#šŸ„½ā”ƒvirtual-reality

1 messages Ā· Page 53 of 1

manic furnace
#

And when I go there the link to download it is deleted moved or does not exits

iron flame
#

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?

pine bison
#

Are you following a tutorial @iron flame?

iron flame
#

Yes

pine bison
#

Which one

iron flame
#

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...

ā–¶ Play video
pine bison
#

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?

iron flame
#

yes one second

spice ice
#

Is there a way to change the direction the ray is pointing for the action-based XR rigs?

scarlet tree
#

You'd need to take a closer look at the XR Ray Interactor

spice ice
#

Yea here's the problem I'm having

iron flame
#

Interesting

tiny niche
#

@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

weary lance
#

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

pale elbow
#

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?

manic furnace
#

Can anyone please answer my question already

buoyant jolt
buoyant jolt
#

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.

north path
#

YOOO
Kinda hyped that OpenXR now supports the Oculus Quest platform!

#

1 step closer to easy cross platform!

manic furnace
tiny niche
#

@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

north path
tiny niche
#

it's 1 system from your perspective regardless

north path
#

Like if there is better support then you don't need to code in platform specific things etc

tiny niche
#

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

harsh orchid
#

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...

ā–¶ Play video
safe fern
#

Is it possible to use openxr but have some steamvr functionality in the background? using openxr makes OpenVR Advanced Settings and stuff like XS Overlay / OVR Toolkit not work anymore

tiny niche
#

@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

safe fern
#

shit

storm ether
#

can anyone help me rig a character in blender for vr?

pale elbow
#

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

storm ether
#

i am new to making vr how do i go into my vr game with my headset btw i use a oculus quest

pale elbow
storm ether
#

thanks

pale elbow
#

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

torpid aspen
#

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

storm ether
#

Has anyone done the VR course on unity learn here?

tiny niche
#

@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

pine bison
#

you can also a use ReVive to run Oculus programs on steamvr

next atlas
#

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

weary lance
#

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?

storm ether
#

'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

keen mulch
#

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

native quest
keen mulch
#

Thanks I'll try your suggestions now

keen mulch
#

@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

native quest
#

Did you change the collision type on both rigidbodys?

#

oh wait the racket isn't a rigidbody, nvm šŸ™ƒ

slender quarry
#

you gotta put the solution here so that when someone like me tries to figure out the answer i dont get left hanging

native quest
#

but it's fine

#

he figured it out

#

šŸ™ƒ

#

so question, is going from 120fps to 20fps with openxr and unity's inbuilt terrain the norm?

#

or am I doing something spectacularly dumb?

urban cloak
#

In short, terrain is very expensive. Remember, you're also rendering what is an already expensive operation, twice.

native quest
#

good lord that's expensive - 3ms left after an empty low resolution terrain with baked lighting, huge pixel error and no shadows? 😬

#

I'm thankfully not targetting quest 2 but even on a 1080 I get unplayable FPS with openxr and terrain 😐

white remnant
#

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

native quest
#

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

native quest
#

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 šŸ™ƒ

native quest
#

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

storm ether
#

does exists any plugin, asset or any method to cut / seam meshes in vr like that??

storm ether
white remnant
#

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

slender quarry
#

For anyone else wondering: add an Input Action Manager script to your xr rig

granite nymph
tiny niche
#

@storm ether you have to modify the mesh at runtime, duplicate the grabbed vertex and adjust the indices on the edges connecting to it

tiny niche
#

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

weary lance
#

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.

native quest
#

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 🄳

#

(also woop woop 11.1ms frame time catjam)

vernal hollow
#

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

vernal hollow
#

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.

white remnant
#

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

cobalt granite
#

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.

next atlas
cobalt granite
white remnant
#

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.

https://streamable.com/h66qab

And this is a script on the model itself from a Youtube video I found

placid nacelle
#

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.

storm ether
#

@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

white remnant
#

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

weary lance
#

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

white remnant
#

Thanks

weary lance
#

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

#

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

white remnant
#

Thanks, this is only my 2nd day or so playing around with VR in unity. I would describe it as funstrating

weary lance
long torrent
#

does the xr rig use 2 seperate cameras?

weary lance
#

no

#

you gotta use OVRrig

#

use the prefab

long torrent
#

i did

weary lance
#

good

#

do you have thumbstick working?

long torrent
#

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

weary lance
#

it will work in VR or as a windows game or whatever platform

long torrent
#

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

weary lance
#

ouch

long torrent
#

not quite sure how to figure out whats making it so slow lol

weary lance
#

the xr bindings script that I posted above constantly checks for changes

white remnant
#

are you maximizing the window when you play? i get low fps if i dont

weary lance
#

it can slow it down

long torrent
#

its only on pc it only lags really bad on the quest

weary lance
#

using high poly graphics is probably the problem

long torrent
#

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

weary lance
#

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

long torrent
#

im using models extracted from a source game so it already has everything

weary lance
#

a vr source game or a console/pc game?

long torrent
#

a pc game

#

portal 1 to be exact lol

weary lance
#

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

long torrent
#

even if its from 2007?

weary lance
#

Oculus Quest is awesome but has the power of a cell phone pretty much

#

even if its from 2007

long torrent
#

well shit

weary lance
#

yeah

long torrent
#

if i use the lower quality models all the time would it help?

weary lance
#

absolutely

long torrent
#

right now theyre all at lod0

weary lance
#

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

long torrent
#

okay, i will extract them and try it, thanks

weary lance
#

no problem

storm ether
#

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

keen mulch
white remnant
#

what pipeline is recommended to use for pcvr development?

some googling says urp but the comments are a year+ old, is that still correct?

weary lance
#

google it furthur include 2021 in your search

#

find a recent article

weak terrace
#

If you don't know how to write/edit shaders just stick with built-in

white remnant
#

this is built in, right?

weak terrace
#

most likely

urban cloak
#

If you're not specifying the pipeline, then it's built in.

torpid aspen
#

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

frozen roost
#

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

frozen roost
plucky nebula
#

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

minor saffron
#

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?

tiny niche
#

@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

white remnant
#

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?

frosty parcel
#

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

exotic badge
#

I have some very nooby questions if that's ok

#

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

tiny niche
#

@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

frosty parcel
#

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

orchid valley
#

Anyone here use VRIK and have any idea how to auto scale the player model to match the players height?

white remnant
#

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

warm whale
#

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.

torpid aspen
#

btw does anybody know why steamvr plugin only works in editor but wont show up in headset even though it tracks?

novel ferry
#

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.

hidden moss
#

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?

hidden moss
#

I have this error. Do you know where it could come from please?

storm ether
#

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?

white remnant
#

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

tiny niche
#

@storm ether i suspect the driver is for openvr, so you'd need to use that in unity

storm ether
#

Henlo, I needa lil help here

long torrent
#

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

long torrent
rose grail
#

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

wary sandal
#

anyone with applab experience here?

shell kayak
shut glacier
buoyant jolt
#

Leantween & angle from watch face to head

buoyant jolt
patent yacht
#

hmm, anyone familiar with using MRTK with quest 2?

storm ether
#

new empty vr project

#

??

white remnant
#

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.

neat hill
#

Did you ever figure out how to fix your issue? I'm having the same problem too

storm ether
rose grail
rocky whale
#

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?

potent escarp
viral wraith
#

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.

viral wraith
#

Thank you all. I had to add those permission in the manifest manually.

normal moss
#

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.

white remnant
brisk mulch
#

What is your approach to preventing trigger teleportation locomotion from showing/teleporting while interacting with UI/objects that also have trigger interaction?

quartz slate
#

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

quartz slate
#

nvm i found a solution

#

got my physics controller working well-ish with a spherical gravity space

quartz slate
gray estuary
rocky whale
gray estuary
rocky whale
#

when i push the joystick don't show laser, but yes when i stand up the hand. (Sorry for my english)

gray estuary
rocky whale
#

Only follow the tutorial. could it be why i use lenovo explorer?

gray estuary
#

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 ?

rocky whale
#

I put mixed reality and work thanks

rapid pike
#

Make it kinematic or handle however you prefer

storm ether
white remnant
#

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

quartz slate
#

@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

buoyant jolt
#

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.

past island
#

How much more difficult is it to make a VR game?
than a normal 3d game

rapid pike
#

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.

white remnant
#

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?

pine bison
#

Probably a shader not supporting single pass instanced @white remnant

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?

buoyant jolt
#

Single = faster, less processing

#

Multi = can behave differently in different headsets too

buoyant jolt
# past island How much more difficult is it to make a VR game? than a normal 3d game

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 can’t 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 don’t like away from the, like other players that could be sleazy). Avoid letting them ā€˜walk through walls’ to cheat, but remember if you ā€˜lock’ 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 can’t cheat by fading into a wall. Remember players get dizzy looking down without feet. Don’t lock UI items to the screen, they need to all be world space and movable (otherwise it is like placing post it’s on your face). Remember text translates poorly on most headsets, so don’t 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. Don’t 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

tiny niche
#

and it's a lot more math-heavy

north path
#

But in general these messages are a quite good summary

storm ether
#

"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"

past island
#

is it better to use the universal render engine or the VR preset?

#

uh oh

hazy jay
#

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?

cold crane
#

i have a concept that i want to test, how can i make it so only certain materials can be seen by each eye?

tiny niche
#

you'd have to add a render feature to the pipeline you're using i think @cold crane

urban cloak
#

@storm ether Stop crossposting

storm ether
#

Sorry, I just don't know which area is appropriate for this discussion

#

Do you have a room you could recommend for this issue

torpid ginkgo
humble sinew
#

Hi, does anyone know how to always show the hover mesh of a xr socket interactor

lavish flume
#

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.

tiny niche
#

@lavish flume is impossible to make water without performance impact

daring pecan
#

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?

fiery night
#

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?

shell kayak
# fiery night OpenXR confuses me. Is it also for the quest 2? and if so, should I use that ins...

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.

fiery night
#

Thanks for not just answering but also giving some context.

fiery night
#

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?

tiny niche
#

@fiery night make it an astronaut helmet, then you can move your head around inside

fiery night
#

I did think of that. Like Titan fall. But then if the hud stays fixed it'll feel weird I think

tiny niche
#

yea you do not want a fixed hud

fiery night
#

But I just discovered I have bigger issues. Like how to aim if the arms aren't your arms

tiny niche
#

attach it to the visor instead

fiery night
#

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?

tiny niche
#

visor is the clear "window" on a helmet

fiery night
#

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

tiny niche
#

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

fiery night
#

Yeah. Like a window with stuff projected on it

#

That could work. My car has something similar

tiny niche
#

yea

fiery night
#

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

tiny niche
#

you'd use beams to aim or you'd have to decide on an effective targeting distance

fiery night
#

I thought about a laser sight

#

But that'd become a guessing/approximation game I think

shell kayak
tiny niche
#

its no different from aiming a gun, it's just that your eyes are further than usual from the barrel

fiery night
#

So your perspective becomes the mech perspective?

shell kayak
#

They track the movement of your arm, usually using some kind of exoskeleton, and then apply those movements to the mech arm

fiery night
#

Because you need hand-eye coordination to aim

#

And without a hand... Haha

tiny niche
#

its basically like aiming in a third person shooter

#

you could also have a targeting lock system and auto-aim

fiery night
#

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

fiery night
shell kayak
#

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

fiery night
#

I don't know what that looks like. I'll look it up.

#

But like hololense

shell kayak
#

Yes, similar thing

fiery night
#

The primary guns will probably be guided... I'll give the AR idea a go as well. See if it feels nice

shell kayak
#

It will certainly give you a futuristic look, if that's what you're going for

fiery night
#

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

shell kayak
#

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

fiery night
#

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 šŸ˜„

#

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.

fiery night
#

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.

exotic badge
#

is anyone here familiar with the HTC Vive SRWorks SDK for developing AR applications ?

exotic badge
#

bump

dusk sky
#

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

fiery night
#

@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.

daring pecan
#

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..šŸ¤”

torpid star
#

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?

dusk sky
torpid star
#

Thank You! Looking forward to getting this working soonish! I will keep u posted!

surreal kettle
#

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)

onyx chasm
#

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

verbal cedar
#

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

surreal kettle
#

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#?

onyx chasm
#

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?

verbal cedar
#

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

onyx chasm
# verbal cedar Sadly, it would be an uphill battle, seeing as I don't have any coding experienc...

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?

verbal cedar
#

So for the player model

#

Ig

onyx chasm
#

i dont think you'll have a problem then

surreal kettle
#

Hi hixo, so i was hoping to do them realtime?

onyx chasm
surreal kettle
#

its basically just a pot with water in it but i want the user to be able to swish their hand around in it

onyx chasm
surreal kettle
#

yeah, that seems to work, thanks šŸ™‚

onyx chasm
#

np

buoyant jolt
#

Just move cautiously, ObiFluid uses a lot of processing, and is challenging to get workign well in a complex scene (for VR)

surreal kettle
#

Thanks, I'll keep a note of that šŸ™‚

dusk sky
muted laurel
#

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...

fiery night
torpid star
#

Anyone have experience targetting quest 2? Would be interested in hearing some reccomended settings šŸ¤”

nova swift
#

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

buoyant jolt
#

Just optimize the heck out of it and dont rely on quality textures >3 meters

#

Comparatively speaking

lavish flume
#

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

storm ether
#

45 fps with a lot vegetation is good. Especially in VR.

fiery night
#

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.

lavish flume
#

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

winter hedge
#

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

white remnant
#

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

storm ether
#

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

slate obsidian
#

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

vernal smelt
#

any idea why controller tracking would not work? using steamvr, openxr toolkit, oculus quest 2

#

steamVR shows both controllers as connected

white remnant
#

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

fiery night
#

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?

fiery night
#

So when the gameobject gets destroyed I think you need to remove the callbacks.

fiery night
#

I don't understand your question. You want a vector towards the selected interactable?

fiery night
#

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.

#

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

fiery night
#

Oh nice to know

#

Thanks for sharing your solution

fiery night
#

Why is the hand's transform.forward not the same as the line rendered by the ray interactor

fiery night
#

Ah yeah ignore that, the issue was something else. PEBKAC

edgy schooner
#

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

vague birch
#

Can someone help me with this... I dont know how to write it. It says the API has been marked as obsolete

torpid star
#

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,

tranquil anvil
#

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

hearty crag
#

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?

white remnant
#

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?

lavish flume
#

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

white remnant
dusk sky
#

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?

fiery night
#

You mean like pulling a rope?

tacit spade
#

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?

white remnant
# flat saddle 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?

flat saddle
#

I’m not sure, are the rigs as tight as they can be?

#

Sometimes the rigs cross over and interfere

dusk sky
fiery night
#

That's deep

dusk sky
#

no thats exactly what is like cause you can pull your self to anywhere in the map

dusk sky
#

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

dusk sky
#

and if i try to use get component to find it it returns a null

buoyant jolt
#

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

vernal smelt
#

any idea why this wouldn't be getting devices and adding them to the list?

#

literally any help would be appreciated

quartz slate
#

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?

dusk sky
#

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.

tiny niche
#

@dusk sky why is your code perusing the hierarchy looking for a controller? you could just assign it in the editor

storm ether
#

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?

dusk sky
modern wind
#

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

spark onyx
#

Who can link a tutorial for a VR Quest 2 game in a Apk format?

tiny niche
#

@spark onyx oculus manual has instructions on it

dusk sky
#

how do i get an input device for controllers?

vernal smelt
#

having issues with direct interactor just straight up not working

#

have to default to ray interactors

vernal smelt
#

well i can't interact with anything

#

for example grabbing grab interactors

#

i can only do it with ray interactors

dusk sky
vernal smelt
#

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

pliant shard
#

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

quartz slate
#

are you using actual joints?

#

physics ones?

pliant shard
#

Ik

quartz slate
#

could be a problem with hierarchy, but it's hard to say

#

if you over rotate some stuff you will get in-folding

pliant shard
#

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

quartz slate
#

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

lavish flume
#

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

hidden moss
#

Someone know a good tutorial to do a radial menu with XR pls?

woven breach
#

Muck

#

Muck

#

Muck

#

I would like to know how to make be

#

Vr

urban cloak
#

There's lots of beginner tutorials on YouTube, check them out.

glossy lagoon
#

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?

hidden moss
#

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 ?

white remnant
#

is this all there is to making a pcvr game cross platform or are there more things you need to change to ensure compatibility?

tall sparrow
#

@glossy lagoon , I think maybe duplicating the camera and the position to take effect on that?

tall sparrow
#

Like setting a camera to use as a certain view in one video feed

#

(basically left and right eye)

glossy lagoon
white remnant
#

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

frank mesa
#

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

bold ridge
#

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.

white remnant
#

how do you add pause to a vr game? when i change the timescale to 0 i cant move my hands anymore

urban cloak
#

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.

shell kayak
urban cloak
#

@twin sapphire Job postings should go on the Unity forums in the job posting section. You can find the links to it pinned in #šŸ’»ā”ƒunity-talk.

rose grail
#

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.

pine bison
#

More info needed. What does the profiler look like?

rose grail
#

Trying our best to figure this out.

Here's our profiler. There are some pretty intense spikes, but "EditorLoop" seem to be the cause

pine bison
#

Can you show more of the rendering section? Seems like you have upwards of 200 batches

rose grail
#

We're working on making more things static now

pine bison
#

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

frank mesa
#

Anyone else unable to see anything in their Rift S when you enter play mode? It's just a black screen for me.

tacit spade
#

I'm having that issue kind of but it's with a Quest 2 via Link

dusk sky
frank mesa
storm ether
#

can i use oculus quest 2 on air link for unity?

dawn crane
fiery patrol
#

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 >

pine bison
#

Did you remove the VRTK Oculus SDK Setup @fiery patrol?

fiery patrol
#

Yes , old one remove and added new one

pine bison
#

But the new one is just the one from the Oculus Integration?

fiery patrol
#

yes , i had just added OVR Camera rig and on parent VRTK sdk setup script

#

Here is Screenshot

fiery patrol
#

I am using MacBook for development , do you think that can be issue ?

pine bison
#

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

fiery patrol
#

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

pine bison
#

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?

fiery patrol
#

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

pine bison
#

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

fiery patrol
#

Okey , i will try that. thank you

pine bison
torn parrot
#

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?

torn parrot
#

Thanks!

pine bison
#

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

torn parrot
#

I will take a look at it

#

Batching is new for me though.

pine bison
#

Sorry I meant draw calls hehe

#

batches are related

torn parrot
#

oh hehe

worthy steppe
#

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?

radiant galleon
#

Hi! I’m a beginner of creating XR games on Unity. I’m setting up my scene following a YouTube tutorial. However, I don’t 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?

winter hedge
#

Hi guys iis there a way to show a realtime reflection probes in unity using oculus integration ppackage?

quartz slate
#

what's the quickest way to sideload an apk onto quest 1

#

adb?

torpid star
#

prob sidequest

#

oh i was thinking quest 2

shell kayak
quartz slate
#

thanks @shell kayak worked perfectly

fiery night
#

Should I use InputActionProperty or InputActionReference to set InputSystem actions on monobehaviours?

fiery night
#

I'll just use InputActionProperty. It works the way I want it to

wanton wyvern
#

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.

lavish flume
#

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?

fiery night
lavish flume
#

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

storm ether
#

is it posible to build a game directly to an oculus quest 2 with air link?

red carbon
#

if you use virtual desktop maybe you could build wirelessly via steamvr @storm ether

storm ether
#

hmm

#

i need that cable

red carbon
#

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

tacit spade
#

They might not have a USB-C port on their mobo or front panel

storm ether
#

anyone know how to code a movement system similar to gorilla tag

azure geyser
#

thats a big ask @storm ether , id just start on it and ask for help with smaller things as you go

karmic lark
#

Any Unity VR developers based in Melbourne Australia?

lavish flume
#

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?

arctic dew
#

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

past mist
#

guys

#

is GearVR available in the oculus integration or not?

hidden moss
#

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

fiery night
#

@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.

fiery night
past mist
#

hmm

#

ok

#

idrk

fiery night
#

@hidden moss No it's a lifecycle callback. There's also OnSelectExited

hidden moss
#

Because I want to know precisely if yes or not my object is grabbed

#

How can i get this information

#

?

fiery night
#

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

hidden moss
#

Ok ok thank you i'm gonna take a look at it

fiery night
#

This shows you how to not only know when the object is selected, but also how to work with manipulation based on velocity.

hidden moss
#

My object is not moving

pine bison
past mist
#

oh..

#

ok ;-;

pine bison
#

You can still download that version of the integration through the oculus website

fiery night
hidden moss
fiery night
#

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

storm ether
#

Heya pai_wave

#

Quick introduction, I’ve got an Oculus Quest and I’m looking to do some stuff with Unity :3

#

Not 100% sure that my project got the libraries I need, but I hope so šŸ¤ž

gray estuary
storm ether
#

Yes I need something that allows me to manipulate lisp/clojure code at runtime within the application

#

and effort is made to port Arcadia to use MAGIC (https://github.com/nasser/magic) but yet again I’m not sure if it can be bootstrapped into an Unity application

GitHub

Morgan And Grand Iron Clojure. Contribute to nasser/magic development by creating an account on GitHub.

#

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 don’t think I’m good enough to bootstrap anything all by myself

#

They have a gitter so I shouldn’t be 100% clueless if I hit dead ends

gray estuary
#

I'm not friendly with this stuff, I won't be able to help you on this :/

storm ether
#

No worries!

#

as said I’m already familiar with one or two people in this project I’m not hopeless

tiny copper
#

hi! i hope i'm in the right place to ask for some help with a vr avatar

storm ether
#

I guess so but I'm new here so I can't really tell

tiny copper
#

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.

fiery night
#

Audio in vr is hard.

storm ether
#

@tiny copper could you tell me what software you’re using ?

tiny copper
#

LIV

storm ether
tiny copper
#

Well, I'm using unity and trying to export it as a vrm to use with LIV

storm ether
#

oh

#

I can’t help you then sorry. I don’t know a thing with unity :c

fiery night
#

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 šŸ˜„

#

Trying to figure out a nice combination of gameplay audio and music... I'll get there. It's just not easy

tiny copper
#

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.

storm ether
#

It’s running late where I am but feel free to ping me another day if you’re still struggling. I’ll 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 can’t tell you that it’s 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...

ā–¶ Play video
fiery night
#

Oh sweet, thank you! I'll watch that right away šŸ™‚

quartz slate
#

@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

storm ether
#

lol hi guys

white remnant
#

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

fiery night
#

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?

minor saffron
#

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

ā–¶ Play video
hidden moss
#

Someone know how to save my scene when i switch from one scene to another

#

?

#

pls

tiny copper
#

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?

dusk sky
acoustic lodge
# dusk sky i don't want to rewrite the question so I'm just going to post a forum link but ...

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.

dusk sky
#

oh ok. thank you

dusk sky
dusk sky
#

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?

gritty pebble
#

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

lofty tangle
dusk sky
#

ok thank you

dusk sky
lofty tangle
#

Why is it negative?

dusk sky
#

cause it should be moving opposite of the way the hand is moving

lofty tangle
#

Oh you’re climbing? Okay then instead just do transform.rotation * -velocity in the controller.move thing

#

Don’t have the middle bit

dusk sky
#

ok

lofty tangle
#

No problem

quartz slate
#

Bout to try throwing in sound effects for an oculus quest build. Anyone have recommendations for best practices, or tips in general?

dusk sky
#

dont make it blow your ears out

gritty pebble
#

Anyone know how to use shader graph for a VR skybox?

solemn sundial
#

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 isn’t booted. When I launch the app it’s booting steamvr and the oculus overlay isn’t there .

If I use my HTC vive, there’s never an overlay.

Any idea where that oculus overlay come from and how to prevent it ? Or make it appear for HTC vive too ?

dusk sky
#

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

red carbon
quartz slate
#

Do oculus triggers not have touch sensors?

quartz slate
#

apparently none do

tight geode
#

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

quartz slate
tight geode
#

well it is a thing for sure you just might wanna look around for it

acoustic lodge
quartz slate
#

@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...

tight geode
#

Also i wanna try out making a VR game with unity later on, is it difficult to set it all up?

acoustic lodge
#

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.

vestal flicker
lofty tangle
tight geode
quartz slate
#

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

vestal flicker
#
        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

quartz slate
#

I'll give this a shot! thanks!

vocal basin
#

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.

ember swallow
#

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)

storm ether
#

@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?

storm ether
storm ether
#

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?

potent escarp
#

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

soft geode
#

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.

quartz slate
#

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

velvet jacinth
#

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)

quartz slate
wicked dagger
#

I'm going to be doing vr research and I'm using unity šŸ™‚

sly lotus
#

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

sly lotus
#

Found it finally

#

uses OpenXR which is a good sign i guess

#

Really annoying process of having to find this

digital oar
#

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.

pine bison
#

I'm not aware of such a framework

lofty tangle
#

Yeah I don’t 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.

cobalt pike
#

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?

lofty tangle
#

I would only use the oculus one if I am specifically targeting only oculus. Since your are not. I’d suggest looking at unity xr. Valem has some good guys on how it’s set up

storm ether
#

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

storm ether
#

hi,
what is the best solution to make VR interactable soft bodies?? [like as soft balloon that interacts with oculus hands]

urban cloak
quartz slate
#

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

iron flame
#

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

sullen holly
#

does anyone know where to start with vr development for unity

#

i'm not asking to be spoonfed btw 😁

lofty tangle
#

try Valem on youtube. great beginner tutorials.

#

@sullen holly

sullen holly
#

thanks

iron flame
sullen holly
iron flame
#

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...

ā–¶ Play video
sullen holly
#

thanks

obsidian marsh
#

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?

obsidian marsh
#

I turned on low overhead mode and now it is ok

quartz slate
#

@obsidian marsh which setting was it callled exactly?

#

ah nvm, found it

obsidian marsh
quartz slate
#

thanks!

quartz slate
#

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)

narrow nest
storm ether
#

thats not hand trackin?

#

i swore it was all this time

#

it looks awesome

quartz slate
#

thanks šŸ™‚ 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

urban cloak
#

@storm ether Don't be weird. This is for development discussion as well.

warped socket
sullen holly
quartz slate
#

yep! that's where the recordings are from

#

@sullen holly

#

Q1

sullen holly
quartz slate
#

i uploaded it using oculus developer hub

#

it's quite handy

#

@sullen holly

sullen holly
#

cool I might try that

warped socket
sullen holly
#

idk if it's a good idea tho

warped socket
sullen holly
warped socket
#

It's what I do

sullen holly
#

oh cool

fast prairie
#

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

warped socket
#

You have OpenXR or whatever set up to support the Index?

fast prairie
#

I believe so @warped socket

warped socket
#

Hmm

#

Try running the game with "Maximize On Play" enabled

fast prairie
#

IT SEEM

#

the XR pluggin

#

was out of date... huh

storm ether
#

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

lofty tangle
#

Not quite sure what you mean, but could you not just Parent it to the hand?

storm ether
#

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

#

šŸ˜†

#

?

lofty tangle
weak garnet
#

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?

sonic bear
#

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

weak garnet
#

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

sonic herald
#

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?

urban cloak
#

You can't modify the engine code without an Enterprise License.

sonic herald
urban cloak
#

Hm, no. Could see if there's some sort of plugin for the software in Unity.

tiny niche
sonic herald
tiny niche
# sonic herald 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

sonic herald
#

Does anyone here know how to set up VRTK? I'm struggling lol

storm ether
# lofty tangle Like RotateAround()?

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

sonic herald
pale elbow
#

Is oculus integration the best to use for making vr games on oculus quest

buoyant jolt
#

If you want to never use it on any other headset, and you don’t 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 isn’t 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 couldn’t 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 isn’t the smartest idea if you want to remain platform and headset independent.

buoyant jolt
main nymph
#

Can someone dm me and help me with vr stuff? I’ve never used unity, so it would help

urban cloak
#

You can ask your question in this discord.

sonic bear
terse urchin
#

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

pale elbow
#

I want to make village houses for a vr game, what should I use to make them?

deft hawk
sonic herald
#

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

left iron
#

Hello people, i am here wondering if anyone needs modeling for vr, scince i just figured it out

plain comet
#

Is it possible or is there any example how to achieve UI slider drag with VR hand? using IPointerDownHandler or IBeginDrag maybe?

glacial sonnet
#

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?

left iron
#

Im pretty sure

pale elbow
#

I just tried downloading a unity project to my quest and it didn't show up in my unknown sources?

pine bison
cinder drum
#

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

plain comet
pine bison
#

What's wrong with the leapmotion one?

plain comet
#

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.

pine bison
#

Swap the cube out with a sprite and leave a big collider?

polar shuttle
#

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?

cinder smelt
#

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?

unkempt prairie
#

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

vapid perch
#

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.

olive rose
#

there aren’t many benefits to using lwrp

wanton jacinth
#

Hey, I am planing to start development on a Gundam vr game and was wondering If anyone had any tips?

thorny nova
# wanton jacinth Hey, I am planing to start development on a Gundam vr game and was wondering If ...

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!

torpid aspen
#

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

quartz slate
#

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

fair olive
#

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 šŸ™ šŸ‘

Video : https://youtu.be/p4vO64Y27JE?t=58

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...

ā–¶ Play video
pine bison
#

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

fiery night
#

Is it smart to use terrain in VR? I'm mainly curious in terms of performance.

fair olive
pine bison
fiery night
#

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

lofty tangle
#

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); ?

stray violet
#

I’m using URP and I have a blit material pass. In my material’s 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 material’s mainTexture property but when I do that both eyes render as the left eye

gray radish
#

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

quartz slate
manic peak
#

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?

ionic sandal
manic peak
#

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.

thorny nova
manic peak
#

Well, then let's recollect money.

thorny nova
#

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....

ā–¶ Play video
#

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 ā€œstabā€. 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, you’ll want a Break Force and torque less than infinity. You’ll probably need to tweak this. Make the initial break force multiplied by a large amount so if the player stabs very hard it doesn’t slip right out. Then over a second or two lower it to ā€œnormalā€ 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, I’d check out using a dot product comparison and having a minimum velocity on the stabbing weapons rigid body

storm ether
#

Guys I am very new to VR game development, I started because I felt there wasn’t a grapple gun game I loved enough so I decided to make my own. And lord it’s hard, does any one have ideas or a tutorial about how to make a grapple gun??!

thorny nova
#

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.

quartz slate
#

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

left acorn
#

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?

vestal flicker
#

Asking people to share licensed code in unity discord is a good idea šŸ‘

manic peak
#

Sorry.

#

I just wanted help I didn't think.

vestal flicker
#

šŸ¤·ā€ā™‚ļø

manic peak
#

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)

wary onyx
#

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.

tight geode
#

Does anyone here use the Asset "Autohand" it seems really good and uses procedural grabbing which im interested in

tiny niche
storm ether
#

I haven’t tried either I’ll look into them both. I am now quite keen on making my own and have made some good progress. @tight geode @tiny niche

grave wing
#

hello šŸ‘‹šŸ½

tight geode