#šŸ„½ā”ƒvirtual-reality

1 messages Ā· Page 56 of 1

lone knoll
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yep that was it ...

storm ether
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Hello, does anyone know how I can make a very beautiful game ?

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sort like the begin game of Oculus where you can just watch around you

urban cloak
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Make beautiful art?

storm ether
urban cloak
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Yes, the answer is: make beautiful art.

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Unless there's a specific feature you're struggling with.

storm ether
tulip anchor
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That isn't something that can really be taught with a tutorial.

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Learn the tools, study and work hard

mild yacht
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[Oculus Quest 2] I want to get the left controller but I can't find ANY devices

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My console looks like this

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Maybe it's because I haven't set the run device to the quest 2 in my build settings? I use Air Link and whenever I try to refresh the run device (to find the Quest 2 so that I can select it) the air link gets disconnected

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Also... I am only testing it in the Unity Editor

pine bison
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You don't need the run device for running in editor

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Do you have Windows Oculus enabled in your XR settings

mild yacht
pine bison
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XR management settings

mild yacht
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This could be a problem too

mild yacht
pine bison
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You're in them

mild yacht
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oh great

pine bison
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If you're gonna build to your quest you'll have to fix those issues

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But that's the android settings. There are tabs further up

mild yacht
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Forgot to show the tabs yeah

pine bison
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Alright, well start by fixing those then

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If you haven't added the oculus controllers to the features it does make sense they're not found

mild yacht
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I add the oculus touch controller profile?

pine bison
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Yes

mild yacht
pine bison
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Again if you're gonna build to the quest you should check that checkbox as well

mild yacht
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Do I need the oculus quest support?

pine bison
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And then make sure the touch controllers are enabled on windows too

pine bison
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Quest support

mild yacht
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okay

pine bison
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First

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Second is for windows app store / hololens

mild yacht
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oh okay

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They should be enabled

pine bison
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Ok then try running

mild yacht
pine bison
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Do you get headset movement in VR?

mild yacht
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Yes

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And the two red lines move with my hands

pine bison
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What does your log say?

mild yacht
mild yacht
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I set it up like this

pine bison
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Is there nothing else in your log?

mild yacht
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nope

pine bison
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And when are you calling your function?

mild yacht
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It is to animate the hand

pine bison
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I'm not sure if devices get initialized before start

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IEnumerator Start() 
{
  animator = GetComponent<Animator>();
  while(inputDevice == null)
  {
    inputDevice = GetInputDevice();
    yield return null;
  }
}
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Try changing start to this

mild yacht
mild yacht
pine bison
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No wait

mild yacht
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okay

pine bison
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There you go

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And then in your function return null if the length of the list is 0

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You can do a debug log after the while loop to check if it ever gets past it

mild yacht
pine bison
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Alright, then I guess set inputDevice inside the function instead of returning it and setting it in start

mild yacht
# pine bison Alright, then I guess set inputDevice inside the function instead of returning i...
    IEnumerator Start()
    {
        animator = GetComponent<Animator>();
        while (inputDevice == null)
        {
            SetInputDevice();
            yield return null;
        }
        Debug.Log("Input Device Found!");
    }

    private void SetInputDevice()
    {
        InputDeviceCharacteristics characteristics = InputDeviceCharacteristics.Controller;

        if (handType == HandType.Left)
        {
            characteristics = characteristics | InputDeviceCharacteristics.Left;
        }
        else
        {
            characteristics = characteristics | InputDeviceCharacteristics.Right;
        }

        List<InputDevice> inputDevices = new List<InputDevice>();
        InputDevices.GetDevicesWithCharacteristics(characteristics, inputDevices);

        Debug.Log(inputDevices.Count);
        if (inputDevices.Count > 0)
        {
            inputDevice = inputDevices[0];
        }
    }``` ???
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I also changed the characteristics a tiny bit

pine bison
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Yyyyes

mild yacht
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I guess that it's never null since it didn't log inputDevices.Count

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So it must never have entered the while loop

pine bison
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Guess we gotta check null a different way

mild yacht
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I guess

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I think we just need to find out what the default value of type InputDevice is

pine bison
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IEnumerator Start() 
{
  animator = GetComponent<Animator>();

  List<InputDevice> inputDevices = new List<InputDevice>();
  while(inputDevicesCount == 0)
  {
    inputDevice = GetInputDevice(inputDevices);
    yield return null;
  }
}
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You could but it's easier to just check the list content I think

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Not all types are nullable

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InputDevice.isValid

mild yacht
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Nice find!

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    IEnumerator Start()
    {
        animator = GetComponent<Animator>();
        while (!inputDevice.isValid)
        {
            inputDevice = GetInputDevice();
            yield return null;
        }
        Debug.Log("Input Device Found!");
    }

    private InputDevice GetInputDevice()
    {
        InputDeviceCharacteristics characteristics = InputDeviceCharacteristics.Controller;

        if (handType == HandType.Left)
        {
            characteristics = characteristics | InputDeviceCharacteristics.Left;
        }
        else
        {
            characteristics = characteristics | InputDeviceCharacteristics.Right;
        }

        List<InputDevice> inputDevices = new List<InputDevice>();
        InputDevices.GetDevicesWithCharacteristics(characteristics, inputDevices);

        Debug.Log(inputDevices.Count);
        if (inputDevices.Count > 0)
        {
            return inputDevices[0];
        }
        else
        {
            return new InputDevice();
        }
    }``` You think this would work?
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Not sure about return new InputDevice();

pine bison
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Maybe yeah

mild yacht
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okay

mild yacht
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Great thinking

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I know it works since the hand animates when I press the buttons

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Thank you so much šŸ™šŸ™

pine bison
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Interesting

true meteor
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Can someone help me, I am having trouble using HTC and XR interaction Toolkit.

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I'm using Cosmos Elite 2

pine bison
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I have a feeling you might need to trigger this code based on when a new device is added. But have a play and see whether it behaves like you expect, for example if you take the headset off and on @mild yacht

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I'm gonna be implementing OpenXR in a little while myself so it's nice to get familiar with it for me

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Describe your issue @true meteor

true meteor
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It's a little hard to describe.
I've done all the setup, when I click play everything works.
But when I start walking around with my VR headset. At some points I lose vision and it only appears on one side of the lens.

pine bison
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And this only happens in unity and not other games?

true meteor
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It is not a tracking problem. Since I am still inside the Steam play area.

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It happens in unity and in the build

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I'm using OpenXR and XR interaction Toolkit

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It looks like this

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I don't know if Unity 2020support cosmos elite 2, open XR and XR interaction toolkit

pine bison
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But it does not happen outside of your own appliaction?

true meteor
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No, It doesn't

outer crescent
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Hi, do anyone know how to use Ray interactors on both left and right hand to select and scale the object size ??

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I have been looking for that solution for long, any help/idea will be appreciated

cinder crag
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Has anybody tried using XR plug-in system with WMR? I can’t for the love of god get input feature querying to work. Using pose drivers to propagate position and rotation works, so the controllers are connected properly, but InputDevice.GetDeviceAtXRNode(XRNode.RightHand).isValid returns false

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Using the same routine with a Quest works flawlessly, is there a WMR specific setting that I am missing?

tiny kiln
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Hi all. Does anyone have experience with Pico Neo 3 in Unity. I'm just getting started but it is not clear how to work with the headset in the Unity editor. I enabled dev mode on the headset, created a project with the XR plugin and Pico SDK, I connected the pico through USB, but I can't seem to get the headset to work in editor

acoustic lodge
sinful sable
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No changes.

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I'm learning sockets (following this course at unity learn: https://learn.unity.com/tutorial/sockets-g?uv=2020.3&courseId=60183276edbc2a2e6c4c7dae&projectId=60183335edbc2a2e6c4c7dcb#60259f88edbc2a002121331d). Setting up sockets is straightforward but my paintings show up at weird places. Any ideas why?

Unity Learn

In this lesson, you will learn how to configure sockets that objects can snap into in VR. By the end of this lesson, users will be able to hang hats up on hooks - and even wear the hats too! This lesson is part of the Create with VR course.

pine bison
pine bison
tiny kiln
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Oh I didn’t that. Thanks for the tip!

storm ether
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Hi does someone know anything about sword combat in VR? As I can't find nothing on the internet about it and I know I can't do it myself

sinful sable
storm ether
sinful sable
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Well a script on the enemy and the player ought to take care of that. When there aren't any tutorials, I always try to break down the systems to see where I can start. To add health, I'd just attach a script on the player and the enemy. For example, you can start with a "dummy" that has the script and reduce its health once your sword collides with the dummy's body.

storm ether
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not sure if I am saying it wrong

sinful sable
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A very basic implementation would be Debug.Log() where you reduce health by some points. There are many tutorials that go into the health systems (but not for VR). You may want to check them out.

sinful sable
acoustic lodge
spiral oxide
true meteor
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Sorry I was a mistake

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I'm using Cosmos Elite

storm ether
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Hello, I am having some troubles with grabbing a sword. Does someone know how I can make it that I grab it by the handle and that it position is good?

proud raft
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Hi, does someone know how to create a standalone application in Unity that can overlay apps from steamvr?

fading wigeon
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Is there a way in the XR Toolkit to determine if a XRGrabInteractable is socketed inside of a XR Socket Interactor and get the GameObject of that interactor?

I'm currently just iterating through all of my sockets and checking the selectTarget property, but I'd like to check directly with my Interactable instead of iterating through a bunch of interactors.

Checking the socket using the selectTarget is flawed because it doesn't change until another object is put into it, not when an object is removed

cursive axle
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Why it being whacky? Why it jitter? Only when I build not when I test

lofty tangle
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anyone else doing this game jam? https://itch.io/jam/vr-super-jam

itch.io

A game jam from 2021-10-22 to 2021-10-31 hosted by immersive insiders & Justin P Barnett - VR Dev. ÄŸÅøĀŽā€°Call to all creators, we are jamming!ÄŸÅøĀŽā€° With joined forces, we, that's Justin P Barnett and immersive insiders - are calling for you to jam toge...

cursive axle
cursive axle
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I hope this channel gains more traction some day, I know there has to be a lot of people making vr in unity that also have questions and input

severe saffron
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speaking of.... anyone know if its better to use URP these days with quest 2 or BiRP?

lofty tangle
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no idea. i still just use urp

north path
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Same, just more features and it will be updated more in the future

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Never saw a huge difference in performance

tiny niche
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@severe saffron urp lets you get the rendering more optimized if you design for it

buoyant jolt
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We did some benchmarking, URP vs standard with proper texture atlasing and batch performance. We found no real speed difference. So we stayed with standard.

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Imho the whole thing has mostly been a make work project.

alpine burrow
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resting my feet on my hmd to warm them up

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i like to imagine the screeching of some who would see the sight

vast jasper
severe saffron
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Ive dropped the settings to the floor just trying to keep hitting 120hz

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no scenecolor/opaque texture, all the shit Im 'supposed to do' for speedy quest rendering

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But so far Im not seeing the robust performance that URP tries to sell me

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I know I need to address things more scientifically but its difficult switching between BiRP and URP projects and making sure everything is the same or as similar as it can be.

RenderDoc analysis comes next.

severe saffron
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the only situtation Ive seen where srpbatcher does better is if you have a lot of skinnedmeshrenderers.... And if you're trying to make a quest 2 build (essnetially mobile game) its unlikely you'll have 30 characters onscreen.

tiny niche
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@severe saffron yea urp is not magic. it's not going to perform better on something optimized for the legacy pipeline

undone kettle
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Hi, I'm joining a new job in 3 months(my first as not a web dev but unity dev), and need to train unity VR as much as I can to ease my arrival.
However, I have a valve index, while they probably do not.
How can I use/learn XR (as opposed to using SteamVR) ?

tiny niche
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@undone kettle you do it the same way everyone else does it

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install the xr packages and activate openxr

bitter marsh
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good afternoon everyone - I'm starting out with Unity, trying to get my Oculus 2 headset connected to the dev experience. The headset works over airlink fine, I'd like to know if it is possible to have apps build in Unity and run directly on the Oculus. If someone knows of docs to help get this working that'd be great. The (simple?) problem I'm dealing with right now is that the build settings window doesn't show any devices within the Android -> Run Device drop down.

severe saffron
bitter marsh
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Not yet, I've ordered a cable - waiting for it to arrive. All the other cables I've got don't connect - at this stage I'm assuming those cables are old/unsuitable/etc

severe saffron
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ah well I never was able to get adb over wifi to work but with the wire Im able to deploy no problemo

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I think you need the cable to press 'allow this pc' at least once

bitter marsh
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Yeah, it'd be wonderful to get it over airlink if its fast enough. My question was also aimed at understanding if anyone has done this - as opposed to me chasing a non-existing target.

severe saffron
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also Ive got a friend who can only use 1 of his USB ports... all the others report 'unrecognizable device' from windows

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so you might need to investigate that if the new cable doesnt work

bitter marsh
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it's gotta be at least 3.0 right?

severe saffron
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yes which all of his ports were but I think its his cheap chinese mobo

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something to watch out for anyway

bitter marsh
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thank you.

wild river
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XR does this :(

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what does it mean?

severe saffron
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thats legacy XR

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looks like you're using XR plugin management

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XR plugin management is the new hotness, legacy XR is getting deprecated. You can only use one of these so you have to decide

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for quest 2 unity 2019 LTS Ive been sticking with legacy + xr helpers

pine bison
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@bitter marsh You don't need a 3.0 cable for just installing an apk. Any will do

bitter marsh
pine bison
severe saffron
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lots of old tutorials will direct you to enable XR by clicking the legacy checkbox. Lots of new tutorials will make you click the newer install button

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you most likely want to be working with the new stuff

undone kettle
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Is the tutorial project integrated into unity to teach vr still up-to-date?

acoustic lodge
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Note that there are a lot of different ways of doing VR in Unity right now, though, and while learning one of them will certainly teach you concepts that are relevant to the others they're all quite different. It might be worth finding out exactly which one your new employers are currently using and trying to use that to learn if you can.

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(That link is specifically for XR Plugin Management, which is the recommended built-in option for newer versions of Unity, but companies that have been doing VR for a while may be using something older - or just something different entirely.)

undone kettle
acoustic lodge
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If the answer isn't proprietary I'd be curious to hear which one they do use; it's quite hard to tell how or even whether companies are standardising on anything.

buoyant jolt
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Yes, ask what they use.

We have ~300 repositories at Red Iron, and have strict protocols on our VR frameworks. If you come in having learned SteamVR or Oculus, you'll be throwing it all away.

But even if you know VRTK and UnityXR, it is wrapped in our framework anyway so we can be less platform locked and allow for web builds, mobile builds and even AR from the same repository.

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We use VRTK for industrial and health (because we often need access to the Oculus and Steam SDK directly). For example: showing button tutorials and showing controllers.

UnityXR for games and creative applications.

But weve also moved to about 40% Unreal now.

buoyant jolt
# bitter marsh yup - makes sense. I will see what happens with the cable (once it arrives); at...

Yeah, you can oculus link with a 2.0 cable. And install with the cable. I use raw ADB to install and debug when I am using a Quest, and I remember needing to do some small changes to get APK over wifi working.

That said, when I work on the Quest, I keep it plugged into the PC. The battery life isnt very long, and a USB 3.0 will charge and play at the same time.

This also lets you use it as a desktop headset. So you can just press play and work with the headset inside unity. Then do a build at the end to verify how things run - primarily for the performance difference

bitter marsh
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Lloyd, thanks. Should the cable and USB port be in order, would plugging it in and simply using the adb shell to list all devices show the headset? Im new to all the android stuff - so even finding / starting the shell is a bit of a mystery. What you say makes sense with going cabled for dev, battery life isn’t the best.

buoyant jolt
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Yeah just adb list! It acts just like a phone :)

acoustic lodge
terse summit
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Hi, I can't get the Unity iPhone Face Capture app to work. I'm using the SlothHead example in my scene. I can see my face movements through my iphone coming through to movements in the blendshape sliders on the SlothHead 'ARKit Face Actor' but I can't record it for some reason. I'm using a Take Recorder and have added my iPhone as an ARKit Face Device to the Take Recorder and put the sloth head in as the Actor. When I press record on my iPhone it says 'Camera View Disabled' and the screen goes black. If I press record in the TakeRecorder in the Unity Editor it records a blank file. Any help would be gratefully received.

severe saffron
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so the decision is up to you as 2019 supports both

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if you're doing raw XR stuff then you probably want the new version

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Im using hurricaneVR (paid asset) and they recommend using the older xr stuff but I don't know the reasons why

vestal flicker
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Openxr is good now I think

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Missing index finger tracking still though

vast jasper
buoyant jolt
wild river
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Hello. I would like to know how I use this in VR on my unity project šŸ¦ please help!

outer bone
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Does anyone know how to get a callback or otherwise find out if the steam/oculus/etc dashboard/overlay is visible when using openXR?

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I want to pause our game when that's visible

north path
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Should optimized frame pacing help with gameplay on the quest?

bitter marsh
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While waiting for my Oculus cable to arrive, I decided to use the Unity Learn modules on VR (https://learn.unity.com/course/create-with-vr) to start a new project, this time for my older Samsung Odessey Windows MR headset. I've added one of the prefab rooms, foreground and background to the scene. I'm only using OpenXR in the projects XR Plugin Management settings, and within the OpenXR settings interation profiles I've added two interaction profiles - the m/soft hand interation and motion controller profile. My problem is that movement of the headset does not translate into movement within the sample room/game.

Unity Learn

In this official course from Unity, you will learn to design and develop your own Virtual Reality (VR) applications. You will create prototypes, attempt challenges, and complete quizzes to build and solidify your skill set. At the same time, you will be guided through creating your own unique VR project from start to finish, beginning with a bla...

bitter marsh
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Ok, now I have rendering on play working on Oculus AirLink, but the controllers are not responding - along with corresponding errors in the console (working on it).

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So I'm trying to solve this one now: 'Enable Input Tracking' is enabled, but Position and/or Rotation Action is disabled. The pose of the controller will not be updated correctly until the Input Actions are enabled. Input Actions in an Input Action Asset must be explicitly enabled to read the current value of the action. The Input Action Manager behavior can be added to a GameObject in a Scene and used to enable all Input Actions in a referenced Input Action Asset.
UnityEngine.XR.Interaction.Toolkit.XRBaseController:Update () (at Library/PackageCache/com.unity.xr.interaction.toolkit@1.0.0-pre.3/Runtime/Interaction/Controllers/XRBaseController.cs:254)

cyan socket
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Hey guys, I need help setting up the HTC Vive with the Escape Room project.
It works pretty well with both Window Mixed Reality (Lenovo Explorer) and Oculus Quest 2 but I can't it with the HTC Vive no matter what I do.
I can move my head and hands but I don't have any input at all (I can't close the hand or teleport).
I did install the OpenXR package so I'm kinda lost

severe saffron
bitter marsh
storm ether
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Does someone know which are the best solutions for virtual reality streaming?

north path
storm ether
north path
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I don't understand what you want to do

storm ether
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Stream VR content from a server to a client using the internet

north path
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Ahh from a server, not your PC
Don't know much about that tbh, latency would be pretty crappy for anyone except those with the best internet and a server nearby tho

storm ether
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Nvidia CloudXR already has a good solution with acceptable latency, but I woul like to find alternatives

tiny niche
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i guess acceptable latency is a fair bit more than what you'd normally have

wraith shale
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OculusXR got 2.0 preview:

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Added support for Application SpaceWarp to enable smoother experiences at lower framerates. Note: This feature currently requires a customized version of the URP package that is provided by Oculus. You shouldn't enable this feature if you aren't using that custom URP package

calm nest
acoustic lodge
calm nest
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one would allow smooth turning with the joystick (local), and one would not (staged)

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but things like smooth and snap turning cause people to slowly fall out of their guardian space and clip through walls in game and stuff

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sooo I was curious if we could make it a toggle for people who want it and people who don't

acoustic lodge
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Then sure, though bear in mind that switching from local to staged will require you to rearrange everything in your game world to fit in the staged play area.

calm nest
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gotcha

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thanks!

sick thunder
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Is there an easy ish way to convert let's say an FPS to VR?

storm ether
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I'm making a VR game for Google Cardboard. Is there a way to do input for this?

north path
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With Unity 2021.2 I cannot install my apk to my quest 2, because the v2 signing isnt working. Does anyone else have this issue?

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I get INSTALL_PARSE_FAILED_NO_CERTIFICATES: Failed to collect certificates from /data/app/vmdl825137747.tmp/base.apk using APK Signature Scheme v2: integer overflow in SideQuest

north path
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The APK also is twice as big as the 2020 apk

acoustic lodge
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Using the OpenXR plugin, any time position tracking data isn't available Unity seems to completely shut down all camera rendering. Obviously this isn't ideal behaviour; does anyone know where the code responsible for this is, or whether it can be configured anywhere?

buoyant jolt
buoyant jolt
storm ether
buoyant jolt
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Any gamepad that pairs would be fine. Usually people using cardboard go for these 1 or 2 dollar cheaper controllers thougg

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But to the game engine it all gets treated the same. An axis and buttons

storm ether
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Ok thx!

worthy steppe
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is there any chance someone here develops for both quest and vive?

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i got my app working on the quest 2, then in may we had to switch to vive, so we got it working on vive, but now we have a quest again and its not working on quest and i cant figgure out how to get both to just cooperate

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i think its something with manifests

acoustic lodge
# worthy steppe i got my app working on the quest 2, then in may we had to switch to vive, so we...

Vive as in Vive Focus?
If so then yes, developing for different Android headsets generally requires different setup and manifests for each. As it happens I haven't yet had to maintain the same codebase for multiple at once, but when I do I expect to use SuperUnityBuild to script automatically setting up the different distributions.
My suggestion would be to follow Oculus's instructions for setting up a new Quest app, then see what's different in your VCS and use that to figure out what you need to be able to change back and forth to switch targets. (I haven't used the Focus, so I can't comment specifically on what it might be changing.)

severe saffron
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Every single time I try to go above 2019.4 in VR my life becomes hell

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good luck UnityChanSalute

full ore
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I have an issue where the scenes and scripts all work fine on the Unity editor and play mode running on my quest 2 headset via wireless

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however when I try and build the apk and load it onto the quest 2 headset, the starting scene works fine, but any further scene does not load

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all the scenes have been added to the build settings

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Its possible that a script is going wrong

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Is there anyway to debug it?

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I dont know what I can do if it works perfectly in play mode but stops working as soon as I build it and install it manually

buoyant jolt
# worthy steppe is there any chance someone here develops for both quest and vive?

We currently develop for Quest 1&2, Vive, Index, Rift, Rift S, WMR (Samsung & HP), Cardboard, Pico 2 & 3 for official support in our simulations - we have three templates we use that are tested frequently for the above headsets - one with VRTK 3.3, one with VRTK 4.0, one with UnityXR. You definitely can support everything in one package. They also build to Mobile, Mobile AR, Web and Desktop - but that uses our abstraction layer to migrate everything to camera placement locations and mouse versus controller.

That said, about 40% of our projects are now on Unreal. But I feel like most of the older studios have something similar in place like us now…

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But yes when dealing with Focus / Quest & Pico, you need to manage your manifests closely.

full ore
civic yacht
#

If anyone is looking for work, I’m looking for someone experienced with XR development to hire

balmy comet
#

Do you guys know if there's any way to get Oculus-related "Quit" events through Unity?
Or are my options limited to inferring from the various Oculus lifecycle events?

tough ingot
#

I'm having some trouble getting my Unity VR build apk file onto my Oculus system, how can I install the file on to the oculus?

buoyant jolt
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It’s called the Unity Developer Community - but links are blocked here so I can’t share it I’m afraid

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The VR Slack group is pretty decent too for experienced XR folks looking for contracts

wraith shale
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anyone seen the mentioned blog post about Application SpaceWarp for Quest?

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they've really hid this info well

wary junco
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Anyone know where to get the camera that is rendering? in Unity, using URP, the main camera that is attached to the XR Rig reports stereoenabled as false, secondly in the OnRenderObject area, the camera is always null when rendering the vr cameras (ive checked this when looking for scene view etc).

wraith shale
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that's their URP fork for Application SpaceWarp for Unity 2020.3

wraith shale
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already ported that to Unity 2022.1 / URP 13 but since there's no Oculus firmware with the support yet, have to wait till 8th to test it

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whats funny is that Oculus actually had to implement movecs for URP on Unity 2020.3 because it wasn't yet there.. (Unity added movecs to URP on version 12 / 2021.2)

buoyant jolt
wraith shale
#

@wary juncopretty sure you can't rely on that stereoenabled flag at all

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there were bunch of such things that didn't really give correct info - at least with URP

#

also in addtion, there were some legacy eye index variables too that doesn't work there

wary junco
wary junco
sinful sable
#

I'm looking to "physically" click buttons (using hand controller) on a UI element. Any tutorials/suggestions on how do I do this? I have seen many videos but they all do it through raycast.

lone knoll
#

from the recent 2021.2 announcement , does it mean we can avoid importing the bulky steamVR plugin ?

wraith shale
#

yes

buoyant jolt
#

Keeping in mind you will lose some functionality, and 2021.2 is extremely unpredictable, but yes

wraith shale
#

@lone knoll OpenXR package works on 2020.3 LTS too

arctic dew
#

Anybody familiar with the Oculus Sample framework hand script? Just like so much of the oculus sdk - it just doesn't seem to work at all...

wary junco
lone knoll
#

to use the link we have to always open the ridiculous oculus app - so it will bypass steamVR for me

#

or maybe im doing something wrong ?_?

wraith shale
#

not sure what you mean

buoyant jolt
buoyant jolt
wraith shale
#

sure, but person mentioned the link and oculus app... which you'd still need to be able to play steamvr on Quest using link cable

#

hence the confusion

north path
#

What are things that can lock up my Oculus Quest once I start my game?
I can only hold the power button to restart. Home doesn't even work.
Previously this happened to me when Initialize XR on startup was disabled, but that's not the case now

tiny niche
#

@north path try it in pcvr first and make sure you have no errors or warnings during the session

north path
dawn oasis
#

I'm working with a super basic starting project, and the hand and head tracking is super smooth using my Quest 2, but as soon as I add a rigidbody to ANY gameobject in the scene, tracking becomes choppy. What could be causing this?

dawn oasis
#

Turns out it's not immediately tied to RigidBodies, it has magically started working and has magically stopped working randomly. Maybe there is a different cause I'm missing. The play window doesn't show the lag but the headset does, so it may not be a unity problem at all

lofty tangle
#

Rigidbodies move with physics which is in fixed delta time. So make sure any rigidbody movement is in fixed update

foggy plaza
#

hey guys, I'm trying to draw lines on objects with linerenderer but it kind of looks weird from the side.. how can I solve this problem?

#

why does it show me the same line from the side as at the front? that doesn't make sense to me..

foggy plaza
#

anyone?

acoustic lodge
foggy plaza
#

Oh I see and is there a way to make this line thicker?

#

not wider but thicker...

lofty tangle
#

well no, i mean its a line its in the name. at that point it would be a 3d object

severe saffron
#

try some spline tools

#

more expensive but pretty neat features

foggy plaza
#

I see! Ok then why does the following happen: When I place the linerenderer on a 3D object, on camera it sometimes disappears (left) but when I move, it appears again..

tiny niche
#

@foggy plaza probably just z-fighting

foggy plaza
#

Means?

tiny niche
#

Z-fighting, also called stitching or planefighting, is a phenomenon in 3D rendering that occurs when two or more primitives have very similar distances to the camera. This would cause them to have near-similar or identical values in the z-buffer, which keeps track of depth. This then means that when a specific pixel is being rendered, it is near...

foggy plaza
#

Ah thank you!

wraith shale
wraith shale
#

oh wow, forgot to check the oculus xr plugin for android platform again after platform switch, my unity app just started 2D in quest šŸ˜„

#

I guess this is what happens now when Quest can run native android apps in 2D

wraith shale
#

still kinda wondering how you force this on, Oculus did release new metrics tool for Quest that does show ASW on the device but it's clearly not enabled yet

#

I'm already on custom URP package from Oculus and using OculusXR 2.0 preview that has these options (which were on the screenshot)

#

they did mention they will do step by step guide but I doubt it's up already šŸ™‚

acoustic lodge
#

If you have the URP package and the option checked, surely it is on? I don't know whether it will do anything if you're already running at target framerate, though; I could see arguments for them to implement it either way.

wraith shale
#

nah it's not doing anything when I deploy it to Quest 2

#

ASW graph is sitting still and reports 0 frames using it

#

looking at the git repo's test project, they do have setter for this on OVRManager but we need this via Asset Store package I think?

#

and that is still v33, so would expect them to update that to v34 set next week

foggy plaza
#

I've got a question: I'm trying now to draw linerenderer on a 3D object and have set 'line.alignment = LineAlignment.TransformZ;' but whenever I do this, it disappears. Why is that? I already tried to rotate the line, but it just doesn't want to show up :/

acoustic lodge
#

Perhaps it's facing away from you? I don't use LineRenderer much, but I wouldn't be surprised if its default material is single-sided.

foggy plaza
#

what do you mean? Sorry Im also new to it

acoustic lodge
# foggy plaza what do you mean? Sorry Im also new to it

Is it visible if you look at it from the other side? (You may need to hide the object it's next to.) If so then the line is rendering one-sided, and you happen to be looking at the back. Depending on what you need you could either turn the line object around, or change the material it's using to one with Render Face: Both.

foggy plaza
#

no it's not :/

floral mural
#

My mind seems to slowly deteriorate for this nasty bug with Transparent textures that seem to set transparency to black on Oculus Quest builds. I have set the texture override to use ASTC on build settings. Textures are fine in editor but in build it just looks horrible with the black alpha

kind sparrow
#

I'm uh... not seeing any controller profiles here

#

Where do I find the controller profiles I actually need to fix this error?

#

Oh wait, nvm, found it

noble python
#

hey there

#

can anyone suggest me a good and budget VR headset?

#

any response is appreciated

wraith shale
#

@noble python for a budget headset, I'd go with some second hand device or Quest 2

#

Q2 is nice especially if you have any interest on developing for standalone VR like Quests

noble python
#

You mean Second hand* ?

wraith shale
#

*yes

noble python
#

ahh okay

#

i will do some more reasearch about this

wraith shale
#

Quest 2 pro's:

  • 120Hz
  • somewhat high resolution display
  • can do standalone VR
  • can stream PCVR wireless via AC/AX Wi-fi (no more cables)
  • unbeatable price point for the new device
    cons:
  • facebook / meta
  • PCVR uses video compression (softens the image a bit and can have compression artifacts) + it has tad higher latency than headsets specifically made for PC only
  • FOV could be bigger
#

but it also boils down to what you need from it

#

if you are ok with lower resolution and having wires around, you can probably find many used Oculus CV1 / Rift S or HTC Vive's for reasonable price

noble python
#

damn 120 hz

wraith shale
#

yeah, that's quite nuts, considering they originally shipped it only 72Hz enabled (altho it was supposed to ship at 90Hz by default, they just didn't have time to figure it out back then)

noble python
#

are samsung VR headsets good?

wraith shale
#

I guess they are one of the better WMR headsets

#

I cant remember how the controllers were on that one, in general VMR headset owners tend to complain about the tracking a lot

noble python
#

hmm i see

wraith shale
#

there's plenty of reviews for these headsets around, probably good to do some research if find some good deal on specific model

noble python
#

yup

idle rune
#

hello guys, fast question:
max capacity for VR multiplier in one session(room)?
of course, it depends on soft, but still, any numbers?

severe saffron
#

@idle rune entirely depends on your implementation

#

maybe you already have a networking library in mind?

#

photon or mirror or something? There's nothing really VR specific about it so you might have better luck in #archived-networking

#

quake used to support 32 players in 1997 lol

idle rune
#

No, I'm in a search session atm.
I want to use Unity, that's all that I know now
I think my instruments will depend on this search result

severe saffron
#

well Ive had ok luck with photon but the relay delay sucks... not sure Id recommend it for VR where you wanna juggle with others

#

Ive heard good stuff about normcore and VR

dawn oasis
#

Is there known weirdness with trail renderers and VR? I dug up a thread from 2015 about trails being rendered differently between eyes but I can't find anything else

#

They just feel weird, kind of hard to look at

acoustic lodge
# dawn oasis Is there known weirdness with trail renderers and VR? I dug up a thread from 201...

Anything that's rendering view-aligned will potentially feel wrong in VR (since they will typically align to each eye separately, so they'll appear slightly differently rotated for each eye), and I think TrailRenderers are set up like that by default. If switching them to some kind of fixed alignment stops them feeling uncomfortable then that's likely the problem. (Though obviously switching them to fixed alignment is likely to break them in other ways.)

fallen bough
#

I have a problem while building project for quest 2, as always I do I was exporting but before Postprocces Player shows an error that says a failure occurred while executing com.android.build.gradle.internal.tasks.workers$actionfacade, someone can help to fix it please? I searched on google but nothing helps me, I need to build it as fast as possible so if someone can help me quickly in a place of 30 minutes I will be grateful

fallen bough
#

solved

tacit quartz
#

Hello everyone. I would like to start VR on Unity and I have some questions if somebody can help me.

  • is creating VR projects much harder than creating non VR projects ?
  • i was thinking about an oculus quest 2 to start playing VR & creating my firsts VR projects, however, i saw that it was possible to connect the headset to a computer to run the games on this computer. So, why buying a vr headset which allow to run games on it if connecting it to a computer can do the job ? (isn't buying a similar headset without the possibility to run a game on it a better idea?)
  • how is compatibility between VR projects and different VR equipments ? For example, if i am doing a VR project which is compatible with a specific VR headset, will it be compatible with other headsets ?
  • I don't have usb-c port on my computer, I saw that it was now possible to use an usb 3 (or even an usb 2 !) port to do the job, has anybody experienced this yet ?

Thanks a lot in advance ! And sorry for my approximate english (english isn't my mother tongue šŸ™‚ )

acoustic lodge
# tacit quartz Hello everyone. I would like to start VR on Unity and I have some questions if s...

is creating VR projects much harder than creating non VR projects ?
It is harder, but I wouldn't say it's much harder these days; there are reasonably good tools for it in modern versions of Unity.

i was thinking about an oculus quest 2 to start playing VR & creating my firsts VR projects, however, i saw that it was possible to connect the headset to a computer to run the games on this computer. So, why buying a vr headset which allow to run games on it if connecting it to a computer can do the job ? (isn't buying a similar headset without the possibility to run a game on it a better idea?)
It depends what you want. People typically buy a Quest 2 because they want to be able to play games without connecting it to a computer; if you're happy to only play games while connected to a computer then there are other headsets you can buy more cheaply (though possibly not much more cheaply, as Facebook drive the Quest price very low).

how is compatibility between VR projects and different VR equipments ? For example, if i am doing a VR project which is compatible with a specific VR headset, will it be compatible with other headsets ?
For the headset itself compatibility is pretty easy; you can usually tick boxes for all the headsets you want and they'll work. For motion controllers, though, compatibility is much more difficult. You will generally need to think separately about how your game's controls will work on every different type of motion controller (because they don't generally have the same buttons).

I don't have usb-c port on my computer, I saw that it was now possible to use an usb 3 (or even an usb 2 !) port to do the job, has anybody experienced this yet ?
I've connected a Quest 1 over (non-C) USB3 without any problems; if people say that works for the Quest 2 as well then they're probably right.

tacit quartz
acoustic lodge
tacit quartz
acoustic lodge
tacit quartz
#

Maybe it's harder to try a PS4 VR game , I don't know at all how to export game to PS4

fiery night
#

I've been experimenting with settings for standalone quest 2 builds and I found that enabling HDR drops my framerate from 90 to 30/40 fps.

#

Is it safe to assume that HDR is a no-no?

#

Or might spacewarp be a potential solution here once it becomes available?

acoustic lodge
tacit quartz
sinful sable
#

I am able to rotate the object (by using Primary 2D axis) using XR Grab Interactible on the gameObject. However, when I add "attach Transform" the rotation is of the empty game object. I still want to rotate the gameObject the way I can without having the attach transform. The video provides details.

wraith shale
#

@tacit quartz my Quest 2 works just fine on usb3->usbc cable but I only use it for sideloading nowadays. I used it originally for pcvr link but use wifi link for that now as it is just more convenient

tacit quartz
wraith shale
#

You need ac/ax wifi but yeah it works really well if you have router nearby

#

I've even bought two routers dedicated for quest wifi alone as you get best experience if the router is near the playspace

#

You can use wifi for adb link too but never tried that with unity

north path
#

For the newly announced oculus quest spacewarp:
Will it only be supported in 2021.2 or will 2020.3 also work?

severe saffron
#

good question

north path
#

FFR doesnt work for me, even on the highest I don't see a difference and performance is the same

#

My CPU and GPU level also aren't applying

#
void Start()
    {
        OVRManager.cpuLevel = 3;
        OVRManager.gpuLevel = 4;
        OVRManager.fixedFoveatedRenderingLevel = OVRManager.FixedFoveatedRenderingLevel.HighTop; // it's the maximum foveation level
                                                                                                 //OVRManager.useDynamicFixedFoveatedRendering = true;

        OVRPlugin.cpuLevel = 3;
        OVRPlugin.gpuLevel = 4;
        OVRPlugin.fixedFoveatedRenderingLevel = OVRPlugin.FixedFoveatedRenderingLevel.HighTop; // it's the maximum foveation level
        //OVRManager.useDynamicFixedFoveatedRendering = true;
    }```
severe saffron
#

@north path using BiRP? That should work. On quest 2 I can hardly tell its HighTop unless I have text in the middle/top of the screen. And even then its not super noticable. Try making an eyechart to debug it šŸ˜›

#

also I found that FFR is not a magic bullet for performance. I see a diff of 5-10fps with it maxxed out.

north path
#

URP in 2021.2

severe saffron
#

Ah so the oculus URP package?

north path
#

What?

#

Is there a difference?

severe saffron
#

oculus has their own urp yep

#

0lento has the details in this channel

#

its new and requires vulkan

#

seems the only way to get FFR working with URP

north path
#

Do you have a link or something?
It's a pretty big PCVR project I'm porting. The first issue is that vulkan performance sucks compared to opengl rn

#

Oh interesting

severe saffron
#

this was for implementing spacewarp but yeah thats also requiring the new URP/vulkan stuff

north path
#

Yeah I am on 2021.2 with urp and vulkan. I switched to vulkan specially for spacewarp

#

But cant find a special URP version or something like that. That one was for 2020.3 I think

#

We also use it for SteamVR etc, so idk if changing the urp will break that

#

AH, my Oculus XR package is stuck at 1.10

#

That won't help

#

I see spacewarp is already added in 2 and 3 :o

#

Does need the custom URP yeah

#

No link tho lmao

severe saffron
#

its...somewhere

#

ive seen it i swear olento knows where lol i just dont wanna ping him

north path
#

I'll just wait for official support

#

Assume this wont be the permanent implementation haha

#

WOAH upgrading the Oculus 3.0 improved performance a TON!

#

Will be making a video about this as well, this is huge

north path
#

Yeah with vulkan it did, barely getting 24fps (vsynced) to going between 24 and 36 (yeah, performance sucks lol)

#

2.0 should do the same for 2020.3

#

No clue if OpenGL changed performance

severe saffron
#

my scene in birp gles3 is getting 90hz so hmm

north path
#

I'm also on the URP, might be good to know

#

Apparently the 'vulkan going out of experimental in 2021.2' is only if you manually update the package -_-

#

Since that happened in 1.11, while all versions only use 1.10 (without being able to upgrade it automatically, even when enabling exp packages)

shut glacier
#

Can somebody help? How to remove OpenGL validation at runtime? Oculus does it inside their .so file - how can we do it in Unity?

shut glacier
#

Oculus SDK has an option to disable runtime shader validation for OpenGL platform. We need the same

#

on the different platform

#

also Android

#

Pico to be precise

visual idol
#

Hello, I was wondering if i could somehow make the xr direct interactor on a controller activate by using an event or something? Thanks

storm ether
#

How do I access quest 2 controller button inputs (A/Y)? I want to map one of them to jump

#

I have the XR plug in with the oculus provider

acoustic lodge
storm ether
#

I ended up using this tutorial

#

You need a Unity VR tutorial about how to jump? I have you covered!

Hey guys! We all know getting used to Unity's new input system and the new XR Interaction Toolkit has been kind of difficult. Well I just figured out a way to make all that struggle you've been having disappear in two lines of code! After this tutorial you'll be able to jump an...

ā–¶ Play video
wraith shale
#

Oculus changes to URP are not horribly complicated so it's definitely something one could port to newer Unity is needed

#

also it might be possible to not require custom versions in the future. One of the core reasons why Oculus had to mod 2020.3 URP was because it didn't support movecs but I also don't know if they did something custom stuff on their movec passes

#

oculus modded version actually implements movecs for 2020.3, for all URP shaders and SG templates (this is why you need modified sg package too)

#

basically once you have the custom SRP packages installed, you'll see this on oculus XR settings:

north path
#

Yeah I figured that out, just wonder how 2021.2 will fare, since I already upgraded the project to it

wraith shale
#

what I do wonder myself is if this could be used on windows side as well

north path
#

Since the urp they used is older than the one from 2021

wraith shale
#

obviously Oculus only cares about standalone Quest now so I don't expect it to work outside android

#

yeah I've actually quickly ported those changes to 2022.1's URP master but I didn't really spend much time trying to make it work

north path
#

Yeah fair, that also has spacewarp v2, which also does something similar (but probably with less quality)

wraith shale
#

main reason why I'm interested for something like this for PC side is because there's no standard for game engine providing movecs to VR drivers... which is what happens on this application spacewarp

#

meaning oculus just has to compute movecs on it's own if you use ASW 2

#

pretty sure vulkan late latching is already on 2022.1's URP

#

and part of the new draw api implemented some macros which Oculus had to change on 2020.3 as they didn't exist there

#

so.. there are strong indications that there could be built-in setup soon'ish but probably for 2022 cycle earliest

north path
#

fair enough

#

One way to find out I guess :P

storm ether
#

Passthrough API on Quest 2 is broken on the new OS v34 update :/

wraith shale
#

they also removed that experimental stationary passthrough that ignored the controllers for guardian and just faded to passthrough mode if you left the bounds

#

I loved that one as I do like to have some guardian while on stationary but didn't really feel like you needed to have it for controllers... it's vague enough limit anyway as you can't define it yourself

storm ether
#

Hello, does anyone know if there is a way to start Quest 2 native recording via Unity app? Or maybe some alternative of recording the Players POV?

tiny niche
#

@storm ether even if you could, i doubt you could play it back

wraith shale
#

(just mentioning because it at least should let you use their URP sample project for AppSW)

wraith shale
#

actually just tested this on Quest2

#

it runs now with that integration package and custom URP

#

OVRManager.SetSpaceWarp(true);

#

to enable it on demand

#

AppSW itself is reported to be running and functional using latest OVR Metrics Tool

pine bison
#

Cool :) Will have to look into how to get the custom URP up and running

wraith shale
wraith shale
#

well... this gets interesting

#

I get the AppSW options even without custom URP on 2022.1

wraith shale
wraith shale
#

ok so after some testing, 2020.3 with custom URP works a lot better than unmodified 2022.1 URP. Both can enable AppSW but only custom URP seems to have solid hand controllers, I can see some misspredictions on 2022.1 which is probably due to missing movec data in form they want

woven kite
#

Hello everyone, does any of you experienced massive performance drops with latest firmware update of the Quest 2? The same apk runnning at 72FPS before firmware update now runs around 40/50FPS. I currently have no idea what could be causing it. Tested and validated on multiple headsets.

proud raft
#

Does anyone know a workaround in OpenXR to stop the user from recentering on Oculus? The stage space setting or even getting the boundary points still do not work.

shut glacier
#

Please help, tried everything to fix it - Releasing render texture that is set as Camera.targetTexture! Context : Android, Pico VR, using custom render texture (asset) in the addressable prefab. When releasing gameobject via addressable release instance - it always throws this error. What should I do?

lone knoll
#

with the 2020.3.2f1 one *

wraith shale
#

I don't have Q1 so can't test, but there's been no word if it works or not on it

#

actual implementation doesn't seem like it separates the two in any way

#

been also trying to make this run on 2021.2's URP but it just shows black image on the headset... still trying to decipher what's going on but I'm suspecting it's URP's new shader stripping getting too aggressive

lone knoll
#

so hopefully we can see standard Q2 performance on the Q1

wraith shale
#

I've tried also stripping the stock movecs out of URP 12 in case they interfered but that made no difference

lone knoll
#
Pass
{
            Name "MotionVectors"
            Tags{ "LightMode" = "MotionVectors"}
            Tags { "RenderType" = "Opaque" }

            ZWrite[_ZWrite]
            Cull[_Cull]

            HLSLPROGRAM
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/OculusMotionVectorCore.hlsl"

            #pragma vertex vert
            #pragma fragment frag

            ENDHLSL
}
#

it just includes those paragmas to the last time i checked

#

and an extra MotionVectors Tags

#

didn't try it yet tho, just looked at the source a few time

wraith shale
#

yeah, I'm actually suspecting it might strip the whole pass away but this is just a wild guess

#

can't think of any other obvious reason why it doesn't work on 2021.2

#

actual PR port is straight forward, especially now that I've removed the stock movecs

#

there could be some stuff going on the closed source side on oculus dll though that prevents this from running on other than 2020.3

#

but I don't think it ever gets that define even on 2020.3, at least my VS grays out that first part

#

there's no such thing as isPreviousViewValid or previousView on 2020.3 either (or in 2021.2 if that matters) so it wouldn't even build if that define actually worked

#

they do this cs #if UNITY_2020_3_OR_NEWER && !UNITY_2021_1_OR_NEWER && !UNITY_2020_3_1 && !UNITY_2020_3_2 && !UNITY_2020_3_3 && !UNITY_2020_3_4 && !UNITY_2020_3_5 && !UNITY_2020_3_6 && !UNITY_2020_3_7 && !UNITY_2020_3_8 && !UNITY_2020_3_9 && !UNITY_2020_3_10 && !UNITY_2020_3_11 && !UNITY_2020_3_12 && !UNITY_2020_3_13 && !UNITY_2020_3_14 && !UNITY_2020_3_15 && !UNITY_2020_3_16 && !UNITY_2020_3_17 && !UNITY_2020_3_18 && !UNITY_2020_3_19 && !UNITY_2020_3_20 && !UNITY_2020_3_21 #define UNITY_2020_3_22_OR_NEWER #endif

#

I mean... no wonder it's broken

#

I've also tested 2021.2 using OculusXR 3.0-pre.1 instead of 2.0-preview.1 (which worked fine on 2020.3 for AppSW)

#

should probably learn how to debug the actual device better as it would make this type of troubleshooting a lot easier šŸ˜…

#

I'm so used to doing PC only stuff so kinda green on android everything

lone knoll
wraith shale
#

yeah, it is

lone knoll
#

i heard there are some breaking changes from 10 to 11

wraith shale
#

I've modified 2021.2.2's URP

#

thing is.. AppSW actually runs on newer URP if I don't put these oculus changes in šŸ˜…

#

I just don't think it gets movecs right

lone knoll
wraith shale
#

yeah

#

afaik AppSW only works on a) Quest's b) Vulkan

#

OculusXR doesn't even run Vulkan on windows + there's no setting to enable AppSW for anything but Android

lone knoll
#

yea , its getting all messy

#

openxr was a promise for crossplatform

wraith shale
#

I'd really love to have this on PCVR too as it's way better than ASW 2

lone knoll
#

now we have to mess with all that stuff as well ...

wraith shale
#

it's just since Meta has no interest on PCVR anymore, there's very little chance they'll let us have it there

lone knoll
#

someone might hack it )))

#

PCVR is just a screen with no software running on it , should be possible in theory

wraith shale
#

also how I see it, only real reason to even want to go past 2020.3 URP for this is to get better dynamic resolution handling + filtering on 2022.1. While 2021.2 added a ton of neat feats to URP, most of those are out of reach when you use Quest for rendering

#

2022.1 will have AMD FSR, did test it yesterday with AppSW, but I really suspect it didn't get any movecs for spacewarp

lone knoll
#

from what i seen so far the biggest performance boost is FFR and scaled down resolution on normal URP settings

#

( also removing AA )

wraith shale
#

yeah I tried FFR on 2020.3 with AppSW too, it works quite nicely

#

well.. I couldn't make it actually do that on my scripts.. there's like 3 different API's to set the foveation level / dynamic setting for it and none of them worked

#

I just ended up using adb to test it

lone knoll
wraith shale
#

whole FFR setting thing reminds me a lot of haptics/controller rumble as there's also at least as many API's for that - which all do nothing on current XR setup

wraith shale
#

AppSW on 2020.3 actually feels more snappy than native 90Hz on my brief testing

lone knoll
wraith shale
#

yeah I tried those too :/

#

googled for all kinds of discussions around it and man there were many struggling to get it to work

#

that being said, I'm using the modified OpenXR setup from oculus

#

I'm not sure if you can even enable AppSW without it atm

lone knoll
#

im getting early UnityXR flashbacks

#

too much experimental stuff

wraith shale
#

yeah it's not ideal at all... wish there was like one api that worked for everything

#

they actually just added yet another new haptics api for OpenXR 1.3 package

#

I mean... they could have fixed the old stuff too but hey šŸ˜„

lone knoll
#

haptics api ?

wraith shale
#

only way I got vibrations to work on OpenXR prior to this was to use XR Interaction Toolkit... they hook into input system on bit hacky way so they actually get it working there

lone knoll
wraith shale
#

I'm assuming haptics is just another word for rumble / vibrations at this point

#

yeah I tried these too, in that same order

lone knoll
#

so this works for me but only with the oculus xr plug-in ( not the xr feature )

wraith shale
#

wait, you have to enable dynamic FFR for this to work?

#

I think I tried the opposite

lone knoll
#

idk i just assumed it has to be enabled first before it was set and it kinda works

wraith shale
#

I read somewhere that dynamic option is enabled by default unless you swap it but didn't really verify it...

#

I wanted to force it to one level for testing to see the impact, if it's dynamic it will not really give same data

lone knoll
#

hmm didn't notice if its on by default , there is that fps graphs inside the oculus OS that can be installed that also can show the current FFR level

wraith shale
#

yeah I'm running the OVR Metrics Tool already

#

if you test Application SpaceWarp, you want to update that to the latest as they added stats + graph for AppSW there too

lone knoll
#

ooo interesting will do

wraith shale
#

I also used that to check the FOV level

#

it didn't do anything before I finally used that adb command

lone knoll
#

field of view ?

wraith shale
#

foveation

#

they just use FOV for short

#

it's bit confusing but there's no reason for debug tool like that to even know of your game fov

lone knoll
#

ah right , its FFR here , FOV there and something else elsewhere xD

wraith shale
#

I agree it should just read as FFR instead

lone knoll
#

how does the AppSW shows in the metrics ?

wraith shale
#

it just shows 0 if there's no AppSW used and then it shows the target framerate when it's active

#

so you will see FPS: 36 and AppSW: 72 etc when it's active

#

FPS: 72 AppSW:0 when inactive

#

or something along those lines

lone knoll
#

interesting if it would be possible to have higher level of appSW in the future , right now its at 2 , maybe 3 that will use third of the frames

wraith shale
#

graph itself isn't really that useful, it's basically just toggle

#

one thing that confused me a bit first on that OVR Metrics Tool was their way of reporting CPU and GPU usage... I didn't at first realize it is % figure from 100

#

I'm so used to measuring all perf in milliseconds so first wondered why they have that kind of units there

lone knoll
#

there is also this app that shows the same data in a slightly different format to that of the Metrics Tool

#

( not sure if its supported by AirLink tho )

wraith shale
#

yeah, I use that to update that metrics tool + it's handy if you want to store adb commands you use a lot as it can run your custom commands with one button click

#

they have wifi adb but I never got that to work with Unity, didn't try for long though

#

also since both Unity and that oculus hub use adb for connection, they kinda interfere if you sideload with Unity, I guess one could just use oculus tool for sideloading too

lone knoll
#

yeah...

#

i tried with a cable before and it kinda worked

wraith shale
#

I just have my 5m usb cable connected while testing Quest builds nowadays... but use AirLink for PCVR testing

lone knoll
#

recently switched to airLink for development ( phone usb internet hotspot + win10 mobile hotspot 5GHz )

#

haven't tried uploading an apk with this yet

wraith shale
#

AirLink itself isn't the tech for that but you can use adb over wifi to sideload apk's

lone knoll
#

ah right

#

probably will just use a cable as usual for uploads

#

can u ping me if u find something new on the AppWrap + 2022/2021 ?

wraith shale
#

sure, altho I'm not sure how much I'm going to investigate that path atm, I feel like one way to approach this would be to port stock URP movecs to 2020.3 and then try to modify them to be AppSW compatible there and then mirror the changes to 2021.2+ as it would be most trivial to maintain that way

#

or... try to mirror AppSW movec changes on 2021.2+ directly

#

I did measure regular URP being more costly on 2021.2 using Quest 2 though, it wasn't even slight difference, more like 20-30% on that simple test scene

#

also... URP in 2022.1 is super glitchy atm (at least on Vulkan), even without all these VR things, it's not a great experience atm

wraith shale
#

it was approved last August but never merged

severe saffron
#

this makes me sad to hear

#

Im getting 90hz with BiRP and most of my experiences with URP were in 2019 and the performance was poor

#

I want asw but things are already pretty good as they are

#

Not sure all this extra work is gonna be worth it

#

(except asw might enable power saving/lower gpu level)

wraith shale
#

I don't really have huge margin with URP and 90Hz with AppSW + FFW at max but then again I don't really know how expensive it is to rendering things at native resolution with Q2 in the first place (do people do this usually?)

sinful sable
#

I'm using XR Interaction toolkit and I see that if I have XR Grab Interactable on the object, I can customize Interaction Events (On Hover, On Activate). I want to have other events (Using A and B button on right controller). How do I go about doing this?

sharp drum
#

If you drag it in it gets added to assets and I'm not sure if you're supposed to install it through package.json on packagemanager

#

this is the final step for me and its killing me lol

acoustic lodge
#

Should be just what it says; copy the folders with those names into the Packages/ folder at the root of your project (not in the Assets folder). Unity should pick them up automatically.

#

(I suspect you may find it's more like the first step than the final step, though that may just be my natural cynicism talking.)

sharp drum
#

Yeah I just realized that lol thank you

#

Its quite nightmarish though I'm getting errors related to the comshadergraph and comuniversal

#

I'm not sure if I'm missing something

#

in the package manager it says missing com.unity.searcher

#

these are the only errors that appear is anyone else getting these

acoustic lodge
#

I'm not setting this up myself so I can only hypothesize. com.unity.searcher is a standard package, I'm surprised Unity can't resolve it; I guess Oculus' shadergraph must be asking for a strange version number? For the other two my first guess would be that they only work with a specific version of Unity (perhaps 2020.3 based on the URL?) and you may be on a different one? That could potentially explain the first error as well, if they're asking for a version of Searcher that isn't compatible with your Unity version.

sharp drum
#

Im not sure if its just the package being in an early state

#

narrowed everything down to this error

#

I'm really hoping that someone here has encountered this since I'm pretty much stuck here

acoustic lodge
#

No real idea for that one, I'm afraid. As a wild stab in the dark, perhaps that file (ICSharpCode.NRefactory.dll) is corrupt and needs to be redownloaded?

sharp drum
#

Thank you so much for the help I was really struggling here

#

hopefully this helps anyone else who might have the same issues

#

just need to finally test it on the quest now

deep trout
#

Is this where I can ask an openxr related question?

severe saffron
#

ye

lusty pelican
#

So i dont know if this is the place to ask but i dont know where else i would. I made a shader in shader graph that uses the depth texture. When i finished i wanted to test my shader in VR, but it was all offset and wrong. Took me a while to figure it out, but basically the Depth texture stores both eyes depth in one texture thats twice as big, and when sampling the depth at the screen position, its offset the way that this image above is kinda describing. (Red is the right eye view and blue the left eye view). Now i could just offset them accordingly, but the problem is that this offset depends on the IPD, and so 1. its not static and 2. its somehow calculated and i dont know how

#

I have two options here, either i find out how to get the ipd value and find out how to caculate the offset in order to negate it, or i find a way to have the depth texture be individual for each eye, which im guessing is not possible since its probably made like this by oculus themselves.

#

I am using URP and the XR Management Plugin with the Oculus provider and added a standard XR Rig

#

Im really hoping that someone can give me some input here because im honestly lost, this is the first time im doing VR in Unity

#

Also to be sure, is this the right channel or should i repost this in shader channel ?

wraith shale
#

@sharp drum did you use Git LFS to clone those SRP folders?

#

if you get errors on binary files being too small it suggests you didn't

#

meaning there could be other files missing too (altho most binaries on SRP repo are for their test projects)

sharp drum
fiery night
#

For some reason my rotations don't update anymore after having exited playmode using EditorApplication.ExitPlaymode();.

#

It works fine if I use the play button in the editor, but to prevent myself from having to take off the headset all the time I want it to be a button press in-game

fiery night
#

Render mode set to single pass

tiny niche
#

@fiery night just bring up the desktop inside vr. then you can fiddle about and not need to take the headset off

fiery night
tiny niche
#

depends on what headset you use. if its an oculus one, then there's a button for it on the far right in the menu

mint turret
#

So, looking to make a vr version of our game. Is it easier to port it, or easier to rebuild it from ā€œscratchā€?

tiny niche
#

@mint turret i'd prototype the vr interaction systems in a project on the side and then package them up for integration into the existing game

#

you could still reuse one of the existing scenes as a sample scene though. That way you'll get a better fit with less rework needed, when you package it up

dull ingot
#

Hi. I hope this is the appropriate channel to be asking for this kind of help.

I have been, for the past week, trying to test my VR project in my Oculus Quest. There has been some settings I had to change in order for the Unity software be able to even build my project in the first place. After finally getting it to succesfully build and create an apk, I have not been able to get it to run on my Oculus Quest. I have also tried build and run, as suggested by a video tutorial I have been watching, while it did not work the first time around, due to a faulty link cable, after getting a new one and having my PC succesfully detect my Oculus Quest, the headset does not run the project whatsoever after the Unity software succesfully builds and runs my project.

#

Is there anything more I have to do? Or is it something I am currently doing wrong? As of now when the Unity software is done building and running, the Oculus Quest turns black, shows a loading sequence, and then fully turns black. Note that even the "Game" window in the Unity software does not move accordingly to the headsets movements. Any help is greatly appreciated. Thanks

pine bison
#

It seems like you are confusing Build and Run and Oculus Link @dull ingot. When you build and run, your app runs locally on the quest and will not be displayed in editor. If you connect your Quest to the computer with Oculus/Air Link then you can run in editor without needing to build to the quest

#

Regarding the app not running at all, please show your XR Settings in Unity

brave dirge
#

Hey all, I got passthrough working on Quest 2, but when I toggle/adjust opacity/overlay-underlay/adjust depth/etc. my scene objects and/or UI are not showing up. Just black screen. Skybox/Color is not showing up either. I'm using URP. Any ideas why the OVRCamersaRig's camera is not rendering the scene?

agile dune
#

Yo what's the best Unity version for VR?

#

Disreguard.

dull ingot
dull ingot
#

Hopefully the provided images clarify things for you @pine bison.

#

I may have made a mistake sending you the wrong images, is the above image what you are asking for?

pine bison
#

The last one is what I needed

#

However I think if you want to use VR in editor then you should just find a tutorial about how to set up oculus link

dull ingot
#

That I guess I could find a solution to then. However, what can I do about my project not running on the Oculus Quest when I choose "Build and Run"?

pine bison
#

You showed your oculus XR settings, what about the top level?

dull ingot
#

Where could I find that? I am a little confused.

pine bison
#

Where it says XR plugin management

north path
# dull ingot

Also set minimal android version to 23, this will avoid signing issues later on

north path
# dull ingot

Install location should also be at auto, can cause install issues for some users Ive heard

#

But indeed go to XR management and make sure Oculus and Initialize XR on start are both on under the android tab

dull ingot
dull ingot
pine bison
#

Disable ARCore

#

That will interfere in a build

#

Also, to run in Editor, you need to enable Oculus under the desktop tab

dull ingot
tight geode
#

Does anyone here know how to get the exact value of how much the trigger is being pressed

tight geode
final basin
#

What's the latest recommendation for Oculus + SteamVR cross platform XR development? I have a unity 2019.4 LTS project that's currently using the SteamVR Unity Plugin and I'm in the process of porting to Oculus Quest. Do i need to keep using the SteamVR input action system in PC builds and a different system for Oculus? Or is there a one size fits all that still allows Steam users to customise their bindings?

north path
#

And if you need access to more advanced Oculus features like avatars or lip sync, you also need Oculus Integration

#

You will need to use something else for Input. I highly recommend the new input system (required by OpenXR either way), so you can easily manage all input from 1 asset

#

If you are on the old input system you gotta change all the input events in your code either way to add Oculus input support

final basin
#

Thanks for the reply @north path !
"OpenXR for desktop and Oculus for Android" <- This is just for handling the rendering and position/rotation tracking of the XR devices? Seems like this + the unity XR interaction toolkit is a good way to go.
I've never used the New Input System, but it seems action based like SteamVR's input. Is there a way to bind the New Input System's actions to SteamVR actions so that desktop players can still customise their bindings through the SteamVR tool? Or should i completely abandon SteamVR Unity Plugin's input system? My other concern with the New Input System and Unity XR is that last time i tried (a long time ago) it didn't seem to support finger tracking and input with the valve knuckles

#

The SteamVR unity plugin hasn't been updated since february which is concerning lol 😬 But i havent been through the Unity XR changelogs yet to see what new fixes/features it has

north path
#

I dont think SteamVR will be updated much more, since afaik all features are in OpenXR (steamVR natively supports all openXR deviced and applications)
New input system indeed is action based, worth it to learn if you have a day of time

OpenXR + Oculus is for rendering, position/rotation, input reading, and Oculus has stuff like CPU/GPU levels for the Quest, as wel as fixed foviate rendering etc, so far that Oculus Integration is not needed.

For interactions the XR Interaction Toolkit is probably the best free interaction system. For paid systems VR Interaction Framework (my fav) and HurrcaneVR are alternatives

final basin
#

Awesome! Thats super helpful. I hadn't heard of those paid tools, so i'll check those out too. Thanks a lot!

dull ingot
#

I have successfully been able to run the project on the Oculus Quest. It is working properly now aside from a few nit picks such as assigning the head movement axis as well as the controller movements and creating an object around them of some sort. Either way, my main problem has been solved and for that I thank you, @pine bison and @north path for your help. Have a good one!

sudden inlet
#

so since quest is mobile technically, im assuming non of my normal maps work because of it

buoyant jolt
#

Unity’s builds for Android have pretty much always supported normal maps afaik. At least since I started with it in 4.1.

pine bison
sudden inlet
#

I just mean there's no depth. The normal and shading technically work fine.

pine bison
#

Well what do you mean by depth? The normal map only affects the lighting, it doesn't alter the geometry or create parallax like a height map

buoyant jolt
#

Also, before we go there, height maps are also supported on the quest.

glacial plover
#

hey guys im following occulus documentation stating that there is a tab in player however my project does not seem to have this?

#

The project is made in 2020.3.22f1 using the VR core

#

I have installed the oculus integration module

buoyant jolt
#

That option started to be removed from Unity, but not sure when

#

It would have been under Other Settings there

glacial plover
buoyant jolt
#

No they moved it in 2020

glacial plover
#

although i did build it and run it on my quest 2 however my controllers werent being recognized

buoyant jolt
#

In 2020 it should

#

You also need to generate a manifest, and bring in the controller prefabs - assuming you are using the Oculus SDK

glacial plover
glacial plover
buoyant jolt
#

Their code, plug-in and documentation has always been rather lacking so I will say maaaaaybe it is in there

glacial plover
buoyant jolt
#

The process they outline should work, but only on the specific unity they used for the documentation

glacial plover
#

how should i go about setting up my unity for github?

#

im getting an ungodly amount of errors when i try commit

#

i set unity as my preset for git ignore?

#

these used to be in a past version when i was making a webgl game

#

but dont seem to be present in 2020

#

i found them, and they seem to be in the right configuration

marble latch
#

hi all, hope it is okay to post this here! šŸ™‚ we are looking for participants for a paid VR research study! participants will be reimbursed for their time (€ 15 as Amazon voucher, in their local currency) and the only requirement is having access to an Oculus Quest 1 or Oculus Quest 2 and being 18+. If you are interested in learning about novel authentication systems for public displays, VR research, and/or a € 15 Amazon voucher please let me know! I would very much appreciate your help in this research study! Further details via PM šŸ™‚

lusty sail
#

When an oculus quest headsets goes into sleep mode during runtime (You take it off for 15 seconds), is there a callback for that?

#

Or some kind of way to detect when that happens?

#

I tried OnApplicationPause and that didn't work

lusty sail
#

So I'm working on a custom controller for oculus quest using arduinos, but does anyone have an idea of how I might track the object I'm holding?

#

The input is working fine, just not sure how to actually track the position of it

wraith shale
#

natively on quest or via PCVR?

#

like valve lighthouses and vive trackers

#

on native quest, there's really no such thing, just either existing controllers or your hands (and you can't mix between them so you'd track both the hands and controllers)

#

@lusty sail

buoyant jolt
#

But I would:

  • estimate using electromagic tracking because it is cool and fun.
  • you can estimate as well using gyros, but it would be a 3dof solution, like the oculus go
  • create an Arduino camera puck with Bluetooth, add LEDs to the controller, and let the Arduino camera provide the position information to the headset over Bluetooth
#

Or if you want you could run it through steamvr with vive pucks etc. But that won't be a scalable or sellable solution

agile dune
#

Anyone know why my XR thing only says this and nothing else?

#

I'm on 2021.1.1f1

#

Disreguard

wraith shale
#

yeah, rest of the options come with xr interaction toolkit

lusty sail
#

hey I'm looking around at unity xr and trying to find a way to detect if the headset is in sleepmode
I found one for UserPresence, if the headset is on the user, but I only want to do an event if the headset goes into sleep mode
does anyone happen to know a way to do this?

acoustic lodge
#

I'd look into general android APIs rather than XR ones? "Sleep mode" isn't really a concept in XR specifically, it's just a thing mobile devices do.

uncut oak
#

Hey! Do someone knows where can I find vr hand models for free?

acoustic lodge
#

You could cut the hand meshes out of characters built with something like MakeHuman or VRoid Studio? Might need some re-rigging, though.

uncut oak
#

Good idea

#

I'll try and then I let you know

wraith shale
#

@uncut oak from asset store and free... oculus integration has some nonrealistic looking one and steamvr integration has fancy glove. haven't really looked around for these just remember seeing those

buoyant jolt
#

photogrammetry scan your own, put a rig on em in blender, and voila!

lusty sail
#

I'm pretty convinced as of rn there is no way to detect when your Oculus Quest starts sleep mode

#

tried OnApplicationPause, OnApplicationFocus, OnDisconnected, and Unity.XR.Oculus.InputFocus.InputFocusLost

#

someone please prove me wrong WearyBread

severe saffron
#

@lusty sail working with the oculus integration? OVRManager.hasInputFocus && OVRManager.hasVrFocus

#

Im also seeing OVRManager.HMDMounted and unmounted.... Not sure about sleep mode

#

google is giving me crap results

#

dude has the same issue, but mentions a hacky possible fix

#

if you can live with ~1 second weirdness delay

vast jasper
#

Hey guys. A question:
Has anyone in here any experience making or importing a custom made 3d model for VR? I cant get it to work. Im using the standard dummy made in Maya.

gloomy halo
buoyant jolt
vast jasper
buoyant jolt
buoyant jolt
#

Specific frameworks benefit from specific structures. But Unity is pretty flexible

#

A safe bet for now though would be to follow oculus avatar and hand rigging naming conventions. But the top VR framework changes every few years

tiny niche
vast jasper
tiny niche
#

well as long as the shoulders and elbows match up with the real world. but as soon as they don't, floating hands are far superior

#

most games i've tried don't even get the arm length right, so its like you've got rubber tubes attached to the hands

sinful sable
#

I'm trying to get a reference to hands so that I can detect primary and secondary button presses on Quest. For some reason, the code does not detect button presses, even though I think I have the reference to the right and left hand controllers.

[SerializeField] InputDevice leftHandController;

    //private bool isPrimaryButtonPressed;
    // Start is called before the first frame update
    void Start()
    {
        var leftHandDevices = new List<UnityEngine.XR.InputDevice>();
        UnityEngine.XR.InputDevices.GetDevicesAtXRNode(UnityEngine.XR.XRNode.LeftHand, leftHandDevices);

        if (leftHandDevices.Count == 1)
        {
            UnityEngine.XR.InputDevice leftHandController = leftHandDevices[0];
            Debug.Log(string.Format("Device name '{0}' with role '{1}'", leftHandController.name, leftHandController.role.ToString()));

        }
        else if (leftHandDevices.Count > 1)
        {
            Debug.Log("Found more than one left hand!");
        }
      
    }

    // Update is called once per frame
    void Update()
    {
        bool isPrimaryButtonPressed;
        isPrimaryButtonPressed = leftHandController.TryGetFeatureValue(CommonUsages.primaryButton, out isPrimaryButtonPressed);


        Debug.Log("Primary Button Value" + isPrimaryButtonPressed);

        if (isPrimaryButtonPressed)
        {
            Debug.Log("Priary Button Pressed");
        }
   }

The isPrimaryButtonPressed value is always false.

tiny niche
#

@sinful sable that's not how you use a try-method

buoyant jolt
# sinful sable I'm trying to get a reference to hands so that I can detect primary and secondar...
[SerializeField] InputDevice leftHandController;

    //private bool isPrimaryButtonPressed
    void Start()
    {
        var leftHandDevices = new List<UnityEngine.XR.InputDevice>();
        UnityEngine.XR.InputDevices.GetDevicesAtXRNode(UnityEngine.XR.XRNode.LeftHand, leftHandDevices);
        foreach (var controller in leftHandDevices) 
        {
            Debug.Log(string.Format("Device name '{0}' with role '{1}'", controller.name, controller.role.ToString()));
        }
    }

    void Update()
    {
        var isPrimaryButtonPressed = false;
        if (leftHandController.TryGetFeatureValue(CommonUsages.primaryButton, out isPrimaryButtonPressed))
        {
          Debug.Log("Primary Button Value" + isPrimaryButtonPressed);
          if (isPrimaryButtonPressed)
          {
            // down 
          }
          else 
          {
            // up
          }
        }
   }
#

The start doesn’t really have anything to do with the Update. If that isn’t working, I’d look at the input settings and make sure it is Configured properly & the input method for the project is set properly

#

The left hand bool of the TryGetFeature is different from the right hand bool.

ionic estuary
#

I am getting an Oculus Quest 2 this week. Anyone have any referal codes for the store? I hear we both get $30 of store credit?

wraith shale
#

"Earn Oculus Store Credit for yourself and your friends! Here’s how it works. Invite a Facebook friend via Messenger with a link to buy an Oculus Quest 2. 30 days after your friend activates their new Quest 2 device, your €30 in Oculus Store Credit will be ready to be redeemed. Your friend will get their €30 in Oculus Store Credit once they activate their Quest 2 device. Oculus Store Credits have no cash value and can only be applied towards the purchase of qualifying items on the Oculus app store. The link expires 90 days from the date sent. There is a limit of 5 referrals every 30 days."

fiery night
#

I'll be friends on facebook for €30 store credit :p

sinful sable
#

The XR Ray Interactor has several functions (hover, select, activated). You can use them to get this value.

acoustic lodge
#

I don't know about "easy"... assuming you're using the XRUIInputModule I think you would need to use it to get the TrackedDeviceModel corresponding to each of your interactors and compare each of their pressedGameObjects to your button.

buoyant jolt
sinful sable
#

Gotcha.

knotty nebula
#

So what's the latest on handling input and interactions in a cross-platform way?

#

I remember hearing about 6 months ago that the SteamVR asset was the best way to get good interactions and wide support

#

but I also remember the last time I tried to do some VR stuff I ended up in an OpenXR nightmare

#

Does Valve's SteamVR plugin work with modern Unity now? (I'm using 2021.2.3f1)

#

Is it compatible if I wanted to build an Oculus Quest APK?

acoustic lodge
#

OpenXR (not to be confused with OpenVR) is very much the way things are going, and right now I'd say it's your best chance of cross-platform input and interactions. Without knowing what you found nightmarish about it last time it's hard to say whether you'll like it any better now.

pine bison
cobalt rover
#

Is it advisable to use URP with VR? Has anobody tried? Looking around I found that at some point there was a VR template that used URP but they removed it, that's not reassuring.

pine bison
#

At this point I think it's pretty safe to do so, there are some features missing still but there are some nice upgrades with URP and at this point it's pretty stable

cobalt rover
#

Thanx Ole, will give it a go

azure geyser
atomic wren
#

Hi, anyone knows if unity have a good support with pico neo 3?

#

i have knowledge in ue4, but i was assigned to a project that have to be built i unity

wraith shale
#

@cobalt rover bigger issue is that built-in renderer + VR combo have pretty subpar support from Unity because URP exists and is their main VR renderer

#

and last properly supported Unity version for built-in VR was 2018.4 LTS which doesn't get any updates anymore so... again not great deal today

#

would recommend URP for most VR use cases now

acoustic lodge
pine bison
#

@atomic wren Pico has pretty fast response on their forum, I've worked a bit with the G2 and it was totally fine

acoustic lodge
#

I've had no major complaints either, but I'm working with a very old version of their SDK and I believe they've rewritten almost everything since then?

pine bison
#

I used the XR Plugin and it was pretty painless

sinful sable
knotty nebula
#

I took a look at the OpenXR Manual and it seems to just handle input

acoustic lodge
knotty nebula
#

Ah, I hadn't heard of it before, thanks I'll take a look

#

Any red flags to keep in mind?

agile dune
#

Yo real quick. What is the best Unity version to do VR in? Thanks in advance.

acoustic lodge
# knotty nebula Any red flags to keep in mind?

The main thing that bothered me was that it didn't handle the separation between pointer orientation and controller orientation; OpenXR exposes those separately (because natural pointing direction is different for different controllers), but the interaction toolkit uses the same orientation for both purposes. That's fine on Vive wands (and I think Index controllers?) but feels awkward on Touch controllers.

knotty nebula
agile dune
fresh turret
#

Hey yall. Im just starting VR and using Unity to develop games. I was following a tutorial on youtube and I'm having trouble getting the scene to load. I tried earlier with another project but those settings didnt save when unity crashed (didnt realize some things dont autosave). I followed a different updated tutorial and setup the XR rig but when I try to launch the game I get the following visual

fresh turret
#

I think my camera was setup wrong

#

Also the tutorial I followed was old lol

jade jacinth
#

This is a really beginner question, but how would I detect if the left thumbstick is pressed (clicked)? I know the detection is primary2DAxisClick but how do I implement it so that when it detects that, something happens?

lusty sail
#

so an If statement

jade jacinth
#

I figured it out its all g

indigo fjord
#

anyone here available for a VR custom unity event assist? I'm struggling on this one lol I can post my code too

#
public class EventTrigger : MonoBehaviour
{
    [SerializeField] private UnityEvent enableClock;
    
    // Start is called before the first frame update
    void Awake()
    {
        if (enableClock == null)
        {
            enableClock = new UnityEvent();
        }
    }

    private void OnTriggerEnter(Collider other)
    {
        if (other.CompareTag("Player"))
        {
            enableClock.Invoke();
        }
    }
}

I don't know if the awake function is actually important or not

public class EnableClock : MonoBehaviour
{
    [SerializeField] private GameObject clockText;

    public void DisplayClock()
    {
        clockText.SetActive(true);
    }
}

is the code being interacted with

trim monolith
#

How do I fix this on my VRChat Avatar?

lusty sail
#

The code isn't being interacted with because in your EventTrigger script you made a Variable called enableClock that is of type UnityEvent

#

your second script called EnableClock is a script, not an Event

#

it's not going to call it because it has the same name

#

you need to add the DisplayClock() function to the UnityEvent either via Code, or in the Unity Editor on the Component when you attach it to a gameobject

#

doing enableClock.Invoke(); just says do anything attached to the UnityEvent enableClock

#

your variable named enableClock and the script named EnableClock are two completely different things that don't effect eachother

indigo fjord
#

Thanks. I deleted the awake and it worked XD so I feel real dumb lol

lusty sail
#

I get what you were trying to do

west mantle
#

Hello after updating to xr toolkit 2.0 i got plenty of missing references in the xr origin (new xr action based)

#

no matter what i do in the project settings

#

it doesn't update

acoustic lodge
#

Try resetting that component, perhaps? Obviously you'll need to set up the correct data on it again, but it doesn't have much so I expect that'll be fine.

fossil pecan
#

Hey yall! I made a quick game in unity for VR using my Rift S. I want to build the project and turn it into a desktop app so I can run it without going into unity (Standalone App). However, I can't find any options for building an app. All I can make is an apk file but I don't know how to run it on my PC. Google searches keep telling me how to run it on quest 2 but I want a desktop app. Anyone know how I would go about doing this???

severe saffron
#

same way you make an apk, but you choose PC / windows build

#

@fossil pecan

fossil pecan
#

@severe saffron its greyed out

severe saffron
#

you might need to add the module

#

each build target comes as an addon

pine bison
#

If you have your build target set to android you need to switch over to desktop before you can build

fossil pecan
#

i added all the modules

#

i tried switching

#

switching to windows sill has the "build" option greyed out

#

i created the project with the vr template

#

i did upgrade the graphics ti URP, would that be the problem?

#

i read that it wouldn't

severe saffron
#

its still grey after hitting switch platform button?

fossil pecan
#

yes

severe saffron
#

console errors?

fossil pecan
#

none

severe saffron
#

new project time UnityChanClever

fossil pecan
#

i cry

pine bison
#

Can you screenshot your build settings

fossil pecan
#

sure thing

#

Here is the build settings for android

#

and here is the build settings for widows haver switching

#

the error on windows there is under server so i assumed that it doeesn't matter

#

does it?

#

im not building a server for the game, its all client side local

pine bison
#

Easy enough to check if you just change your backend in player settings to Mono instead

fossil pecan
#

oh ok ill check

#

omg yeah that was the problem

#

why did it set that as default

severe saffron
#

il2cpp is actually better

fossil pecan
#

well thank you guys so much for the help, seems like i have to use mono

#

what does il2cpp do? and does cpp mean c++? i assume it does

#

if so then what does "il" mean

severe saffron
pine bison
#

It gives you some better performance in a build

fossil pecan
#

@pine bison oh i see, and also i am reading the link you ( @severe saffron ) provided so i see even more lol

#

ā¤ļø

chrome ocean
#

Hello, i'm new in using Unity XRRig, i wanna get the rotation of player right hand. I try using rotationAction.action.ReadValue<Quaternion>(); but the one i got is a value with 4 dimension (x,y,z,w) is there a way to get it in 3 dimension (x,y,z)?

severe saffron
#

Quaternion to euler

#

quat.eulerAngles?

fossil pecan
#

did the rig not come with a game object for the controller?

chrome ocean
fossil pecan
#

so could you not just get the rotation from the game object

severe saffron
#

which is still a quaternion with 4 values....

#

transform.rotation.xyzw

#

anyway use .eulerAngles

#

and you get 3 instead šŸ™‚

chrome ocean
chrome ocean
fossil pecan
#

what do you mean by different?

chrome ocean
fossil pecan
#

if you try using the rotation in game, would it still match up another gameobject to the same rotation?

#

if so then the value is ok that its 300+ cause that might just mean its spining completely around and then some

#

and so you might just be able to subtract 360 degrees but im not sure

chrome ocean
#

Oh now that you mention it if i subtract it with 360 it give me the correct angle it was currently is in the gameobject rotation. Thank you spicy melon.

fossil pecan
#

@chrome ocean np!

lament valley
#

Hey sorry if this is a really dumb question I'm a bit new to this but I have exported a map into unity with Blender and I have textured it successfully. My issue is that every time I spawn in I fall through the map and I am not sure on which Collider to use.

woven badge
lament valley
#

Alright thanks! Which settings should I change for it?

woven badge
#

in the mesh you should just need the mesh of the map you exported

lament valley
#

I don't see the mesh of the map in it though

woven badge
#

if you select the model in your asset browser, do you get a menu like this in the inspector? If so you should just be able to tick the "Generate Colliders" option that i've highlighted

lament valley
#

Still not working

#

Not sure why

woven badge
#

hmm ok, can you share the full inspector window for your map please?

lament valley
woven badge
#

you could try ticking the Convex tick box, I believe (i'm not too sure on all this) but it makes mesh colliders able to interact with other mesh colliders if you're using one for the player

lament valley
#

Alright I'll check real quick

#

would I tick the trigger one?

woven badge
#

Nope, that should stay unticked

lament valley
#

Keep falling through

woven badge
#

ok, if you disable the map for now, if you just place a plane on the ground, do you fall through that?

lament valley
#

Sorry for delay I was doing something

woven badge
#

No worries :) well if you're falling through that as well it sounds like its your character controller that might have a collision issue now! Would you be able to share the inspector window for the player please so we can look at the collision on there :)

lament valley
#

Okay I have an autohand plugin enabled though

#

So it may be a bit different

woven badge
#

Ahh looks like it might be that sphere collider if im understanding that right, im not too familiar with auto hand but can have a quick look if this doesn't work.

Try turning off "is trigger" under the sphere collider

lament valley
#

I'm walking on something but its not the map

#

I think the mesh layer is underneath the actual map

woven badge
#

huh that's a weird one, urmm stupid question but was the map exported while at 0,0,0 inside blender? I dont think that should matter with mesh colliders but just in case for some reason. Otherwise i'd say maybe try with the map set to 0,0,0 inside unity and see if that brings any joy

lament valley
#

Alright I'll check

#

It's at 0 0 0 right now

#

Yeah

woven badge
#

ok, so if you set the map to 0,0,0 in unity does that do anything?

lament valley
#

I had it set to 0 0 0 already

woven badge
#

The Y position is set to 1 in there (it shouldn't matter tbh but just in case it's doing something funky)

lament valley
#

It didn't work

woven badge
#

ok, if you just turn off the mesh collider and add a box collider onto the map, make sure the centre is set to 0,0,0 and the size is set to 1,1,1 and see if that works

lament valley
#

It didn't seem to work

#

I can move around and I'm under the map and I can climb up the slopes but the map itself is above me

woven badge
#

hmm im sorry I dont really know where to go from there 😦 My brain is too fried as it's nearly 4am here and I've been programming since 11am šŸ˜… Sorry! Hope you are able to get this fixed!

lament valley
#

Alright thank you so much for the help! I'll figure out a solution eventaully! šŸ˜„

#

Make sure to get a good sleep in at some point

woven badge
#

No worries! šŸ˜„ sorry I couldn't help fix it all! I'm sure there's loads of great people smarter than me that will be able to fix it ^^

I will try get some sleep soon for sure haha

outer crescent
#

@leaden flame when do we expect XR Toolkit to be stable and do you think XR Action Based will be part of the stable version and its new input system?

north path
pine bison
#

Haha 33 ms XRUpdate

#

That is pretty whack, don't have any good suggestions for vulkan unfortunately

north path
#

Yeah, also don't have it on other projects, but GPU profiling is unsupported on vulkan :/

wraith shale
#

@north path have you tested 2020.3? I saw huge perf dip on 2021.2 with quest 2 but didnt investigate it further. Was using vulkan and urp

#

2020.3 ran way better on exactly same setup

north path
#

Not really. Upgraded to 2021 because I thought it would support spacewarp faster

#

Officially*

wraith shale
#

2020.3 is unlikely to ever support appSW outside the custom package. Even 2021.2 is bit iffy

#

2021 cycle has been long feature locked already

north path
#

Ahh good to know

#

With OGL we get +- 36 fps in our main scene so we were aiming for spacewarp to save us haha

wraith shale
#

Ouch

#

It does help a bit but cant do miracles

#

Still need to optimize heavily for quest

north path
#

Yeah it has been in development for pc for a few years, now trying to get it into the quest haha

#

Yeah we know

#

Do you think 2022.1 will support spacewarp?
I saw in the (urp) changelog something about motion vector support

#

Just thought of our shaders being made in amplify, so that also would take some time before mot vec are added, yikes

#

Back to the drawing board

wraith shale
#

2021.2 has movecs but it's not enabled in VR yet. And it still needs extra changes

#

Pretty sure you will need custom urp packages for app-sw for first year

#

Things like this always take a long time

#

I spent some time a while ago trying to make appSW run properly on 2021.2 but couldnt solve it in reasonable amount of time. I tested both porting oculus changes for 2020.3 urp into 2021.2 urp and also oculus devs urp 13 mod for appSW. Both just resulted in black screen and app freezing on quest when enabling appSW

#

That plus 2021.2 perf on q2 made me stop testing this as it sucked all around anyway

#

2020.3 works with appSW today and has way better performace so there is very little point fighting the newer version

#

2021.2's URP is quite packed with fancy new features but majority of them are too heavy for native quest apps anyway...