#š„½āvirtual-reality
1 messages Ā· Page 57 of 1
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
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 doesnāt change directions like you described
Does someone have an up to date tutorial on how to make games for quest?
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
Yeah, I recognised that, too. Iāve tried some tutorials about 7 months old and they didnāt work
this happens on every new 2021.2 update now š Android SDK Build-tools component is not found. Make sure all tools are installed in the SDK manager. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
it's silly alright
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)
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):
but if it omits those build tools, you get 4 components less to install
you only notice this if you expand that installation view
altho this could be also Hub 3 issue
well, I guess this is more of a #š±āmobile rant, just using android target for Quest
@wraith shale just use the old unity hub not the beta and you will get rid of those problems
there's other issues with that one
like, hub 2 reports current templates in really weird manner
and both hubs suck on their own things š
https://unity3d.com/unity/whats-new/2021.2.4 More movecs support 
@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 š
Can anyone recommend me a good VR tutorial ( English) beginner friendly
go to unity hub and click learn and scroll down to VR beginner: the escape room
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
it leaves it on ground and does nothing else any clues as to what to do?
the same thing in the sample scene
aim gets ignored
any clues as to what can i do about this?
k fixed it
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();
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?
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
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
Goodnight everyone
Not used WMR but I'm curious if you need to grant access via the controller. While using Oculus, I have to first "trust" the PC that the device is connected to and then go the link mode for Unity to detect it.
@naive bramble try OpenXR, it also supports WMR
https://docs.microsoft.com/en-us/windows/mixed-reality/develop/unity/xr-project-setup?tabs=openxr#manual-setup-without-mrtk
I had the same issue with openxr. Will read and check everything
Make sure you use the latest version of oxr and xr management if not already (:
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
@lament valley on the rigidbody of the player, put collision detection to continues
If possible having the map be a convex mesh collider also helps a ton, but this might not be possible on your mesh
Or isn't it a clipping issue?
If not, make sure your camera isn't too far off the player game object
sounds like your camera is below the floor. be sure to move the position of the camera (not the player controller) to the desired place. if not that, you may not have a collider on your mesh or player object.
Any recommended VR kit to buy?
Already using open xr. Dont know why it lists multiple inputs(devices?) though
Found that the headset and controller only register as connnected during play mode. When it does not register as connected while play mode is active, it seems that restarting steamvr works as a possible solution.
I truly dislike the input system, but onwards I must press.
Quest 2 building issue in #š±āmobile
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?
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 thatās set for when ever you want it enabled or not
Like:
Action(){
If (bool == false) return;
DoTheThing();
}
Good suggestion!
Hey, anyone know where to go for help with the xr interaction toolkit specifically?
This is the place
Iām wondering if there is a way to get whether the person is gripping and then storing it in a variable.
You have a bunch of things here https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@2.0/manual/index.html#extending-interactors
The alternative would be to poll the XR management system for a grip press
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)
I haven't used the SteamVR integration specifically, but generally to get motion controllers to interact with UI you need a special EventSystem input module and a graphic raycaster that support them. I would assume SteamVR provides examples of those, but I don't know.
Yes. If you need to subscribe to a function for a given input
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)
Just started programming, have legit 0 experience, how do i turn files like these into a 3d model
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)
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.
should I try doing this on threads?
this way it will maybe not freeze the app so I can show a loader
nvm, this is actually not a OQ problem idk why I posted this here š
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.
if people want to try Oculus Application SpaceWarp on newer Unity than 2020.3, I ported the oculus movec changes to latest Unity 2022.1 alpha 16:
https://github.com/0lento/Graphics/commits/app-spacewarp-2022.1
https://github.com/0lento/Graphics/commits/app-spacewarp-2022.1-urp10
https://github.com/0lento/Graphics/commits/app-spacewarp-2022.1-urp13
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.
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
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
Woah good job!
And really hope they fix the performance issues indeed
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)
the perf issue itself makes it tedious
because how it runs today makes the newer URP totally pointless for this
yeah I have quite few bug reports to file as well
I just wait for betas to start publicly, which is on Unity only running sweepstakes for beta period š (they really should run it for whole alpha-beta duration)
Good point haha
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
And next 1.5 years I have a pretty relaxed schedule, so free time to experiment with the new tech
Oh sweet!
there were two things that really were close to showstoppers for me, this is why I do report them early (before full release)
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)
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
Yeah true
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");
}
}
}
@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
b1 have existed internally for a good while
Ahh okay
so yeah, it's probably next 2022.1 version
replied to your message on the forums
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
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 š
Woah that's a great find!
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)
Yeah, I'll try tomorrow!
it did let me finally run Application SpaceWarp on URP 14 successfully and actually get some headroom this time around
(you still need custom SRP packages for it though)
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?
@north pathdo look at my follow up post on that thread as well
well, you get the notification for it anyway, just amazed by this
Will do!
Is it possible to record when you are "playing" the VR scene from Unity? If so, how?
I have no idea how the anim clip recording works on that though
just seen it around
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
@fast igloo did you change terrain shader?
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
And if you dont have version control this can be seen as valuable lesson why you absolutely should have :)
@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?
@north path depth priming option is in URP renderer asset, not in the main URP asset
but... I'll probably just revert the depth change on those branches to make it work out of the box
@north path just pushed the fixes to both branches that were affected by this
Got it, thanks
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?
I'm just getting a bunch of errors
I'm essentially just going to open the steamVR keyboard when clicking on a text field and use their keyboard to input text
What does that function look like in visual studio?
oh it's a really basic function
and this function is being called when I press a UI button
I meant the SteamVR function
Since your code looks right compared to the docs but it seems to be expecting something else
Can you hover over the function name like in visual studio?
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;
}
Not sure why it's different from the docs but there you go at least. Are you on the latest version?
yup. this is the latest version. not sure what all of this means but atleast it's a step in the right direction. Thanks š
Hello guys, i'm trying to get the transform by using "selectingInteractor" but it's obsolete, someone know what to use instead ?
Using URP terrain lit, which I donāt think has changed unless something has changed with URP. We do have version control, sort of, Unity Collabā¦which doesnāt allow for branching, but at least we can go back to earlier revisions
Ok so i got the steamVR keyboard to show up, but how do i use this to input text into a UI text field
So was mostly hoping somebody had ideas before the slog through restoring old revisions and building over and over
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.
@grand totem I'm using this beginner one https://learn.unity.com/course/create-with-vr
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...
Second this. Its the best one that teaches everything about XR Interaction and VR Development.
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).
I talk about all things VR: dev, games and tech! My goal is to enable other creators to make meaningful VR content (selfishly so I can play more VR games š)
New video every Wednesday.
// š IMPORTANT LINKS:
š Discord - https://discord.gg/6mzMQx5VKk
š¦øāāļø Patreon - https://www.patreon.com/JustinPBarnett
š¦ Twitter - https://twitter.com/JustinPBar...
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?
@vague cypress there is a check for presence (uses proximity sensors on vr headsets)
@vague cypress its much easier to just react on the command line arguments and its more in line with what users expect
its also one of those things where your solution would make you fail oculus cert
@wraith shale @tiny niche thanks!
what you mean?
@sage void Jobs don't belong on this Discord. Use the forums ( #šācode-of-conduct for links)
there are some things you need to do, to pass their review process. like pausing the game when you take the headset off
oh, interesting, is there any public list of requirements?
Thanks friend!
I keep having the issue when I use my joystick to like move or rotate with a object in hand it would rotate /move
of course none of that matters unless you actually plan on publishing the game on oculus store
there are plenty of vr mode optional games on steam for example
I need help my oculus quest wont launch into my unity project and i'm using the oculus integration
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 doesnāt work check the Unity logs if the headsets even being detected
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.
in XR management, did you enable oculus under the android tab and in that tab is 'iniatiialize XR on startup' on?
Or do you mean with oculus link?
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.
You can do that with the examples using a UnityEvent
is there somthing like this that does not persist past runtime?
By default variables and UnityEvents will reset every execution of the app unless you explicitly store their state... I'm afraid I'm not sure I follow the question.
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.
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
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.
@wraith shaleBeen trying vulkan without depth in 2021.2, but cant install to my quest because of signing issues (no clue from what)
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
is there a way to fix this? The UI is in world space
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 š
I think you'd have to program up a specific grip position and grip mechanic for this object
Hm I did try to follow some double handed grab tutorials (VR with Andrew & Valem) but had limited success
Hello, how would I be able to test if the player is gripping? Thanks.
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.
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!
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.
you need to enable oculus link
and you need a
XR controller
We use autohands for our projects
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
thank you !
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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?
We always use the newest version
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
Also you get the visual scripter with the engine now
albeit being a bit buggy
so we removed it
Thank you for your advice. The last 2021.2 should be a good choice. I use URP indeed
no problemo
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
I believe single pass is also not recommended by oculus right?
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
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
i can ask him
what XR platform do you use?
So in my project i have the Oculus and OpenXR plugins installed and they are managed over the XR Management tab.
ah yeah than it was different than we used
we use Open XR now but in URP 2021.2.x
i think we use multi pass render
I had the same problem in URP 2021.1
I tried everything that came to my mind but i didnt get it properly running
hmmm
anyone here knows how to fix the hololens 2 app made with unity can't connect to the internet
https://github.com/microsoft/MixedReality-WebRTC/issues/729
Hi
When people try to open my game using Oculus Quest and Virtual Desktop, the screen stays black and they can only hear the sound
How do I fix that?
does the new unity VR core template use openXR?
not sure what XR module it's been preconfigured to use but it definitely works with OpenXR
ok ty
vr template is just a blank scene with VR controller rig, it doesn't really do much
i guess under project setting i just set to openXR
it new input so it should still just work with the action maps?
i found our that the oculus link is extremely buggy ATM you have to have oculus link open and then start the game via de oculus link menu
if you want a more in complete starting point, you may want to look into installing XR interaction toolkit from unity
I don't remember if the vr template actually uses the new input system or not. interaction toolkit does for sure
ok ty, is that a preview package?
ah thank you
additional resources: https://github.com/Unity-Technologies/XR-Interaction-Toolkit-Examples
https://learn.unity.com/tutorial/setting-up-a-vr-enabled-project-with-unity-and-the-xr-interaction-toolkit
https://learn.unity.com/tutorial/using-interactors-and-interactables-with-the-xr-interaction-toolkit
https://learn.unity.com/tutorial/locomotion-and-teleportation-in-the-xr-interaction-toolkit
https://learn.unity.com/tutorial/best-practices-for-user-interfaces-ui-in-vr-with-the-xr-interaction-toolkit
there are bunch of youtube tutorials on how to do things with the interaction toolkit around as well
ok thank you this is fantastic
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
UnityOpenXR
Id be surprised considering no VR headsers can run on a mac
It works with oculus though
are you using Unity XR interaction toolkit?
Thanks for your reply!
However it seems that it works for other games but not mine
It only works if the person opens SteamVR manually
hmm then it seems you do not use the OpenXR package
but you use SteamVR
which is not supported by the quest 2
Unless you enable your quest to be used for steamVR
Hi Jackal! Good morning
I believe I do use OpenXR
Yeah, I am not sure how this Virtual Desktop really works
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
Very handy! Haha
no problem, good luck!
:3
Thanks hehe
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"
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....
@onyx pulsar Hi there! I did install Oculus integration pack, however it doesn't appear the same way that it appears for your coworker
However, it is all updated
Would it work now?
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
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
Only Oculus Integration
Let me see if I can find Oculus Plugin
It's below the official unity packages in the package manager
Oh yesss
Found it
I was searching only on "My assets"
Another issue that happens, is that when player recenters or lose headset tracking, the screen goes black
Has that ever happened to you?
Not that i can think of. Which assets do you use for your application?
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 š
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
Almost ready for EA
If you need help with something, hit me up
Thanks!
Don't know what that is
Is it the Oculus Store?
yeah
For now I'm only thinking Steam
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?
yeah, looks good
Do I have to change something in my game? The rig or change some codes?
you're using the OpenXR rig?
Yes
Stereo rendering mode should be multi pass right?
no, only when building for oculus quest
For OpenXR I left it single
ah alrightr
Ah thanks
Don t listen to the junior here xd
Hahaha
Dude, you are a pioneer of this area
Almost no one knows what you know š
we're all pioneers in VR š
I guess we are!
Framedrop knows more xd
Hehehe
š
Oh well. We hope to have a EA somewhere in early 2022
Also fun!
What are you guys working on?
Dont know if i can share xd
Multiplayer sci-fi shooter is all i can say atm š

Samee! Haha
we're trying to get 12 vs 12
I like that
nice š
Using the old input system, or the new (action-based) one? If you're using the new one you should be able to put all the input actions the components are using into an action map and disable and enable it, though I haven't tried this myself. Note that this will potentially disable all XR input, including tracking, which is what you seem to be asking for but might not be what you want.
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
I may have a solution, one sec
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)
Yeah, it's turned on
Ok, I'm not sure what that is, but maybe the players will know
i also found this
There are many threads with lots of conflicting advice, most of it old. I am looking for current information on how to fly in VR wirelessly using VirtualDesktop with updates in August of 2021. It was working fine a month ago before I went away for a few weeks, came back and updated SU5. Now MSFS works after removing all my mods. I can fly VR wi...
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
Hopefully you can get it working correctly :3
Yes
maybe you can set up an interaction event for when an object has been grabbed - https://learn.unity.com/tutorial/2-2-activation-events?uv=2020.3&courseId=60183276edbc2a2e6c4c7dae&projectId=601834b9edbc2a4418546660#6023388fedbc2a0f094364f6
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.
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.
I've seen people say that XR Toolkit isn't supported yet on 2021.2?
I can confirm that it appears correctly in the package manager (with preview packages enabled) on 2021.1.
You could try adding it manually on 2021.2 using "Add package by name" with "com.unity.xr.interaction.toolkit", but there's no guarantee it'll work.
Alright, I'll try that
Well it installed at least. I'll see if it runs. Thanks @acoustic lodge
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?)
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.
ok cool, URP it is
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
You can lower the minimum clipping range om the camera. That should fix it
The upper one
Change Near from 0.3 to a lower value
Is there a way to test if the user is gripping without using an object? Just a script or something that can store if the user is gripping in a book value?
@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
for just whether the grip button has been pressed you can use https://docs.unity3d.com/ScriptReference/XR.CommonUsages-gripButton.html
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
}
}
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. "
I tried it in the editor and so far it seems to act as you'd expect
So while the compatibility is not guaranteed it does seem to at least work
ĀÆ_(ć)_/ĀÆ
Yes why? Maybe there is something risky. Depending on what you work on
I mean it's a preview package regardless so
Not sure it can be that risky
And don't worry it's not a thing that requires production specs right now. It would at most be a prototype
It became a preview from preview : )
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?
@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
@vague birch you dont need anything special. openxr should work out of the box for cv1
i've used it myself for that
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
and you need to use openxr in order to not get kicked out of the oculus store in a few months
if you target oculus store in the first place...
the vr ecosystem is small enough that you really cant afford not to
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?
The thing is that it works fine until i enable Single Pass Instancing and that bug where my right eye is streched is only when using my CV1. When trying the same with my Index everything works like expected.
that sounds really weird, why it would be device specific
i used single pass instancing in my tests too
you sure it really was from using OpenXR or did you also use some other assets / PP etc at the same time?
im guessing you have a shader thats breaking things
that would be my first guess too
device specific openxr issues is nothing odd though. since its just a common api spec for device specific drivers
First of all im experiencing that behavior in lwrp, urp and hdrp that only when using the OpenXR plugin in combination with the rift
And i haven't messed with shaders at all
just like how nvidia and ati cards behave differently on shader issues, despite both running gles
So it may have to do with my rift?
lwrp should not exist anymore. is something up with your unity install?
there's the dummy LWRP module on previous unity versions that just installs URP under the hood
it's meant to help people with upgrading their projects
isnt lwrp the non urp and non hdrp project prefab?
no
no, just because its a device specific error doesn't mean that you didn't do something wrong when using the openxr api
LWRP = lightweight render pipeline, Unity renamed it to Universal Render Pipeline quite a while ago
huh thats good to know
I guess you meant Built-in RP now
yee
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)
there's the legacy renderer and urp/hdrp, which are both scriptable render pipelines, sometimes referred to as srp
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
OpenXR is the future though
its only people who hate urp and hdrp that pretends its called standard render pipeline
I see the mod updated the pinned list on this channel, there are links to all XR modules on that pinned message now
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?
i started off with an empty urp project, then added unity.xr to it, followed by the oculus sdk
Didnt you use the XR Plugin management thing?
@vague birch if you can be certain it's broken on OpenXR, I'd send issue report with repro project
and remember to highlight it's specifically broken on CV1
I have already set up a bug report
@vague birch all the plugin manager does is install packages and edit configurations
i used openxr though, not oculus
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
have both at the time there is only OpenXR active
yea but you might confuse the sdk
it literally disables OculusXR when you have OpenXR active
since there's additional apis available even if its not active
Could be but that isnt the problem because i just installed it
Couldnt that be my problem because the Single pass algorithm would nead the depth to calculate the cut out of the render texture that gets send to the right eye?
or is the depth for something else?
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
yee
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
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
@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
of my right (bugged) eye?
Yeah
Do you use the oculus vr plugin in combination with the oculus integration package?
Its hard to describe...
So the views dont match.
The right eye is always off.
No
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
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
Hmm, else try googling on developer + oculus + unity
Weird that the link doesn't work
it does load but the oculus page says "Content could not be loaded"
works
Cool
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
Shouldn't be the issue.
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
That could be it. Wait a sec i need to download the proper oculus integration
i dont have that oculus thing at the top
Do you have that oculus option on the menu bar with file, edit etc
?
Strange there is no menu for the oculus plugin
I think this is what you need
This guide describes steps to activate the Oculus utilities plugin using OpenXR.
Don't know exactly. I'm talking from memory cause i'm not on my pc atm sorry
Only the "new" oculus plugin that has no menus. Settings only exist in XR Plugin Management tab in project settings i guess they mean these
"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
If the user is pressing the grab button is what I am trying to find.
I'm sorry i can't be more of help. My best bet is to try and set up the project exactly as described on the oculus develop website. I'll check tomorrow if i can find anything else.
Im really grateful that u try to help me. Though u dont need to waist ur time.
I'm more than happy to help fellow developers in times of need š
I think i just fixed it... š 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...
Nvm doesnt work in HDRP
._____.
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?
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.
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)
@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.
Oculus Desktop downloaded on my desktop?
Yes
I have it installed on my desktop already
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.
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
are you able to use Oculus Link at all?
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.
Wasn't aware of this using openxr tho - where does it say so ?
@lone knoll if you read the oculus dev news, you'll find the end of life mentioned in most of the recent posts
Including app lab? Old apps still work fine, are they actually forcing devs to use openxr?
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.)
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.
Can you define break?
Bad animations? Disappearing? Frozen? Errors?
And what code do you use to destroy what object?
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
Can you maybe record it?
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
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
Have you correctly set up the input?
Also as far as i know Steamvr is pretty buggy when you start the game while the headset is on standby.
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?
Yes, should work. Controllers and everything will work as well š
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!
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 š¢
But run the "Hold on"
Does anyone know where I can download VR hands?
For oculus, search: "Oculus VR hands Model"
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
Hey, is there any way to check if the user is holding the grip button down? thanks.
I have a similar question about if there is a way to tell if the primary button is pressed down.
I found something. Scroll down slightly more than half way on this page: https://docs.unity3d.com/Manual/xr_input.html
Thank you! That looks like what I was looking for!
@loud latch No crossposting please. #archived-art-asset-showcase is fine.
How can I create an XR player? All I can see is "Convert main camera to xr rig"
That is the standard way to create a VR player rig if you're not using XR Interaction Toolkit (which adds some different options).
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
the package category is probably set to "used in project"
Hey thanks for responding! I eventually found a forum and it is a glitch in 2021.1 that they are still working on.
I had to change some Jason file in the package manager
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?
Many different mays to do this tbh.
But tldr:
- player is just a rigidbody with arms
- make friction very high of arms or when colliding with ground or wall make a weak joint between the hand and ground to move
hi all struggling to find XR Interaction Toolkit
I have preview packages enabled but its not showing up
What Unity version? If you're on 2021.2 or later it isn't supported yet; you can add it with "Add package by name" but it's not guaranteed to work.
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
"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
Question:
How many drawcalls would you guys say is the limit for a VR game?
that is super vague question
you can only make some approximation like that if you target specific hardware
@vast jasper somewhere between 0 and infinity
seriously? š
probably less than a million too
lol
but it depends
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
seriously dude š where do you draw the line?
also min gpu specs etc
is 300 too much?
but bottom line is, you'd want to keep it as low as possible
depends on the hardware and what you're doing
rift s?
yes sorry. rift s
but are you only targeting these specs for end users?
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.
the unwritten law is usually designing it to be able to be downscaled to run on a quest 2
yes, but what is the unwritten law for a quest 2?
nah there are recommendations from Oculus for that
dont have a quest 2 so i dont know what it can muster
but regardless of what the limit is, you shouldn't have more than you absolutely need
this
you're not describing the game very well here
its a cyberpunk city at night
there are some vague figures on old guidelines like 500-1000 for PCVR here: https://developer.oculus.com/documentation/unity/unity-perf/ but this shouldn't be read as some law
flying cars, hologram girls dancing, gif commercials on the walls,
thanx. at least something to go on.
@vast jasper cyberpunk
cyberpunk
as little to no lights as possible, fake spotlights. baked lights, static stuff as much as possible. pooled cars.
the theme says nothing about what your game needs
not cybeprunk 2077 š need to crosslink 10 3090 ti for that to work with a VR headset š
game needs to be able to handle alot thats going on at the same time. bizzy enviro
going by the screenshot, you should be able to suffice with < 10 drawcalls. possibly even < 5
thats just a small draft. just a small sum of whats going on in the game.
you're talking about it like you have no clue of what its going to be or how its going to be architected
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.
i definetly know whats going on. but i dont wanna spoil it. or give people ideas š
everything matters. you can't just say X drawcalls is the limit and as long as i'm under that i'm fine
a drawcall is a drawcall. its not dependent on what is in motion or what is happening in the world.
you have to look at the entire thing at once and then you can say if you're over or under budget.
that would probably require a signed NDA between us ;P
@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
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)
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.
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
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.
have you benchmarked it? you don't really know anything until you do that
not yet. havent modelled everything yet. almost done. just setting up a future drawcall routine i will go after when i texture everything
how i can maximize the car variations without making it performance heavy.
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
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
ahhhhh i getcha
like throwing in different high poly stuff just to see where i land with the fps.
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
roger
then you want to figure out the layout in your prototype scene, since that also affects performance
ok ok. will do. hopefully i will be able to crank up the visuals a bit when i know.
one last question, how much does the GIF animations impact the game?
depends
on the amount of images in the gif?
there's no native gif support on a gpu, so there's many different ways of drawing the animations
do you know the least impact solution?
but yes, more frames occupy more vram and if you hit the vram limit then your performance becomes instantly terrible
hmm ok. so it doesnt matter how much actual ram i have then if it goes on the Vram
there's no least impact solution that works for everything. if there was, then you wouldn't need to implement it
touchƩ
your vram also ends up consuming ram. you can think of it as overlapping a piece of ram
i got 64 gig ram, so i think im fine. im just trying to release preassure form the cpu. i guess the cpu gets pressed hard from the gif.
what you have is irrelevant though. its all about what your users have
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.
if it was that easy, then games wouldn't have performance issues
thanks!
i know. it sucks tbh
thanx for the help. you too Olento
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
Hi Fressno
Thanks for the reply
I couldn't find what I needed
Did you see it?
i was reffering that you can detect it with the detect script.
Sorry
Where is the detect script?
I search for it and couldn't find it
What type of file do I need to upload to the rift store I know for quest and app lab itās an apk but for rift it should be the desktop application right but I canāt 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 canāt get it up
I tried to find a totorial on YouTube but everythingās flooded with stuff for the quest
Am I missing something or is there a tutorial I should have watched
Thanks Fressno
Unfortunately that didn't work
Anyone know anything about rift uploading I canāt find anything online and even oculusās own documentation is contradictory and outdated
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
What do you mean with rift uploading?
Maybe parent the hand to the object when its grabbed?
Not sure if it's a default option
ok
Yes
The ui to upload an app asks for the apk and appears the same as the applab one but wonāt accept that either
Am I doing something wrong or are you not supposed to upload rift apps threw developer hub
Rift does not use apk, that is the quest (android)
The rift is windows bases, so needs probably a .zip with an .exe inside
And showing the error helps
Tried that originally but still has the same error
I get this no mater if I upload the zip or apk
Ahhh did not see that post was also yours sorry
Havent tried it yet via this method (primarily use on quest), but I assume you followed this:
https://developer.oculus.com/documentation/unity/unity-platform-tool/
This topic describes how to use the Oculus Platform Tool to upload an app to the Oculus store.
No I used the rift version but itās outdated and doesnāt work anymore
Oh I see now\
It wants you to upload with the website which isnāt supported anymore
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
Iāve try
Oculus forums and reddit maybe if no one here knows?
sorry, dont know anymore then that .
I found out how!
Thanks @vast jasper š
no worries. glad it worked out
I'm starting to think that Unity is not ready for VR development
Is anyone else having problems at every turn?
Well... unity is the decidedly most common used engine for VR apps, so I'd say try and work your way through it š
It's chaotic in parts sure, but stick to the LTS versions and it's pretty stable
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.
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!
What are you looking for exactly? You could just console log the position and rotation of the camera rig
yes, that sounds about right! How do I do that?
Attach a script to the head camera and just do Debug.Log(transform.position) in Update or FixedUpdate
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...
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
The idea with the canvas is brilliant, we will try that, thank you!
If you make it a camera space canvas and set the distance to 1 meter you'll always have it in view
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
@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
We don't have a central system, we're just using a quest with a livestream of the application
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?
@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?
we're simulating an environment and want the user to move as little as possible, but we're doing it all from scratch so there is no precedent. We'll just take the raw number output from the canvas and analyze it then
yea but unless you're doing the analysis using pen&paper, you have a system somewhere that needs to accumulate and store the data
Yeah... Sounds like you should be saving the movement at set intervals and output it as a file at the end of the session
or just stream it over a websocket
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?
its just a json file, so if you know what it needs, you can just type it in
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" />
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?
Yes (though I get it on Oculus PC headsets through OpenXR). I haven't found any way to prevent it; it seems to be happening at a very low level, very possibly not in C# code at all.
Very strange
@brazen tundra i've never had that happen (quest2 & rift cv1)
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!
@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
omg sounds awesome
a smart ring that will work with unity
wow that sounds magic
i will try and find that! thanks a lot!
well you hook it up to a phone normally, but you could always relay the signals to a pc
thanks!!
Is there a way to use frequency in haptics for Oculus XR Plugin without using OVR stuff
I am sorry I looked up the rings and I have also looked at smartwatches, as all I need is heart rate, steps and speed -
But I cant find any ones that say they are for ppl to develop apps, and that they can link up with unity/ an oculus quest
I am so sorry but would you mind pls telling me a few key words I can google?
Thank you so much!
@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
actually am keen to use arduino
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!
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?
Hello. I was wondering if there is a way to hook up a quest 2 to MacOS and have preview mode available?
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
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.
@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
Yeah I meant Google Cardboard. I have a headset from Irusu. Which acts like Google Cardboard. Thanks for the advice. However is there another Mobile VR headset like Cardboard, that I can try?
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
Oh thanks. The Platform I was aiming at was android, so I concluded that only Google Cardboard can work on it.
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
Thank you very much for Clarifying š
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;
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?
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.
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
ok thanks
Agreed
Also plenty of assets that support URP
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
Thanks. Can you even use pp in vr with unity? I know in unreal you definitely canāt for quest pc is ok somewhat
you can, but if you target quest, you really don't want to, it's just too heavy
Right. Ok thanks. One more question. Are there any good docs for converting stuff to urp that donāt convert with the tool
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
Ok thanks for the help
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
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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");
}
}
I fixed this, so just ignore it
the root of the xr rig should be on the ground. if it isn't, the user has screwed up their floor calibration
and if you want to make the player seem smaller, scale up the world around them
Currenctly it looks like this
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
@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
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
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)
There should be more information on the 6 errors, this is just the breadcrumb to the error
that was all the error stated
I don't fully understand what you mean?
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
..What exactly do you mean with "Xr rig root"
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
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
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
its the only object in the hierarchy that you can have arbitrary positions on
Ah
Okay, however the only issue is that the player can never put their hands under the floor
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..
you can't really do that, since tracking quality is normally terrible next to the floor
Have you ever played Gorilla tag? Sort of like that on the floor if that makes sense
gorilla tag is not played on the floor though, which is what makes it work
The thing about gorilla tag is is that the floor (plane) Is at the waist level
For me its at feet level
I want it at waist level too
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?
@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
The json output from Wit is weird. The name of the trait is used as the key for the trait object. Example:
{
"text": "Hello world",
"intents": [],
"entities": [],
"traits": [
"wit$sentiment": { // <-- get the name here
"id": "571895729572",
"value": "positive",
"confidence": 0.99875
}
]
}
hey, can anyone provide me with a webpage that has a detailed explaination of the unity xr interactor components? thanks.
already checked this out.
better question: could i send false inputs to the xr controller as i have just learnt i cannot edit the script?
Yep, that was exactly the issue. The Json parser they were running had no way to extract the json key from the WitResponseNode.
I actually just ended up importing simpleJSON and using that to parse just the trait keys. Unwieldy, but found no other solution or reference to trait parsing
Yeah, I did the same actually. I never bothered with their custom JSON deserialization, but I'm surprised it can't access the key name.
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
SimpleJSON is what I use across the board. Convenient and well structured.
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
Anyone know why? Everything is smooth and fine when I test but when I build it all goes haywire :/
This means your objects are too far away from the world center (0, 0, 0). Their positions are too great and become less precise.
@tiny niche How would I do this?
@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
Thank you
I just moved the CC up
There is one thing though, which I couldnt find anything about online or well basically anywhere, that is that when I start playing, the collider isnt close to the camera or vice versa, which means that if the collider goes past a wall, I can see myself going straight through it
yea, you can freely move around relative to the xr rig root
yes, you have the collider move around relative to the rigid body in order to track the headset position
I'm not using a rb though.. will that change anything?
depends on how you expect to move around
there's no "DoClimbing();" method though, so you have to break that action down into something you can implement
I have one
WAit
Wait*
You mean a void?
I have void Climb() if thats waht you mean
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
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
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
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
you can move the xr rig, but you can't move the camera
So I should move the XR Rig with the camera?
you move the xr rig by editing the position value on the Transform
Dont I just make the position of the XR Rig follow the Position of the camera?
if you move the xr rig in world space, the camera will also move in world space. since its parented to the rig
I know that
so what are you asking then?
Im asking how to make it so this doesnt happen^
So the Camera isnt Outside of the collider
well you can't move the camera, so you have to move the collider
That is what I'm trying to do
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
Well the collider is the Character Controller right? So don't I just make the CC 's position follow the Camera's position?
have you tried it? and did it do what you want?
I havent
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
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
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
is the character controller attached to the rig?
fixed update shouldn't have any major impact on this. certainly shouldn't make the camera spaz out
it didnt work
think through what you've just done. my guess is you've made the equivalent of a cat chasing its own tail
Probably
wait
I just realized
the CC doesnt have a transform.position
wait it does
this is when you should consult the manual. read up on what the character controller is and how it works
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
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
No because there is no XR Rig manual
google it
I did
There isnt one
yea that link totally leads to nowhere
Yes, but does it explain ANYTHING about the XR Rig
Nothing about it on the main page
it does
Locomotion part only legit tells you to set it up
it explains the entire setup
Yes, the SETUP
setup as in system
I legit forgott to set the Tracking origin mode to Device
That fixed everything
Im stupid
Well, okay
Almost everything
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
The XR Interaction Toolkit is only officially supported (even just as pre-release) on certain versions of Unity. If you're on a later version of Unity you would need to downgrade, or ignore the warning and install it manually with "Add package by name" (com.unity.xr.interaction.toolkit).
I want to start my first VR game and idk where to start
The same way you start any project, with prototyping.
If you mean specifically how to do VR, then tutorials.
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...
Thanks so much!!
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?
@paper marlin are you using Quest with Link / Air Link?
using cable link, yes
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
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
there are ways to counter that but it's essentially coming from the latency
unless like, there's really long delay
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
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
well, good thing i've tackled it early then
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
the delay makes it unsatisfying
well for now im just gonna assume it'll be fine when i test a build rather than through link
