#šŸ„½ā”ƒvirtual-reality

1 messages Ā· Page 54 of 1

grave wing
#

Thanks

tiny niche
#

@storm ether i'd highly recommend playing similar games to the one you're making, since it teaches you about what players expect both gameplay and quality-wise

storm ether
tight geode
#

Hey guys is it lazy to buy a unity asset for Procedural VR Hands instead of making my own?

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even tho ill miss out on learning a few things along the way this unity asset looks better than what i would ever be able to do lol

tiny niche
#

@tight geode i would do the rest of the game first and then decide, chances are that you'll learn what you need to know along the way

lofty tangle
#

do you mean Procedural VR Hands, like, procedurally shaping the hands around things you're holding/ surfaces you touch.

tight geode
#

feels like something im too lazy to research lol

lofty tangle
#

i looked into it and it is pretty involved. much to much for me to get into atm

cedar sorrel
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hello

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I just enabled the XR plugin management package

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and it broke my project

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previously, it was working in steamVR

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now, it wont launch SteamVR

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I uninstalled the package again, but it still wont launch in VR wat do

tiny niche
#

@cedar sorrel revert to a previous commit

cedar sorrel
#

dont have source control on the project, it was Just a tutorial

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and I kinda need to know why it is happening

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and how to fix it via ui

tardy flower
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How do you deal with in game movement in room scale? I have the XRRig moved using forces applied to a rigid body, but in room scale mode, the user can move anywhere and create an offset between the XRRig and the Camera position. Do I have to, each frame compensate the camera movement in the XRRig so the later moves with the former?

granite nymph
#

Out of curiosity, why are you using that sort of movement over a character controller?

tardy flower
#

@granite nymph Thanks! I am moving the player at high speed in an environment, and it needs to collide with stuff, and my movements are a mix of velocity changes and classic physic stuff. It might not be the best way tho, but right now it's working pretty well

vestal flicker
#

šŸ‘ physics vr is the future.

azure geyser
#

if i want a game with both vr and non vr versions, how would i go about that?

#

like phasmophobia

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where non vr and vr players can play together, its one game with one download, and there are 2 "versions"

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i havent started yet because i dont wanna start anything without knowing how to do this

tiny niche
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@azure geyser that's a steam publishing thing, the game itself just responds to command line arguments being supplied

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the oculus launcher sends -vrmode oculus for instance

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steam also tacks on -vrmode steamvr and i think -vrmode openvr

azure geyser
#

so how should i handle that in unity

thick frigate
#

stupid question: i'm in unity 2021 and i'm trying to reset the orientation of the scene so that the world is aligned to the resting position/orientation of the user. how is this done?

thick frigate
#

i just want to be able to know when the headset has started tracking, then update the transform of the camera offset so that the world is aligned towards the player's initial position and orientation

wraith quiver
#

Hello everyone. I need some help...

Context: I am quite new to unity, and specially in Virtual reality. But, i took over a project as a summer job which was originally created in 2017 (which used unity 2017 version), and my job is to export and upgrade this game to support Oculus quest 2. And as far as i understood I had to upgrade the project to the 2019 version, because Oculus quest 2 is only supported from 2019+ versions. So what i did was upgrade it from 2017 to 2018 LTS, then from there to 2019 LTS version. At this stage i am mostly concerned with getting it to run on the quest 2, not nececarrily work.

Problem: I have followed the steps i have seen on youtube and other sources such as putting in developer mode, where it will be exported to, made sure the run device is the Oculus quest 2, switched platform etc etc. My problem is however: Once i attempt to build the APK it stops building due to this error:

Found plugins with same names,  and . Delete the one of the duplicate plugins.
UnityEditor.AndroidPluginImporterExtension:CheckFileCollisions (string)
UnityEditorInternal.PluginsHelper:CheckFileCollisions (UnityEditor.BuildTarget)
UnityEngine.GUIUtility:ProcessEvent (int,intptr)

//This line happens 50+ times

I have attempted a few "tricks" such as removing the plugins folder and reimporting etc. But to be honest, i don't understand much. Is there any help out there who understands how i can fix this?

lusty sail
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potentially try deleting the Library and Project Settings and then load it up again

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the library and project settings are created when it's loaded up, so you might just need a refresh on it

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I would also guess that something being used in the 2017 is now deprecated but it's still trying to access it

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but try that first

left acorn
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hey im tryna animate some hands but then I press the grip and trigger it does the animation for both hands not one. The left hand controls both hands? Any solutions?

lusty sail
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if the left hand is controlling both, then that means both animations are getting input from the left hand

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so you just gotta make sure the Right hand animator is getting input from the right controller

left acorn
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ok thanks

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It also happens with controller models, both controllers are left hand oculus models

lusty sail
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my guess is that you just need to go into the component and switch the prefab to the right hand model for the right hand

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I'm guessing that you switched the component to be "Right Hand" but are actually using the left controller prefab

left acorn
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ah ok Ill check

wide ivy
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sh.....

azure geyser
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my tracked pose drivers are working for the headset but not controllers

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new input system

lusty sail
azure geyser
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sry i got busy, i fixed it

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i didnt have any interaction profiles

worldly coral
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if you want to build a VR game do you need a VR head set to do so?

frosty parcel
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yes...

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how else you ment to see if anything you do works

worldly coral
#

ok thank you

wary heath
#

ok so i want to make a gun that throws a bullet and explodes
its for a vr game
my left hand is the gun
and i want to make it shoot when i press the trigger
any clue how to do that?

tiny niche
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@wary heath read the trigger input and fire if the value is above a specific range

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probably roughly 0.7f

wary heath
tiny niche
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@wary heath no it'd be the activation threshold

wary heath
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where is that?

tiny niche
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a deadzone is what you have when you're dealing with analog inputs

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0.7f would be where the trigger is mostly pressed down

wary heath
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?

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activate action maybe?

tiny niche
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i don't know if that controller has something for the trigger specifically, but activate would be your best bet

azure geyser
#

how do i press canvas buttons with openxr?

lusty sail
#

I use interaction toolkit, but if it works the same, right click in the hierarchy and youll see the xr section, there will be a XR canvas and XR eventsystem

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on those will show you what you need to have

azure geyser
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i dont have those options so i wrote a short script to help me out

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    void OnValidate() {
        GetComponent<BoxCollider>().size = new Vector3(GetComponent<RectTransform>().rect.width, GetComponent<RectTransform>().rect.height, 0.001f);
        GetComponent<BoxCollider>().isTrigger = true;
    }
    void OnTriggerEnter(Collider other) {
        if(other.gameObject.tag == "hand") {
            GetComponent<Button>().onClick.Invoke();
        }
    }```
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im gonna use the finger poke button method

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havent tested it yet

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i hope it works

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it works ezz

thick frigate
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for some reason, XRNodeState.TryGetPosition and XRNodeState.TryGetRotation are always failing

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i'm detecting the nodes using the event InputTracking.nodeAdded, and then using that event to pass along the XRNodeState to a behavior that uses TryGetPosition/Rotation to fetch the tracking coordinates

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the events are all firing as expected, but those functions are always returning zero vectors and i don't know why

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void Update()
    {
        if(tracking)
        {
            Vector3 pos;
            nodeState.TryGetPosition(out pos);
            Debug.Log(nodeState.nodeType + " position: " + pos);
            Quaternion rot;
            nodeState.TryGetRotation(out rot);
            transform.position = pos;
            transform.rotation = rot;
        }
    }

The node state's type is correct (RightHand) so i know it found the right controller... but it's just doing nothing

white saddle
#

I have been getting this error in Unity which causes an immediate crash.

wraith quiver
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i got a "simple question".

Currently i have a game i am porting for oculus quest 2 and i have a few actions i want to register.

so for instance i have this code:

if(OVRInput.GetDown(OVRInput.Button.One) || OVRInput.GetDown(OVRInput.Button.Three)) {
            OnUpDown();
        }

Which is basically just for registering if the player has pressed up on button A and X.

however, i also want to register with the joysticks. So what i try to achive is this:

//pseudocode
if(joystickAxisUp === true) {
  onUpDown();
}

Any idea for how i can achieve this?

vestal flicker
#

OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick, ControllerMask)

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OVRInput.Controller.LTouch : OVRInput.Controller.RTouch

wraith quiver
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How would that work? I have attempted to code this:

Vector2 oculusThumbstickInput = OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick, ControllerMask);

        if(oculusThumbstickInput.Controller.LTouch) {
            OnLeftDown();
        }

But unity states that controllermask does not exist in this context

vestal flicker
#

that is this OVRInput.Controller.LTouch or OVRInput.Controller.RTouch

wraith quiver
#

I don't follow sorry...

I have attempted this however, but it did not register the inputs sadly.

 if(OVRInput.Get(OVRInput.Button.PrimaryThumbstickLeft)) {
            OnLeftDown();
        }
        else if(OVRInput.Get(OVRInput.Button.PrimaryThumbstickRight)) {
            OnRightDown();
        }
        else if(OVRInput.Get(OVRInput.Button.PrimaryThumbstickDown)) {
            OnDownDown();
        }
        else if(OVRInput.Get(OVRInput.Button.PrimaryThumbstickUp)) {
            OnUpDown();
        }```
vestal flicker
#

Then you might not have OVRManager in your scene or you aren't calling OVRInput.Update();

wraith quiver
#

Okey, is that related to the joysticks only? Because the input works for buttons.

#

Nvm, got it to work now. Thx for the help though šŸ™‚

glass crest
#

Just a quick question: I just started with a new project after some time off.
Properties: URP (2021.1/11.0) and VR (Quest 2 via Link)
When I place some geometry in the scene, I start getting ā€žlighterā€œ image artifacts when i rotate my head. Just as if some screen-space shadows would leak and stay on the screen (the artifacts move with the headset and are only visible on geometry, as overlay)

wary heath
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im using the xr tool kit and my hands are stuck to the ground

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and these are already set

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i dont have a clue why

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its worked before

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but now it doesnt wanna do anything

nimble nimbus
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I've been having the same bug

nimble nimbus
wary heath
#

i cant find a device based

nimble nimbus
#

?

wary heath
#

nevermind

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it was hiding from me

wary heath
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ok i copied a code online for a gun i wanted to use and there arent that many errors

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one of the main ones i would like to solve is the one that says ovrinput does not exist

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im using the xr interaction manager

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anyone know what i can change ovrinput to?

gentle stone
#

is there a way to adapt hand grip when holding object depending on the size of the object im trying to grab instead of using a standard fist animation ?

muted laurel
#

Why does "OpenXR" only support Windows and not also Linux and Mac?
And will this maybe be updated in the future or do I have to use OpenVR to support my VR Game also on Linux and Mac?

scarlet tree
#

@wary heath @nimble nimbus You very likely missed a step. make sure you have an Input Action Manager component on your XR rig and point it at your action asset!

wary heath
#

is that for the last thing?

lusty sail
# wary heath is that for the last thing?

yeah so you're gonna get the feature value from the controllers by doing
InputDevices.GetDevicesWithCharacteristics(controllerCharacteristics, devices);

Where devices is just a list <InputDevice>

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and it'll store the devices into there

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then you can basically just get any value from it

devices[0].TryGetFeatureValue(CommonUsages.trigger, out float triggerValue)

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CommonUsages is an Enum that's going to have all your different Hand-controller interaction stuff

azure geyser
#

Could not create a device for 'Oculus Oculus Touch Controller OpenXR (XRInputV1)' (exception: System.InvalidOperationException: Cannot find parent 'devicepose' of control 'devicepose/istracked' in layout 'XRInputV1::Oculus::OculusTouchControllerOpenXR'

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ok so apparently the fix is to upgrade to the preview input system but its not available to me

brazen tundra
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When is Unity going to enable an option for VR devs to remove XR?

azure geyser
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i dont evne know what xr means

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is the "x" just an ambiguation of v/a

azure geyser
#

pls help omg

onyx ridge
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yes, xr means both

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just an umbrella term since xr packages can be used for both vr and ar

muted laurel
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Is the "OpenXR" Plugin made from the Unity Team? and if yes, when will it also support to build the project on Linux or Mac?

muted laurel
#

.

brazen tundra
#

XR is the worst... I don't understand why don't allow us to develop VR games without removing it

muted laurel
wanton patrol
#

guys, how do I add a binary file to my apk?

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I want to include a sample csv file inside my apk but I can't seem to figure out where to place it, path wise

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hmmmm

round gorge
#

Hello! Im having an issue deploying my code on my laptop but it works fine on my computer not sure why

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I pulled the whole folder onto a usb and everything looks great with no error messages but for some reason it deploys as far as it can go then stops

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It has been like that for some time and does it every try

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Can anyone help me troubleshoot?

wanton patrol
craggy urchin
#

I'm connected via link cable on my quest 2, but when I run the game in the editor I just see a black screen in my headset

wanton patrol
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ah yeah

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that happens to me

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I restart unity completely and it fixes that

craggy urchin
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Alright thanks

round gorge
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Yes, the usb port it plugs into on my laptop is pretty janxy though if i move it the wrong way it disconnects but even when it doesnt disconnect at all it does this still

wanton patrol
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or try a different port

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it seems to be some transmission issue

round gorge
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Hmm ok thanks for the tip im gonna try that now! I have been wanting to do a hard reset on my pc cause its been getting really slow and this project is the only thing on there i want to save so im trying to make sure i can get it running again before I do that

brazen tundra
muted laurel
brazen tundra
#

Without SteamVR

muted laurel
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do you use the new input system?

brazen tundra
muted laurel
#

so do you know better alternatives for VR instead of OpenXR?

long torrent
#

how are cameras placed in the xr rig? im confused on why i cant get my portals to render correctly in vr, even though they are perfect in the editor.

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that was bad wording lol they also render fine in the editor and in play mode but not in vr, the closer your get the more visible they get

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i can attach pics if it would help idk

brazen tundra
#

Unless you are developing a very simple game that doesn't require many buttons

muted laurel
#

I use Unity 2020.3 and features that are added in 2020.2

muted laurel
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I dont want to downgrade I also use a lot of stuff like the new input system and features of it

stoic summit
#

Is there any event/callback/whatever that fires when the guardian changes on a Quest? I'm currently intercepting guardian changes via looking at things like regaining input/focus/hmd remounting. I then call OVRManager.boundary.GetConfigured() . The issue is on the second time through. For instance, game loads up, then I change the guardian. The manager is still configured and I then call OVRManager.boundary.GetGeometry(OVRBoundary.BoundaryType.PlayArea) . The first time through it gets the correct points. The second time through it returns the original guardian. If I then pause/resume the game to trigger this process again it gets the updated guardian points. However, if I add a delay after I get focus again, it also returns the correct set of points. It seems there is some delay between return of focus and the GetGeometry call actually returning the updated set of points. If there was an event when it had the new points, that would be great. Any thoughts/suggestions/directions to investigate?

round gorge
stoic summit
round gorge
#

Oohh so thats how they do it, gotchya

cold axle
#

Can someone help me, I built a unity android app. When I have the app on my cell phone, the xbox control does not recognize me (in the unity tests, yes)

granite nymph
vestal flicker
#

Are there any other controller types to be concerned about beyond these :

  1. "Standard Style" (Oculus, Reverb G2, Vive Cosmos, Vive Focus 3)
  2. Vive Wand
  3. Knuckles (Index)
  4. Windows MR
azure geyser
#

id jsut worry about oculus touch, vive wand, and steam index

vestal flicker
#

Knuckles = index

azure geyser
#

o

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nah ur good

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then

azure geyser
#

how is it rendering?

long torrent
#

rendertextures applied to the portals canvas

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iil attach pics in a few

azure geyser
#

im guessing youre using either brackeys or sebastian lagues portals?

long torrent
#

if you close your left eye it looks how its supposed to its only wrong in left eye lol

azure geyser
#

right click on your portal camera

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and find where it says target eye

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wait not right click

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my bad

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brain fart

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look at the camera component on it

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and look for target eye

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see what happens if you make that "both"

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btw, what are you using portals for in vr?

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id love to see a vr portal game

long torrent
#

im trying to remake portal 2 in vr but the rendering is pretty hard lol other stuff works already

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basic stuff like buttons, doors, cubes and other shit is working good

muted laurel
#

How can I make, that the XR camera stays in the middle where also the player controller collider capsule is?

Because otherwise, if you move a bit in reallife, your mosition is not the middle anymore and you can walk into walls or stuck on not visible walls because your view is not the center of the XR Rig!

How can I fix that, that the camera is pinned in the middle of the XR Rig center?

polar shuttle
#

I have made a quiz on unity for VR, as a world space UI, but i was to have VR Controllers too to point at the button and click on them for the next event to happen. How do i do this?

left acorn
#

Hey I'm sorry if I'm just being really stupid here. But I'm trying to animate some hands using the oculus hands and I just can't get it working. I previously got it to work but had to change the scale of my hands and now it doesn't work. I have re-downloaded all of the animations as well as the hand models and it does't work. Again sorry if I'm missing something simple I'm kinda new to VR Unity.

long torrent
#

what s the best way to adjust player height after the game has been started when using the xr rig? the camera is always on the ground on spawn, even with the guardian correct and the tracking mode set to floor.

azure geyser
#

@long torrent did you ever get the portals working

azure geyser
#

its in the package manager, you might have to turn on preview packages

long torrent
long torrent
azure geyser
#

o

azure geyser
#

and then link them

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somehow

marble bolt
#

hello,I am trying to implement my own XR Display provider. If i enable single pass in native (textureArrayLength =2 , one render pass with two render params ), the following error will every frame and nothing gets rendered:

07-26 12:41:00.968 16381 16444 E Unity : OPENGL NATIVE PLUG-IN ERROR: GL_INVALID_OPERATION: Operation illegal in current state

i have checked the value "frameHints->appSetup.singlePassRendering", it returns true every frame.

however, if i enable the deprecated XR Settings, and choose stereo rendering mode to "Single Pass", like following, every thing works fine (enable the xr plugin-in at the same time):

anyone know what is the setting about stereo rendering mode in the xr plugin-in manager?

glass crest
#

How do I retrieve the display resolution in Unity2021.2/URP/XR Plugin + OpenXR?
For older versions and SRP, I used camera.pixelwidth, but now this results in 850x565, which is of course not correct for a Quest 2.

glass crest
urban cloak
muted laurel
#

how can I lock the player XR Camera position and only allow the Y height pass ? Because if you are moving on your chair, you are no longer in the middle but the player capsule of the XR Rig would be still in the middle of the green wire-grid Box you can see on the image.

How to solve the problem, that you can move in real life out of the box center what would make troubles with the player controller collider capsule because you can walk into walls or get stuck on free open areas because you are not always in the exact same middle in Real life, like the XR Rig center...

muted breach
#

Would anyone like to do a VR gamejam over the next three days with me? its not an official jam but i thought it would be fun. Im good with graphics and really wanna learn unity

heavy peak
#

Hey would anyone be able to help me? I'm new to Unity and ran into some trouble. First everything in my VR game would follow my gaze, and so I changed Tracking Origin Mode to Device and then my stand-in controller blocks in-game created blue after images that bugged the game out.

#

Reply to this message pleas

heavy peak
#

Ok problem solved, except my controllers in VR are above my controllers irl, so they're really difficult to control. How do I fix this and make them line up properly?

lofty tangle
#

reset the transform. 0,0,0

heavy peak
#

Except the scale

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But I mean

lofty tangle
#

well then offset it so that it is where you desire it to be

azure geyser
#

@heavy peak i moved my hands in editor while running and copied the transforms

heavy peak
#

uhhhh

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sorry guys I'm new, I don't know how to offset or any of that

azure geyser
#

lift ur headset, move the hand a little in scene view, go back into ur headset and see how close it is

#

repeat until its in the right spot

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copy its position

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stop running

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paste the position

austere tide
heavy peak
#

I'm on quest 2 so I export it each time, so I can't go back and forth like that I think

azure geyser
#

ouuchh

austere tide
#

oof

heavy peak
#

What's offset?

austere tide
#

also if you dont know offset, are you starting unity with vr? -_-

heavy peak
#

Or was that offset

azure geyser
#

make a way to move the hand in game and print its position every frame

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move it until you get it to a place you like, check the logs

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copy the position and paste it onto the hand

heavy peak
#

God damn it I don't know anythjng

austere tide
#

then dont start with vr

azure geyser
#

people will tell you to start smaller but

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keep trying

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theyre wrong

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start big, teach yourself as you go

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thats the best way to learn in my opinion

austere tide
#

vr development is 3x harder than normal

heavy peak
#

I'm just trying to make two blocks in VR how much smaller do I have to go

azure geyser
#

i disagree, vr is pretty easy

austere tide
heavy peak
#

I watch anime so I never give up

azure geyser
#

@austere tide normally they give up because people tell them that they started too big

heavy peak
#

lol

austere tide
#

so i say start with the easy things and move on when you understand it

heavy peak
#

What is easier than making my controllers function

azure geyser
#

sure that works to a degree but when you move on to the next stuff you forget the small stuff

austere tide
heavy peak
#

If someone doesn't mind they could walk me through the process?

azure geyser
#

i started 3d with a full scale project and i finished and released it

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learned a lot

heavy peak
#

Pog

azure geyser
azure geyser
#

like that

heavy peak
#

Ok so mine is different

azure geyser
#

expected

heavy peak
azure geyser
#

xr interaction toolkit

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good

heavy peak
#

But I have the model prefab set as the white block

azure geyser
#

make an empty gameobject as a child of each hand

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set their relative positions to 0,0,0

heavy peak
#

Got it

azure geyser
#

drag it into the model parent

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left child object on the left hand, right on right

heavy peak
#

Ok so

#

Like that?

azure geyser
#

yes

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now clicki on the left controller

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and set the "model parent" to the left hand gameobject

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do the same for the right

heavy peak
#

Where do I set the model parent?

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sorry

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I right clicked

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Do I select children?

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Set as default parent?

azure geyser
heavy peak
#

Ohh ok I don't have that component, I'll add that

azure geyser
#

you dont?

azure geyser
heavy peak
#

Wait yes I do

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I'm so sorry lol

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I get what you mean now

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Ok I did it!

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Is that it? Should I export now?

azure geyser
#

sorry

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i got distracted

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how offset is your hand

heavy peak
#

It's ok it just exported

azure geyser
#

and in what direction

heavy peak
#

I'll check

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Ok I'll take a video

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Wait that won't help

azure geyser
#

move the empty gameobjects you made to try to balance out the offset

heavy peak
#

Alright

azure geyser
#

like if the cubes are above your controller, move them down

heavy peak
#

They are

#

So how do I move it? With the position coords?

#

Move it down -.5?

azure geyser
#

the little arrows you can click and drag is all you need

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just roughly how far you think by looking at the hands in game

heavy peak
#

Wait what little arrows?

azure geyser
heavy peak
#

I can't put the controllers into the screen though

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Do I take the prefab and put it in?

azure geyser
#

make it a child of the empty gameobjects

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and set its relative pos to 0

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i didnt even think about that but yeah that works

heavy peak
#

Like this?

azure geyser
#

yeah

heavy peak
#

Do I need that nameless Gameobject or can I delete it

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I guess I can't since it's connected to the other stuff

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Oh well

azure geyser
#

you need it

heavy peak
#

Ok all their positions are 0 already

azure geyser
#

wait what

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whats

#

gameobject

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if you have left hand

#

left hand should be the empty gameobject

heavy peak
#

Ohhh ok

#

Ok i did that, their positions are all already 0

azure geyser
#

now move them to where they should be

#

move the empty gameobject to where the hands look right*

heavy peak
#

Alright, I'll check out the headset and try to get an accurate measure

azure geyser
#

it should be easy to do it in editor

#

look at where the main left controller object is

#

and move the empty gameobject until the prefab is at that point

heavy peak
#

I'm exporting it now, I hope it works

azure geyser
#

did you remember to delete the prefab

heavy peak
#

Oh definitely

#

I'm not sitting here in VR with four cubes

#

I am smart trust me

#

Speaking of my great intellect, what do you mean delete the prefab

#

Like just straight up deleting it would remove the block altogether right?

#

Or do you mean off the scene?

#

Wait do I make the PREFAB's coords the same as the scene's and then delete the ones in the scene

#

I GOT IT

#

OK

azure geyser
#

it works?

heavy peak
#

wait that's not working

#

Uh no I just thought I figured it out

#

Was I right?

azure geyser
#

id take a video but my editor is acting funky

#

idk just try moving it with trial and error

#

you can delete the prefabs in the scene

heavy peak
#

When I click on them it pulls up the ones under the controllers

#

Nothing happens when I left click

#

I mean right click

azure geyser
#

i know its being weird for me too

#

im notsure why

#

it worked when i did it the first time

heavy peak
#

How did you do it the first time?

azure geyser
#

the way that wont work now

#

just move that empty gameobject how you think it should be moved

#

to put the hand in the right spot

heavy peak
#

I'm doing that now, I'm really close

#

Ok also the extra blocks are gone

#

So I guess it solved itself

#

Ok I got it!!

#

It fits perfectly!

#

@azure geyser thanks so much bro

#

I will not forget this

#

Now to make a cool hand model and replace the block

azure geyser
#

epic

steep shell
#

Hey guys! Anyone experienced with Oculus quest 2 / VR games? I'm trying to understand how to design with performance in mind.

I'm going to pay a 3D artist but first I want to understand if there are guidelines like nb of polygons or texture resolution.

Ideally something for me to check simulated performance on the oculus quest 2 to ensure the framerate doesn't go below 90fps

lusty sail
#

For getting a 3D artist, you're going to want to have texture atlas's for static objects as much as you can so you can reduce batch calls

#

You're going to want more baked lighting than realtime lighting 1000%

#

You can have some realtime, but too much is going to affect performance

#

Don't have more than about a million tris on the screen at one time on the Quest 2

#

And even that is kinda cutting it close depending on the other factors going on

#

90 Fps tho, whew that's a goal huh. I believe if you have it enabled it should hopefully still work out

#

Hopefully this helps

steep shell
#

you're the true mvp @lusty sail thanks so much

#

I'll go through everything!

weak garnet
#

I'm having problems with overlaying a rendertexture from a second camera. Basically have a setup that when you hold binoculars close to the headset, a second camera matching the eyes but more zoomed in turns on only rendering to a rendertexture that's textured on a quad close to the user's face (I've also tried setting it up as a Canvas instead). Both ways works fine in-editor with the headset.

The problem I'm getting is with the Quest build, no matter what layers I set on the camera culling mask or with a few different shaders I've tried, I can only ever see the skybox and a few objects that have transparent shaders on them through the binoculars. I'm not sure if it's an issue with the camera > rendertexture or the quad's shader, but nothing I've tried seems to affect it. Are there any limitations or something I'm missing with Quest for this? Thx

rich copper
#

Hey using Quest 2(wireless virtual desktop) 2020.3.14f1 and, trying to get boundaries that i have set up with subsystem.TryGetBoundaryPoints() my list count stays 0 , ive also bound a button to try to to do it again after a while? anything obvious im missing? Just throw me some tutorials or documentation or dm me

long torrent
#

whats the best way to get input from the controllers with the new input system package?

#

or just any way

#

i need to run a method when a button is pressed lol

honest compass
#

does anyone know how . do i make my vrchat avatar sit down differently

#

he crouch so strange

twilit carbon
#

Is oculus 2 worth it?

#

For gaming, possibly coding a game for it too

quartz slate
#

for gaming it's starting to become worthwhile, but maybe a few more years before the quantity and quality of games are there

#

For development, if you're serious, it's also a good idea. even though Oculus is going to release new models over and over again for the next 8-9 years, pretty much all of the assets and capabilities you develop will transfer to new platforms

#

Zuckerberg, whatever people may think about him, is a true believer in VR, and is pretty dead set on having low profile XR glasses by 2030

#

all signs are pointing toward continued and steady growth in the VR market, so the opportunity is there

heavy peak
#

Yo does Tinkercad work with VR?

#

Just wanna make sure

#

I think it does

#

It's the only 3D modeling software I've ever used and I got good at it

#

Uhh is there something better I should be using?

buoyant jolt
#

Blender, Maya, Modo, Houdini, etc

buoyant jolt
plush pawn
#

HEY

#

hi

#

anyone here have sidequest and a quest

storm ether
#

Can someone help me with XR development more specifically VR development. I know the basics I just need a shove in the right direction is all. šŸ™‚ DM me or @ me.

buoyant jolt
buoyant jolt
plush pawn
#

Wanna help me test my multiplayer

buoyant jolt
#

No I dont really have time for that - sorry

storm ether
#

Yo @buoyant jolt Sorry for mentioning you but can you help me with a problem im having? again sorry to bother you

#

Its with my vr hand animations

#

my scripts wont attach to my hand models for the animations

buoyant jolt
storm ether
#

I'm using OpenXR

#

I dont know really how to use the other one

buoyant jolt
#

Thats fine, how are you trying to attach the scripts? AddComponent? And what is the error?

storm ether
#

Thats the error. I'm trying to drag and drop them on to the hand models

#

But I have already done everything besides put any code into the scripts

buoyant jolt
#

Ah OK thats a broken script itswlf. Can you show the first top of the script?

#

It should be

BobScript.cs
public class BobScript : Monobehavior { }
storm ether
#

Okay lemme try it

buoyant jolt
#

The name and script need to match and inherit from monobehaviour

storm ether
#

Where do I replace it. Sorry im a fuckin idiot sometimes

buoyant jolt
#

Is that file itself called Hand.cs

#

The class name and file name need to match exactly - a security thing

storm ether
#

The script itself is called hand.cs yes

#

Thank you

#

It worked

#

It's funny though

buoyant jolt
#

Yeah i think caps matters too

storm ether
#

I waste an hour and you solve it in 5 mins

#

xD

#

Then again i just started development

buoyant jolt
#

To be fair Ive worked with Unity for about a decade :)

storm ether
#

Shit

#

Nice man

strong star
#

I have been at this for literally hours. Please someone tell me how to get input from Oculus Quest controllers.

buoyant jolt
#

Unity version

#

And configured input system

strong star
#

Using 2019.3.15f1 I believe,

#

Input system being the new one

#

using the Oculus package

buoyant jolt
#

I dont use the new input system, so I cant help there Im afraid

But if you are using OpenXR or the direct Oculus framework that changes too. But you most likely want to find

OpenXR, controller input using new input method

strong star
#

Not Oculus integration though, while it probably would be helpful it also adds a whole bunch of unnecessary junk that increases build times. I don't have a good pc so build times are already incredibly high, plus I can't test in-editor.

buoyant jolt
#

Without that, I believe it wont connect to UnityXR. So building it just for the one headset. In which case, without checking the oculus docs, I believe the framework itself doesnt work with the new input system and you need all the oculus prefab stack in the scene

#

But im not certain i havent tried that route and configuration

#

We are platform agnostic, so we only use multi headset tools

#

Which usually means using the old input system for compatibility

strong star
#

I haven't gotten far into the project at all, so I'd be willing to switch to the old input system.

#

I'll see if I can selectively get rid of some files from the Oculus integration package and save on build time.

buoyant jolt
#

You just need a new PC :D if at all possible, it is better to be able to use it live on VR anyway in desktop mode for speed of development

strong star
#

That's the plan! As I legally cannot get a job yet, I am making an attempt to maximize my profits and build a budget gaming PC of my own- or at least settle for purchasing a steam deck.

buoyant jolt
#

Mmm a steam deck wont do VR. You need a 1660 or higher graphics card. I suspect he misspoke at the presentation on quest support ...

strong star
#

I expected that it wouldn't bring the greatest VR experience, however it likely would run unity!

buoyant jolt
#

Btw I know a few people were asking about learning VR stuff before, if you like, I usually live stream development on Thursdaysa bout this time on Twitch for VR šŸ™‚ http://twitch.tv/redironlabs

hoary dagger
# steep shell Hey guys! Anyone experienced with Oculus quest 2 / VR games? I'm trying to under...

to expand on what @lusty sail said, the Oculus docs have been updated since that reddit post. official recommended tri counts:
Quest 1: 300k - 500k
Quest 2: 750k - 1M

for Unity devs, it'd be disingenuous to provide a single universal draw call number, since built-in works pretty differently than URP. 150 is certainly a good target though, and keep in mind that 150 is the TOTAL, so if you're not using Single Pass Instanced / Multiview, that'd be 75 because there are 2 eyes

#

note, these figures are for hitting 72hz, not 90hz

#

there's an important shader optimization i didn't see in the docs yet (maybe i missed it) which is to avoid dependent texture reads

#

i.e. "A dependent texture read is any texture read with coordinates that are not the exact coordinates passed into the fragment shader of a program. Even a swizzle will cause a dependent texture read."

#

the biggest performance hit from that will be going from 0 to 1. so ideally the entire game has 0

#

@steep shell and an unintuitive note: in some cases alpha blending can actually be faster than alpha test, especially in URP. so you may need to A/B test that

round gorge
#

Anyone know how to fix this?

lusty sail
#

I want to say my first instinct is to update the jdk

severe salmon
#

having a steam vr behavior in my scene has a very odd effect. Everything seems to have greater mass. The force required to do things increases if it was enabled at the start of the game. I could just go on with broken units for now, but this is concerning.

crude escarp
#

Guys what is this ?

scenic relic
#

I have a geometry shader set up using refraction but it messes with the eyes on Quest 1 (different renders on each eye). However, it runs fine on Quest 2. I'm having a difficult time finding what difference between the two devices could be causing this. Anyone who might have an idea or can point me in the right direction?

I read that there was some bug with refraction using the default render pipeline on Quest 1. Which could be the case. But the information wasn't really conclusive..

lusty sail
#

if you have any questions..... feel free to ask

#

@median hedge

lusty sail
modest pier
#

alright

steep shell
thick frigate
#

i'm using unity's built-in XRRig for a seated experience. i need the rig to adapt to whatever the user's starting position is when tracking is detected. i've got it working well for orientation, but for some reason position isn't behaving.

#

it's probably a really stupid mistake, but i just can't make the offset move to the right position based on the user's starting point in space.

#

function is really simple:

var xf = Camera.main.transform;
float ry = xf.eulerAngles.y;
camera_offset.Translate(-xf.position.x, -xf.position.y, -xf.position.z);
camera_offset.Rotate(0, -ry, 0);
thick frigate
#

the offset is just the built-in Camera Offset transform that's part of the XR Rig. is there something else i should be moving instead?

ripe grove
#

I have been trying to build a game I made a while ago on my oculus go but whenever I build the apk and use adb install I get this screen on my go? Anyone have advice. My software is fully updated and I just factory reset it.

marble latch
#

hi all, hope it is okay to ask this here! I am having an issue with oculus' starting position and orientation - it seems to be that this always changes after restarting the headset. I need to calibrate it with real-world obstacles so I really want to have the position/location always the same once it boots up. I looked into setting specific flags in the camera rig but nothing seems to work. could anyone point me to anything that could solve this problem? It seems to be that this is a bug but I am not entirely sure! https://forums.oculusvr.com/t5/Unity-Development/How-to-recenter-camera-orientation-on-Oculus-Quest-in-Unity/td-p/744108 Any help/input is appreciated.

obsidian marsh
#

hello

#

I'm trying to calculate velocity of hand tracking hands

#

I have a drum project and should trigger different sounds on different velocity

#

could you please help?

fiery night
#

Importer(NativeFormatImporter) generated inconsistent result for asset(guid:bf7293b70a2662d4aba0632128a6e7b2) "Assets/XR/Settings/OpenXR Package Settings.asset"
UnityEditor.EditorApplication:Internal_CallGlobalEventHandler ()

I keep getting this warning. Everything seems to work, but I don't like that I don't know what this means. Any ideas?

fiery night
#

Action type is value, control type is Vector3. Then under binding it is XR Controller > choose hand > Optional controls > deviceVelocity

#

You can find a couple of other useful values there as well, such as acceleration

azure geyser
#

if you dont wanna use the new input system (wouldnt blame you)

#

something like that should work

buoyant jolt
#

Thats more or less what I would so.

obsidian marsh
#

Thanks

vestal flicker
#

To get velocity you need to divide by delta time

#

Assuming you wanted in meters per second

lusty sail
#

we prefer mortys per second

#

Morty, being the measurement of time it takes for a morty to reach state of mortydom

#

This is one morty

#

For reference

elder wraith
#

am doing a unity vr tutorial and it wants me to install XR interaction toolkit but it won't come up for me what do i do please help

long torrent
#
    {
        OVRInput.Update();
        if (OVRInput.Get(OVRInput.Button.Two))
        {
            FirePortal(0, rightController.transform.position, rightController.transform.forward, 250.0f);
            Debug.Log("Sec index trigger pressed");
        }
        else if (OVRInput.Get(OVRInput.Button.One))
        {
            FirePortal(1, rightController.transform.position, rightController.transform.forward, 250.0f);
            Debug.Log("a pressed");

        }
}``` any idea why i cant get button input with this script? nothing is ever printed, and i have the fixedupdate being called too.
buoyant jolt
#

if (OVRInput.GetDown(OVRInput.Button.Two))

#

Although you maybe need to setup input using the old input system, I’d have to see the project to look further

#

Also, pretty sure button one and two are mapped different than your debug says it is

vestal flicker
#

Also if OVRManager component isn't in the scene then OVRInput.Update(); needs to manually called to get OVR inputs to read as well ~

lofty tangle
obsidian marsh
#

should I turn on some settings to make it work?

storm ether
#

Can someone help me here

obtuse lotus
#

Helo Guys! Im having trouble setting up the open xr with a samsung odyssey+ hmd. I had a project in 2019.3 running WMR plugin it was working fine but I had troubles with rendering and needed the multipass to fix it. I upgraded my unity to latest version (2021.1.16f1) and installed these packages: OpenXRPlugin, XR Plugin Management, XR Interaction Toolkit and the Mixed Reality OpenXR Plugin + Mixed Reality Input (from the Microsoft Mixed Reality Feature Tool). When I set up a XR Rig (Action-Based) + Inpuct Action Manager with the defaults from the Interaction Kit head tracking is fine but i cant seem to get the controllers to work.

#

Basically with wmr sdk i have a spatialcontroller left/right with the controller properly mapped so i can set up actions. When i change to open xr all I get from connected inputs are these readings. Missing button and position and all the stuff I used to read to get my hands working. I think i am probably missing something in the WMRTK setup config but i cant seem to find.

gray radish
#

I've got a really weird issue. My performance is very bad in my main project (on quest 2). When I create an empty scene in the main project, the performance is still very poor. When I create a blank project, with just the OVR controller and URP, performance is excellent. Any possible suggestions to the source of the problem?
EDIT: the default, built in URP settings cause poor performance, so use your own URP asset. Helped my framerate a lot

steep shell
#

Hey guys! I’m currently making a VR game and it’s close to be ready for a ā€œtech demoā€
I’d like to test with real audience the look and feel of the game. How do you usually find early testers / adopters? Is Reddit the best channel or you guys have tips?

storm ether
#

im trying to make a dial for my game but all the tutorials ive found were for xr, i have oculus integration and steamvr, can anyone help?

heavy peak
#

Hey I'm having trouble mapping my custom controller to the VR controller

#

I'm just trying to scale and move around the assets so they fit with the controllers, but if I delete them then the changes go away, and if I keep them in there are the duplicates from the original position and size of the assets

#

How do I remove the originals while keeping the changes?

tiny niche
#

@heavy peak the thing you scale has to be a child of the controller asset root

#

since the controller component controls the transform of the asset

neon meteor
#

Hello! I was wondering what the difference is between the "Virtual Reality Splash Image" and the "Logos" below it? Do I need to add my splash to the "Logos" section as well? Otherwise I don't see how to adjust the duration. Thanks for any help!

subtle wren
#

Any ideas why in editor and "build & run" starts in VR, but a built one does not. Should I use some launch parameter with the .exe or something?

subtle wren
#

Found the solution, my OpenXR Runtime was not set active.

storm ether
shell kayak
flint dirge
#

Sup everyone, I've been trying to follow this tutorial : https://www.youtube.com/watch?v=VdT0zMcggTQ&t=993s&ab_channel=Valem but I can't get the hands to switch to the controllers. Would anyone know how? (Tutorial @ 16:30)

#

Here's my scene

azure geyser
#

im using mirror networking so i put the mirror logo in there

neon meteor
azure geyser
#

the same screen that you see the unity logo

neon meteor
azure geyser
neon meteor
#

aha, hmm. I wish they explained it. been googling but can't seem to find any info on the VR splash screen

vital spoke
#

Hey! I got an issue with a Unity World Space Canvas on Oculus Quest 2 Standalone. The canvas renders infront of my avatar hands. I'm sure this might be a common issue and I'm just missing a checkbox somewhere

iron flame
#

hello

#

I just need one simple question answered in regards to exporting a project build

#

What is the default program I am supposed to use to open it

#

Because I know it's not Unity editor obviously

north path
#

Don't build to a gradle file, build to an apk and then you can install that onto the quest using sidequest (or just launch to the quest)

lusty sail
#

So, switch to the Android Platform, put the api level to 29 and then I'd recommend using SideQuest to load it onto the headset

stoic summit
#

I've been focused on Quest and have just expanded to Steam. I've got lighthouses in my playspace and they are showing up in my scene. I can't for the life of me figure out how to remove them. Google has been no help. Help!! šŸ™‚

iron flame
#

not finding api 29

#

oh derp

#

nevermind

#

found it

heavy peak
#

@tiny niche hey could you help me out with this?

#

So I add the prefabs to the scene, move them around and then make a child of them which I set as the controller models, and then I delete the parents

#

?

tiny niche
#

no

#

you add parents and assign the parents as controller models

heavy peak
#

Wdym I add parents

#

I'm really new sorry

#

Like I just put the controllers in and make them the parents?

#

@tiny niche

tiny niche
#

you add a root to the root in the asset and move the child of the new root to position it

heavy peak
#

how do I add a root? and should i add it in the VR Rig or seperate from it all?

#

Oh wait no

#

What is the child of the new root?

#

Like the controller components?

tiny niche
#

the asset you're trying to hold

heavy peak
#

You mean the controller? I thought the controller was the parent/new root?

tiny niche
#

no the controller is completely separate

#

the controller has nothing to do with whats being held

heavy peak
#

I'm not supposed to have the controller model connected to the controller at all?

#

I'm not trying to hold anything, idk if thats a term for setting the asset or something

tiny niche
#

the grabber does the grabbing, you just have to make grabbables with the correct hierarchy

heavy peak
#

Nothing is being grabbed

tiny niche
#

then its not a vr issue

heavy peak
#

I'm trying to set the controller model??

#

Not trying to grab something

tiny niche
#

fine, but its the same principle

#

grabbing something just replaces the controller model with something else

heavy peak
#

yeah

tiny niche
#

so you edit your asset to fit the controller logic

heavy peak
#

not my question though

#

thats the problem

#

hang on

heavy peak
tiny niche
#

you can do whatever you want to the asset, as long as the root transform is an identity matrix

heavy peak
#

whats an identity matrix

tiny niche
#

scale 1,1,1 rotation/translation 0,0,0

sick oyster
#

Boo

night flicker
#

how would i go about making a crafting system for a vr game like an inworld type crafting system? i am currently experimenting with some stuff in vr and would like to know how i can create and start messing around with the aforementioned inworld crafting system and maybe see where that takes me with my experimentation... i have honestly never made a crafting system before so i'll need all the knowledge i can get

#

you have my thanks in advance...

#

i had a bad night as i'm running on only five hours of sleep so... i'll be back tomorrow!

cosmic raft
#

anyone think they can help me with my VR Project? I can't export it to my Oculus Quest 2 for some reason. I thought it might be a problem with the ADB so I tried with my LG Phone and Unity didn't recognize it either. I opened the Command Prompt and found the Platform Tools and after I ran the adb devices command, nothing popped up. Does anybody know what I need to do to get my devices recognized? Both have developer mode on and I've tried using different cables.

#

I seem to remember being able to export in earlier versions of Unity. This new version of Unity I got has the Android Module installed, and so did my old version, but I think I was able to export to my Android phone with the old version.

#

I have also tried reinstalling the ADB from Oculus's website, and that didn't do anything

lofty tangle
#

why not just upload the .apk throough sidequest?

cosmic raft
keen valve
#

Hey guys! I am profiling my game for Quest with the Unity Profiler and Auto Connect to Profiler enabled.
But weirdly the GPU Profiling does not seems to show anything. Anybody has any idea why its happening ?

floral forge
#

Is there a way to make a game where u see the real life but it's all cartoonist.. so like is this possible?

#

I think so because it's just changing the color type and adding toon shaders?

tiny niche
#

@floral forge do you realize how a toon shader works? you'd have to extract the light information, apply a color ramp to it and then add it back in

#

if that was easy, the cgi industry wouldn't be spending billions on render farms

azure geyser
#

id be more worried about the insane cpu usage

#

are you using render targets??

#

also i dont think gpu profiling works on the scriptable render pipelines

lofty tangle
floral forge
buoyant jolt
buoyant jolt
#

adb can install as well as list devices

#

You can also use this to read the device logs to see why it is failing ...\Android\SDK\platform-tools\adb logcat -s

buoyant jolt
cosmic raft
#

I made sure all my drivers were installed and up-to-date, and I reinstalled my SDK in case that was the problem.

buoyant jolt
cosmic raft
#

I think it might be a bad cable. I tried all the cables in my house though and none of them worked.

buoyant jolt
#

If it is a permissions issue, you'll get an explicite error saying it doesnt have authorization.

cosmic raft
#

And I don't have the quest Link cable

buoyant jolt
#

But yeah, make sure Oculus Link mode is disabled too

cosmic raft
#

Well it's not sending to my Android phone either so I don't think it's a problem with the quest

buoyant jolt
#

If you really need, you CAN technically run ADB over TCP (i.e. by IP address) but I haven't tested that with the quest

#

Yeah, that could be the USB cable or worse maybe the USB port

#

But mooooost likely the cable

#

If it is your phone, it should at least tell you a PC is connected. You usually need to enable development mode, and all that before it gets recognized by ADB I Think thoug

cosmic raft
#

Yeah my phone tells me when I'm connected to my computer

#

And my computer tells me when I'm connected to my phone

#

And it can see the files and everything

#

And I have Debug mode and Developer Mode on

#

But for some reason just the ADB doesn't recognize it

#

Also I've tried all the ports on my computer and all my cables

cosmic raft
#

@buoyant jolt not sure if this has anything to do with it, but any time I plug in a device to my computer, it always says the charging is low-power. Do you think this might have to do with the ports in my PC?

open geyser
#

Hey so I was messing around with VR in unity and I think it may have messed up something with my VR headsets as a whole, I'm not really looking for a solution from you guys but I'd like to know whether or not this actually has anything to do with unity. My GPU is no longer properly able to communicate with my headset, and I managed to make the fallback UI appear on room setup.

#

I think it started after I accidentally turned on OpenXR instead of OpenVR from the Plug-In manager (I'm using SteamVR) , my theory is that changed some important setting for my headset's functionality but I really have no idea. Has anyone experienced anything similar?

obtuse lotus
#

Hello again guys, quick question: How can I deactivate an object that its "grabbed" or "socketed" without getting strange behaviors from Interactor (hands) or socket? Right now I want to put an item on a socket and deactivate it, I get a problem with my Interactor (hands) that keeps disappearing (as if it grabbed something cause I checked my hand models to disappear on grab) and the socket is permanently occupied (so i cannot put other items in socket).

dusk sky
#

ok so 2 questions. 1 how can i destory a gameobject once i drop it cause destroy(this.gameObject); isnt destroying the gameobject. second i want to have a circle 5 units in front of where im pointing the object but allways at y level 0 and at z rotation 0. how can i do this?

tight geode
#

Your making a VR Game not a flatscreen one

#

make the player hit flint together to make a fire

#

use unique vr mechanics

keen valve
# azure geyser i dont think thats your biggest concern

From the details of the profiler the CPU usage seems high due to waiting for the rendering. I am not using any render targets in the level.
In Quest OVR Metric Tools also the CPU Utilization stayed around 35-50 but the GPU Utilization stayed at 90-98 always. That's why I am trying to debug what's happening in the GPU.
I am using URP in Unity 2021.1.7f1.

Here is the profiler data attached.

amber heath
#

I have been attempting to make a spaceship controller, controlled completely by using levers buttons joysticks and steering wheels that are interactable objects in the game, but I just can’t get it to work, any tips?

storm ether
#

Hi, I'm learning Unity cuz I want to create something in the field of AR/VR, but to start with unity I'm learning how to develop basic 2d/3d games, will that help me in anyway or are they both completely different?

#

Do I have to learn gaming in unity to program AR/VR apps ?

pine bison
#

There are a lot of great tutorials out there so I think that's a good way to go about it šŸ‘ 3D is more relevant than 2D so I'd just start there.

#

You will learn things like the component system, scripting and UI which is all things you need in VR

lofty tangle
storm ether
#

Thanks guys

lone knoll
#

anyone is up to date with the current state of openXR ? wondering if oculus will accept an apk build using the oculus quest runtime , in the docs it does states the following :

Not yet recommended for production.``` (v1.2.8 )*
but im able to build and install apk's on my quest regardless
buoyant jolt
#

Ask on the oculus start forums

#

Im also suspecting you mean UnityXR.

storm ether
#

why is setting up mixed reality so confusing

past island
#

Hi I was wondering if someone could help me figure out movement, I've already done most of it, just need help with one last thing.

stable rapids
#

Even when I'm holding an object in my hand, when I do Vector3.Distance it says it's really far away. Has anyone encountered this before?

tranquil pebble
#

For some reason when I build to my oculus everything starts flashing blue

pine bison
storm ether
#

I am using a XR Library...
But when i grab Object B which is a child of an object A...
The Object B detached from Object A..

#

"Retain Transform Parent" is of course checked in the XRGrabInteractable.

#

so is there a way not to deattached the object whenever it is being grabbed ?

stable rapids
muted breach
#

I have a good sense of game design and art/composition, if anyone would like some feedback on their games dm me. (prefferably VR games)
I plan on making a video reviewing discord's VR games, so if you have any link to where people can find you I can link please send me them

dense bone
calm nacelle
#

Guys if I want photorealistic graphics in vr, can I achieve it using baked textures ??

flint dirge
feral notch
#

Hey, I am making a VR Online Multiplayer Game but picking up a grab interactable does not sync to the other players, the object just stays in place for the people not picking it up? I have a Photon View and a Photon Rigidbody View attached to the grab interactable.

buoyant jolt
#

It’s how we get rid of hard ops high poly counts

keen valve
#

guys, does the unity gpu profiler work for anybody for Quest with a Unity URP VR project ?
I am using 2021.1.7f, URP 11. For me it shows device not supported.

buoyant jolt
#

My team is mostly still using 2019, it was the last stable version to pass our internal QA

north path
#

Does someone have experience with UI using handtracking (Quest 2)?
In the oculus documentation there is some stuff that suggests there already is support in the oculus integration, but I cannot find anything sadly
So if someone has a source to learn more about the oculus integration hand tracking ui stuff or maybe have an example please ping me (:

keen valve
calm nacelle
buoyant jolt
#

That's one of our industrial VR sims, holds up not too bad. But could have textured it better with more time

scenic oracle
#

I have an issue with updating URP 7.1.8 to 7.2.x. It doesn't show up in my Package Manager even with preview packages enabled. Running Unity 2019.3.0f5

#

My scene is rendering only the left eye. The interwebs said updating URP to 7.2.0 fixes it

buoyant jolt
# calm nacelle I still don't get close to a photorealistic look. Still looks "cartoonish". Is t...

This might help too, this is a few years old, but one of our fire VR demos. I wouldn't say exactly photo realistic, but pretty decent all around and definitely not cartoonish
https://www.youtube.com/watch?v=K44UmnzgPwQ

This project was created for LED Fast Start (with our partners at 3DMedia). This critical demonstration shows the importance of fire safety training, and using proper equipment to address fire issues.

ā–¶ Play video
long torrent
#

im quite confused on what i should use to get good input from my controllers lol, im using an xr rig with the new input system, could someone send a quick snippet of code for reading input if you can? thanks

buoyant jolt
buoyant jolt
long torrent
#

yup, thats perfect :) tysm

buoyant jolt
#

np!

keen valve
long torrent
#

hers another dumb ass question lol, how does primary v secondary work with these? is it supposed to be primary as left and secondary as right? or each controller has a primary and a secondary?

calm nacelle
#

@buoyant jolt thanks for the inputs man. I'll see if I can texture things better to get a realistic look

buoyant jolt
#

@calm nacelle if you need some encouragement - I use Substance Painter. But good alternatives are Marmoset Toolbag, or if on a tight budget, Armor Paint šŸ™‚

calm nacelle
#

I bake textures using cycles on blender, is that good enough or do I need to upgrade things

buoyant jolt
vivid tinsel
solemn plover
amber heath
low quail
#

hey how can I fix this?

lofty tangle
#

Change your input settings in the player settings section

#

@low quail

low quail
lofty tangle
#

Try opening up those options at the bottom. I think its in ā€œotherā€ just look for it it’s there. The options for input are old, new, and both. Pick both

#

@low quail

lofty tangle
low quail
#

ok

low quail
#

or OLD?

lofty tangle
#

both is fine

low quail
#

ok

#

thank you

#

@lofty tangle sorry for pinging you, do you know why this is happening?

lofty tangle
#

never seen it before. but it looks like it wants you to set up a mixed reality device to run what ever app this is

low quail
#

when I click "play"

lofty tangle
#

okay so im assuming you set it up as a vr game and it isnt finding a vr headset to play on.

vapid perch
#

Hello, I'm doing a VR multiplayer game with OpenXR and I'd like to be able to build a Linux server (that shares the same code as the client, with MLAPI), but OpenXR is not Linux compatible so it won't let me build for Linux target. Is there any way to just bypass this? Or do I have to do something custom like putting all OpenXR client accesses under an asmdef that will be disabled on the server build and uncheck the OpenXR setting every time before building the server?

azure geyser
vapid perch
safe dragon
#

Yop, I want to make a fresh new start on my game and I need a proper vr framework that handle all the basic interactions and that can be used to deal with all headsets (I don't want to redo everything twice for steam VR and for Oculus).
I need it to work in unity 2020-21 too. What would you uses and advise ?

tiny niche
#

@safe dragon use their action-based input system aling with the xr interaction toolkit

#

if it's missing a basic interaction, then you just add it

safe dragon
tiny niche
#

then you're not talking basic interactions anymore though

safe dragon
#

Seem basic enough to be provided in any framework

lofty tangle
#

Not quite those are very game specific. As not all game require climbing and not the same type of climbing

#

Same with weapon handling

lofty tangle
safe dragon
lofty tangle
#

Probably hurricane, For interactions. Then you’ll need one for movement. Like search the store for one that fits the play style you want for your game there is no one solution cause games aren’t the same

safe dragon
#

I found out that the huricane dev made also a physic system for movements. i'm going to ask them on their discord. Thanks @lofty tangle

steep shell
#

What is your go to framework list for VR multiplayer? Photon PUN and VIVOX?

#

with openXR

lofty tangle
#

Depends on the type/scope of game. But pun has lots of good tuts

dusk sky
#

i made it so when the void onselectexiting is triggered it spawns a new object and it also spawns on in the start function but i also have another script that lets me activate it and deactivate it cause its part of a menu but when i activate it it creates another one without me taking it out and stays as a child of the menu. is there a better way to make an infinite object

storm ether
#

hey, can someone help me make a grappling hook gun for VR? i’m new to making games and i tried copying a tutorial for a normal grappling gun for non-VR but i don’t know how to convert the controls into using the VR controllers

dusk sky
#

if you want it be when you press trigger add the script to the hand and put the function in the onactivate thing

azure geyser
#

steam has p2p with a relay and has built in voice chat functionality

storm ether
steep shell
#

Quest 2 in this case so standalone

#

Never heard of the ones you recommend but I’ll do some research thanks so much

dusk sky
azure geyser
#

ohh if ur having cross platform ur gonna need some sort of server host

steep shell
azure geyser
#

players wont enjoy having to port forward and stuff

#

photon does handle it but photon isnt very economic

steep shell
azure geyser
#

ur either gonna need a dedicated server or peer to peer

steep shell
#

Oh so you think at scale it’s going to be costly

azure geyser
#

ya

#

steam relay is more for small groups

steep shell
#

I mean that’s a rich boy problem, no? Lol

#

If I get to the point where photon is pricy, I’d probably be top charts

azure geyser
#

peer to peer is for small servers, id say up to 6 players

steep shell
#

My game is 4 players tops

#

Maybe 3

azure geyser
#

o then id go the free route and figure out some sort of peer to peer solution

steep shell
#

I can’t use steam tech in this case since I’ll be doing cross platform, ideally oculus for the first release

#

Too much dev time

#

I want to cut on Dev time for the launch, maybe the game won’t work

#

I need to know that early, so best to go for a framework

azure geyser
steep shell
#

So I can ship it, burn a few K on promo and see the reception

azure geyser
#

jeez a few thousand on promo??

#

im on a zero dollar budget lmao

#

what even is ur game

steep shell
#

Ahah yeah I worked to prep a budget

#

It’s a multiplayer escape game in a maze

#

I have a solo tech demo here :

azure geyser
#

o that looks neat

steep shell
#

I’m a marketing guy, also hiring for dev actually. I come from paid media so Im comfortable spending a good budget on ads

#

I’m lucky to have saved funds for it. But I need to be cautious, if game is crap and nobody likes it, would be best if I didn’t paid an extra 100 hours to build a custom p2p framework ahah

#

But thanks so much for your recommendations, I’ll check the frameworks

azure geyser
#

np

azure geyser
steep shell
#

Oh ok! I thought I needed something special to handle the VR rigs or something

#

Good catch

azure geyser
#

nah, networking is really just sending and receiving variables at its core

#

my game is vr/non vr crossplay

storm ether
#

anyone know where i can find an active ragdoll character i can use as my enemies?

#

and, id just make them grabbable like normal objects right? just on their limbs

cinder smelt
#

I'm thinking this would be more appropriate here. Using OVR, I am trying to make a semi realistic book. To do this, I have connected the front half of the book (rigidbody) to the binder (rigidbody), and the binder to the back half of the book (rigidbody). I have tried using hinge joints and configurable joints to attempt realistic movement with certain Axises locked. Currently I have each half of the book (basically) SpringJointed to kinematic objects that dont collide, for the user to grab and interact with (and the book should follow accordingly) Regardless of these constrictions, things like this still happen. Is there something I'm doing that is obviously wrong?

#

That kinematic object that doesnt collide is highlighted in blue on the photo.

dusk sky
#

i made it so when the void onselectexiting(in a socket integrator) is triggered it spawns a new object and it also spawns on in the start function but i also have another script that lets me activate it and deactivate it cause its part of a menu but when i activate it it creates another one without me taking it out and stays as a child of the menu. is there a better way to make an infinite object

safe dragon
#

You may want to look it

low quail
#

hi! Whenever I click the "paly button" It wont appear on my oculus

#

I still see the "link" home screen

tiny niche
safe dragon
#

Hey guys, are you aware of some Character creator in VR ?

#

I need inspiration to port my desktop Character Creator to VR

tiny niche
#

@safe dragon oculus avatar creator and the rec-room one springs to mind

safe dragon
tiny niche
#

@safe dragon depends on how many options you have, but you could have a mannequin in front of the player, that they grab parts of and then pick the replacement from a circle menu that pops up around the control stick

safe dragon
#

Hmm that's a nice idea, however I'd like to not have any menu at all

#

I thought about picking part of the face and dragging them to trigger shakepeys and morph the face.

#

Also to have all the cloths around the player for it to physicaly pick them up and drop them on the character

#

But I dunno if the experience would be any better in fact

#

Will probably just make things more complicated

tiny niche
#

@safe dragon yea that sounds pretty annoying to use. personally i would rather have the character morph as i scroll through the alternatives by moving my thumb in circles until i find the one i want

#

having things large enough to see what it is, while also being in comfortable reach is also a huge problem that rack-based setups suffer from

safe dragon
#

Indeed it seem like I should still use a bit of UI then. Fair enough
I like the idea of rec room to place a mirror in front of the user for him to see himself directly. I think i'll do the same. However mirrors doesn't work on HDRP in VR because of a bug.
I repported the issue here https://issuetracker.unity3d.com/issues/xr-hdrp-planar-reflection-probes-reflection-is-misaligned-for-both-eyes-when-vr-is-enabled if anyone is interested in having mirrors on VR fixed, feel free to upvote the issue to give it visibility

wraith shale
safe dragon
#

What does it do exactly ? I don't get it, what is renderer feature ?

wraith shale
#

@safe dragon Renderer Features are way to do all kinds of image processing with URP since they don't have custom PP API yet

safe dragon
#

I imagine it's stuff that you cannot do with the post processing volume ?

#

Sound nice

wraith shale
#

well the issue with PP volume is the lack of public API on URP atm

#

with HDRP they do have that

safe dragon
#

Ah yes

wraith shale
#

also, this isn't a new thing on URP, but Unity broke VR SPI on Blit during 2020 cycle so now you have to use DrawMesh instead

#

which is what this example is all about

safe dragon
#

I voted too !

#

Would be awesome to have unity focusing more on VR integration šŸ˜„

#

I feel like it's going on every direction and that a lot of stuff is lacking

wraith shale
#

I doubt they will fix the blit since the workaround itself isn't super complicated

safe dragon
#

I wish they will fix my mirror bug though, since there is no workaround with shadergraph..

shut glacier
#

onyone knows how to emulate hmd device for steam vr????

buoyant jolt
#

Im waiting on the render pipelines until they are stable. Too many short deadlines to deal with buggy frameworks

pine bison
safe dragon
#

There is a mock HMD on new versions of unity to emulate a headset

shut glacier
#

@safe dragon Will it work inside the build? Or is it editor only package?

safe dragon
#

No idea, I only used it in unity

#

Just try it, all you have to do is install the package and check it like that

gilded sequoia
#

I'm not sure if this would be the best place to ask of if #šŸ”€ā”ƒart-asset-workflow would be better, but I'm working on trying to convert an avatar to vrm format. I'm following a youtube guide but I've run into a little issue. When doing the eyetracking I follow the instructions and hit play I'm not able to move the camera without clicking away from the preview for the avatar's eyes.

#

In the video there's something like a link between the model and the camera that lets them move the camera without clicking off of the model, but I can't figure out how to do that.

wraith shale
#

Unity uses it internally to test VR functionality but it's really handy on testing VR rendering changes yourself too.. not sure if I'd use it for actual gameplay testing as actual headset is more suitable for that

shut glacier
#

@wraith shale you are a lifesaver- could you recommend also something for control emulation or ways to hook up oculus touch controller as game pad of sorts?

wraith shale
#

I only use actual devices for real play testing

tiny niche
#

@shut glacier unity has some emulation features that let you use the mouse to perform some vr actions. But what you really should be doing is making your components independent of the vr features so you can test the mechanisms directly in the editor or even automate them

#

i was working on some bow aiming scripts a while ago and instead of holding the bow in vr, i set up some animated game objects to do the aiming for me

shut glacier
#

I have a specific need for controllers without the HMD

#

So from what I found - there is a few got repos that can leverage OpenXR emulation with custom driver

tiny niche
#

@shut glacier if you have an actual NEED for controllers, then you also need the hmd. using the controllers while looking at a monitor just isn't close enough to work on those things

#

but i suspect you simply have some gameplay component that's been directly tied to the xr input api, in which case you can just separate them

sage tiger
#

hi i just started using unity and i already have problems with trying to import the sdk 3 file for VR chat worlds, i really dont know anything about unity so im kinda screwed

dusk sky
#

i made it so when the void onselectexiting(in a socket integrator) is triggered it spawns a new object and it also spawns on in the start function but i also have another script that lets me activate it and deactivate it cause its part of a menu but when i activate it it creates another one without me taking it out and stays as a child of the menu. is there a better way to make an infinite object

lunar laurel
#

When building to the oculus quest 2, is anyone else seeing the color being overly saturated? I'm looking for a fix for that

safe dragon
#

remove the post processing ?

#

Perhaps mobile doesn't support some of the post processing the same way.
Also building for mobile will most likely switch to another configuration of your SRP

#

So be sure to check everywhere here on every level of quality, and to put the proper rendering pipeline asset

buoyant jolt
#

I recommend deleting all the quality levels but 1 or 2. Ensure your lighting space is correct. Ensure no post processing.

safe dragon
#

So I managed to repport an issue preventing to make any VR effect with the screenposition node in shadergraph (Like mirrors, portals ect..)
If you are interested in cool vr stuff, please upvote this issue !
https://issuetracker.unity3d.com/issues/xr-sdk-shadergraph-screenposition-node-does-not-work-when-xr-is-active

buoyant jolt
#

I have no interest in HDRP in VR on this, or to your message on the other server. Their render pipelines are buggy and full of issues, and they recommend against HDRP for VR. Probably makes more sense to mention this on the user forums though @safe dragon as here it will vanish after a few days in this chat … IMO

safe dragon
buoyant jolt
safe dragon
remote plume
#

Hey there. I'm trying to read the menu button using an Oculus Touch Controller with OpenVR and SteamInput 2.0. Is this possible? I don't get any input but the SteamVR overlay opens. My other actions work fine.

obtuse lotus
#

Hello guys, im having some strange behavior with quadro p5200 (on hp z book) and a training I did in VR. I`ve used unity with hdrp and the wmr sdk (had troubles with openxr and controllers using the Odyssey +). The thing is i ran the application perfectly here on my machine (ryzen 3600x with rx5700) but on the z book some random stuff in the scene just dont render (i say random because some objects with the same materials/shaders as others that are being rendered). I have no idea where to start. I installed new drivers for gpu, tried multiple different configs in 3D setting on nvidia pannel and did some tinkering with the target gpu (between igpu and dedicated gpu).Any ideas on what i should be looking for?

#

AH ive used hdrp because it seem to be the only one that corrected popping on peripheral vision using wmr sdk

umbral geyser
#

I'm not getting unity debug log messages in HTC Vive focus plus. I'm using Vive Wave SDK, what could be the issue?

wraith shale
winter hedge
#

Hey guys is there someone who can give me a hand setting the screen fade using oculus sample framework in unity?

wet vector
#

On mobile VR.. is it possible to have UI "on top" of the VR eyes? for exampel - Going from a non-VR menu, with a load screen to hide and when it's gone it reveals the VR eyes

#

I know not with the Canvas

tiny niche
#

@wet vector sure, you just have to implement the menu like any other vr menu, but locked to your head transform

#

i would also not recommend it

wet vector
#

nah, you misunderstood what I said/want

#

I mean onscreen/overlay UI

umbral geyser
#

Hi, Anyone here with HTC vive focus? We have an app that needs to be tested. This is a paid job. Please DM

wraith shale
#

@strange patrol There's no confirmation on them even doing FSR on URP yet

#

but for that to happen, they probably want to get URP's dynamic resolution work similar way to HDRP

#

"The class also has built-in support for render target dynamic scaling. This will add dynamic resolution support to URP and unifies URP’s render texture management."

lone knoll
wraith shale
#

@strange patrol I dunno, I've tested DLSS, FSR and TAAU on HDRP just to compare the perf impact on these. I actually had most success on TAAU since FSR looks like crap without TAA there, so you pay the cost for FSR and then for TAA separately if you use both

#

DLSS was heaviest of them all, I paid as much in DLSS overhead as with the rest of the frame rendering

#

of course all these measurements go to trash bin if you have actually heavy scene to render, I just tested these on really stripped HDRP asset with relatively simple scene so DLSS was going to lose the comparison by big margin to begin with - it starts to give gains only when the frame rendering itself is expensive

#

if you want to test FSR today with URP, I suppose you could try some of those 3rd party FSR injections

#

that would give some clue on what to expect I suppose

#

when I tested this stuff on HDRP, I was using near native Quest 2 resolution (so bit higher target than index)

long torrent
#

how should i read debug.log messages from my quest wirelessly? my usb c cable is only about a foot long so i cant even move around at all to test the game

buoyant jolt
#

Adb works over ip

#

Or route it to a ui debug panel

lusty sail
#

Honestly just get a longer USB c cable, mines 9 feet

placid nacelle
#

Hey all, anyone trying out the OVR passthrough?

#

I'm 99% sure I've followed all the instruction, however, I'm not sure if this works in the Editor's play mode or only in a build.

torpid ginkgo
#

!ban 591499559801192458 Scam.

ornate questBOT
#

dynoSuccess Lazy Gamer#0007 was banned

safe dragon
#

@wraith shale šŸ»ā€ā„ļø

safe dragon
dusk sky
#

does starting selected interactiable on an xr socket interacter trigger if i turn the gameobject the script is attached to of then back on.

polar shuttle
#

Assets\Oculus\VR\Scripts\OVRDebugHeadController.cs(93,9): error CS0619: 'XRDevice.isPresent' is obsolete: 'This is obsolete, and should no longer be used. Instead, find the active XRDisplaySubsystem and check that the running property is true (for details, see XRDevice.isPresent documentation).

wraith shale
#

so my assumption is that their fix is just better documentation

tiny niche
safe dragon
#

They aknowledged that it was broken though

#

And it is usefull, without it I cannot make my portal system in SRP

#

Neither a mirror

storm ether
#

how do i stop my oculus hands from going through objects

tawny nebula
#

Hello, I have no clue what I'm doing, just following a tutorial on youtube to make a VR environment.
I have started a new project using the 3D template and then imported this: https://github.com/ValveSoftware/steamvr_unity_plugin/releases/tag/2.6.0b4
Unity then instantly spams an error after importing the package successfully.
The error is as follows:

ArgumentException: The specified path is not of a legal form (empty).
System.IO.Path.InsecureGetFullPath (System.String path) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.IO.Path.GetFullPathInternal (System.String path) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.IO.FileInfo.Init (System.String fileName, System.Boolean checkHost) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.IO.FileInfo..ctor (System.String fileName) (at <695d1cc93cca45069c528c15c9fdd749>:0)
(wrapper remoting-invoke-with-check) System.IO.FileInfo..ctor(string)
Unity.XR.OpenVR.OpenVRAutoUpdater.Update () (at Assets/SteamVR/OpenVRAutoUpdater/Editor/OpenVRAutoUpdater.cs:314)
UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at <ef3b6bf002d8435a97b4e938f6c49b02>:0)

GitHub

This is a RELEASE CANDIDATE. Please report any bugs immediately so we can fix them. We recommend you do not release applications with this version of the plugin.
This beta will auto-install the bet...

#

I'm new to unity and have no idea what this means. Any help appreciated.

torpid aspen
#

is there a way to play my game with steamvr even though imusing oculus integration with it instead of the steamvr sdk?
or do i need to switch to steamvr/unity xr toolkit

lofty tangle
lofty tangle
storm ether
#

the hands already follow the controller position dont they? isnt that how the controllers work?

lofty tangle
#

There is a object in your scene that is the position of your irl controllers.
What you need to do is make a separate hand object that using physics to follow the unity object that represents where your irl controllers are

storm ether
#

ah ok

lofty tangle
#

That way if you put your irl hand through where a virtual wall is the hand object will stop at the wall while trying to follow the controllers

storm ether
#

gotcha, ill try that rn

lofty tangle
# storm ether gotcha, ill try that rn

An alternative way is to push/move the players in-game-body back if your hands are pressing against a virtual wall. So that your irl hands can’t go inside of a wall. But it depends on your game really.

storm ether
#

still doesnt work

#

i think im just doing it wrong

#

im fucking dumb

buoyant jolt
#

There is an old saying --- if you don't have faith in yourself, you can't expect it from anyone else. Or something like that. Basically, when it comes to these things - you just gotta win šŸ™‚ Find the bug and fix it.

storm ether
thick crow
#

Hi

buoyant jolt
#

When I started my first coding job, I had no training. We had no internet, no Windows. If you wanted to learn programming you had to go to a library and dig put books by index cards. There was no one to help, no where to ask questions.

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You are literally sitting with billions upon billions of data points, working on issues many have addressed before. I believe the only reason someone can't solve a bug is because they just aren't applying themselves or trying hard enough. I dont believe it is a stupid vs smart thing.

sonic compass
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Hello here šŸ˜„
i have a question which answer i didn't see yet. If i make a multiplayer with mirror networking, do i have to place the network transformer alone on the rig or do i need to also add transform children script

tiny niche
# storm ether i think im just doing it wrong

you are. instead of trying random fixes, you want to take it all apart and learn how it works. then you'll find the piece that's acting up and can replace it with something that works as intended

buoyant jolt
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What we do is place the network transform on the rig avatar OR an alias that is followed - not the VR stack itself

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As for how mirror works I cant help there we use photon

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But usually you need a script for each child you want to track

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Otherwise it would sync an unmanagable amount of data

pine bison
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Hey all :) We're doing a rework of our cross-platform VR app, and we are considering upgrading to URP. I've done some tests with it before, and it's always been really promising and then some huge issue shows up - is it any different now? Do you reckon we could use URP with Unity 2020?

main pasture
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Can i ask for help in here?

pine bison
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If it's related to VR yeah

dreamy raven
quick fossil
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i have a bug that i am just unable to fix
has been trying from 3-5 days
the problem :
when i just disable the main room and enable the pause room it gives me error
i am doing this by taking an input
i am also doing similer thing without input and thats working fine

ruby trench
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Hey guys just recently got into Unity and Oculus wanted to know any tips or where to start really

sinful sable
# ruby trench Hey guys just recently got into Unity and Oculus wanted to know any tips or wher...

So, you first need to decide what framework to use to create basic prototypes. All the development is currently happening through the use of framework. There are a couple: OpenXR, XR Interaction Toolkit, Oculus Integration, SteamVR and so on. I've seen some tutorials advocating for XR Interaction Toolkit: https://www.youtube.com/watch?v=gGYtahQjmWQ&list=PLrk7hDwk64-a_gf7mBBduQb3PEBYnG4fU

If you want to get started with VR development. This video is for you.
ā–¶ Get access to exclusive content: https://www.patreon.com/ValemVR
ā–¶ Join the Discord channel: https://discord.gg/5uhRegs

Want more details ? Check arvrtips articles :
ā–¶How to Install Unity Hub and Setup a VR Project :
https://arvrtips.com/how-to-install-unity-hub/
ā–¶The Only...

ā–¶ Play video
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This follows my question: Is XR Interaction the way to go or should I be using any other framework?

lofty tangle
buoyant jolt
buoyant jolt
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Ideally. You should know how to make a project in OpenXR, VRTK, Steam and Oculus. But keep in mind those last two are merging into OpenXR. And VRTK leverages OpenXR

keen valve
dreamy raven
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nope. the gain in FPS we observe with URP was in a Vive Project based on Steam VR with realistic graphics and terrain. In Tennis League VR (Oculus, cartoon style) the test with URP did not give so much gain in FPS :-P

keen valve
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oh thanks! I switched my game project from builtin to URP for Quest. It runs as usual with the URP 11.
But the major issue is Unity's GPU profiler is broken for Quest in the newer version of Unity > 2021.x and for some in URP. So there is no way to get an estimate of the actual GPU performance metrics and plan level design GPU budget.

pine bison
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Thanks for your inputs @dreamy raven @buoyant jolt

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We don't have any dedicated graphics programmer which is what makes me a bit more nervous

sinful sable
dreamy raven
lofty tangle
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Not sure.

dreamy raven
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@lofty tangle I am checking my Project Setting in Tennis League VR and I can confirm that: In XR Plug-in management you can select OpenXR as a plugin provider. Other providers are Oculus, ARCore, Windows Mixed Reality, etc...

quick fossil
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is there any error with new input system and xr interaction manager?

dreamy raven
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My experience: I got some issues trying to attach a player input module to the XR rig. The better solution for us was to use the InputActionReference pattern (see ActionBasedController)

When we want a new action, we define it in the action asset map (XRI Default Input Actions), we reference /serialize as Input Action Reference in the controller manager and we use it with a callback (with InputAction.CallbackContext as context)

dense thistle
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Hi I'm a student trying to create a vr game for my class and I'm having trouble with the location of my XR device simulator, Every time I press play its in a spot I don't want it and I don't know how to move it. Any sort of help would be appreciated :

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not so much a game but just a room with a background and objects that I'm able to pick up

rich drift
urban cloak
tight geode
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What do you guys use to know the scale of something in VR? like a room and such, how do you estimate it to be good for everyone short or tall

hard carbon
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Anyone know any good resources for grabbing an object along a line? Like, if it were a hand rail, and I wanted to be able to grab at any point rather than specific points

quick fossil
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but

quick fossil
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whenever i use input

green widget
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Hi i dont know where should i ask this.

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I want to ask about oculus quest Hand tracking.
Is it possible to use my "own" avatar instead of those hands in Oculus Integration for hand tracking ?

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I have been looking for the tutorial videos but most of them using "ready-made" hands ( which i dont want )

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i want to use my own avatar for hand tracking

hard carbon
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If the model you are using is humanoid rigged, what you want is a mixture between body and finger IK

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step one is, you use unity IK to point the arms / head in the right direction

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Then, you apply the joint rotation to the models fingers