe?
Has anyone here used the "Split application binary" option to reduce the size of an apk for Quest? When try to use AssetBundle.LoadFromFile(path) or the async version I get "Failed to read the data from AssetBundle <Name.obb>. I've got the console porting out to a visible UI in the first scene to show me this error. I also run a check to see if I can see the OBB file using System.File.Exits(path) and can confirm it exists (can also see the obb file in the correct location if I plug in my quest to my pc). Anyone have any clue why I can see the file but the LoadFile method fails?
Im pretty sure
Woah, that is awesome
I just tried downloading a unity project to my quest and it didn't show up in my unknown sources?
Anyone?
What kind of slider? Point and click or grab and pull?
Im using normcore for learning some basics about multiplayer games in vr
normcore has already a voice-chat setted up, but is spatializing, so if someone talk is 3D Sounded.
What I want to know if there's any possible way how to eliminate the 3D Sound only for Voice-Chat
Grab and pull, i'm using unity UI canvas with leapmotion hand tracking. Leapmotion have built in 3d UI solutions but that doesn't fit my goal.
What's wrong with the leapmotion one?
It's not very suitable for my intentions, for example VR tablet, would look better if using unity canvas. Leapmotion UI is using 3d cubes etc.
Swap the cube out with a sprite and leave a big collider?
i have a UI game, but i want it to be like if you look around (on vr) there will be a museum atmosphere. How can I do this?
How important is choosing the correct Render pipeline in creating for Quest 2? Ive seen recomendations to use the LWRP as oppposed to unity's and the URP. Will it provide that much of an impact?
Hey just doing some basic code here but the tutorial im watching is telling me to shoot from the camera so the line of code says "public Camera fpsCam;" how do i change it to shoot from my gun model
i want bullets to shoot from my model "SciFiHandGun" attached to the right controller anchor
How can I check with OpenXR if a VR device is connected when the game starts? I would like to instantiate the XRRig and XRControllers only when a headset is there, otherwise just add a normal camera for PC/flat mode.
iād say use urp, much better performance and the added benefit of shader graph
there arenāt many benefits to using lwrp
Hey, I am planing to start development on a Gundam vr game and was wondering If anyone had any tips?
While the world can always use more giant robot vr games, you might wanna check this guy out. He has a discord as well and im sure you could get some valuable advice. https://www.youtube.com/watch?v=czKfO-gjOqE&ab_channel=MADNUG-RealMSCombat!
(still WIP but getting there)
To be in the loop more often check out the FB Page, or Discord Server Below!
https://discord.gg/663jvxKcu9ā
https://www.facebook.com/madnuggame
im using the oculus integration, is there a way to use virtual desktop for testing with it or do i have to use airlink/wired link?
because airlink freezes a ton
and i have those 2 settings set to 0 for sure
nothing works
not trying to hate, but making a gundam simulator, advertising it as such, and calling it "madnug" is not enough to make it legally distinct from the Gundam intellectual property
unless you just want to make a personal experimental/learning toy that will never be shared, I recommend finding a way to be unique
Hi, I hope you all are doing well. I have a question, how to make a UI canvas or Image following smoothly & with some delay the movement of the VR-Camera / Headset - just like the Unity build in Splashscreen does when we open the Unity VR app? I've attached a video example. Thank you š š
Download and try for yourself - New surgeries are coming soon for the Oculus Quest 2. Visit: https://ghostproductions.com/medical-vr-virtual-reality/
Ghost Productions releases the first public demonstration of Wraith VR Surgical Simulator featuring OmniBotics robotic assisted total knee surgical technique. Creative Medical Director, Nic Wieder...
Usual solution would be to use a lerp to decide how fast it moves. So with A set to current position and B set to new position, different values of T between 0-1 would give you different follow speeds
Is it smart to use terrain in VR? I'm mainly curious in terms of performance.
Thanks for the reply šš
Pcvr should be doable, mobile probably not
Yeah I'm working on mobile. I'm having a hard time figuring out how to make nice environments that don't suck in terms of performance
this is a bit of a ui and vr question. how would you change the ui input module input for scrolling a scroll rect, to something custom with the XRTK like if ray is on ui then scroll with the vertical value of rightHandDevice.TryGetFeatureValue(CommonUsages.primary2DAxis, out rightAxis2D); ?
Iām using URP and I have a blit material pass. In my materialās shader when I reference _MainTex it seems to display fine in the editor but once I run the game it just comes out blank. Does unity have a different address for the VR camera?
I tried using Blit() in my render feature to blit to a temporary render texture and then pass that to my materialās mainTexture property but when I do that both eyes render as the left eye
Has anyone else had the issue with URP in VR where the meshes sometimes have white flickers? It occurs regardless of MSAA setting and is not related to the edges on the meshes like an anti aliasing artifact, it appears to be something else
I should add it primarily only seems noticeable on meshes with a black base color, I'm testing on an Oculus Quest 2
Fixed by disabling multiview rendering
I'm trying to make a VR physics game and I want to add a sword.
But I can't find out how to make stabbing.
How to make the sword stab / penetrate some objects?
can check out HurricaneVR on asset store, physics tools and has stabbing
Yes, I know about it, but I can't afford it so I'm trying to do it myself or at least find it out.
It's all done through configurable joints. It was wayyyyy to complicated for me to figure out so I went the Hurricane VR route.
Well, then let's recollect money.
You might find something useful from this video: https://www.youtube.com/watch?v=6FSd9og3MVE&t=453s&ab_channel=SharkJets
If you're making Oculus Quest 2 with Unity 2020 and VRIF, this video will show you how to setup the VRIF knife prefab for throwing.
--Notes:--
Get VRIF:
https://tinyurl.com/vrframework
VRIF Discord:
https://discord.gg/mZ3cBrEcmE
Become a patreon member! http://www.patreon.com/sharkjets
Join my Discord server and lets chat!
https://discord....
He does it differently, but it does work his way too
Acutally, I remembered someone on one of the forums mentioned the following:
Get all the colliders that make up your stabbed enemy and all colliders that make up your weapon, and doing Physics.Ignore immediately upon creating the āstabā. Create a go-between object that acts as a stab connector, and make two configurable joints. One connecting it to the weapon, the other to the enemy collider.
On one of the joints connected to the stab connector, youāll want a Break Force and torque less than infinity. Youāll probably need to tweak this. Make the initial break force multiplied by a large amount so if the player stabs very hard it doesnāt slip right out. Then over a second or two lower it to ānormalā amounts. Add in stuff for sending the joint break info back to the stabber to clean up.
Side tip: for figuring out when to create the stab, Iād check out using a dot product comparison and having a minimum velocity on the stabbing weapons rigid body
Guys I am very new to VR game development, I started because I felt there wasnāt a grapple gun game I loved enough so I decided to make my own. And lord itās hard, does any one have ideas or a tutorial about how to make a grapple gun??!
Thank you.
There are a couple grapple gun type games. Windlands being my favorite and best IMO, but as far as tools for building your own, I believe the VRIF and HURRICANEVR assets both have versions of the grapple gun you could easily expand upon.
the correct way to implement stabbing is with configurable joints, assuming physics is being used
but it requires some existing understanding of how joints work
hey guys im new to VR Unity and tried to import some hand models that I made. I put oin my headset and they were there but the wrong scale. They were really small. I tried other models aswell and the same thing heppened. I tried scaling it manually but I would like the correct scale the first time. Any solutions?
Asking people to share licensed code in unity discord is a good idea š
I meant I need to (I don't know the english word) get sufficent money to buy the asset.
Google Translate: save money to buy the asset
(Bad memory)
Hey guys I had a question, in terms of making environments for Oculus quest, do you guys have any tips for me? I want to see the far of horizon in the game (like the home on quest 2), I was thinking of using a skybox and blending it with the actual level.
any tips or suggestions would be appreciated.
Does anyone here use the Asset "Autohand" it seems really good and uses procedural grabbing which im interested in
have you tried Windlands 2? it has a nice and simple grapple mechanic
have u tried "To The Top"?
I havenāt tried either Iāll look into them both. I am now quite keen on making my own and have made some good progress. @tight geode @tiny niche
hello šš½
nice profile pic