#šŸ„½ā”ƒvirtual-reality

1 messages Ā· Page 57 of 1

wraith shale
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If I had Q2 app in active development I'd just stick with 2020.3 now

severe kelp
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Hi guys, i'm learning to do a VR games and i would like to used a 3D model for my character. i set up IK on the hand and the head but i got an issue for the head, when i look up, my 3D model turn at 180°. Someone know that issue and have a fix ? Thank - Using Unity 2020 and XR

lofty tangle
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Instead of setting the head ik to the follow the tracked hmd object, you could make another object that follows the hmd but is clamped to not look 100% up or down. That way it doesn’t change directions like you described

shut wagon
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Does someone have an up to date tutorial on how to make games for quest?

fresh turret
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It seems like at least for vr everything is changing super fast. Tutorials from months ago no longer apply for setting up projects and all that

shut wagon
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Yeah, I recognised that, too. I’ve tried some tutorials about 7 months old and they didn’t work

wraith shale
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this happens on every new 2021.2 update now šŸ˜„ Android SDK Build-tools component is not found. Make sure all tools are installed in the SDK manager. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

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it's silly alright

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basically what happens here is that they are missing one part of the Android SDK from the hub's install list when they push new release... and I can't just install the missing part via Hub (rather have to uninstall the whole engine version and reinstall it then again when Unity ships the whole thing)

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basically one can tell at the install time already if it's going to fail... it should look like this with Android stuff selected when you install it (don't mind windows IL2CPP there):

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but if it omits those build tools, you get 4 components less to install

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you only notice this if you expand that installation view

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altho this could be also Hub 3 issue

violet swift
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@wraith shale just use the old unity hub not the beta and you will get rid of those problems

wraith shale
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there's other issues with that one

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like, hub 2 reports current templates in really weird manner

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and both hubs suck on their own things šŸ˜„

north path
severe kelp
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@lofty tangle i change the vector by .forward to face the Z axis and it seem to work now, in the tutorial i followed, its forward was Y so he put .up
Thank for your reply šŸ˜›

minor zinc
#

Can anyone recommend me a good VR tutorial ( English) beginner friendly

mystic ridge
green blade
#

hello i have a problem with vr development and would like to ask for help
i am just starting to do vr development and was setting the thing up
controls work
except it doesnt recognize the aim of controllers

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it leaves it on ground and does nothing else any clues as to what to do?

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the same thing in the sample scene
aim gets ignored

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any clues as to what can i do about this?

green blade
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k fixed it

sinful sable
#

How do I toggle "Left Hand Snap Turn Action" in the Snap Turn Provider on/off? I want to do it via code.

#

I tried disabling the input actions but this did not work.

XRIDefaultInputActions playerActions = new XRIDefaultInputActions();
playerActions.XRILeftHand.Turn.Disable();
rancid solstice
#

So Im trying to figue out how index finger tracking can work on full bodies like in boneworks but cant find any articles or videos on it. Anyone tried doing such type of work?

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Most tutorials out there seem to do either or, like one will do index finger tracking but no body or one will do full body vr but no index finger tracking

naive bramble
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Problem time. I am trying to setup the controls for my WMR controller in the unity input system; however the device (headset and hand controllers) is listed as "disconnected" in the device list, and will not read any inputs from the controller despite everything else working just fine. This debugging has made me weary, so please mention me if any of you are able to help

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Goodnight everyone

sinful sable
north path
naive bramble
north path
lament valley
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In my game I spawn in and fall directly through map. There are some hills on the map so I can move around and I can move up the hills and see the bottom of the map directly above me. I am not sure how I can fix this if somebody can help I'd be so happy

north path
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@lament valley on the rigidbody of the player, put collision detection to continues

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If possible having the map be a convex mesh collider also helps a ton, but this might not be possible on your mesh

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Or isn't it a clipping issue?
If not, make sure your camera isn't too far off the player game object

naive bramble
little depot
#

Any recommended VR kit to buy?

naive bramble
naive bramble
#

I truly dislike the input system, but onwards I must press.

north path
sinful sable
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Unity XR Interaction toolkit for VR:
I want to disable specific input actions with code. I've tried doing the following but its not working. Any ideas how I can do this in a way that works?

private XRIDefaultInputActions playerActions;
void Start()
    {
        playerActions = new XRIDefaultInputActions();
        playerActions.Enable();
        playerActions.XRILeftHand.Turn.Disable();
    }

I'm still able to turn. How do I disable input actions?

lofty tangle
#

Maybe instead of trying to disable the input action. Just disable the thing that that action is doing, you know by having a bool or something that’s set for when ever you want it enabled or not

#

Like:
Action(){
If (bool == false) return;
DoTheThing();
}

sinful sable
visual idol
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Hey, anyone know where to go for help with the xr interaction toolkit specifically?

visual idol
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I’m wondering if there is a way to get whether the person is gripping and then storing it in a variable.

pine bison
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The alternative would be to poll the XR management system for a grip press

north path
fossil temple
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Hi, so i got a CameraRig with a left controller and a right controller which both has a Steam VR_Laser Pointer script on them. The laser is there and it changes color to green whenever i hold down the trigger button, but for some reason it is not interacting with UI. What am I missing to get this to work (using the new Input System)

acoustic lodge
sinful sable
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Yes. If you need to subscribe to a function for a given input

cobalt rover
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has any of you gotten openXR build work fine on Vive but have controllers rotated 90 degrees on Rift? any pointers to a fix? (unity 2020.3.22f1)

copper verge
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Just started programming, have legit 0 experience, how do i turn files like these into a 3d model

pine bison
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First of all this has nothing to do with programming, or with VR. Second, that screenshot only contains textures, but you need a mesh to apply them to. I would recommend you sit down with some tutorials to get to grip with unity and then it will make more sense to you (ok I guess the original post was deleted)

vast thorn
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Hey, what would be the fastest way to read and display high res pictures for OQ? I have 8K panoramas and they take few seconds to load, which also locks my app completely, because it's not async.

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should I try doing this on threads?

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this way it will maybe not freeze the app so I can show a loader

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nvm, this is actually not a OQ problem idk why I posted this here šŸ˜„

vast thorn
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ok but since I asked I'm gonna write what I found out - threading should help with hanging the app completely, but the device can still take a load here and drop fps which will have similiar effect.

wraith shale
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there's three options here:

  • the one without extra suffix is URP 14 version where I've just merged trunkASW which is some WIP branch from Oculus. This one seems fully functional.
  • URP 10 based which is just direct port of custom Oculus URP for AppSW, just made to run proper on Unity 2022.1. Lacks all fancy new additions to URP 12+
  • URP 13 based which has stock URP movecs removes and custom 2020.3 oculus movecs added in place. This port may still has issues but haven't tested extensively.
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URP 10 just flies in comparison to URP 13 but that's not due to AppSW changes, it's just so slow now, at least on native Quest 2 build

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haven't fully investigated what changed on URP 12+ that made native Quest builds so slow but I've seen similar reports on the forums too

north path
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Woah good job!

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And really hope they fix the performance issues indeed

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I recommend making bug reports if the performance issue is reproducable with both 2020 and 2021/2 project in the report (or ask for them to make a shared google drive link to put the projects in)

wraith shale
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the perf issue itself makes it tedious

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because how it runs today makes the newer URP totally pointless for this

north path
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Yeah understandable

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So bug reports it is :P

wraith shale
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yeah I have quite few bug reports to file as well

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I just wait for betas to start publicly, which is on Unity only running sweepstakes for beta period šŸ˜„ (they really should run it for whole alpha-beta duration)

north path
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Good point haha

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Also might join in the next beta period. submitted over 15 bug reports in 2021.2, of which 4 have been actual issues, 1 major VR issue which was closed because I was unable to submit my work project and a few still open waiting for response

wraith shale
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I think I sent like 10 reports for 2021.2

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they fixed half of them so far

north path
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And next 1.5 years I have a pretty relaxed schedule, so free time to experiment with the new tech

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Oh sweet!

wraith shale
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there were two things that really were close to showstoppers for me, this is why I do report them early (before full release)

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chances of Unity fixing something on actual release is way lower (or they will get fixed only on some newer versions if the prio isn't high enough for Unity to backport)

north path
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Here is the post I found: 
https://www.reddit.com/r/Pimax/comments/qhkrfp/pimax_unity_xr_plugin_issue/?utm_medium=android_app&utm_source=share

https://www.youtube.com/watch?v=I_8nuv8-4gI
https://www.youtube.com/watch?v=KMp1-10Ja3o

If you want to help getting this fixed, could you make a bug report to unity and mention case 1377372 so they can link them.
My case was closed because I was unable to submit my project.```

This is an issue which only some vr projects have, but might be good to know it exists
fossil temple
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Hi. Is there an easy way to do UI sliders with the SteamVR laser pointer? Right now I got buttons working using this script, but i'm not sure how i would do dragging a slider


public class SceneHandler : MonoBehaviour
{
    public SteamVR_LaserPointer laserPointer;

    void Awake()
    {
        laserPointer.PointerIn += PointerInside;
        laserPointer.PointerOut += PointerOutside;
        laserPointer.PointerClick += PointerClick;
    }

    public void PointerClick(object sender, PointerEventArgs e)
    {
        if (e.target.name == "Cube")
        {
            Debug.Log("Cube was clicked");
        } else if (e.target.name == "Button")
        {
            Debug.Log("Button was clicked");
            e.target.GetComponent<Button>().onClick.Invoke();
          
        }
        else if (e.target.name == "Slider")
        {
            print("slider was pressed");
        }
    }

    public void PointerInside(object sender, PointerEventArgs e)
    {
        if (e.target.name == "Cube")
        {
            Debug.Log("Cube was entered");
        }
        else if (e.target.name == "Button")
        {
            Debug.Log("Button was entered");
            e.target.GetComponent<Image>().color = e.target.GetComponent<Button>().colors.highlightedColor;
        }
        else if (e.target.name == "Slider")
        {
            print("slider was entered");
        }
    }

    public void PointerOutside(object sender, PointerEventArgs e)
    {
        if (e.target.name == "Cube")
        {
            Debug.Log("Cube was exited");
        }
        else if (e.target.name == "Button")
        {
            Debug.Log("Button was exited");
            e.target.GetComponent<Image>().color = e.target.GetComponent<Button>().colors.normalColor;
        }
        else if (e.target.name == "Slider")
        {
            print("slider was exited");
        }
    }
}
wraith shale
#

@north path well... apparently the oculus dev branch for ASW actually works now on 2022.1.0a16... I tried merging it to bit older alpha and 2021.2 as well but it just froze the application on Quest

north path
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Oh sweet

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And hmmmm, beta coming up soon?

wraith shale
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b1 have existed internally for a good while

north path
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Ahh okay

wraith shale
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so yeah, it's probably next 2022.1 version

north path
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Oh yeah I see now

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Hope so yeah

wraith shale
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replied to your message on the forums

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this was a fun one to figure out... had to first narrow down URP versions between URP 10 and URP 12 to find where it started causing slowdowns

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then when finding the first version that was broken, had to look through commits from URP rendering folders to see which could be relevant to this and after 4-5 tries of reverting commits that could have caused this, found this one šŸ˜„

north path
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Woah that's a great find!

wraith shale
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of course it could be something different on your end so would be nice to hear if you get the perf back just by disabling the depth options (both urp asset + urp renderer asset)

north path
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Yeah, I'll try tomorrow!

wraith shale
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it did let me finally run Application SpaceWarp on URP 14 successfully and actually get some headroom this time around

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(you still need custom SRP packages for it though)

toxic socket
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Hey, when I make vr controllers and add a model to it. In game the model appears in a different position than the controller but it still moves with it. How do I make it so that the model is on the position of the xr controller?

wraith shale
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@north pathdo look at my follow up post on that thread as well

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well, you get the notification for it anyway, just amazed by this

north path
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Will do!

wraith shale
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it all makes sense now

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I mean, why GLES3 was fine and Vulkan wasn't

sinful sable
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Is it possible to record when you are "playing" the VR scene from Unity? If so, how?

wraith shale
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I have no idea how the anim clip recording works on that though

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just seen it around

fast igloo
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Hey all, not sure if this is the right place to ask this, but I'm encountering a strange issue and was wondering if any of you brilliant folks might have an idea -

So basically I have an app I'm building for Quest and Steam - I recently switched from building for Android (Quest) to building for PC (Steam) to get that ready for release - no problem at all - but upon switching back (and it's been a few weeks now so a fair bit of changes have been made), when I build for Android the terrain is completely black - this is not a problem on editor or PC builds...all scenes have baked lightmaps and all objects except the terrain are properly lit

If anyone has any ideas on what to do, I'd greatly appreciate it, google and stack exchange have been pretty sparse with results

wraith shale
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@fast igloo did you change terrain shader?

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But.. If you cant tell what caused it, just create another branch in your version control and narrow it down by testing the build using different versions from it

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And if you dont have version control this can be seen as valuable lesson why you absolutely should have :)

north path
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@wraith shaleHey, was trying your fix and noticed there wasnt a depth priming option for me.
Does this has to be changed somewhere other than the urp assets?

wraith shale
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@north path depth priming option is in URP renderer asset, not in the main URP asset

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but... I'll probably just revert the depth change on those branches to make it work out of the box

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@north path just pushed the fixes to both branches that were affected by this

north path
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Got it, thanks

fossil temple
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For some reason, this code doesn't seem to work?

SteamVR.instance.overlay.ShowKeyboard (0, 0, "Description", 256, "", true, 0);

What am i doing wrong here?

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I'm just getting a bunch of errors

fossil temple
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I'm essentially just going to open the steamVR keyboard when clicking on a text field and use their keyboard to input text

pine bison
fossil temple
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oh it's a really basic function

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and this function is being called when I press a UI button

pine bison
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I meant the SteamVR function

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Since your code looks right compared to the docs but it seems to be expecting something else

fossil temple
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ohhh i see

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1 sec

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not quite sure where it is to be honest. Still looking

pine bison
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Can you hover over the function name like in visual studio?

fossil temple
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Using Rider as my text editor, but I think i found it???????

#
public EVROverlayError ShowKeyboard(int eInputMode,int eLineInputMode,uint unFlags,string pchDescription,uint unCharMax,string pchExistingText,ulong uUserValue)
    {
        IntPtr pchDescriptionUtf8 = Utils.ToUtf8(pchDescription);
        IntPtr pchExistingTextUtf8 = Utils.ToUtf8(pchExistingText);
        EVROverlayError result = FnTable.ShowKeyboard(eInputMode,eLineInputMode,unFlags,pchDescriptionUtf8,unCharMax,pchExistingTextUtf8,uUserValue);
        Marshal.FreeHGlobal(pchDescriptionUtf8);
        Marshal.FreeHGlobal(pchExistingTextUtf8);
        return result;
    }
pine bison
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Not sure why it's different from the docs but there you go at least. Are you on the latest version?

fossil temple
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yup. this is the latest version. not sure what all of this means but atleast it's a step in the right direction. Thanks šŸ˜„

severe kelp
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Hello guys, i'm trying to get the transform by using "selectingInteractor" but it's obsolete, someone know what to use instead ?

fast igloo
fossil temple
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Ok so i got the steamVR keyboard to show up, but how do i use this to input text into a UI text field

fast igloo
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So was mostly hoping somebody had ideas before the slog through restoring old revisions and building over and over

grand totem
#

Are there any good tutorials on how to create VR games? I looked through the official Tutorial which just told me to delete the SampleScene and then start making my game... all the videos are outdated or simply give too many errors and don't work.

strong echo
#

@grand totem I'm using this beginner one https://learn.unity.com/course/create-with-vr

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...

sinful sable
#

Second this. Its the best one that teaches everything about XR Interaction and VR Development.

spark tide
# grand totem Are there any good tutorials on how to create VR games? I looked through the off...

might be a bit late but I recommend videos from https://www.youtube.com/c/JustinPBarnett and https://www.youtube.com/c/ValemVR, the videos are just basic concepts and setup but should be enough to bring you up on track (I'm able to start venturing the documentations after those).

vague cypress
#

Hey guys, is there way to check if VR is connected and being used, in order to properly catch moment to enable fallback (non-vr) controls?

wraith shale
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@vague cypress there is a check for presence (uses proximity sensors on vr headsets)

tiny niche
#

@vague cypress its much easier to just react on the command line arguments and its more in line with what users expect

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its also one of those things where your solution would make you fail oculus cert

vague cypress
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@wraith shale @tiny niche thanks!

urban cloak
tiny niche
vague cypress
vague cypress
crude parcel
#

I keep having the issue when I use my joystick to like move or rotate with a object in hand it would rotate /move

wraith shale
#

there are plenty of vr mode optional games on steam for example

fluid remnant
#

I need help my oculus quest wont launch into my unity project and i'm using the oculus integration

buoyant jolt
#

Start with the oculus desktop, make sure the quest is recognized. Then, in Unity, check that the oculus framework is installed and a}set properly in the XR runtime. Finally, when you press play, if it doesn’t work check the Unity logs if the headsets even being detected

frank cave
#

I appreciate that at some point unity stopped making steamVR run on editor start, when a project supports VR, and instead made it start when you press the play button, makes testing and quick edits way easier than before.

north path
visual idol
#

Hey, bit of a complex question, but does anyone know how I could poll the unity xr interactor to see if the user is gripping, store it in a variable, and then make a seperate object behave similarly to the xr interactor but instead of activating when the user grips it activates when the variable is true.

buoyant jolt
#

You can do that with the examples using a UnityEvent

visual idol
buoyant jolt
#

But, with the input system, you can tell when a user does an action or releases an action. And you can use that to turn on and off an external state or switch if you like using any number of means. And that variable could be set to only be valid or persistent in whatever circumstance you like.

#

So, you shouldn't need to poll the input - but you could if you like with the legacy input system.

weak garnet
#

I'm getting the error The type or namespace name 'Interaction' does not exist in the namespace 'UnityEngine.XR' in a script for CurvedUI. I have Active Input Handling set to "Both" but it doesn't seem to have the XR Interaction Toolkit installed. And I don't see it in Packages. Is there something I need to do to get it to work? This is in 2020.3.20f1

weak garnet
#

I guess I'll answer my own question in case anyone runs into this, but you have to check "Enable Preview Packages" in Project Settings\Package Manager so that XR Interaction Toolkit will show up and then you can install it.

north path
#

@wraith shaleBeen trying vulkan without depth in 2021.2, but cant install to my quest because of signing issues (no clue from what)

fossil temple
#

Hi. I'm making a game with SteamVR, but for some reason when I set the render mode to Multi Pass, all my Unity UI is rendered double or something when I put on the VR headset and enter play mode

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is there a way to fix this? The UI is in world space

honest gate
#

Hey VR people - using Unity's XR Interaction Toolkit, my hands use a XR Direct Interactor and I have a test object with an XR Grab Interactable script. The object has an attach transform which is added to the 'attach transform' field of that script. My problem is when I've grabbed the object with my left hand using the grip button, if I then grab the object again with my right hand and release the left, it will snap to the right hand at the area of the attach transform.

Is there a way to avoid this behaviour? Ideally I'd be able to specify a left attach exclusively for the left hand, and a right attach exclusively for the right hand.

Any help super appreciated šŸ™

frank cave
#

I think you'd have to program up a specific grip position and grip mechanic for this object

honest gate
#

Hm I did try to follow some double handed grab tutorials (VR with Andrew & Valem) but had limited success

visual idol
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Hello, how would I be able to test if the player is gripping? Thanks.

idle cypress
#

Anyone one know how to get the OpenXR device name in Unity? I've so far only managed to tell if it's using OpenXR.

brazen island
#

Hey! I'm a student and my group and I have to design a VR program. For this specific program we would like to be able to control certain events in the VR simulation via a PC. Could anyone help us / me figure out how to do that?
We got this code from our supervisors but are not sure at all what to do with it https://gist.github.com/danielbierwirth/0636650b005834204cb19ef5ae6ccedb
Thank you in advance for any help!

Gist

TCP Client-Server Connection Example |Ā Unity |Ā C# |Ā Bidirectional communication sample: Client can connect to server; Client can send and receive messages: Server accepts clients; Server reads clie...

pine bison
brazen island
# pine bison From the same PC or a different one?

from the PC the VR headset (we use an Oculus Quest 2 I think?) is connected to. So far we exported an apk to the headset, we haven't found out yet how to run an application directly from pc. The only thing we managed to do is to stream the visuals from the Oculus to the PC.

rigid cypress
#

you need to enable oculus link

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and you need a

#

XR controller

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We use autohands for our projects

pine bison
#

If you can do what you want by running VR through Oculus Link and use the same PC for managing things, that's super easy. If you need to run natively on the quest or manage through a different PC, you'll need a networking setup and that's way more complex

brazen island
#

thank you !

ornate questBOT
#
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Example: !rank Mystic

graceful adder
#

Hi everyones! I am about to start a long term project in VR. I have first made my first tests on version 2021.1.2f1. Now I don't know on which version I should start this important project. Knowing that 2020.3.24f1 seams more recent and stable but the latests versions have a better VR XR implementation. Do some of you have any thoughts about it?

rigid cypress
#

We always use the newest version

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Right now we are making a Cyberpunk VR shooter for the quest 2 and Steam VR. with URP if you use URP i do infact suggest 2021.2.x because you get so much new stuff that was only HDRP compatible such as decals which is a huge plus if you make a shooter

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Also you get the visual scripter with the engine now

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albeit being a bit buggy

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so we removed it

graceful adder
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Thank you for your advice. The last 2021.2 should be a good choice. I use URP indeed

rigid cypress
#

no problemo

vague birch
#

Does anyone have an idea why single pass instanced doesnt work in Unity 2020.3 HDRP with my oculus cv1? The right eye is completely off

rigid cypress
#

I believe single pass is also not recommended by oculus right?

vague birch
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The thing is that 30% performance boost is rly nice for HDRP vr and why shouldnt the feature work if its in the XR management (oculus settings)? is it discontinued or smth

rigid cypress
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i dunno but we had issues with it too in HDRP. I believe my senior dev fixed this for one of our games in the past

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i can ask him

vague birch
rigid cypress
#

ah yeah than it was different than we used

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we use Open XR now but in URP 2021.2.x

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i think we use multi pass render

vague birch
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I had the same problem in URP 2021.1

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I tried everything that came to my mind but i didnt get it properly running

rigid cypress
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hmmm

thorn lagoon
brazen tundra
#

Hi

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When people try to open my game using Oculus Quest and Virtual Desktop, the screen stays black and they can only hear the sound

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How do I fix that?

sonic violet
#

does the new unity VR core template use openXR?

wraith shale
#

not sure what XR module it's been preconfigured to use but it definitely works with OpenXR

sonic violet
#

ok ty

wraith shale
#

vr template is just a blank scene with VR controller rig, it doesn't really do much

sonic violet
#

i guess under project setting i just set to openXR

#

it new input so it should still just work with the action maps?

rigid cypress
wraith shale
#

if you want a more in complete starting point, you may want to look into installing XR interaction toolkit from unity

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I don't remember if the vr template actually uses the new input system or not. interaction toolkit does for sure

sonic violet
#

ok ty, is that a preview package?

wraith shale
#

I think it's still in preview yes

sonic violet
#

ah thank you

sonic violet
#

ok thank you this is fantastic

sonic violet
#

DllNotFoundException: UnityOpenXR UnityEngine.XR.OpenXR.OpenXRLoaderBase.Initialize () (at Library/PackageCache/com.unity.xr.openxr@1.2.8/Runtime/OpenXRLoader.cs:194) UnityEngine.XR.Management.XRManagerSettings.InitializeLoaderSync () (at Library/PackageCache/com.unity.xr.management@4.0.5/Runtime/XRManagerSettings.cs:187) UnityEngine.XR.Management.XRGeneralSettings.InitXRSDK () (at Library/PackageCache/com.unity.xr.management@4.0.5/Runtime/XRGeneralSettings.cs:175) UnityEngine.XR.Management.XRGeneralSettings.AttemptInitializeXRSDKOnLoad () (at Library/PackageCache/com.unity.xr.management@4.0.5/Runtime/XRGeneralSettings.cs:148)

#

anyone seen this

#

is openXR not supported on mac

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UnityOpenXR

pine bison
#

Id be surprised considering no VR headsers can run on a mac

#

It works with oculus though

honest gate
brazen tundra
#

However it seems that it works for other games but not mine

#

It only works if the person opens SteamVR manually

rigid cypress
#

but you use SteamVR

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which is not supported by the quest 2

#

Unless you enable your quest to be used for steamVR

brazen tundra
#

I believe I do use OpenXR

rigid cypress
#

hmmm

#

That is weird

brazen tundra
rigid cypress
#

hmm

#

thats really weird

brazen tundra
#

Yeah, I am not sure how this Virtual Desktop really works

rigid cypress
#

You also need the oculus plugin and integration packs

#

seems like that is what you are missing

#

asked my senior dev real quick next to me xd

brazen tundra
#

This?

brazen tundra
rigid cypress
#

yass

#

he is also in here

onyx pulsar
rigid cypress
#

there he is

#

xd

onyx pulsar
#

Try following the official oculus documentation

#

maybe it'll help

brazen tundra
#

Thank you both of you!

#

ā¤ļø

onyx pulsar
#

no problem, good luck!

rigid cypress
#

:3

brazen tundra
#

Thanks hehe

magic cipher
#

Hi ! Is there a simple way to disable inputs when you use XR Interaction Toolkit ? I do this to disable the 3 components used by the controller for interaction
https://paste.ofcode.org/Rtib7M8CYBdTSgscbNqShA. It works but the XR interaction Manager keep sending an assertion error (I suppose it processes something under the hood that need those components).

#

I also tried disabling the XR Interaction Manager before disabling my controllers, but it still trigger the "Assertion Failed"

graceful adder
# rigid cypress so we removed it

hmm... but it seems that the XR interaction toolkit is not yet compatible with 2021.2 . I should say that I use it a lot since I am not much a programmer....

brazen tundra
#

@onyx pulsar Hi there! I did install Oculus integration pack, however it doesn't appear the same way that it appears for your coworker

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However, it is all updated

#

Would it work now?

onyx pulsar
#

Have you both imported the oculus plugin and the oculus integration package?

#

Also if im not mistaken, beneath Oculus/Tools/OpenXR you need to enable OpenXR for oculus

rigid cypress
#

Yup if you do al that it should work fine. There is a weird bug with unity that sometimes you have to re enable OpenXR or click "Fix errors"

#

Atleast we have it from time to time but that could also be version control being an ass

brazen tundra
#

Let me see if I can find Oculus Plugin

onyx pulsar
#

It's below the official unity packages in the package manager

brazen tundra
#

Oh yesss

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Found it

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I was searching only on "My assets"

#

Another issue that happens, is that when player recenters or lose headset tracking, the screen goes black

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Has that ever happened to you?

onyx pulsar
#

Not that i can think of. Which assets do you use for your application?

brazen tundra
#

I use OpenXR

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They were using Oculus with Virtual Desktop

onyx pulsar
#

A colleague of mine also has issues when running OpenXR via Virtual Desktop

#

I haven't found a solution for that, but to be honest i also haven't searched yet šŸ˜›

brazen tundra
#

Me neither haha

#

Gonna search it and let you know if I find something

#

By the way, I'm making a rogue lite rpg coop game

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Almost ready for EA

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If you need help with something, hit me up

onyx pulsar
#

thanks!

#

that looks great!

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Will it run on Oculus native?

brazen tundra
#

Thanks!

brazen tundra
#

Is it the Oculus Store?

onyx pulsar
#

yeah

brazen tundra
#

For now I'm only thinking Steam

onyx pulsar
#

it means without having to link a pc to the hmd

#

ah okay

brazen tundra
#

So, the other way to play would be using Virtual Desktop

#

And that's what some players are doing

#

Now I see

#

Do I just leave it like this and it should work?

onyx pulsar
#

yeah, looks good

brazen tundra
#

Do I have to change something in my game? The rig or change some codes?

onyx pulsar
#

you're using the OpenXR rig?

brazen tundra
#

Yes

rigid cypress
#

Stereo rendering mode should be multi pass right?

onyx pulsar
#

no, only when building for oculus quest

brazen tundra
rigid cypress
#

ah alrightr

brazen tundra
#

Ah thanks

rigid cypress
#

Don t listen to the junior here xd

brazen tundra
#

Dude, you are a pioneer of this area

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Almost no one knows what you know šŸ˜‰

onyx pulsar
#

we're all pioneers in VR šŸ˜›

brazen tundra
#

I guess we are!

rigid cypress
#

Framedrop knows more xd

brazen tundra
#

Hehehe

onyx pulsar
#

šŸ˜‚

rigid cypress
#

Level design is more my mood xd

onyx pulsar
#

Oh well. We hope to have a EA somewhere in early 2022

brazen tundra
#

What are you guys working on?

rigid cypress
#

Dont know if i can share xd

onyx pulsar
#

Multiplayer sci-fi shooter is all i can say atm šŸ˜›

brazen tundra
#

Noice!

#

How many players per game?

#

Battlefield style? Unlockable guns?

onyx pulsar
#

We still need to stress-test that šŸ˜‚

#

yeah!

rigid cypress
brazen tundra
onyx pulsar
#

we're trying to get 12 vs 12

rigid cypress
#

Atleast the build issue is solved

brazen tundra
onyx pulsar
#

nice šŸ˜„

acoustic lodge
brazen tundra
#

Hey @onyx pulsar , can you please ask your colleague if he found out the issue about the recenter or losing tracking, please?

#

I searched and couldn't find anything like this

brazen tundra
onyx pulsar
# brazen tundra Thanks!

I don't know for sure, but you could check if auto simulation is turned on in Project Settings/Physics

#

If that doesn't work, have them put Virtual Desktop as current OpenXR platform in Virtual Desktop (if it isn't yet)

brazen tundra
onyx pulsar
#

i also found this

#
#

It says players need to set OpenVR (SteamVR) as their default OpenXR platform

#

You can set it in SteamVR options

#

That's all i can think of for now

rigid cypress
#

Hopefully you can get it working correctly :3

honest gate
# visual idol Yes
Unity Learn

In this lesson, you will learn how to add unique functionality to an object when the user interacts with it in a certain way. By the end of this lesson, users will be able to pick up a remote and press a button on a controller to turn on a TV. This lesson is part of the Create with VR course.

small scarab
#

I cannot find the XR Toolkit to get some simple VR interactions in the Unity Package Manager
I have enabled "Show Preview Packages"
Nothing
I've tried to search around, no repository link I can add to download it that way
I'm using Unity 2021.2
All I can find is Open XR in the package manager. No Toolkit.

acoustic lodge
small scarab
#

Alright, I'll try that

#

Well it installed at least. I'll see if it runs. Thanks @acoustic lodge

frosty parcel
#

what's the best way I can go for a PC-VR game? Standard Pipeline, or URP (HDRP is 100% not going to work for VR lol)? I want the game to look half decent to good but able to run at a smooth 90 fps, also what would be the best option for making asset for VR, because I've heard and seen mixed things about both, how URP uses different material fields and stuff different from Standard and how normal maps or something don't really work so you have to use another system, its just all really confusing. One of the options I'm considering is just using Standard while I prototype my game and then moving to URP if I need to for rendering when I get to that point, because its easy enough to update to URP after the fact (right?)

acoustic lodge
#

I don't think there's much if any reason to use Standard for VR these days? There used to be some important features that URP didn't support in stereo rendering, but that was years ago and as far as I know none of them are issues any more. URP is very flexible, and depending on how you set it up it can be cheaper than Standard, or look better, depending on what you want.

#

Migrating from Standard to URP is only easy if you're not doing anything fancy at all. Pretty much every custom shader and visual effect will need to be redone when you switch over, the only things that will convert automatically are materials using the standard built-in shaders.

frosty parcel
#

ok cool, URP it is

torpid jolt
#

i dont know if this is a great place to ask but i have an odd issue with my vr controllers in unity, whenever they get about a foot close to my head they just dissapear, heres a video

onyx pulsar
#

The upper one

#

Change Near from 0.3 to a lower value

visual idol
pine bison
#

@visual idol do you want to check if tithe user is grabbing an object, or if they are pressing the grab button? Different solutions for those two

honest gate
#
namespace UnityEngine.XR.Interaction.Toolkit
...
var inputDevices = new List<UnityEngine.XR.InputDevice>();
UnityEngine.XR.InputDevices.GetDevices(inputDevices);

foreach (var device in inputDevices)
  {
    bool triggerValue;
    if (device.TryGetFeatureValue(UnityEngine.XR.CommonUsages.gripButton, out triggerValue) && triggerValue)
      {
        //Grip button pressed
      }
  }
graceful adder
# small scarab I cannot find the XR Toolkit to get some simple VR interactions in the Unity Pac...

I asked, and I get this answer. It seems it will not compatible with 2021.2 until march. Maybe the XR interaction toolkit 1.0 earlier?:
"1.0 pre-release and 2.0 will both be compatible with Unity 2019.4+. As soon as we publish the final 2.0.0 release, we will work to get it backported to the Package Manager window in Unity 2021.2. I don't have the exact date of the 2.0.0 release, but it will be by March 2022. "

small scarab
#

So while the compatibility is not guaranteed it does seem to at least work

#

ĀÆ_(惄)_/ĀÆ

graceful adder
small scarab
#

I mean it's a preview package regardless so

#

Not sure it can be that risky

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And don't worry it's not a thing that requires production specs right now. It would at most be a prototype

graceful adder
#

It became a preview from preview : )

small scarab
#

A preview from preview?

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šŸ˜‚

vague birch
#

Apparently the XR Management plugin wont let me use the OpenXR SDK and the Oculus SDK at the same time... but i need them both running because if i use my CV1 with the OpenXR Plugin single pass wont work ( the right eye stretches and is off centre ) but with my Index it works like expected. And with the Oculus SDK activated ( instead of the OpenXR Plugin ) the weird stretching when using my CV1 is gone but now my Index wont work because only the Oculus SDK is active.
Does anyone have a solution to that?

wraith shale
#

@vague birch you can force them both be there but it's bit of a pain

#

I'd ask first if you truly need OpenXR?

#

because if you can do without it, you could just use OpenVR + OculusXR combo

#

I've experimented with this back when Oculus didn't have AirLink yet and I was stuck with Virtual Desktop which didn't support OpenXR back then

tiny niche
#

@vague birch you dont need anything special. openxr should work out of the box for cv1

#

i've used it myself for that

wraith shale
#

and yes it does work

#

and I personally just use OpenXR for windows with my Oculus

#

what I'm trying to say that if one really wants to, you can have these all there at once, but you have to modify source code to allow it and then you have to manually load the right XR module yourself... I can just say it's major pain and would avoid it if possible

tiny niche
#

and you need to use openxr in order to not get kicked out of the oculus store in a few months

wraith shale
#

if you target oculus store in the first place...

tiny niche
#

the vr ecosystem is small enough that you really cant afford not to

wraith shale
#

there are many cases where publishing in Oculus store isn't reasonable option, like if your game isn't VR only title, would you really want to release VR only version on one PC store but have desktop + VR compatible version on Steam? I kinda doubt it

#

but yeah this is getting bit sidetracked

#

what is the stretching issue with OpenXR?

vague birch
wraith shale
#

that sounds really weird, why it would be device specific

tiny niche
wraith shale
#

you sure it really was from using OpenXR or did you also use some other assets / PP etc at the same time?

tiny niche
#

im guessing you have a shader thats breaking things

wraith shale
#

that would be my first guess too

tiny niche
#

device specific openxr issues is nothing odd though. since its just a common api spec for device specific drivers

vague birch
#

First of all im experiencing that behavior in lwrp, urp and hdrp that only when using the OpenXR plugin in combination with the rift

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And i haven't messed with shaders at all

tiny niche
#

just like how nvidia and ati cards behave differently on shader issues, despite both running gles

vague birch
#

So it may have to do with my rift?

tiny niche
#

lwrp should not exist anymore. is something up with your unity install?

wraith shale
#

there's the dummy LWRP module on previous unity versions that just installs URP under the hood

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it's meant to help people with upgrading their projects

vague birch
wraith shale
#

no

tiny niche
wraith shale
#

LWRP = lightweight render pipeline, Unity renamed it to Universal Render Pipeline quite a while ago

vague birch
#

huh thats good to know

wraith shale
#

I guess you meant Built-in RP now

vague birch
#

yee

wraith shale
#

people call it built-in rp, BiRP, legacy renderer etc

#

some also think SRP means standard RP so they mislabel that too, (SRP = scriptable RP which URP and HDRP use)

tiny niche
#

there's the legacy renderer and urp/hdrp, which are both scriptable render pipelines, sometimes referred to as srp

wraith shale
#

anyway... have to tested OpenVR from Valve, it also ships with SteamVR integration nowadays?

#

if you don't really need OpenXR, your issue goes away

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OpenXR is the future though

tiny niche
#

its only people who hate urp and hdrp that pretends its called standard render pipeline

wraith shale
#

I see the mod updated the pinned list on this channel, there are links to all XR modules on that pinned message now

vague birch
#

So things that i tried:
Different Unity Versions ( 2019, 2020, 2021 Beta, 2022 Alpha )
legacy renderer, URP and HDRP
I could reproduce that error with all the different versions and pipelines
Only fix using the Oculus SDK.
@tiny niche how did u set up your project?

tiny niche
#

i started off with an empty urp project, then added unity.xr to it, followed by the oculus sdk

vague birch
#

Didnt you use the XR Plugin management thing?

wraith shale
#

@vague birch if you can be certain it's broken on OpenXR, I'd send issue report with repro project

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and remember to highlight it's specifically broken on CV1

vague birch
tiny niche
#

@vague birch all the plugin manager does is install packages and edit configurations

tiny niche
#

i used openxr though, not oculus

wraith shale
#

one thing I've noticed with OpenXR is that it can be bit picky with the depth option on OpenXR settings but I think everything still works fine on DX11, my issues were related to DX12 where Unity simply hadn't implemented the thing for the options I needed back then

vague birch
tiny niche
#

yea but you might confuse the sdk

wraith shale
#

it literally disables OculusXR when you have OpenXR active

tiny niche
#

since there's additional apis available even if its not active

vague birch
#

Could be but that isnt the problem because i just installed it

vague birch
#

or is the depth for something else?

wraith shale
#

it's just depth buffer sharing through the OpenXR framework

#

afaik you need this for Oculus ASW to work

#

altho I don't remember if I've actually verified it getting passed onto oculus properly

#

actual SPI rendering is already done by Unity at that point

#

I mean now this

vague birch
#

yee

wraith shale
#

some of the depth options here used to be problematic with oculus specifically in past

#

but it actually meant more like, getting totally black screen in VR

#

or errors

vague birch
#

i haven t changed that. still on none

#

Its so frustrating that i cant find out to what that issue is related to. I want to use HDRP but 30% performance off because single pass wont work is big pain, i could as well use multi pass and BiRP at that point

onyx pulsar
#

@vague birch how does your openxr screen look like? I'm also developing a game with oculus + openxr combo and i don't have any problem with it

vague birch
#

of my right (bugged) eye?

onyx pulsar
#

Yeah

#

Do you use the oculus vr plugin in combination with the oculus integration package?

vague birch
#

Its hard to describe...
So the views dont match.
The right eye is always off.

vague birch
#

just open xr downloaded through xr manager added the controller profile and thats it

#

If i dont use Open XR and the Oculus SDK instead everything works fine

onyx pulsar
#

I'd advice you to follow the startup documentation on develop.oculus website.

#

Yeah, probably the connection between oculus plugin and openxr isn't set up correct

#

1 sec

vague birch
#

Url doesnt exist?

#

I think the site is censored

onyx pulsar
#

Hmm, else try googling on developer + oculus + unity

#

Weird that the link doesn't work

vague birch
#

it does load but the oculus page says "Content could not be loaded"

onyx pulsar
#

How about this link?

vague birch
#

works

onyx pulsar
#

Cool

vague birch
#

Could it be that it has to do with this settings

#

they are only available in the oculus plugin but not open xr that seems to fix the problem

#

but i need to us oculus plugin for taht

onyx pulsar
#

Shouldn't be the issue.

vague birch
#

k

#

actually wait i can test it

onyx pulsar
#

There should be an option in unity underneath oculus/tools where you need to set oculus to be working with openxr if i'm not mistaken

vague birch
#

That could be it. Wait a sec i need to download the proper oculus integration

#

i dont have that oculus thing at the top

vague birch
#

?

#

Strange there is no menu for the oculus plugin

onyx pulsar
#

I think this is what you need

onyx pulsar
vague birch
#

np

#

im searching

#

The old plugin doesnt exist anymore (in the unity registry)

vague birch
#

"Oculus XR Plugin provides display and input support for Oculus devices"

#

omg i cant......... 1 entire month and nothing i dont seem to find something useful. Google wont help, i havent find anyone else with that problem, on this discord i seem to be the only one with that issue so it is probably because of my dumbness. It will be related to my PC/OperatingSystem/vrHeadset or smth idk

visual idol
onyx pulsar
vague birch
onyx pulsar
#

I'm more than happy to help fellow developers in times of need šŸ˜„

vague birch
# onyx pulsar I'm more than happy to help fellow developers in times of need šŸ˜„

I think i just fixed it... 😌 Omg i hope it works in my other project to...
Did download the oculus integration, open xr ( set it to single pass ) opend up the ( deprecated ) OVR Profiler and selected fix stereoscopic rendering and it now suddenly works!
Thats in my test project i hope that this methode will also work in my other HDRP project...

grand totem
#

So there's this thing that I'm trying to do, however I have no idea how ;-; I asked someone who did and they told me this I make a configurable joint on every hand, which are connected to player body rb, and I'm updating a connected anchors of configurable joints every fixedUpdate to controller position. And physics engine do the rest :3
So my question is: How would I Update the Connected Anchors of the COnfigurable joints every fixedupdate to the controller position?

acoustic lodge
# vague birch Apparently the XR Management plugin wont let me use the OpenXR SDK and the Oculu...

You can enable both loaders by editing the XRGeneralSettings asset using the inspector in debug mode, but it's a pain and any time you navigate to the XR settings window it will try to disable one of them again. I think you might also be able to use both if you initialise XR through script, but I haven't tested initialising XR Loaders that aren't in the Manager's list of ActiveLoaders? I don't remember seeing anything in the code that would break, but that doesn't mean nothing will.
As far as I can tell there aren't any actual problems if you use both, the automatic disable is just there because if you use OpenXR for anything they want to make clear that you should use it for Oculus too.

past chasm
#

Can someone help with a project I am working on? I gotten the unity set up for my vr headset I believe, I have the vr developer mode on, and its turned on and plugged into my desktop. How do I test the game a bit out to see if everything is going smoothly. This is the message I get. Unable to start Oculus XR Plugin.
Possible causes include a headset not being attached, or the Oculus runtime is not installed or up to date.
If you've recently installed or updated the Oculus runtime, you may need to reboot or close Unity and the Unity Hub and try again.
UnityEngine.Debug:LogWarning (object)
Unity.XR.Oculus.OculusLoader:Initialize () (at Library/PackageCache/com.unity.xr.oculus@1.11.0/Runtime/OculusLoader.cs:158)
UnityEngine.XR.Management.XRGeneralSettings:AttemptInitializeXRSDKOnLoad () (at Library/PackageCache/com.unity.xr.management@4.2.0/Runtime/XRGeneralSettings.cs:148)

buoyant jolt
#

@past chasm I'm guessing you are using an Oculus Quest. So, you need Oculus Desktop (this is the Oculus Runtime) installed as well. And you, for testing, usually want to enable Oculus Link on your headset. Failing this, are you able to use Oculus Link at all? etc. etc.

past chasm
#

Oculus Desktop downloaded on my desktop?

buoyant jolt
#

Yes

past chasm
#

I have it installed on my desktop already

buoyant jolt
#

It lets your Quest act like a Rift S, so it can be detected at play-time in Unity. Otherwise, the only way to test is to create builds manually as APK's and install them and run them on the headset.

past chasm
#

Where is a good site to download the Oculus Runtime?

#

Also the desktop is linked with the headset atm and it does ask (the oculus) if I would like the pc to have access to the files. I say yes and it goes to the main menu

buoyant jolt
#

are you able to use Oculus Link at all?

past chasm
#

Are you talking about like SteamVR? Like have it hooked and playing off my pc?

#

Now it isn't doing anything, not even giving me an error. It does its "Hold On" thing.

lone knoll
tiny niche
#

@lone knoll if you read the oculus dev news, you'll find the end of life mentioned in most of the recent posts

vestal flicker
#

Including app lab? Old apps still work fine, are they actually forcing devs to use openxr?

acoustic lodge
# vestal flicker Including app lab? Old apps still work fine, are they actually forcing devs to u...

From Aug 2022 new apps will be required to use OpenXR (which they may well do by using a more recent Oculus SDK that uses OpenXR internally). Existing apps will be able to continue to use old APIs.
https://developer.oculus.com/blog/oculus-all-in-on-openxr-deprecates-proprietary-apis/

#

Notably for Unity devs, it will still be fine to use the Oculus XR plugin rather than the OpenXR one; the Oculus XR plugin has used OpenXR internally since v31.

#

(But Oculus intend to stop supporting their own plugin in 2023, recommending the OpenXR plugin instead after that.)

storm ether
#

Anyone know how to fix the issue with using oculus hands, and destroying objects or components on the objects makes the hands break. I am so exhausted trying to figure it out. Anyone got any info, thanks.

north path
storm ether
#

Basically the hands just stop working and cant grab anything. Ive made a little bit of progress, basically I have a burger. But if I place the bun on the burger, the burger in the middle is in between 2 box colliders, and for some reason floats off into the distance lol

#

I removed angular drag and gravity from the outer colliders but still floats off

fossil temple
#

Hi, i'm having this issue where my VR hands are showing and working in play mode

#

but they do not show or work in my build. Has anyone had this issue before?

#

I'm using steamVR and their cameraRig

fossil temple
#

I have tried using a Vive Pro headset and a quest 2 headset. The vive pro headset works in the editor but not in the build, while the Quest 2 does not work in the Editor or the build

onyx pulsar
#

Also as far as i know Steamvr is pretty buggy when you start the game while the headset is on standby.

past chasm
#

If I press play on unity, would it play through my oculus quest 2? Or do I need to download an app through the quest to test run the game?

tiny matrix
#

Yes, should work. Controllers and everything will work as well šŸ™‚

#

If you have all the framework stuff in unity set up correctly

#

I am not a master, so someone else will have to help if it doesn't work!

past chasm
#

yeah, for some reason non of it is working. I linked up my headset, its wired to the pc, downloaded OpenXR, everything that I have been told, now it won't do anything 😢

#

But run the "Hold on"

true meteor
#

Does anyone know where I can download VR hands?

grand totem
shadow plaza
#

I'm getting jittering happening between two meshes - a flat water plane hitting a sloped beach. It's only happening in the Quest build. I'm not sure what to do about it. I assume it's z-fighting. I have tried different shaders and different mesh detail, as well as changing material properties and priorities. I am tempted to join the two meshes in the 3d software, but that would then lose any further tweaking (or animations). I would really love some help here. Cheers

visual idol
#

Hey, is there any way to check if the user is holding the grip button down? thanks.

leaden kettle
#

I have a similar question about if there is a way to tell if the primary button is pressed down.

visual idol
leaden kettle
#

Thank you! That looks like what I was looking for!

urban cloak
vernal jackal
#

How can I create an XR player? All I can see is "Convert main camera to xr rig"

acoustic lodge
vernal jackal
#

oooooooh

#

I see

#

thanks

hushed turret
#

Hey I'm not sure if this is a good place to look for help, but I can't find the XR interaction toolkit package in the package manager if someone can help with that I will be your best friend

vernal jackal
#

the package category is probably set to "used in project"

hushed turret
#

I had to change some Jason file in the package manager

vernal jackal
#

ah ok

#

how does the movement like in gorilla tag work?

#

is it like every time the hand touches something, it moves the body in the opposite direction?

north path
slate obsidian
#

hi all struggling to find XR Interaction Toolkit

#

I have preview packages enabled but its not showing up

acoustic lodge
slate obsidian
#

ahha that will be it then thanks you @acoustic lodge

#

I did try the microsoft mixed but it also throws a ton of errors - guess same thing with that version

#

i will go back to the LTS and see

wraith shale
#

"add package by name" and entering com.unity.xr.interaction.toolkit should work just fine, you don't even have to enable preview packages separately

vast jasper
#

Question:
How many drawcalls would you guys say is the limit for a VR game?

wraith shale
#

that is super vague question

#

you can only make some approximation like that if you target specific hardware

tiny niche
#

@vast jasper somewhere between 0 and infinity

vast jasper
tiny niche
#

probably less than a million too

vast jasper
#

lol

tiny niche
#

but it depends

wraith shale
#

like, there are recommendations oculus gives for Quests, but if you target PCVR, we have wildly different headset specs where first gen gear can do tons in comparison to modern higher resolution ones

vast jasper
wraith shale
#

also min gpu specs etc

vast jasper
#

is 300 too much?

wraith shale
#

but bottom line is, you'd want to keep it as low as possible

tiny niche
vast jasper
#

im on an alienware area 51m 2080 rtx 64gig ram.

#

oculus rift 2

wraith shale
#

rift s?

vast jasper
#

yes sorry. rift s

wraith shale
#

but are you only targeting these specs for end users?

vast jasper
#

im targeting what a general limit would be. like if there is an unwritten law somewhere

#

first of all im gonna make it for myself. then if it works, have it for download.

tiny niche
#

the unwritten law is usually designing it to be able to be downscaled to run on a quest 2

vast jasper
wraith shale
#

nah there are recommendations from Oculus for that

vast jasper
#

dont have a quest 2 so i dont know what it can muster

tiny niche
#

but regardless of what the limit is, you shouldn't have more than you absolutely need

wraith shale
#

this

vast jasper
#

but my game needs alot, and on the same time

#

trying to be as economical as i can

tiny niche
#

you're not describing the game very well here

vast jasper
#

its a cyberpunk city at night

wraith shale
vast jasper
#

flying cars, hologram girls dancing, gif commercials on the walls,

vast jasper
tiny niche
#

@vast jasper cyberpunk

vast jasper
tiny niche
#

cyberpunk

wraith shale
vast jasper
#

as little to no lights as possible, fake spotlights. baked lights, static stuff as much as possible. pooled cars.

tiny niche
#

the theme says nothing about what your game needs

vast jasper
# tiny niche cyberpunk

not cybeprunk 2077 šŸ™‚ need to crosslink 10 3090 ti for that to work with a VR headset šŸ™‚

vast jasper
tiny niche
#

going by the screenshot, you should be able to suffice with < 10 drawcalls. possibly even < 5

vast jasper
tiny niche
#

you're talking about it like you have no clue of what its going to be or how its going to be architected

vast jasper
#

but youre right. i dont think there is more than 5-10 drawcalls there, but there will be lots more. just wondering how far i can go.

vast jasper
tiny niche
#

everything matters. you can't just say X drawcalls is the limit and as long as i'm under that i'm fine

vast jasper
tiny niche
#

you have to look at the entire thing at once and then you can say if you're over or under budget.

vast jasper
#

that would probably require a signed NDA between us ;P

tiny niche
#

@vast jasper a drawcall happens on the cpu and depending on what you're doing, it can also lock the gpu while it's happening. so yes, a drawcall is a drawcall, but that doesn't matter when you're budgeting cpu/gpu time

wraith shale
#

just measure the perf impact and keep things slim, every project has their own characteristics anyway

#

if that's not enough, then worry where you can cut more things out (by that I mean, based on actual perf metrics)

vast jasper
#

just think that youre in a Korben Dallas apartment. interacting with the room and having a corner room with a big window out into the bizzy night life.

tiny niche
#

and most importantly, architect your game to handle what your artistic vision needs, while still being able to run on the hardware that your userbase has

vast jasper
#

with that drawcall list, i think ill be fine. even if i half the drawcalls listed there ill make it and have it still looking good

#

im somewhere bewteen a light and medium simulation.

tiny niche
#

have you benchmarked it? you don't really know anything until you do that

vast jasper
#

how i can maximize the car variations without making it performance heavy.

tiny niche
#

you don't have to model things to do a benchmark. just figure out your polycount targets and throw in some random junk in that range

vast jasper
#

like 5 different skin variations for each car. just by having one material i can reposition the UVs to match another car skin. you know, trim sheets

vast jasper
tiny niche
#

the only important thing about a benchmark is you need to have the same amount of different models, textures and they should be in the same polycount ballpark and roughly placed at the correct scale

tiny niche
#

then you want to figure out the layout in your prototype scene, since that also affects performance

vast jasper
vast jasper
tiny niche
#

depends

vast jasper
#

on the amount of images in the gif?

tiny niche
#

there's no native gif support on a gpu, so there's many different ways of drawing the animations

vast jasper
#

do you know the least impact solution?

tiny niche
#

but yes, more frames occupy more vram and if you hit the vram limit then your performance becomes instantly terrible

vast jasper
tiny niche
#

there's no least impact solution that works for everything. if there was, then you wouldn't need to implement it

tiny niche
#

your vram also ends up consuming ram. you can think of it as overlapping a piece of ram

vast jasper
tiny niche
#

what you have is irrelevant though. its all about what your users have

vast jasper
#

it does yes. well im first going for myself. if that works and i release it, i can downgrade it later

#

but i think im a little bit wiser now.

tiny niche
#

if it was that easy, then games wouldn't have performance issues

vast jasper
vast jasper
brazen tundra
#

Hi everyone

#

How can I get the name of the controllers that a player is using?

#

I search it around but the codes that I found doesn't seem to work for me

#

Also tried some of the codes from this channel, and it didn't work

#

Also the tutorial from VR Andrew, and it also doesn't seem to work

#

Maybe because XR did an update and the code that I found is outdated

brazen tundra
#

Thanks for the reply

#

I couldn't find what I needed

#

Did you see it?

vast jasper
brazen tundra
#

Where is the detect script?

#

I search for it and couldn't find it

clear tinsel
#

What type of file do I need to upload to the rift store I know for quest and app lab it’s an apk but for rift it should be the desktop application right but I can’t upload the folder which has all the app data and the ext so what do I upload

#

I tried to zip the folder and then upload it but I got this error when uploading

#

The app works fine and uploads fine with the apk on applab but for rift store I can’t get it up

#

I tried to find a totorial on YouTube but everything’s flooded with stuff for the quest

#

Am I missing something or is there a tutorial I should have watched

brazen tundra
brazen tundra
clear tinsel
#

Anyone know anything about rift uploading I can’t find anything online and even oculus’s own documentation is contradictory and outdated

gleaming sorrel
#

I am using an XR Grab Interactable script to grab on to objects and it works fine, however when I move with the joysticks, it moves the object I have grabbed away from the hand. Is there an option to disable this or a rookie mistake I have made?

#

I am using unity 2020.3.24

north path
north path
gleaming sorrel
#

ok

clear tinsel
#

The ui to upload an app asks for the apk and appears the same as the applab one but won’t accept that either

#

Am I doing something wrong or are you not supposed to upload rift apps threw developer hub

north path
#

And showing the error helps

clear tinsel
#

I get this no mater if I upload the zip or apk

north path
#

Ahhh did not see that post was also yours sorry

north path
clear tinsel
north path
#

Oh I see now\

clear tinsel
#

It wants you to upload with the website which isn’t supported anymore

north path
#

Defaq facebook

#

I havent messed with uploading from within unity yet, sorry

#

Maybe try contacting oculus support?
They usually are quite helpful, maybe they can redirect the email

clear tinsel
#

I’ve try

north path
#

Oculus forums and reddit maybe if no one here knows?

vast jasper
brazen tundra
#

Thanks @vast jasper šŸ™‚

vast jasper
#

no worries. glad it worked out

hushed turret
#

I'm starting to think that Unity is not ready for VR development

#

Is anyone else having problems at every turn?

pine bison
#

Well... unity is the decidedly most common used engine for VR apps, so I'd say try and work your way through it šŸ˜›

#

It's chaotic in parts sure, but stick to the LTS versions and it's pretty stable

acoustic lodge
#

I would say that it is at least more ready for VR development than any of its competitors. That said, that's not a terribly high bar.

brazen island
#

Hey! Does anyone know how to get a data output (on the console or wherever) of the movements a person in VR (oculus quest 2) does? Any help is appreciated and thank you in advance!

pine bison
#

What are you looking for exactly? You could just console log the position and rotation of the camera rig

brazen island
#

yes, that sounds about right! How do I do that?

pine bison
#

Attach a script to the head camera and just do Debug.Log(transform.position) in Update or FixedUpdate

brazen island
#

I'll try, thank you^^ in case of more questions I'll write them here ^^'

#

So I asked my group and they said we're working with an apk on the quest itself and therefore cannot log it onto the console...

pine bison
#

You can access the console through ADB on a computer

#

But the alternative is to make a canvas with a text object to print to instead

brazen island
#

The idea with the canvas is brilliant, we will try that, thank you!

pine bison
#

If you make it a camera space canvas and set the distance to 1 meter you'll always have it in view

brazen island
#

We'll make the canvas appear after the user is done with the application in an additional scene because the user is a person in a psychological study and is not supposed to see the data

tiny niche
#

@brazen island you should just report the data back to the central system then, since you'd need to securely gather and store it anyways

brazen island
#

We tried to make a controller visible & functioning in the VR environment (to make the last canvas visible at the end) but we couldn't figure out how to do that. Same with making the hands visible. We tried to create two hands in the XR rig that server as controllers with the XR controller script from the xr interaction toolkit, also using oculus integration, but we couldn't figure it out. How does that work?

tiny niche
#

@brazen island you must have a central system somewhere, since you're doing a study. Or are you planning on submitting a handwritten article with your findings when you're done?

brazen island
tiny niche
#

yea but unless you're doing the analysis using pen&paper, you have a system somewhere that needs to accumulate and store the data

pine bison
#

Yeah... Sounds like you should be saving the movement at set intervals and output it as a file at the end of the session

tiny niche
#

or just stream it over a websocket

hushed marsh
#

Hey for the quest. I am trying to get a prototype into the store. Got almost all stuff checked. But is asking for the focus aware in the manifest. There used to be a Oculus > tools option to create a manifest right? Do I need to install the Oculus integration to get that? How do you guys usually go about prepping manifest for quest submission?

tiny niche
#

its just a json file, so if you know what it needs, you can just type it in

hushed marsh
#

I am not sure what the tag is suppose to be. If I knew I would just type it in

#

But oculus documentation does not say the exact tag. Is kind of generic

#

Focus aware tag not included in manifest. For explicit control of how the operating system menus interact with your app, add this flag to your manifest

#

So do I write something like this?
<meta-data android:name="unityplayer.FocusAware" android:value="true" />

brazen tundra
#

Hi

#

So I'm using XR, and whenever a player that uses Oculus and Virtual Desktop alt tabs, looses headset tracking or re centers, the screen will go black

#

Has this happened to anyone else?

acoustic lodge
tiny niche
#

@brazen tundra i've never had that happen (quest2 & rift cv1)

umbral vault
#

Hi I hope you are well- I am an XR artist training in full stack dev- I use unity- I would like to add bio inputs and computer brain interface to my work so I can combine art and movement-

This is the CBI want to buy: https://www.next-mind.com/product/

Pls can I ask what you think of it? Also also pls can i ask (re wearables) for tracking steps (even when running) and heart-rate do you have any recommendations?

Apple Watch is expensive and I am only using the biofeedback features atm and my headset is an oculus quest so hoping to get find gadgets that are compatible with it so I eventually share work on side quest/ steam/ the oculus store

Thanks so much!

Order the NextMind Dev Kit to build the first generation of mind-controlled experiences. Built around Unity 3D for Windows and MacOSX.

tiny niche
#

@umbral vault a coworker of mine has a smart ring on his finger that does the same tracking the apple watch does

#

probably way cheaper too

umbral vault
#

a smart ring that will work with unity

#

wow that sounds magic

#

i will try and find that! thanks a lot!

tiny niche
#

well you hook it up to a phone normally, but you could always relay the signals to a pc

umbral vault
#

thanks!!

vestal flicker
#

Is there a way to use frequency in haptics for Oculus XR Plugin without using OVR stuff

umbral vault
tiny niche
#

@umbral vault i dunno what they're called, but they also wouldn't state that purpose on the stores, since you're looking at generic consumer hardware and not prototype stuff like an arduino or raspberry pi

umbral vault
#

now

#

having had no luck

#

with the generic stuff! thanks for pointing that out

#

i guess i should just do arduino tutorials until i figure out what to do

#

thank you!

celest jetty
#

OVR had an option to use fixed update to update the position and rotation of the headset and controllers, does open XR have an equivalent?

storm ether
#

Hello. I was wondering if there is a way to hook up a quest 2 to MacOS and have preview mode available?

visual idol
#

Hey, anyone know a good tutorial on how the whole xr interactor works? I would like to attempt to edit it to my needs but I would like to find a webpage that breaks down the script. Thanks

toxic nest
#

Hello, I wanted to build a scene in Unity for a mobile VR headset. As soon as I opened Google for this I met a plethora of options and plugins(OpenVR, ARCore, etc) that people recommend me to install. But I am confused as to what plugins have to be installed. Or do's and don'ts for developing a game in VR for android phones.

wraith shale
#

@toxic nest define mobile VR headset

#

you mean like cardboard thing now or quest or something else?

#

I'm assuming you mean cardboard vr now (which google scrapped already)

#

you'd probably have best time on using Unity 2018 LTS or 2019 LTS (if still supported) with some cardboard SDK

#

google dropped the project long time ago but there could be some community maintained things around still

toxic nest
wraith shale
#

it's not that much about the devices but what kind of platform you are targeting at

#

it just sounds like you are only after cardboard sdk here

#

it's been ages since I've fiddled with this stuff so can't really help much other than point into that direction

toxic nest
#

Oh thanks. The Platform I was aiming at was android, so I concluded that only Google Cardboard can work on it.

north path
#

The oculus quest and vive focus 3 also run on android, so that's why there was some confusion (:
For phones used as vr headsets you indeed need cardboard @toxic nest

toxic nest
storm ether
#

This is also a code question but most fitted to VR. I am using the ovrinput. And I want to get the values of the thumbstick, but not sure how, tried searching but no luck. I want something like this but this obviously throws an error, but essentially I want to store the values of the thumbstick and give the x and y values to the mouse pointer CS mousePointer.transform.position.y = OVRInput.Axis2D.SecondaryThumbstick;

brazen tundra
#

Hi. When someone that has Oculus + Virtual Desktop plays my game and they lose headset tracking, alt tabs or re centers, their screen goes black. Has this been happening to your game as well?

sinful delta
#

Im in the process of moving over my project from unreal to unity. What is better to go with? Standard or URP? Most stuff i see on asset store etc says it does not work with URP so thats why im asking.

wraith shale
#

URP is better supported in VR

#

I mean by Unity, there's plenty of 3rd party support for built-in

#

would just evaluate the 3rd party content you rely on in VR and see for yourself

sinful delta
#

ok thanks

brazen tundra
brazen tundra
wraith shale
#

well... that's not as easy anymore

#

if you look into any postprocessing type effects, only few actually work with URP SPI on Unity 2020+

#

majority will simply fail there

#

this is because new XR system that Unity requires since 2020 breaks cmd.blit, which is what everyone used to use for blitting their effects with

#

if you use Unity 2019 LTS and the old VR api, that stuff is still functional... so... it's very hit and miss

#

this is why I made a separate note for URP being supported better by Unity (Unity in general doesn't fix built-in renderer's VR issues anymore)

#

there's no ideal "everything works here" situation with Unity and VR atm, not until you go for some older version

#

and then you are facing lack of official support situation

#

of course how important PP is for your VR project is another thing, you'd want to strip out most of the PP effects there anyway, or probably fully if you dev for Quests

#

@sinful delta

sinful delta
#

Thanks. Can you even use pp in vr with unity? I know in unreal you definitely can’t for quest pc is ok somewhat

wraith shale
#

you can, but if you target quest, you really don't want to, it's just too heavy

sinful delta
#

Right. Ok thanks. One more question. Are there any good docs for converting stuff to urp that don’t convert with the tool

wraith shale
#

if you ask about converting custom shaders then... not really no. you'd have to rebuild the whole shader from scratch

#

there can be some stock materials it fails to convert too, then you just map URP shaders to those materials manually

sinful delta
#

Ok thanks for the help

hushed knot
#

Hello. I have been trying to build an app for the Oculus Quest 2 (.apk), and when trying to build the app, I get this error: https://pastebin.com/muXuEhcK

grand totem
#

Hey, so I'm trying to check if the collider of the VR rig is touching the ground: ```cs
void FixedUpdate()
{
if(!Physics.Raycast(transform.position, -Vector3.up, distanceToGround + 0.1f))
{
_touchingGround = false;
Debug.Log("Wapie");
}
else
{
_touchingGround = true;
Debug.Log("no Wapie");
}
}

hushed knot
tiny niche
#

and if you want to make the player seem smaller, scale up the world around them

grand totem
#

This is very buggy and has the glitch stated before

#

I dont know why, but the collider always flows a few centimeters above the ground, so the "No Wapie" Debug never plays

tiny niche
#

@grand totem your code is not checking if the xr rig root is on the ground though. its just doing a raycast from an arbitrary transform

buoyant jolt
#

And based on what I see in that photo, you have some collider or controller half in the ground.

#

By default, your start position is set by you in the editor. So if you are off the plane below, it means the plane below is set too low. That said, I would use a different method to determine if they are touching the ground - likely a trigger and sphere collider. But if you are checking the PlayerSpace in the example above, it will always be on the ground. If you are checking that odd capsule collider, it starts half through the ground already

grim vine
#

I'm trying to get my oculus game's apk but when i export the game i get this error ```UnityEditor.BuildPlayerWindow+BuildMethodException: 6 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002cc] in /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:193
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in /Users/bokken/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:94
UnityEditor.GenericMenu:CatchMenu (object,string[],int) (at /Users/bokken/buildslave/unity/build/Editor/Mono/GUI/GenericMenu.cs:127)

buoyant jolt
#

There should be more information on the 6 errors, this is just the breadcrumb to the error

grand totem
#

I have a climbing feature and I just want to know if the player is touching the ground so I can reset it's cachedVelocity

#

Someone told me to do this, since a groundCheck gameObject wouldnt work

grand totem
#

I think I'm trying to get the sphere collider in the middle on top of the plane, without moving the XR Rig. Because right now the XR Rig just floats 20m above the plane when the collider is somewhat on the plane

#

The Sphere collider is I think the character Controller

grand totem
#

Okay so I got that working, this is my script rn and this is what it looks like

#

void FixedUpdate()
    {
        if (MovingHand)
        {
            Climb();

        }
        else
        {
            character.Move(transform.rotation * cachedVelocity * Time.fixedDeltaTime);
            cachedVelocity.y += gravity * Time.fixedDeltaTime;



        }
        if (!Physics.Raycast(transform.position, -Vector3.up, distanceToGround + 0.1f))
        {
            _touchingGround = false;
            Debug.Log("Wapie");
        }
        else
        {
            _touchingGround = true;
            Debug.Log("no Wapie");
        }
        if (_touchingGround == true)
        {
            cachedVelocity.Set(0, 0, 0);
        }
    }
}```
#

However, I kind of want the player to be half in the ground

#

No like clipping

#

but so that they're really short

tiny niche
#

you can't do that by pushing them into the ground. you have to scale the world around them up in order to make them feel small

tiny niche
#

its the only object in the hierarchy that you can have arbitrary positions on

grand totem
#

Ah

grand totem
#

I want the player to be able to do that

#

Or atleast

#

the floor is always at the floor level if that makes sense

#

I want people to be able to climb across the floor

#

sorta like climbing up a wall but then on the floor

#

however, if they cant reach the floor due to it being at ground level..

tiny niche
#

you can't really do that, since tracking quality is normally terrible next to the floor

grand totem
#

Have you ever played Gorilla tag? Sort of like that on the floor if that makes sense

tiny niche
#

gorilla tag is not played on the floor though, which is what makes it work

grand totem
#

...

#

That's not what I mean

grand totem
#

For me its at feet level

#

I want it at waist level too

hard carbon
#

Hey all, im getting stuck into the Voice SDK on quest 2 using Quest Integration asset.
Im writing a custom response parser, pretty much just iterating over the elements of the WitResponseNode provided on response from the AppVoiceExperience script, but for some reason I cant seem to get the trait names. I can get amount of traits, and parse the confidence and values of them, but because there is no actual 'name' field, I cant get the name of the trait itself.

Anyone figured this out?

tiny niche
#

@grand totem then you want the opposite of what you've said. you want the player to go through the ground by moving the collider above the xr rig

grand totem
#

Sort of?

#

I guess

#

No idea how to do that though

shell kayak
visual idol
#

hey, can anyone provide me with a webpage that has a detailed explaination of the unity xr interactor components? thanks.

visual idol
#

better question: could i send false inputs to the xr controller as i have just learnt i cannot edit the script?

hard carbon
shell kayak
hard carbon
#

It seems to just be a very surface level implementation, but i guess the perks of using JSON is that there is a ton of different parsers out there

buoyant jolt
#

SimpleJSON is what I use across the board. Convenient and well structured.

wanton barn
#

hi is anyone aware of any examples of any games that have a vr supermarket interaction.. like its emulating to be like a supermarket with interactions that you would do in the supermarket if that makes sense

cursive axle
shell kayak
grand totem
tiny niche
#

@grand totem well you'd move the collider so its higher up relative to the rig. if how you do that is not immediately obvious , you should really spend some time reading the unity manual

grand totem
#

I just moved the CC up

grand totem
tiny niche
#

yea, you can freely move around relative to the xr rig root

grand totem
#

Is there a way to fix that though

#

because this is pretty damn annoying

tiny niche
#

yes, you have the collider move around relative to the rigid body in order to track the headset position

grand totem
#

I'm not using a rb though.. will that change anything?

tiny niche
#

depends on how you expect to move around

grand totem
#

Climbing

#

Only way of movement

#

I already have a Climbing system set up

tiny niche
#

there's no "DoClimbing();" method though, so you have to break that action down into something you can implement

grand totem
#

I have one

#

WAit

#

Wait*

#

You mean a void?

#

I have void Climb() if thats waht you mean

tiny niche
#

well it could be. what the climbing signature looks like is irrelevant, what's important is that it does what you need it to do

grand totem
#
   void Climb()
    {
        InputDevices.GetDeviceAtXRNode(climbingHand.controllerNode)
            .TryGetFeatureValue(CommonUsages.deviceVelocity, out Vector3 velocity);

        character.Move(transform.rotation * -velocity * Time.fixedDeltaTime);
        cachedVelocity = -velocity;
        Debug.Log(cachedVelocity);
    }
``` I just move the player with Climb
tiny niche
#

basically sit down and do a design for the climbing system that includes a collider. you could draw up a diagram that includes the forces, velocities and object hierarchies along with some physics formulas describing what everything does

#

i would also draw it up as multiple frames, going through all the states the system is going to be in

grand totem
#

But I already have all that set up and I know how it works- I'm just trying to make the XR Rig or the camera move with the collider/camera

tiny niche
#

you can move the xr rig, but you can't move the camera

grand totem
#

So I should move the XR Rig with the camera?

tiny niche
#

you move the xr rig by editing the position value on the Transform

grand totem
tiny niche
#

if you move the xr rig in world space, the camera will also move in world space. since its parented to the rig

tiny niche
#

so what are you asking then?

grand totem
#

So the Camera isnt Outside of the collider

tiny niche
#

well you can't move the camera, so you have to move the collider

grand totem
#

That is what I'm trying to do

tiny niche
#

the collider has a position and it can also be attached to other objects that also have positions. so you should be able to move it, the trick is figuring out where you want it to go

grand totem
#

Well the collider is the Character Controller right? So don't I just make the CC 's position follow the Camera's position?

tiny niche
#

have you tried it? and did it do what you want?

grand totem
#

I havent

tiny niche
#

well you have 2 options then: implement it and see what happens, or do a thought experiment on paper to figure out how it would affect your system and deduce a working implementation from that

grand totem
#

Okay so I tried this

#
    public GameObject Camera;
    public CharacterController character;
    // Start is called before the first frame update
    void Start()
    {
        character = GetComponent<CharacterController>();
    }

    // Update is called once per frame
    void Update()
    {
        character.transform.position = Camera.transform.position;
    }
#

And for some reason it glitched out the entire XR Rig

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I dont get why, since the CC has nothing to do with the Green outline of the XR Rig

#

Nvm I forgot its A CC

#

You need FixedUpdate

tiny niche
#

is the character controller attached to the rig?

grand totem
#

Error is described above hehe

#

Sheiße

tiny niche
#

fixed update shouldn't have any major impact on this. certainly shouldn't make the camera spaz out

grand totem
#

it didnt work

tiny niche
#

think through what you've just done. my guess is you've made the equivalent of a cat chasing its own tail

grand totem
#

wait

#

I just realized

#

the CC doesnt have a transform.position

#

wait it does

tiny niche
#

this is when you should consult the manual. read up on what the character controller is and how it works

grand totem
#

I know what I'm looking for is the Center

#

YESS

#

Good news

#

The Collider now moves with the Camera's transform

#

bad news

#

Ugh this XR Rig is too confusing

#

and the manual doesnt explain it at all

tiny niche
#

it does, you just have to read all of it

#

and make sure you understand the basic unity features first, so you know what you need to know in order to understand what the xr rig manual pages are telling you

grand totem
tiny niche
#

google it

grand totem
#

I did

grand totem
#

There isnt one

tiny niche
#

yea that link totally leads to nowhere

grand totem
#

Nothing about it on the main page

tiny niche
#

it does

grand totem
#

Locomotion part only legit tells you to set it up

tiny niche
#

it explains the entire setup

grand totem
#

Yes, the SETUP

tiny niche
#

setup as in system

grand totem
#

I legit forgott to set the Tracking origin mode to Device

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That fixed everything

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Im stupid

#

Well, okay

#

Almost everything

woeful ravine
#

I am trying to make a vr game following a tutorial on YouTube and it wants me to install the "XR Interaction Toolkit" and when i went i enabled Show Pre-release Packages it wasn't showing it

acoustic lodge
glacial stone
#

I want to start my first VR game and idk where to start

urban cloak
#

The same way you start any project, with prototyping.

#

If you mean specifically how to do VR, then tutorials.

ancient bolt
# glacial stone I want to start my first VR game and idk where to start
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...

glacial stone
#

Thanks so much!!

paper marlin
#

hey, I'm getting started with VR and following a tutorial using unity's xr plugin manager and interaction toolkit
i noticed that when i release an object from being grabbed, there's a small delay before it actually detaches from my controller
any idea what might cause this?

wraith shale
#

@paper marlin are you using Quest with Link / Air Link?

paper marlin
#

using cable link, yes

wraith shale
#

you get small delay from that on it's own... it's not as noticeable for head tracking because the headset does reprojection in real-time for that

paper marlin
#

really? cuz everything else has little to no noticeable delay
grabbing objects has the exact delay it's set to, moving around with my joystick is also pretty smooth

#

it's only releasing grabbed objects that are delayed

wraith shale
#

there are ways to counter that but it's essentially coming from the latency

#

unless like, there's really long delay

paper marlin
#

define long, because it feels like around 1/3rd to 1/4th of a second of delay

#

guess i'll have to compare with a build and see

wraith shale
#

the real latency is more like in 50-100ms ballpark I think

#

this is pretty typical issue with Quest Link though... throwing objects in particular has been broken in some old VR games because you can't estimate the real controller movement and right time to release the grab button

#

some have patched that post release, and some are just wonky

paper marlin
#

well, good thing i've tackled it early then

cobalt rover
#

The delay is hardly noticeable on some things, but I made some buttons that make sounds and with a rift you can sort of play bongos with them, but not with the quest+link

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the delay makes it unsatisfying

paper marlin
#

well for now im just gonna assume it'll be fine when i test a build rather than through link