#š„½āvirtual-reality
1 messages Ā· Page 54 of 1
@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
Definitely agree I will endeavour todo so
Hey guys is it lazy to buy a unity asset for Procedural VR Hands instead of making my own?
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
@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
do you mean Procedural VR Hands, like, procedurally shaping the hands around things you're holding/ surfaces you touch.
Yep
feels like something im too lazy to research lol
i looked into it and it is pretty involved. much to much for me to get into atm
hello
I just enabled the XR plugin management package
and it broke my project
previously, it was working in steamVR
now, it wont launch SteamVR
I uninstalled the package again, but it still wont launch in VR wat do
@cedar sorrel revert to a previous commit
dont have source control on the project, it was Just a tutorial
and I kinda need to know why it is happening
and how to fix it via ui
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?
Short answer, yes.
Out of curiosity, why are you using that sort of movement over a character controller?
@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
š physics vr is the future.
if i want a game with both vr and non vr versions, how would i go about that?
like phasmophobia
where non vr and vr players can play together, its one game with one download, and there are 2 "versions"
i havent started yet because i dont wanna start anything without knowing how to do this
@azure geyser that's a steam publishing thing, the game itself just responds to command line arguments being supplied
the oculus launcher sends -vrmode oculus for instance
steam also tacks on -vrmode steamvr and i think -vrmode openvr
so how should i handle that in unity
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?
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
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?
potentially try deleting the Library and Project Settings and then load it up again
the library and project settings are created when it's loaded up, so you might just need a refresh on it
I would also guess that something being used in the 2017 is now deprecated but it's still trying to access it
but try that first
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?
if the left hand is controlling both, then that means both animations are getting input from the left hand
so you just gotta make sure the Right hand animator is getting input from the right controller
ok thanks
It also happens with controller models, both controllers are left hand oculus models
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
I'm guessing that you switched the component to be "Right Hand" but are actually using the left controller prefab
ah ok Ill check
sh.....
my tracked pose drivers are working for the headset but not controllers
new input system
are you using xr interaction toolkit?
if you want to build a VR game do you need a VR head set to do so?
ok thank you
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?
@wary heath read the trigger input and fire if the value is above a specific range
probably roughly 0.7f
is this a deadzone?
@wary heath no it'd be the activation threshold
where is that?
a deadzone is what you have when you're dealing with analog inputs
0.7f would be where the trigger is mostly pressed down
i don't know if that controller has something for the trigger specifically, but activate would be your best bet
how do i press canvas buttons with openxr?
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
on those will show you what you need to have
i dont have those options so i wrote a short script to help me out
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();
}
}```
im gonna use the finger poke button method
havent tested it yet
i hope it works
it works ezz
for some reason, XRNodeState.TryGetPosition and XRNodeState.TryGetRotation are always failing
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
the events are all firing as expected, but those functions are always returning zero vectors and i don't know why
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
I have been getting this error in Unity which causes an immediate crash.
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?
OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick, ControllerMask)
OVRInput.Controller.LTouch : OVRInput.Controller.RTouch
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
that is this OVRInput.Controller.LTouch or OVRInput.Controller.RTouch
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();
}```
Then you might not have OVRManager in your scene or you aren't calling OVRInput.Update();
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 š
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 ālighterā 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)
im using the xr tool kit and my hands are stuck to the ground
and these are already set
i dont have a clue why
its worked before
but now it doesnt wanna do anything
I've been having the same bug
use device-based instead of action-based
i cant find a device based
?
ok i copied a code online for a gun i wanted to use and there arent that many errors
one of the main ones i would like to solve is the one that says ovrinput does not exist
im using the xr interaction manager
anyone know what i can change ovrinput to?
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 ?
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?
@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!
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>
and it'll store the devices into there
then you can basically just get any value from it
devices[0].TryGetFeatureValue(CommonUsages.trigger, out float triggerValue)
CommonUsages is an Enum that's going to have all your different Hand-controller interaction stuff
???
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'
ok so apparently the fix is to upgrade to the preview input system but its not available to me
When is Unity going to enable an option for VR devs to remove XR?
pls help omg
yes, xr means both
just an umbrella term since xr packages can be used for both vr and ar
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?
.
XR is the worst... I don't understand why don't allow us to develop VR games without removing it
IDK what you mean? It works currently fine for me on windows but I would like to know, if in the future also Linux and Mac support will be added to "OpenXR" ?
guys, how do I add a binary file to my apk?
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
hmmmm
Hello! Im having an issue deploying my code on my laptop but it works fine on my computer not sure why
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
It has been like that for some time and does it every try
Can anyone help me troubleshoot?
are you using a physical link cable?
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
Alright thanks
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
I think you might need a new cable
or try a different port
it seems to be some transmission issue
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
I have been using Open XR with SteamVR because the XR system doesn't work(per example, one button for HTC VIVE cannot be setup). But using Open XR with SteamVR causes so many issues, it's insane
I only use OpenXR without SteamVR...
So even if I want to sale it on itch.io or Gamejolt. It would make me troubles if I build in such features like SteamVR... OpenXR don't need SteamVR to work
It doesn't change the fact that you cannot set one of the buttons for HTC VIVE first gen
Without SteamVR
do you use the new input system?
I did try it, and even Andrew saw the bug
so do you know better alternatives for VR instead of OpenXR?
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.
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
i can attach pics if it would help idk
I would say stick to Unity 2019.3 and use the old SteamVR tool
Unless you are developing a very simple game that doesn't require many buttons
I use Unity 2020.3 and features that are added in 2020.2
I dont want to downgrade I also use a lot of stuff like the new input system and features of it
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?
What your doing is above my level of knowledge but i think its awesome and you could make some cool concepts with those data points
Thanks š I'm using it to map the user's playspace to the in-game playspace so that you can play entirely by walking around, crouching, reaching in the real world and not use teleport/locomotion.
Oohh so thats how they do it, gotchya
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)
OpenXR is the future, best stick with it. Oculus just announced they're dropping their proprietary API in favor of OpenXR.
Are there any other controller types to be concerned about beyond these :
- "Standard Style" (Oculus, Reverb G2, Vive Cosmos, Vive Focus 3)
- Vive Wand
- Knuckles (Index)
- Windows MR
valve index
id jsut worry about oculus touch, vive wand, and steam index
Knuckles = index
in vr you have 2 eyes, i assume your portal is only rendering one camera
how is it rendering?
im guessing youre using either brackeys or sebastian lagues portals?
if you close your left eye it looks how its supposed to its only wrong in left eye lol
right click on your portal camera
and find where it says target eye
wait not right click
my bad
brain fart
look at the camera component on it
and look for target eye
see what happens if you make that "both"
btw, what are you using portals for in vr?
id love to see a vr portal game
im trying to remake portal 2 in vr but the rendering is pretty hard lol other stuff works already
basic stuff like buttons, doors, cubes and other shit is working good
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?
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?
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.
what kind of issues?
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.
@long torrent did you ever get the portals working
xr interaction toolkit
its in the package manager, you might have to turn on preview packages
kinda, but now i have the camera height bug so its hard to test portals lol
it was already on both, i will try each one lol
o
just randomly thought of this, could you have a camera for each eye on the player and a camera for each eye on the portal?
and then link them
somehow
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?
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.
nvm, solution is XRSettings.eyeTextureWidth (the descriptor just produces messy values). Only culprit is that eyeTextureWidth yields 0 if headset is sleeping
@keen sentinel #854851968446365696 for where to post collab and jobs.
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...
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
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
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?
reset the transform. 0,0,0
The transform already is 0,0,0
Except the scale
But I mean
well then offset it so that it is where you desire it to be
@heavy peak i moved my hands in editor while running and copied the transforms
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
copy its position
stop running
paste the position

I'm on quest 2 so I export it each time, so I can't go back and forth like that I think
ouuchh
oof
What's offset?
also if you dont know offset, are you starting unity with vr? -_-
Or was that offset
make a way to move the hand in game and print its position every frame
move it until you get it to a place you like, check the logs
copy the position and paste it onto the hand
God damn it I don't know anythjng
then dont start with vr
people will tell you to start smaller but
keep trying
theyre wrong
start big, teach yourself as you go
thats the best way to learn in my opinion
vr development is 3x harder than normal
I'm just trying to make two blocks in VR how much smaller do I have to go
i disagree, vr is pretty easy
that can lead to frustration and them giving up
I watch anime so I never give up
@austere tide normally they give up because people tell them that they started too big
lol
so i say start with the easy things and move on when you understand it
What is easier than making my controllers function
sure that works to a degree but when you move on to the next stuff you forget the small stuff
no, that was from experience, i tried making something in 3d 2 years ago, got frustrated and gave up, now im doing 2d to start and have a working game
If someone doesn't mind they could walk me through the process?
i started 3d with a full scale project and i finished and released it
learned a lot
Pog
show the fully expanded controller in the inspector
Ok so mine is different
expected
But I have the model prefab set as the white block
make an empty gameobject as a child of each hand
set their relative positions to 0,0,0
Got it
yes
now clicki on the left controller
and set the "model parent" to the left hand gameobject
do the same for the right
Where do I set the model parent?
sorry
I right clicked
Do I select children?
Set as default parent?
Ohh ok I don't have that component, I'll add that
you dont?
isnt it this
Wait yes I do
I'm so sorry lol
I get what you mean now
Ok I did it!
Is that it? Should I export now?
It's ok it just exported
and in what direction
move the empty gameobjects you made to try to balance out the offset
Alright
like if the cubes are above your controller, move them down
the little arrows you can click and drag is all you need
just roughly how far you think by looking at the hands in game
Wait what little arrows?
I can't put the controllers into the screen though
Do I take the prefab and put it in?
make it a child of the empty gameobjects
and set its relative pos to 0
i didnt even think about that but yeah that works
yeah
Do I need that nameless Gameobject or can I delete it
I guess I can't since it's connected to the other stuff
Oh well
you need it
Ok all their positions are 0 already
wait what
whats
gameobject
if you have left hand
left hand should be the empty gameobject
now move them to where they should be
move the empty gameobject to where the hands look right*
Alright, I'll check out the headset and try to get an accurate measure
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
I'm exporting it now, I hope it works
did you remember to delete the prefab
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
it works?
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
When I click on them it pulls up the ones under the controllers
Nothing happens when I left click
I mean right click
i know its being weird for me too
im notsure why
it worked when i did it the first time
How did you do it the first time?
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
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
epic
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
Here's a good guide for you to go off of
https://www.reddit.com/r/OculusQuest/comments/j32vaw/performance_analysis_for_oculus_quest_2_oculus/
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
Otherwise if you want just a basic outline of unity performance in general, here's a good list https://cgcookie.com/articles/maximizing-your-unity-games-performance
Hopefully this helps
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
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
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
does anyone know how . do i make my vrchat avatar sit down differently
he crouch so strange
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
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?
Blender, Maya, Modo, Houdini, etc
Shared materials, texture atlasing, no hidden geometry, and bake details into normal maps (no hard ops). Keep poly count to 250k if you can, with 100 or less draw calls. Just standard mobile rules.
Thank you so much!
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. š DM me or @ me.
I managed to finish making this yesterday :).
Yes. Based on the statistics though about 80% of users are currently quest users in VR. Whats up?
Wanna help me test my multiplayer
No I dont really have time for that - sorry
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
It depends a lot on the framework. With OpenXR - the process is quite different than say the VRTK
Thats fine, how are you trying to attach the scripts? AddComponent? And what is the error?
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
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 { }
Okay lemme try it
The name and script need to match and inherit from monobehaviour
Where do I replace it. Sorry im a fuckin idiot sometimes
Is that file itself called Hand.cs
The class name and file name need to match exactly - a security thing
Yeah i think caps matters too
I waste an hour and you solve it in 5 mins
xD
Then again i just started development
To be fair Ive worked with Unity for about a decade :)
I have been at this for literally hours. Please someone tell me how to get input from Oculus Quest controllers.
It depends on the framework
Unity version
And configured input system
Using 2019.3.15f1 I believe,
Input system being the new one
using the Oculus package
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
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.
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
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.
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
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.
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 ...
I expected that it wouldn't bring the greatest VR experience, however it likely would run unity!
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 š http://twitch.tv/redironlabs
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
@steep shell this is a good higher level advice guide: https://developer.oculus.com/documentation/unity/po-art-direction/
@steep shell and more specifics: https://developer.oculus.com/documentation/unity/unity-best-practices-intro/
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
I want to say my first instinct is to update the jdk
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.
Guys what is this ?
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..
might want to also post it in #archived-shaders and see if you get any luck there
alright
thanks so much for that, I'm taking notes and going to work with the other dev to review this stuff. right now we're barely hitting 30 fps without props, so a lot of optimization needed
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);
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?
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.
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.
I want to reorient the camera to the start position and rotation in my Unity app. I tried this function, but it's not working on Oculus Quest:Ā OVRManager.display.RecenterPose(); I noticed that the Oculus Quest home button on my Quest after a firmware update spawns the quit/resume app sub-menu, but...
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?
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?
The input system has a binding for that
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
public float handVelocity = 0f;
private Vector3 lastPos;
void Start() {
lastPos = handPos;
}
void Update() {
handVelocity = Vector3.Distance(lastPos, handPos);
lastPos = handPos;
}
if you dont wanna use the new input system (wouldnt blame you)
something like that should work
Thats more or less what I would so.
Thanks
To get velocity you need to divide by delta time
Assuming you wanted in meters per second
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
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
{
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.
enable preview packages
Change Get to GetDown
if (OVRInput.GetDown(OVRInput.Button.Two))
Although you maybe need to setup input using the old input system, Iād have to see the project to look further
Also, pretty sure button one and two are mapped different than your debug says it is
Also if OVRManager component isn't in the scene then OVRInput.Update(); needs to manually called to get OVR inputs to read as well ~
just finished a 3 day VR game jam. it's my best work yet imo. Id love feed back, if you wanna check it out.
I have tried this but the values are always 0
should I turn on some settings to make it work?
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.
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
Hey guys! Iām currently making a VR game and itās close to be ready for a ātech demoā
Iād 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?
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?
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?
@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
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!
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?
Found the solution, my OpenXR Runtime was not set active.
#š„½āvirtual-reality message can someone help?
The solution would be the same regardless of the SDK. The only thing that would be different is what interaction and input system you are using to determine if the user has grabbed the dial
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)
ā¶ Get access to exclusive content: https://www.patreon.com/ValemVR
ā¶ Join the Discord channel: https://discord.gg/5uhRegs
-LINKS-
XR Input Manager : https://docs.unity3d.com/Manual/xr_input.html
VR Controller Unity Package : https://www.dropbox.com/s/9ajsxoa6u3ps1y8/vr controllers model-fixed.unitypackage?dl=1
Oculus Hands Unity Package ...
Here's my scene
the logos are like, the credits
im using mirror networking so i put the mirror logo in there
Ah right, I see. When do they show up then?
the same screen that you see the unity logo
alright, so what is the difference between the logo and the "virtual reality splash image"?
i think virtual reality splash image is its own screen
aha, hmm. I wish they explained it. been googling but can't seem to find any info on the VR splash screen
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
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
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)
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
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!! š
@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
?
Wdym I add parents
I'm really new sorry
Like I just put the controllers in and make them the parents?
@tiny niche
you add a root to the root in the asset and move the child of the new root to position it
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?
the asset you're trying to hold
You mean the controller? I thought the controller was the parent/new root?
no the controller is completely separate
the controller has nothing to do with whats being held
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
the grabber does the grabbing, you just have to make grabbables with the correct hierarchy
Nothing is being grabbed
then its not a vr issue
fine, but its the same principle
grabbing something just replaces the controller model with something else
yeah
so you edit your asset to fit the controller logic
The problem is i cant properly set the controller model's position
you can do whatever you want to the asset, as long as the root transform is an identity matrix
whats an identity matrix
scale 1,1,1 rotation/translation 0,0,0
Boo
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!
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
why not just upload the .apk throough sidequest?
I did not know that was a thing. How does it work?
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 ?
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?
@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
i dont think thats your biggest concern
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
Side quest is a computer application/ place where people post quest games that arenāt on the oculus store. And has feature to sideload apk files directly to your head set super fast and easy without using the terminal or anything complex
idk i like just randomly got an idea
With photogrammetry, OpenCV or AR sure no problem. But a standard shader won't cut it as it need depth information.
Use ...\Android\SDK\platform-tools\adb install -r %1 where you need the right path, and %1 is the APK name.
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
You need to first learn about Unity, learn about Components / inheritence / instantiation. Data storage. Level storage. Scene loading. Get some 3D models. Then just add basic VR support to the models.
We have quite the crafting system coming up in #NAFG (a VR metaverse project we've been building for about a year)
If won't let me access any of my devices through the ADB. When I use adb devices it says there are non connected.
I made sure all my drivers were installed and up-to-date, and I reinstalled my SDK in case that was the problem.
It might do that for a few reasons (Quest Link enabled is one), or a bad USB cable
I think it might be a bad cable. I tried all the cables in my house though and none of them worked.
If it is a permissions issue, you'll get an explicite error saying it doesnt have authorization.
And I don't have the quest Link cable
But yeah, make sure Oculus Link mode is disabled too
Well it's not sending to my Android phone either so I don't think it's a problem with the quest
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
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
@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?
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?
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).
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?
whatever you do, dont make a crafting table style crafting system
Your making a VR Game not a flatscreen one
make the player hit flint together to make a fire
use unique vr mechanics
but i sure can try
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.
LevelProfilerData
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 canāt get it to work, any tips?
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 ?
There are a lot of great tutorials out there so I think that's a good way to go about it š 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
Yes start by learning in regular 3D games. There are tons of tutorials and itās easier to test your game.
To many people try and just strait into VR and itās much harder to learn that way
Thanks guys
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
why is setting up mixed reality so confusing
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.
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?
For some reason when I build to my oculus everything starts flashing blue
Sounds like you're using the wrong position values, show your code and we can see
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 ?
There's a lot of reference to another script, but here's what controls it
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
have you found your problem yet?
Guys if I want photorealistic graphics in vr, can I achieve it using baked textures ??
Nope, I looked for so long then just gave up and temporarily switched 2 Unreal :(
For this, right?
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.
Yup! Thatās the best way to bake down normal maps to reduce poly counts for VR. Iād say baking the textures is pretty much mandatory for performance.
Itās how we get rid of hard ops high poly counts
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.
My team is mostly still using 2019, it was the last stable version to pass our internal QA
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 (:
@buoyant jolt are you using URP or builtin on the Unity 2019 ?
URP seems, not to have very stable performance for Quest.
I still don't get close to a photorealistic look. Still looks "cartoonish". Is that a limitation of the vr gen as a whole?
Not really
That's one of our industrial VR sims, holds up not too bad. But could have textured it better with more time
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
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.
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
No, we haven't found the need to use their render pipelines. They seem to cause more issues than they are worth, and they keep rewriting / redesigning it every 3 or 4 months. So I'm holding back on that until later. We have begun moving projects over to Unreal though, so adopting the new URP/LWRP/HDRP stuff is lower priority for us now
would this work?
bool triggerValue;
if (device.TryGetFeatureValue(UnityEngine.XR.CommonUsages.triggerButton, out triggerValue) && triggerValue)
{
Debug.Log("Trigger button is pressed");
}
yup, thats perfect :) tysm
np!
They have some sample code here for it now I think:
https://docs.unity3d.com/2019.1/Documentation/Manual/xr_input.html
Oh great, good for you.
It was all fine for the builds, with the builtin until we switched to URP.š
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?
@buoyant jolt thanks for the inputs man. I'll see if I can texture things better to get a realistic look
@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 š
I bake textures using cycles on blender, is that good enough or do I need to upgrade things
As long as you like the results and you are getting good materials with it, btu that is a better question in probably #šāart-asset-workflow
A and X are primary buttons. B and Y are secondary buttons.
This looks interesting: https://www.youtube.com/watch?v=xmzalHPmZBA
Dream Mirror transports you to Immersive environments and magical worlds where you can Interact with environment and solve puzzles to pass the level.
About This Game
You are transported to a magical world where you can Interact with immersive environments to solve challenging puzzles. Where you get to find different types of mystical ancient ...
add a photon transform view too
I dont see anything that says input
Try opening up those options at the bottom. I think its in āotherā just look for it itās there. The options for input are old, new, and both. Pick both
@low quail
ok
Active Input Handling?
yeah
ok
both is fine
ok
thank you
@lofty tangle sorry for pinging you, do you know why this is happening?
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
it is unity
when I click "play"
okay so im assuming you set it up as a vr game and it isnt finding a vr headset to play on.
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?
could you make a copy of the project and remove the openxr stuff since its just a server?
The idea is to keep sharing common code between client and server, so it should all be one project (that's kind of how MLAPI works).
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 ?
@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
Thanks however i'd like to have a framework that has a wide range of interactions already. I dont have the time to recreate climbing systems, bows, guns, IK integrations and simple stuff provided by most of the frameworks
then you're not talking basic interactions anymore though
Seem basic enough to be provided in any framework
Not quite those are very game specific. As not all game require climbing and not the same type of climbing
Same with weapon handling
If you donāt have time to build it then dont make a game with those features. Or buy an asset that fits your games style.
"Or buy an asset that fits your games style." It is exactly what i want to do. So which framework would allow me to have a maximum of interaction fiting most of differents needs for multiple type of game ? I need to purchase one š
Probably hurricane, For interactions. Then youāll 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 arenāt the same
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
What is your go to framework list for VR multiplayer? Photon PUN and VIVOX?
with openXR
Depends on the type/scope of game. But pun has lots of good tuts
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
hey, can someone help me make a grappling hook gun for VR? iām new to making games and i tried copying a tutorial for a normal grappling gun for non-VR but i donāt know how to convert the controls into using the VR controllers
if you want it be when you press trigger add the script to the hand and put the function in the onactivate thing
both of those arent great, if your game is going on steam exclusively id go mirror + fizzy steamworks
steam has p2p with a relay and has built in voice chat functionality
the script being the non vr grappling gun script?
Itās actually for oculus mainly, or multi support. I want to build for oculus first, steam second
Quest 2 in this case so standalone
Never heard of the ones you recommend but Iāll do some research thanks so much
the math should be the same all youll need to do is change the input
ohh if ur having cross platform ur gonna need some sort of server host
I think photon handles that
players wont enjoy having to port forward and stuff
photon does handle it but photon isnt very economic
What does that mean?
ur either gonna need a dedicated server or peer to peer
Oh so you think at scale itās going to be costly
I mean thatās a rich boy problem, no? Lol
If I get to the point where photon is pricy, Iād probably be top charts
peer to peer is for small servers, id say up to 6 players
o then id go the free route and figure out some sort of peer to peer solution
I canāt use steam tech in this case since Iāll 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 wonāt work
I need to know that early, so best to go for a framework
So I can ship it, burn a few K on promo and see the reception
jeez a few thousand on promo??
im on a zero dollar budget lmao
what even is ur game
Ahah yeah I worked to prep a budget
Itās a multiplayer escape game in a maze
I have a solo tech demo here :
o that looks neat
Iām a marketing guy, also hiring for dev actually. I come from paid media so Im comfortable spending a good budget on ads
Iām 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 didnāt paid an extra 100 hours to build a custom p2p framework ahah
But thanks so much for your recommendations, Iāll check the frameworks
np
btw, dont include "vr" in your searches for multiplayer solutions, they all work with vr
Oh ok! I thought I needed something special to handle the VR rigs or something
Good catch
nah, networking is really just sending and receiving variables at its core
my game is vr/non vr crossplay
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
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.
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
Seem fine so far. However unity has a book that turn pages and looks good in the VR HDRP Alchemy lab
You may want to look it
hi! Whenever I click the "paly button" It wont appear on my oculus
I still see the "link" home screen
take a look at a vr gun tutorial. once you have a vr gun and a non-vr grappling hook, you shouldn't have any issues combining the 2
Hey guys, are you aware of some Character creator in VR ?
I need inspiration to port my desktop Character Creator to VR
@safe dragon oculus avatar creator and the rec-room one springs to mind
Thanks. I see that both are UI based, which isn't the way I want to go. That's nice to get some inspiration on the features though
@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
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
@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
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
Reproduction steps: 1. Open the user's attached "hdrpportalvr-main.zip" project 2. Load the "PlanarReflectionProbBug" scene 3. Enter...
gathered resources around and made a simple example on how to make URP Renderer Feature that works in VR and SPI while using recent Unity versions (can't use Blit anymore): https://github.com/0lento/URP_RendererFeature_SPI_Example
What does it do exactly ? I don't get it, what is renderer feature ?
@safe dragon Renderer Features are way to do all kinds of image processing with URP since they don't have custom PP API yet
I imagine it's stuff that you cannot do with the post processing volume ?
Sound nice
well the issue with PP volume is the lack of public API on URP atm
with HDRP they do have that
Ah yes
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
Reproduction steps: 1. Open the user's attached project ("_ISSUE_XR_SRF.zip.zip") 2. Load "Scene" 3. Make sure Rendering Mode is set...
I voted too !
Would be awesome to have unity focusing more on VR integration š
I feel like it's going on every direction and that a lot of stuff is lacking
I doubt they will fix the blit since the workaround itself isn't super complicated
I wish they will fix my mirror bug though, since there is no workaround with shadergraph..
onyone knows how to emulate hmd device for steam vr????
Im waiting on the render pipelines until they are stable. Too many short deadlines to deal with buggy frameworks
Thatās what we said in 2017 too :)))
There is a mock HMD on new versions of unity to emulate a headset
@safe dragon Will it work inside the build? Or is it editor only package?
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
I'm not sure if this would be the best place to ask of if #šāart-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.
works on both editor and builds, supports multipass and single pass instanced
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
@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?
I only use actual devices for real play testing
@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
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
@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
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
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
When building to the oculus quest 2, is anyone else seeing the color being overly saturated? I'm looking for a fix for that
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
I recommend deleting all the quality levels but 1 or 2. Ensure your lighting space is correct. Ensure no post processing.
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
Reproduction steps: 1. Open the attached project ("1358229R.zip") 2. Open the "PortalVR" scene 3. Open the XR Plug-in Management set...
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
It's is Shadergraph related so it also impact URP (I also mentioned it in the forum btw)
I donāt any interest in any of their render pipelines - they are unstable and constantly changing
That, I can understand why, I am struggling so much because of them. Just don't upvote I guess š
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.
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
I'm not getting unity debug log messages in HTC Vive focus plus. I'm using Vive Wave SDK, what could be the issue?
Purpose of this PR
This PR added a doc to guide urp user how to do custom full screen blitting in XR SPI
Fogbugz case https://fogbugz.unity3d.com/f/cases/1335524/
Testing status
ABV
Comments ...
Hey guys is there someone who can give me a hand setting the screen fade using oculus sample framework in unity?
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
@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
Hi, Anyone here with HTC vive focus? We have an app that needs to be tested. This is a paid job. Please DM
@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
there's work going on for that, first part is this: https://github.com/Unity-Technologies/Graphics/pull/5346
"The class also has built-in support for render target dynamic scaling. This will add dynamic resolution support to URP and unifies URPās render texture management."
@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
you can see some comparison shots of TAAU here https://github.com/Unity-Technologies/Graphics/pull/5066
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)
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
Honestly just get a longer USB c cable, mines 9 feet
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.
!ban 591499559801192458 Scam.
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@wraith shale š»āāļø
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Now I wish they can fix shadergraph for VR https://issuetracker.unity3d.com/issues/xr-sdk-shadergraph-screenposition-node-does-not-work-when-xr-is-active
Reproduction steps: 1. Open the attached project ("1358229R.zip") 2. Open the "PortalVR" scene 3. Open the XR Plug-in Management set...
does starting selected interactiable on an xr socket interacter trigger if i turn the gameobject the script is attached to of then back on.
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).
I believe it when I see it, so far I've only seen them putting docs for the workaround - which they probably wouldn't do if they really want to fix the old approach
so my assumption is that their fix is just better documentation
they also ref that issue report on the docs PR (https://github.com/Unity-Technologies/Graphics/pull/5395)
it's not broken, that type of node is just pointless when you're doing stereoscopic rendering
They aknowledged that it was broken though
And it is usefull, without it I cannot make my portal system in SRP
Neither a mirror
how do i stop my oculus hands from going through objects
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)
I'm new to unity and have no idea what this means. Any help appreciated.
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
Use physics, A collider and a rigid body. Have the hands follow the VR controller position using physics
they already do that?
Thatās what you need to do
the hands already follow the controller position dont they? isnt that how the controllers work?
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
ah ok
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
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 canāt go inside of a wall. But it depends on your game really.
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 š Find the bug and fix it.
well thats not possible if you dont even know what the bug is
Hi
If working through bugs seems impossible and demoralizing, this may not be the right area to focus on :D
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.
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.
Hello here š
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
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
Usually, you want two stacks on a player. Local player with VR, and external player as a dummy rig. Because you can only have one VR stack per scene
What we do is place the network transform on the rig avatar OR an alias that is followed - not the VR stack itself
As for how mirror works I cant help there we use photon
But usually you need a script for each child you want to track
Otherwise it would sync an unmanagable amount of data
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?
Can i ask for help in here?
If it's related to VR yeah
Heya Ole, we got a huge gain in FPS using URP on a project with realistic models and terrain. The project use Steam VR. You will have to modify/adapt shaders
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
Hey guys just recently got into Unity and Oculus wanted to know any tips or where to start really
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.
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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...
This follows my question: Is XR Interaction the way to go or should I be using any other framework?
though oculus is depreciating theirs in favor of openXR.
It is still very high risk. URP can be quite unpredictable, unless you donāt mind investing the time into it
Thatās a choice. Most folks are going UnityXR/OpenXR now. We use that only for our games though, everything industrial we are still using the VRTK (more reliable)
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
Hi @dreamy raven . Are you using URP with Oculus Quest ?
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
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.
Thanks for your inputs @dreamy raven @buoyant jolt
We don't have any dedicated graphics programmer which is what makes me a bit more nervous
Thanks for this. Just to clarify, OpenXR is different from XR Interaction that Unity offers right?
For my knowledge XR Interaction toolkit is built over openXR, it use openXR as a driver (kind of) os this correct?
Not sure.
@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...
is there any error with new input system and xr interaction manager?
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)
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 :
not so much a game but just a room with a background and objects that I'm able to pick up
Is anybody from Canada? Our VR studio is looking to hire an Intermediate Developer! Check out the job listing here: https://metanautvr.com/careers/intermediate-developer-unity/
Feel free to post this on the job hiring forums (links in #854851968446365696)
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
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
i am using action based one and the new input system
but
Hi i dont know where should i ask this.
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 ?
I have been looking for the tutorial videos but most of them using "ready-made" hands ( which i dont want )
i want to use my own avatar for hand tracking