#🥽┃virtual-reality
1 messages · Page 58 of 1
(I sent Unity a report already but it could be known issue already, just didn't find anything on search)
is it possible to set up unity so that I can click play and play a vr game through virtual desktop on oculus quest?
@outer escarppretty sure you should be able to do that now with OpenXR and SteamVR
VD works with Unity's OculusXR but I don't think you can easily hook it into editor, works on actual builds though
well.. there is one way but it's bit sketchy
is there some reason you don't want to use AirLink?
it works fine in Unity editor regardless of the VR backend (OculusXR, OpenXR, OpenVR, SteamVR all work)
I pretty much stopped using VD with Unity dev the moment AirLink released, it just made things so much simpler
(but I get the appeal of VD as it does do some things better - and many things worse)
it is super convenient to not have your cable dangling
yeah but that's what the airlink is for too
it's basically VD clone, but using official API
I totally get the urge to not have the cable around the headset, I don't use cable on my quest 2 for anything but uploading native quest 2 builds
thanks
OpenXR could still fail if it needs some injection for it, I haven't used VD since the dev added OpenXR support
I've tried airlink and oculus link, but my PC can barely handle vr (1060 + i7 8750h laptop) so it looks like the oculus app takes too many resources, my laptop fans start spinning like crazy with just that app running
ah
I've read many people on reddit and the quest store that vr desktop is more lightweight on lower end pcs
Man the transparency issues with MSAA on the quest 2 are doing my head in, feels like I may just have to lean into using multipass instead of multiview
oh rip it's just a not-fix issue, that's a bummer https://issuetracker.unity3d.com/issues/urp-oculus-quest-oculus-go-shader-doesnt-render-when-msaa-is-enabled-on-single-pass-instanced-rendering
Repro steps: 1. Open QA attached project repro_1184810 2. Build and run on Oculus Quest/Go 3. Observe the plane with the water shade...
Is any non-MSAA even viable for quest?
@gray lintel I wonder, does the issue still occur on vulkan?
Performance should be decent on 2020 lts (on 2021+ disable depth)
And msaa is definitely recommended in VR
Great tip, I forgot vulkan was even a thing. It does indeed work! I wonder how experimental vulkan still is for oculus standards but I'll cross that bridge when I hit it..
Does anyone know why my XRRig collides with walls but not the floor? The walls and floor both have rigidbodies
Nevermind, simple fix
Your manifest includes the following permissions restricted by Oculus:
- android.permission.RECORD_AUDIO
I get this issue when uploading to applab
It seems like the oculus apk is adding it
How do I remove and fix this
Anyway to fix
Apparently it’s caused by unity automatically adding it to the permissions since it’s referenced in scripts in the oculus apk
How would I fix this
Are you using a third party plugin which has an Android Manifest requesting microphone?
Maybe checkout Player Settings there is a Microphone setting there. I cant remember exactly atm.
to build to oculus you have to install the oculus integration plugin which contains a lot of stuff and microphone is referenced a lot in there
The only fix I found online for this issue was to modify all the files using it to not but I can’t find anything showing what files use it
I looked through all the settings and don’t see anything
Anyone know why my xr grabbable does this when I use the joystick on the corresponding hand?
Fixed it
That was a pain
I had to extract the android manifest and rebuild it then resign it
It’s so stupid how oculus hasn’t fixed this apparently it’s been a problem for a long time
Spending an hour each time I want to update and release a new build is gonna be a pain
I can also blame unity since there’s no way of stopping it from automatically adding on permissions during the build that can not be stopped
You can change the existing Android Manifests and remove mic permissions
Unity adds stuff during the build process so the one in the file doesn’t effect it and in fact doesn’t even have those permissions on it
Still stands
Anyone know how long applab submissions take to be approved
I think Carmack mentioned on his Connect talk that it's currently about 2-3 months
no idea if things have changed since but it's been like 1-2 months since the talk so I wouldn't expect major changes
@clear tinsel
Merry Christmas everyone!
I'm developing my game using OpenXR, and whenever someone that uses Oculus and Virtual Desktop at the same time tries to play my game, it crashes when they try to recenter or lose headset tracking. And this is the error report. Anyone knows what this is?
@brazen tundra
- try the latest (2021.2) version?
- tried different APIs (vulkan etc)? see something about that in the screenshot
- do they maybe need to enable steamvr?
Unity logs also might be helpful
They're in appdata after the crash
I just downloaded the new Unity version
Reinstalled OpenXR
And yeah, they need to enable SteamVR manually for VR to work
Gonna try again with the new Unity Version now
Probably the same then. VD probably uses steamvr as access point
Don't think it's a unity issue but can be mistaken
VD is tricky one
you are essentially dealing with VR emulator on windows side there, and the dev has reverse engineered Oculus API so if it tries to run that on oculus side on OpenXR, that could cause all kinds of grief
in addition VD dev + community is quite toxic against actual VR devs, basically blaming others for VD issues
good thing AirLink does exist now (altho I do get some still prefer VD)
there's been some VD specific issues in past and Unity staff have pretty much raised hands up in such cases in past, so your chances to get Unity to fix that kind of crash could be challenging
could still try to send a bug report or try to repro the issue with AirLink etc but there's no similar recenter functionality there...
also totally possible VD screwed up something with the OpenXR support there with the recenter functionality...
@brazen tundra^
Thanks @north path and @wraith shale !
Not sure what to do now, because this seems to only happen to my game =/
Is it because all the other VR devs were smart enough to not upgrade to OpenXR?
more of OpenXR still being such a new thing + VD being such a hack
I don't think it's reasonable for VR devs to specifically support VD if it breaks things but if you really care about it, you could try to work the issue with VD dev (VD has own discord group) or make a custom XR plugin loader for your game and let players override the default XR plugin so it doesn't use OpenXR with VD
you could for example make commandline parameter for for using OpenVR instead
or OculusXR if you ship on Oculus store
OculusXR only supports DX11 on windows - just mentioning this in case it's an issue
Ah I see
Thanks a lot!
Will get in touch with them if I cannot get this to work
Hey I have a problem. I am trying to get started with Unity VR using OpenXR, and it works but my hands are a bit further away than they should be. I am using an Oculus Quest (not 2), and I tried using Air Link and Virtual Desktop, both yield the same result. I could not find a setting for it or any documentation or post on the matter. I made sure everything it at a position of 0,0,0 and haven't touched anything beyond adding the input stuff and an XR Rig
Are the models also at 0,0,0?
And how is your setup? Xr toolkit?
Yes the models are at 0,0,0
I am using XR Interaction Toolkit. I know it was removed from the package manager but I couldn't find an alternative
Oh it's still perfectly good to use, idk why it's not there.
Do the pose trackers have the correct hands specified and are oculus touch controllers added to openxr?
I added Oculus Touch to the openxr settings yes, but I don't know what pose trackers are
the interaction toolkit should show up there, provided you've enabled pre-release packages
They have removed it even with pre-release packages enabled, many people mentioned it when I looked it up
You have to use the git url
ah, must be something recent then
it's been a while like this now
but the instructions are on the XR toolkit doc too
(doc page link on pinned)
apparently it does show up the package in 2019.4-2020.3 if you have preview packages enabled but is hidden since 2021.2+
@wraith shale yea but according to the docs you can just name the package manually instead of referencing their git repo
it never needed git repo
the "add git package" etc thing had hidden functionality in some package manager versions
but they made it more clear on newest iterations and added "add by name" kinda thing there
basically the git thing there doubled as "add by name"
which obviously is not a very clear way of doing this
tbh, I prefer this name based setup more than the preview package thing
it's always PITA to go toggle that for new projects, so I typically just dont and I just add preview packages by name anyway
for starters I wouldn't even know which packages would show there and which do not... when you just add by name it will show up regardless as long as it's in their registry
Anyone happen to know a good tutorial or reference for setting up XR rig hand controls?
Could someone point me to a good starter template that could help me make a Resident Evil 7 VR feel but with the firearm characteristics of Pavlov?
Scary, unease, claustrophobic, limited resources.
have anyone tried making steamVR compatible games with openXr only ( without using the steam plugin from the asset store ) ?
Is there any way to record video and take screenshot in game ? Oculus quest ?
yes
Hello, I've been trying to get teleporting to work using XR, and after watching hours worth of tutorials and looking around the internet I just can't get it to work. All I managed to get is a beam that can teleport items to the hands, but the player itself won't change location at all?
@pearl gatehave you tried XR interaction toolkit? it has teleport mechanic built-in
look into pinned messages for examples (there's actual git repo with examples + tons of learn materials)
thats all built in functions with the headset, you can record and take screen shots.
anyone know where I can find the xr interaction toolkit. I have enabled pre-realease packages but can't find it.
I am using version 2021.2.7
Is there any good course for VR on Unity? I did gamedevtv's 3d course and it was great, but I can't find one for VR that looks good
the ones I find are either too short or outdated,and unity official one feels like reading the docs :awkward:. If there's a course that is specific for the oculus quest that's ok too since that's what I'm using
the ones I find are either too short or outdated, and the unity official one feels like reading the docs haha. If there's a course that is specific for the oculus quest that's ok too since that's what I'm using
but i want in game functionality , none sdk provide that
How to store screenshot at Picture folder Oculus quest ? using c# ?
The package has been installed and the other versions give errors when I try to add them
hey all, trying to setup an input-action that allows me to grab objects using the XR interaction toolkit, and am not exactly sure how to setup the bindings on the controllers --> can anyone point me in the right direction?
https://www.youtube.com/watch?v=VdT0zMcggTQ&t=942s&ab_channel=Valem You might watch part 1 as well where he sets up the vr headset. its a very good tutorial series that worked for me
I've been working on a unity project with the xr plugin for many months with the rift s and a vive cosmos elite. For some reason, I'm unable to play test my project in editor (never had that issue before). I'm sure it's on SteamVR's end because I did not mess with any Unity related stuff until this morning when the bug occured. Instead of saying "Playing PunjiVR", it looks like this:
Nevermind, I just found out that steamvr messes up when the scene view is maximized for some reason.
Thank you @tawdry ocean
Running into a pesky issue -- I hit "play" from the Unity Editor --> my Oculus Quest 2 is connected via Link but the project doesn't render in my Quest...it's very finnicky...i reset the PC and the Quest, enable and disable the link...and it works, but it is not consistent and I am not sure what the issue is (Running on 2020.3.25f1)
is the following irony not lost on anyone else?: The best possible visual effects for VR experiences (bump maps, volumetric smoke and lights, transparency, reflections, PP, etc; i.e: things that actually create meaningful depth) are fundamentally too expensive for the Quest?
any volumetric and post effects are going to be too expensive for something with the power of a mobile phone, no way around it
but then they shank you in the liver with the overdrawing pitfalls of transparency (which is the next best way to fake volumetric stuff)
@quartz slate in ideal case, everything would be unlit shaders or if there's lighting, it's all baked
have you played a lot of Quest games? it should give you some idea what you can expect but in general, Quest versions look very stripped down
many games can't even render at native resolution due to perf concerns
also... at the same time, best looking quest games tend to be very stylized, there's only few more realistic looking ones that look decent (it's just way harder to pull off there)
same applies to some extent to even on PCVR but at least you can do some extra processing
also would debate on reflections being good effects for VR... they are a major PITA to get aligning properly in true VR. outside VR, nobody can tell if your reflections are tad off, in VR it looks horrible immediately
is there away to test your vr game wirelessly without virtual desktop?
@sharp radishAirLink?
I wasn't sure if that would work or not
I have played a fair amount; mostly they look pretty flat but a few of them do alright. I'm not naïve about Oculus limits, but I find it ironic, or just plain unlucky, that the best type of effects for VR are also inherently the most expensive.
From the perspective of my physics stuff, especially with 3DOF tumbling in space, distant objects, and fast movement, the need for volumetric stuff is very apparent. It can make scenes look incredibly good and seamless at a range of distances (including while being inside them), but it also creates 3D detail that, when parallaxed, gives a much more immersive sense of depth and movement...
in the context of mobile VR (and PCVR too somewhat), it seems like having a toolkit of efficient and effective high quality effects will be critical to actually making good content in years to come
Hey!
Which OAuth flow should be using in VR?
what do you prefer to go with?
I use Azure.
Thanks!!
@blissful aspen Job/collaborations belong on the forum. Links are in #📖┃code-of-conduct.
Ty
I mean, of course the best effects are going to be the most expensive. If an effect is both expensive and not as good as a cheaper effect then no-one's going to care about it; if a cheap effect is good, people will find an expensive way to make it even better. On any hardware the challenge is always to make things look as good as you can within the hardware's limitations. That's nothing specific to VR.
I need some help with the steamvr interaction system.
I’m trying to retrofit it into kerbal space program as a mod. The gloves are rendering, but not in the right positions and while they move with the controllers, it’s not in the right axes (roll becomes pitch etc). It’s taken me many hours just to get to this point and I can’t help but think someone who knows what they were doing could have this hooked up in a matter of minutes.
Since it’s a mod, I can’t just drop a prefab into a scene. But I should be able to set everything up from code.
in the Player prefab from steamvr, there's an empty GameObject named SteramVRObjects that contains LeftHand, RightHand, VRCamera (which has a camera component), and SteamVR as child objects.
KSP has its own camera system, so I'm trying to figure out how to attach these components and objects into that system
I can easily imagine that KSP could make any kind of VR integration very difficult, since astronomical scales mean it's going to be all weird frames of reference all over the place. I'd possibly suggest trying to get it working for the in-cockpit view first, then try to work outwards from there to the other views?
Right. I have a few things working by doing some reparenting: a lot of KSP code directly manipulates the transforms for the gameobjects that the Camera components are on. In VR that doesn’t work, so I make a child gameobject with a cloned Camera and disable the stock KSP one. Apart from some visual effects, this actually works pretty well.
The internal view camera was attached to a transform at the eye position, but I just moved the entire gameobject to be reparented to the seat origin. For the camera, that works fine. I also attached the component that manages the hands to this transform. But the hands aren’t where they’re supposed to be. I can see them and they move, but not the right way. I’m using some hacked up code from an older kerbal-vr mod that was originally sort of derived from the SteamVR code, rather than the actual Player component…maybe there’s some kind of disconnect there.
If you’re familiar with the SteamVR prefabs, would you attach the Player component to the seat’s transform for a seated environment?
Yeah I think I should probably just switch to using the Player component..
1️⃣ New inventions are welcomed
2️⃣ Mobile VR is dead
3️⃣ I Don't know...
4️⃣ PC/VR Hardwares are the thing
@solar sphinx those alternatives are totally flawed
you miss "no" option, "mobile vr" mostly means quest's today if you look at the market share they got on mobile space but I don't think your poll mean them. simply yes/no would have been better
also 6DOF for cardboard is doomed since there's no device support for such without external hardware... and at that point you are just paying for nonsense since you could then as well get actual VR headset
even if some phones has depth sensors that would let you pull of 6DOF without extra gear, userbase would be super limited
my assumption would be that cardboard vr experiences are pretty much dead in the water unless it's some 360 video thing
I don’t have any experience with them but that seems like a shame since practically everyone has a phone that could work. VR is awesome but the amount of hardware out there still seems super limiting. But that’s just my naive take, maybe I’m wrong. Seems like a lot of quests were sold this Christmas
yeah but Quests are legit real VR devices, cardboards are not. they are more like something that can give you taste of VR without really going all the way. You can't get good VR experience with them for numerous reasons. People have tried to bring 6DOF to these setups before and failed, either by hardware being poor or too expensive (remember that Quest's are relatively affordable already so why would anyone pay serious money for something that's going to be subpar in every way and practically without any good content)
I don't wonder these got scrapped
it's was a nice dream
If I say i have implemented a 6dof for Google cardboard (does not have any external hardware), with hand tracking instead of controller, what would be your thoughts?
Lets just for the sake of argument call it a low end oculus alternative...
I am just trying to do a feasibility study for taking my implementation to the next level
with single mobile phone camera?
Yep
my thoughts would be, doubt on how well that can work. there's been single camera solutions but none of them have been precise enough for proper VR use
if you've solved it, congrats I suppose? 😄
I don't try to bash people's attempts for 6DOF cardboard... it's just... quite dead already and with currently affordable VR headsets with tons of content available, it's just not going to be great experience
Here's my prototype roadmap
- Demo app ready with 6dof movement (Works well for maps greater than 10 meters because there will be drifting)
- Going to use Manomotion for hand tracking as a controller
even if you got the tracking working, getting actually proper headset that both had decent lenses and good enough cooling would be challenging
I got this same feeling, thats the reason I wanted to pauseand take a moment
I've tried riftcat, trinusvr etc for streaming PCVR to cardboard (bobovr which is among the better cardboard enclosures for generic devices).. but even when it worked, I could like play for half an hour before the whole thing overheated and battery got drained
but for avg consumer.. they don't want to go through with all that, and they are likely to try cardboard vr with somewhat horrible cardboard enclosure and never want to touch that again
Right...even oculus runs out of battery quick...Its a glorified mobile VR 😬
quest still works for like 2h out of the box
So overall you think its beating a dead horse...right?
I've done 5h HL:Alyx session on my Quest 2 with small powerbank attached but I stopped before batteries were drained
Wow
I just feel it's really hard to sell for people today when we have affordable VR headsets available already
it was kinda different when VR was new and these costed a fortune (or just werent all that great)
Let me correct you there...VR headsets are definitely not affordable
Its freakin 50k in India
if you want phone that does 90Hz+ which you put into that cardboard, that's probably costing more than Quest 2
stock 60Hz is pretty horrible in VR
Agreed there 🙃
Well... That was a good opinion i suppose
that's just one person's opinion though 😄
Edited my previous 😂
how I see it, even if you got the tracking to work acceptably and found golden device combination. lack of proper content is a real issue
(unless you only go for PCVR but even then the streaming performance and latency is real issue)
Try this demo app
https://drive.google.com/file/d/1_Wq7dmZbwrxsF-vnR3YHGDHCHkj3_M8W/view?usp=drivesdk
Please do let me know your comments
asking people to install random APK to their personal mobile phone is quite big ask
Its upto them, If they want to try 6dof, Its just an unity app, nothing malicious 😂
hi there guys, im new to unity and started a course on XR for oculus, i have a very noob question but i can't seem to figure out how to align the XRcontroller to the hand model, when i move my controller my hand model is waaay off from where it should be, is there an easy way to fix this and have the hand model centered where the controller is?
Its simple, The camera rig and the controller prefab should be in same location and rotation
Eg,
Camera rig - Loc (0, 10, 0) Rot (0, 90, 0)
Both the controller / local avatar - Same Loc and Rot values
I am trying to develop a vr game. And when in the game I am having some weird stuff happen with my controller model. The scale of it changes based on its distance from the camera. When its close it gets bigger and when its far it gets smaller. I know that this is how its supposed to be but the effect is overexagerated
Just overall the size of the scene is werid
Any settings I have to setup?
I am having an issue that when I enable the OpenXR plug-in my controllers have a weird offset from my hands. It is visible only the vr device. Though when I have enabled the oculus plug-in everything is fine with my controllers
Thanks!!!
Anyone know how I would make like a realistic VR avatar creator, or get VR IK to work with UMA?
@solar sphinx are we just talking a game that could do 6d0f with hand tracking for cardboard versions? i mean if people have the phone with 120hz refresh....maybe.... but yah how much is a decent phone cost verse a decent vr headset. I know for a fact my phone cost more then my oculus quest 2. and i got controls with it. And printed a battery pack holder already. so im gonna get the 5 hours of gaming in 🙂 10Ah so probably more then 5 🙂
hi guys, i'm looking for a plug-in that can make me able to bind, for exemple, the headset on my mouse controller
Hey have a Problem with my Ultraleap Gemini (Leap Motion). I have the Correct Handtracking in the Editor, but if i build the Project the Hands are in the Wrong Position (i would say 2m far away). Have someone expierence with it?
Does finger tracking with the Valve Index controllers currently work with OpenXR in Unity, or is support for that still not there?
What do you mean?
i want to test some things in VR but with my pc without building my app on my headset.
Like, control the RightHand with my arrow keyboard, the head with my mouse and test the game in the editor
I know there's a plugin for that but i cant remember his name
https://forum.unity.com/threads/valve-index-finger-tracking-in-openxr.1079441/
Nope, it has to be done via SteamVR I think unless Valve pushes a seperate package for it (which I hope they do)
Maybe its possible manually tho, never tried it myself
https://portal.productboard.com/unity/4-unity-platform-ar-vr/tabs/8-xr-interaction-toolkit
XRIT has it natively afaik.
Otherwise just do a check if there is a headset connected and if not, use PC controls. New input system easily supports this
Product roadmap and feature requests. Welcome to our product portal.
It depends on what you currently use
I found that post, but its from way back in April, which is around when I began working on my game. I was hoping there'd been an update since then. But the most recent posts I've been able to find indicate there is still no support for it in OpenXR, which is kinda ridiculous.
It's simply not in OpenXR right now I think
https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#_valve_index_controller_profile
I assume if I were to use OpenXR I would at least have the ability to point, have an open hand, make a fist, and do a thumbs up gesture on the Index? It seems to have grip and trigger support?
What I mean is, if I installed Hurricane with OpenXR, it would have those gestures automatically on Index and other controllers?
Don't see why not (:
Just the per finger touch is not something generic, so it's not yet in openxr
I just don't know what gestures Hurricane supports by default for like, an Oculus controller.
Should be the same as index, personally havent used hurricane much but I didnt notice anything being off on my quest 2 (using link or standalone)
👌
Well, thanks for the help anyway!
no problemo!
What unity version?
2019.4.23f1
And (unless building for quest standalone) you can also use openxr for oculus
Try to update to the latest 2019
Or edit the manifest file manually, also works
Am I to understand from that that v2.0 and up require 2020?
Yep
Because that's just part of my confusion here...
but 2.0 and 3.0 are preview
The above thread has a post from August... Stating that haptics will be added in v1.3 which hadn't been released yet.
Here it says openxr is not natively supported on unity 2019
but openxr does support rumble now I think
1.3 does have send haptic
So they went from version 1.3 to v 3.0 between August and now?
OpenXR is not Oculus XR
Oculus XR is for oculus specifically (also works with others tho)
OpenXR is for everything basically
Oh damn I misread that package name.
Yep haha
But it took me to the OpenXR page!
When I clicked Changelog.
Well... It took me to the Oculus XR page I guess?
These naming conventions are so damn confusing.
you'll get used to it
OpenVR (steamvr) and OpenXR are more annoying haha
But tbh, once you've done this you probably dont have to touch it anymore
That's assuming it works...
I had some other issues when I tried to use newer versions of Unity before.
Like, auto-exposure in post processing working differently per eye.
Just use OpenXR unless you need platform specific features (:
Unity 2020 lts is really stable for me, but dont use auto exp
2020.2 did have quite some issues for xr yeah
The auto exposure issue was specifically with using multi-pass rendering. Which I'd enabled because post-processing had a bug where it discarded half the pixels in VR: https://twitter.com/MrZulubo/status/1290714652234543104
And because I couldn't use single pass instanced rendering with a water shader I wanted to use which renders caustics.
post processing just works differently in vr. it doesn't discard pixels
But that post there has images which indicate otherwise, and a fix...
Why else would the cube on the right be blurrier?
as i understand it, he did post-processing the pancake way to end up with that
What do you mean by the pancake way?
by pancake i mean non-stereo rendering
I only know one way of doing post processing, and that's to add the post processing volume and make the main camera trigger it.
The main camera is either a vr camera or not.
So what could he be doing different?
i haven't looked at his implementation though, but it sure sounds like he did what you'd normally do in a non-vr game
And if ur settings up a project make sure to set it up as single pass instanced unless absolutely impossible (for example my raymarcher). Really good for performance
I understand the performance difference. I was just trying everything to get something to work.
But indeed check if your post processing assets work with VR
I'm not using any "post processing assets" aside from Unity's built in stuff.
That doesn't really tell me what you think he's doing differently from a normal setup.
Do you use the built in rendering or urp?
Built in.
There's literally one way I know of that post processing can be set up with the built in renderer. There's nothing I know of which would be different between a pancake game or VR. Aside from certain effects its suggested you don't use.
vr multi pass basically has 2 cameras. So each eye has a bit different content, so post processing can not match between 2 eyes
And urp also works with post processing, don't think it has auto exp natively tho
not too sure
Speaking of effects you shouldn't use, why in god's name does that tutorial for post processing in VR have a section on how to enable motion blur? That's terrible in VR.
I mean, you're correct that it DOESN'T match between the two eyes, but I see no reason why it COULDN'T. They must calculate an average exposure for each eye and they could take the average of the two. Since it's done in post, being post processing... I'd think?
Everything is possible, but if it doesnt work it doesnt work. Can't change much about that
I suppose there could be something about how they render the scene that prevents it but then why not disable that feature entirely if it is not supported with multi pass VR?
Because Unity does not launch a different unity if you have a project supported for VR (cross platform etc)
Just like you can load a project with poorly made shaders yourself
But in VR auto exposure also is a bit meh from what I see
Can't help you much more tho, haven't use auto exp and havent touch built in in over a year
Auto exposure is indeed problematic in VR, but I feel like that's just Unity's implementation of it. For example, the rise and fall time for the adjustment doesn't seem to work at all, which causes the exposure to change rapidly as you look around, if you are in a place where you can see both very bright and very dark areas.
And of course, the way it processes the HDR scene is limited to mapping the tones to a curve, but that's not the ideal way to deal with an HDR scene. You want bright regions to be brought down, as a whole, like a window looking out into a yard. With tone mapping, the interior also has to become darker, to get the outside to be not overexposed.
Then don't use it (;
Don't think they're going to work much on built in anymore. HDRP does have auto exp (hdrp is not on quest ofc) and they're working on bringing it to URP
i think he's doing not that and instead does it like he would in a non-vr game. so basically the shader part is different
The way I compensated for this with a house that has bright light outside and no lights inside, was to set bakery to multiply the light bounce intensity, so that light from outside illuminated what was inside more than it would in real life, to get the inside's brightness to be closer to the outside brightness, so that the auto exposure didn't have to work so hard.
If I were to use HDRP I'd lose access to dozens of shaders. Like Poiyomi, which has subsurface scattering for skin. Or Red_Sim's water shader which renders both surface waves and caustics and fog underwater.
The materials setup also looks much more complicated.
well you'd rework your materials to take advantage of hdrp if you where going to use it
its not a "make pretty" toggle
And you cannot release on quest, which is for VR a potential setback
yea i wouldn't go hdrp for vr, since a lot of the stuff that visually differentiates hdrp from urp simply doesn't work there
and 99% of the potential userbase wouldn't be able to run it anyways
Releasing for Quest is a potential setback,
I get why devs target it, it has a large install base, but Quest is way too underpowered for a compelling VR experience.
VRChat worlds which are quest compatible all look terrible.
there are plenty of compelling vr experiences on the quest, but vrchat is not a good metric to go by
I'm not even sure the thing supports lightmaps with color in them to be honest. I have never seen a quest map with colored lightmapping.
I've seen the games available for Quest. Arizona Sunshine on Quest looks like a PS3 game.
lightmaps are not a gpu feature. the reason you don't see them is because people don't use them
Yes. but WHY don't they use them? There's no logical reason not to, unless the Quest's memory limitations force them not to.
Or it could be the shader complexity. A tradeoff for performance. No lighting pass. Just vertex lighting.
its not. the shader complexity difference is not nothing, but if you really needed colored lightmaps then it would not be one of the bigger perf sinks either
Point is, there's no Quest game which looks as good as this: (This is a world I made for VRChat)
Even my 3080 struggles a bit with that level of detail. Partly because VRChat doesn't support distance shadowmasking and I wanted the shadows to move as the trees swayed in the wind. And Unity doesn't like properly rendering trees with baked lighting on terrains either. So a single realtime shadow casting light was the easiest way to make it look good.
sure, but its not like you need to make things look realistic in order to have a compelling vr experience
Depends on what you mean by compelling I suppose. I want to feel like I'm really there. Toony graphics doesn't do that for me.
I've only once forgotten I was in VR for a moment. I was when I was standing in a living room in a house in VRChat which had photorealistic lighting. Half Life: Alyx didn't even trigger that for me. I think perhaps because it auto-lowers the resolution of your display and the textures may not be the highest resolution. I did kinda get that feeling when I made that world and first uploaded it and my boulders had 4K textures on them, but I had to reduce them because the world download size was a 1GB which was way too big. It's 300mb now wth 2K textures compressed as much as possible for the normal / metallic / smoothness maps and the albedo at 50%.
But I suppose if you made a game with a character like that robot in the Oculus First Contact demo, something like that could be compelling, by virtue of the character feeling real. But like, Arizona Sunshine is not compelling as a zombie game with ancient looking graphics that are in no way scary.
well making a vr game is just as much about engineering it for performance as it is about the artistic vision. which is why i said vrchat is a poor metric to go by, since it limits you a lot in how you can tweak the system to improve performance and cheat to get better visuals
Sadly I'm not so much an artist as a programmer with a good eye for color and lighting. So doing something artsy with a style that would work well on Quest is not really in my wheelhouse.
but it also means that you can't just do any scene and have it look nice. gotta pick a composition that you can make perform well
I mean I have done stuff like this, which is another VRChat world of mine, but that's just generic low poly asset flipping with nice lighting and a custom water shader.
Anyone know how I would make like a realistic VR avatar creator, or get VR IK to work with UMA?
You can do it manually with Animation Rigging probably. VR IK is just a quick way to get a good result from what ive heard
Yeah I was talking about a google cardboard game with 6dof....Phones with 120hz is quite uncommon, By the time everybody gets a 120hz mobile, The Hardware VR cost will be much lesser...
are you sure you want realistic avatars? there's this thing called the uncanny valley that you're going to end up in, since vr ik is nowhere close to the tracking fidelity you'd need to match your visuals
yes
if you're gonna do shadows on the objects, you should really do them on the ground too
i was thinking fake shadows something like a stencil
could do that, but since you're the only one casting shadows, you can get away with a really short shadow distance on shadow maps
basically don't need to cascade at all
something like this ?
yea
hopefully that won't fry my quest
i'd bump it up to 10m just to be safe though
since while the objects might not be that far away, the shadows can still stretch on for a while when the sun is low
is there performance cost for shadow distance ?
no, its the resolution that matters
you're stretching the shadow map over the whole distance though, so a longer distance requires higher resolution for the same level of detail
ah fair
cliff shadows can be done using lightmaps though
Yes, I’m trying to pair the IK with Hexabody and Hurricane
I’m trying to get the most realistic physics possible, as my game needs to be as realistic as possible,
you don't get more realistic by adding more detail though. if you want to be realistic then you need to focus on removing the unrealistic parts that simply don't work right and leave that for the user's imagination to fill in
Is there a straightforward way for determining where the transform of the root of the VR objects should be when you know the in-game eye transform?
Basically I'm modding in VR support to a game that wasn't built for it, and the camera ends up too high, I think because the old eye position ends up as the "floor" of the VR space.
@polar valve you'd have an easier time finding the floor position for the character
there's most likely a capsule collider somewhere, or even a property dedicated to storing the floor position
It’s Kerbal space program, so the character is seated..but I think I do have the seat transform too. But the distance from the seat to the kerbal’s eyes are in some arbitrary game unit, so how do I map that to the vr camera height? Do I find the mapping transform from kerbal seat->kerbal eye and inverse-apply that to the current headset position?
There’s also the question of scaling..I need to get the cockpit the right size
use real world measurements. take a 1M cube. resize to .1x.1x.1 and then use x,y,z to adjust until it aligns with object. then you can measure it. if you have to, google Meter to feet/inches etc.. but in reality. as long as it looks to scale when in the headset you should be good 😉 i do prefer real units of measure as i do a lot of CAD. but this seems to help determine game size for VR fairly well. the cube size will be in Meters. so 0.1 is 100cm 1000mm etc...
@novel cape yah i just picked up an oculus quest 2. i know what you mean about real looking games. i keep looking for one. some are not that bad. i have a horror type game that is pretty good looking.
I'm having a UI issue with a Package called "VR UIKit"
has anyone encountered this issue with or without the package?
Basically, once the laser pointer points at the menu it stays in that location when I move from the menu.
I can post details if need be. Like the component list with settings.
seems like the bigger beam is not tracking hands at all
I've been struggling for the paste couple of days. What are the packages I should use for developing Unity XR with SteamVR controller support?
I used steamVR before but I didn't like how it managed input, unity XR seems good but I had problems getting it to work with index controllers. I hear Xr incteraction tool fixes this with action based inputs but its a preview package so I'm not sure if I'm supposed to be using that
is the oculus quest 2 air link out yet I see a support page but I can't find anywhere to buy it
You don’t buy it
It’s free
Check the beta page of the Oculus app on your pc
And the experimental features on your quest
@jovial sonnet
Thanks man I'll check it out!
Got an interesting issue after upgrading Unity and Oculus XR.
If I open SteamVR and SteamVR home and then click the .exe of my game (supports both oculus and steamvr), my game opens using oculus runtime, but steamvr home is also being rendered in the background causing massive performance issues.
I am guessing this is because my OpenXR default runtime is set to oculus and the new oculus plugin uses openxr in the background. Is there a way to fix this?
Using a quest 2 via link
@north pathyou sure you are actually using Oculus API when that happens?
OpenXR works through oculus api too, you shouldn't see SteamVR anywhere unless your system defaults OpenXR to use SteamVR
Think so, pressing the left menu botton does nothing
I started steamvr myself, it did not start automatically
Thinking in a case where people show many vr games to friends etc and another game would have started steamvr. Then my game should probably just launch to steamvr
Weird. In the old version it also ran on oculus runtime, while I can also sideload steamvr home, but dont have the performance issues
its time to use the openxr runtime for everything. the others are out of support and oculus is going to block any non-openxr submissions soon
if they haven't already
It's for an older game on steam. Not on the oculus store and because of not optimal methods for interaction we cant change to full openxr support
I also would love to switch but we simply can't right now
@north path surely you could just add a shim that translates the parts you guys use to the openxr api?
we use VR Interaction framework and old devs modified it so much we cannot upgrade it without probably 100+ hours of work, and the version used didnt have openxr support yet
Gotta fix almost all of our scripts that read input etc because of the setup
that's why i'm suggesting you use a shim. you insert a class with the same name and namespace as the old one(just containing the methods you actually make use of) and just translate things over to the openxr api there
Omfg, restarted windows and its fine now
I will take a look into that tho
But I am not sure if it's doable for the team atm
So thanks!
Huh, a version without a changelog
Heyho everyone, im an absolute noob but need to build a VR application for Uni and for some reason i cant figure out how to make my XR Controllers pick something up, these are my settings, maybe anybody has an idea what im doing wrong? Thanks in advance!
@earnest peak You got XR Grab Intractable script in the objects you want to grab?
And make a new layer called Grabbable and add it to the objects you want to grab
And make another layer for player and add that too player
Top right of left screen where it says Layers click on the drop down and click on "New layer" and make 2 new layers one called Grabbable and another called Player
Put Grabbable layer on all objects you want to grab and put Player on the XR rig
Okay done
Okay well thats all i know but what you did fixes all the problems for this video: https://www.youtube.com/watch?v=wnn-dzHz-tA
VR with Andrew on youtube has some real nice introduction videos to the XR interaction toolkit
Anyone here using Vive Trackers with the OpenXR tooling and SteamVR's OpenVR XR plugin?
not that i know of
Is there any way to call another game directly from my Unity game on the quest 2, is there anything like the activityStarter known from Android phones? I need to know this because I want to make a „hub“ for all games made of me
for anyone who wants to try space wrap i made a sample project with all the preconfigured settings here : https://github.com/nukadelic/unity-application-spacewarp
includes some buttons in the sample scene so u could change the settings in realtime
is it possible to access a vr game through unity with an oculus quest
@storm ether you can treat it as PCVR through Oculus Link/AirLink or Virtual Desktop
Yep, connect via USB and use oculus link or use airlink/virtual desktop to stream wireless
Damn you beat me
well, not sure how VD actually works in Unity editor, it's tricky but you can def use Oculus Links
Should work using steamvr
you might be able to use VD through OpenVR yes
but OculusXR and OpenXR might cause extra trouble
and OpenVR/SteamVR is 3rd party (doesn't mean one couldn't use it, just more hoops to jump through)
ok thank you
Hello, I am getting started with VR Development. I am following this guide: https://www.youtube.com/watch?v=gGYtahQjmWQ&t=688s
I am at 14:35 he asks us to add a XR Controller. I do not have this component, can anyone help me?
If you want to get started with VR development. This video is for you.
▶ Get access to exclusive content: https://www.patreon.com/ValemVR
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Want more details ? Check arvrtips articles :
▶How to Install Unity Hub and Setup a VR Project :
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▶The Only...
that toturial is extremely outdated
Ok can you please recommend a more up yo date resource I can use to get started
thank you
go to this guys channel and his latest video works amazing
not the link video but the latest one he uploaded
Ok thanks a lot i'll check it out
easy 10-20 min setup
Is the official oculus docs, a good palce to start too?
An overview of the Oculus Integration package, including its directory structure, prefabs, and several key C# scripts.
yea its pretty decent if you know how to read it and understand it
and it looks pretty similar to the tutorial's from Justins channel
So youll be fine
@twilit tulip i watched all his videos last week. then i found unity has the exact same videos in the unity learn area.
ye its mostly a preference
Justin does do some things different. Like the IK stuff which is cool. waiting on him to release the hand to object adjustment video he keeps talking about. should be cool. i get the basic principles could probably whip something similar up
oooooh alright got it
It should be in the XR Interaction Toolkit
you need to install the package
follow his setup. i think it maybe a preview package still?
i had no trouble following it and getting pickup objects. works great. i would like to do the grab at anypoint and not lock to a target transform. i think that is simple enough to do though.
steal it if you want but i had dream last night (After i played some intense Echo VR) about a cave game that you only use your hands to pull yourself through to get out?
Hey guys in unity 2019.4 has the oculus interactions v35 changed in what prefabs have?
in march i was making a vr bowling game and had the ovrcontrollerprefab and in the inspector selected hand l and r. which changed the controller model into hands with grip animations. but now nothing happens
VR has been changing a lot. but i'm just getting into it. wish i could help. This channel has been slow. i Jumped into OpenVR and XR Interaction Toolkit. hmm ovrcontrollerprefab has the hand models built in. i think i've seen those. not really nice looking but works.
yeah they did used to. and you can select them in the inspector but nothing shows
So I was wondering if it were possible to determine your virtual movement (speed and direction) in a virtual reality world. I was thinking that implementing a 3D coordinate system and using simple calculus would be the best option, but I'm not sure how I would find coordinates in a VR game. However, game engines, Unity included (which is the most common engine for VR games right now), have coordinate systems, and more specifically, they have something called world space, which is the coordinate system for the map itself (I think) and the origin (0,0,0) is at the center. Would it be possible to determine the world space coordinates of your character while in-game (more specifically, while in your virtual world/game), and NOT while developing the game on the Unity editor?
i mean unity uses Meters. If you keep your character movement to normal movement and objects to normal object sizes. then world transform of the player is the position in the world. You know time. you know position over time. simple math can tell you speed.
Hello!
Did someone achieved tracking an object in VR? Like the hands, but other object. Rotation and position.
Hello, recently i just try using pico neo 3 for my game and i notice that the menu button in the left and right hand can't be triggered but the menu button on the head can be trigger, did anybody know what button to trigger pico neo 3 hand menu button?
When i use oculus i use this InputActionReference to trigger the menu button
[SerializeField] private InputActionReference MenuButton;
private void Update()
{
if (MenuButton.action.triggered)
{
//Code to show menu
}
}
As far as I know menuButton should be the correct usage for the Neo 3; that's what the docs say, anyway. You could try looking at the input system debugger, or failing that asking Pico support?
Support are pretty fast at responding on the pico forums
Ok, thank you for the suggestion will try asking the pico support
i've not worked with new new input system on pico yet so I can't help much personally
If you're starting with a project definitely look into OpenXR. Using that you support all current and future headsets without any change!
Depends on the hardware probably.
Quest can most headsets can't do it.
The easiest thing to do is put a Vive Tracker onto the object you want to track and use that
Sry idk too much abt this stuff atm, but how would one see this displacement in vr?
Most likely some UI telling you
yah like a ui element saying you've traveled 100 Meters so far. Average speed 3 Meters a second. or convert to 6.7MPH. player transform. capture start point/end point do basic math. if hills etc. may need some more math or track more often from point to point etc... a simple traveling List<Vector3> could help and then calculate from each point. Maybe ill add something to my prototype and see what i get.
or just distanceTraveled+=Vector3.Distance(lastPoint,currentPoint); might be simple enough to work
I swear I've gone through like 5 out dated tutorials trying to figure out how unity wants to handle VR inputs, about to just switch to unreal this isn't worth it.
I was using a older version of unity with seemed to screw up the XR Interaction ToolKit, so I installed a new version of unity but now I can't see any Prerelease Packages after enabling Prerelease Packages?
haha yah. you have to add git repository now
watch this. i jumped the time to about where he shows this part https://youtu.be/yxMzAw2Sg5w?t=445
LOTS of people got the Oculus Quest 2 for Christmas. Want to learn how to make games for them all to enjoy? Yea you do!! Come learn how to set up a VR project in Unity's lastest version as well as some basics like how to use the grab interactable to pick up objects and the locomotion system to move via teleportation or continuous movement.
// 📃...
But the unity docs say "follow the installation instructions in the Unity User Manual." which says to enable pre releases. And why is there even a enable prerelease option if it now longer works 😭
they just updated it, it's always a pain when unity does preview code. it's not really meant for production level. but to try things out before it is eventually released. i know it sucks.
does anyone know how to get kinect motion tracking to work in unity?
I made a game with switch motion controllers, and now I want to see if I can replace the controllers with my xbox 360 kinect
The documentation at https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@2.0/manual/index.html shows how to install based on which editor you're using.
But yeah...change bad.
Yeah I missed I'm on 2021 not 2022
Hello
So I have movement I want but the hands are just spheres (you move around by hitting the floor (like gorilla tag)). I have a model but idk how to connect them.
Connect the hands to the model I have
@robust pollen are you using the xr interaction toolkit?
if so i think there is a model prefab location you can just place whatever you want for the controllers. But if you want more control possibly some unity rigging would be needed. or another ik tool. try this tutorial may be close to what you want? https://www.youtube.com/watch?v=MYOjQICbd8I he uses a full body but i think you can make hands only and take some of this info to help.
Inverse Kinematics really creates the immersion necessary for a VR game. Having IK that can simulate accurate elbows and arms is incredibly useful. Unity provides us with all these tools!
Hey guys! I've been wanting to make an Inverse Kinematics video for a while now. I know there are already a few good ones out there by Brackeys and Valem, but...
hi there, so I'm very new to unity and vr industry, and I'm trying to make a game. I want to get rid of the 2 red pointers that are being used are controllers by default. Anyone can help me please?
I’d recommend following a tutorial @shy acorn if you’re new to both of those. Some good channels are Valem, VR with Andrew and Justin Barnett.
As for your questions, those are from the Line Interactors or whatever they’re called, components on the hands. Just remove those and you’re good.
Hello, yes, I figured out after an hour that I can disable the line renderer or something so when I disabled it it basically stopped showing so yeah but thanks anyways!
hello
I am developing for the quest 2 rn
but, I'm having a problem with the controller to hand swapping
when using the hands, the UIHelper tool, the line and raycast that does all the interacting with UI objects, is rotated 90 degrees
can anyone help?
Hey, for those having a quest 2, is it possible to load the headset with a phone charger ? I don't have usb c port on my computer ... thanks a lot !
Yes you can
Thanks a lot !
you are supposed to charge it with the charger that came with quest 2 though? where is that at?
It's the quest 2 of a friend and he forgot to give me the charger xD
ah ok
people charge Quests with all kinds of devices, altho I'd check the recommended charger type if doing this a lot
Yea i think it's safer
that being said, apparently the stock charger isn't doing amazing job all the time because we've seen tons of images like this:
I don't think I've seen people reporting that happen with battery banks or with link cable, maybe the max current isn't as big on those or oculus could be even limiting that but I don't have any real info on that one
but... I think Oculus specifically told to not use the device while charging it with the charger
yea it's easier for them to say that to avoid being responsible in case of problems
i just added a battery pack. do i need to worry about it melting! guess i keep an eye on it while i play. the unit does get pretty warm when playing
and a nice htc vive strap 😉 love my 3D printer
26Ah bat should be okay right 🙂
tbh I'd be more worried about having mobile phone battery on your face in general 😄
and yeah I have Q2 as well
nice 3D printer usage !
I think it's a very common question so i apologies in advance but if i understand correctly i have the choice between Oculus integration and XR Interaction toolkit for unity that's it ?
and XR Interraction toolkit is better if i plan to create games not only for quest 2 but Oculus integration offer many cool things to begin with ?
So is it possible to create a project with the XR interraction package and import oculus SDK to have basic stuff that can be found in the Oculus Integration ?
basically:
- XR Interaction Toolkit is VR framework to implement basic interactions like grabbing and teleporting, it works on anything that supports Unity's XR management system, including OculusXR
- Oculus also has it's own input etc API that don't use the Unity API for the input etc but instead have direct Oculus API access through their own bindings
- Mixing different VR frameworks is pain and you'd really want to stick with one, if you find something you want from one system, could try porting it to the main framework you use
- XR Interaction Toolkit is still quite raw, there are some 3rd party VR frameworks that have more polish to them
in addition, SteamVR integration also has their own VR framework
all this is quite mixed bag today if you want to cover all platforms at once
if you go with XR Interaction Toolkit, check the pinned links on it, there's bunch of resources on it there
im liking the interaction toolkit so far. version 2.0-pre is out now
if nothing else, you don't have to pay anything to get going and can then see if you want something else
Thanks a lot for your answer. Many possibilities, i see ... I need to investigate a bit more but thanks for the advices
Exactly ! That's super cool
best part of using XR interaction toolkit is that it's first party, meaning Unity is likely to keep it compatible with all Unity versions
VR is moving fast. i expect tons of new tools over the next couple years. specialy with oculus q2 since the sales seem to have been huge during xmas. lots of users out there
(unless you use really old unity versions that is)
yah what version to use. always a strange question with unity.
Yea that's a good point
just recently checked steam's hw survey, Quest 2 + Quest 1 were 44% all VR headsets on Steam, that's nuts
wow crazy
I'm just affraid of using Unity new input system (if it's the case with this solution), because i'm still using the old one till now
Quest 1 was only 5ish %
@tacit quartz afaik you need to jump to the new input with xr interaction toolkit
if you just stick to oculus api, you can use it's input instead
D:
well yah OQ2 price was just at the right point for everyone to get them this year. plus with gaming cards and consoles hard to get. makes sense to get one. cant buy anything else 😉
you don't really have to config much yourself with it
I'll try the new input, i have too, at least i will try
https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@2.0/manual/index.html check unity version. 2021.2 you have to put in the github link in packages
Do you think using 2021 is better than using 2020 for this kind of projects ?
grab the sample default input actions from the toolkit. they help setup the controls for you in the input settings. super easy to setup
nice
@tacit quartz are you going to build a game for release. or just play around with the tools?
it's my first vr project so i will try to learn this new universe
what Unity version kinda depends on what you target
if you use URP and dev for Quest natively (and not for PCVR), would recommend going with 2020.3, especially if you use URP
2021.x URP is tad slower in VR even without using new fancy feats they added there
for PC VR, it depends more on which feats you want but in general you'd want the VR project to not use those shiny rendering feats if possible
2020.3 is also way better supported today if you use any 3rd party additions
yah if going to work on long project better to use an LTS version. so 2020? not sure when 2021LTS will be out. i mean we are in 2022 already!
I'm personally on very bleeding edge but I'm not developing solely for VR either
2021 LTS will be out in few months
somewhere around March-May
Okay thanks, I must learn URP this year
i use latest for playing around. May jump back into 2021 lts for awhile to keep things more stable
preview packages are a pain when upgrading. unity never makes up there mind. things change all the time. but it's preview or experimental so beware
good thing about starting with 2020.3 is that if you find it limiting, you can always upgrade later... doing the opposite (going from 2021.2 -> 2020.3) is harder
so true. start lower if you need something. make a copy of project and upgrade, see if it still works
if you already have on-going project that is. it's not impossible task but if you are new to this, would recommend against it
well, I'd always recommend some kind of version control anyway
git etc is fine for uni projects
makes it easier to test different things too
Anyone know why my inverse kinematics arent working properly? When I look down it does this.
I'm using finalIK and Hexabody
and a UMA character
my left controller in game is way higher than it is in real life and the right control is moved to the right
anyone know how i can fix this?
ahh, nevermind it was due to me moving it in the editor
alright this probably really easy BUT im also really dumb
how do i make the player able to interact with objects
that's like asking "how do i make a good game?" you'll have to read up on how vr experiences work, so you can figure out what the things you need to learn are called
hey, i am not a very experienced coder, but i was wondering if there was a way to store if they player is gripping or not in a boolean variable? thanks.
anyone's got some experience with the hand tracking on the VivePro? Is there a way to get correct hand sizes or scale from the tracker? The positions I'm getting seem to make for a very small hand (and no, my hands are quite regular sized - political jokes aside 😛 )..?
yes
could you point me at a documentation on how to do this please? thanks.
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I got my movement down but I need hands
That work
And that are already animated for my dumb ass
This does not particularly help with my problem
Lemme rephrase this. I know how to declare and store values in a Boolean, but how would I get if the user is gripping?
depends, but you get it from the input system of your choosing
You can share your work in #archived-works-in-progress.
Hello i have a problem whenever i set the model prefab on the controllers the prefab has a giant offset to the right, and i don't know how to make it follow the controller's position, anything helps!
What prefab?
You did not tell how the project is setup.
And does it track with the offset or is it just stationairy
Does the quest have better or worse limitations than mobile for small adventure games?
What's my poly count for a main character?
If it isn't obvious I'm a noob at this game dev, but I'm designing for quest
depends
also depends on how you plan to set it up
you gotta have a pretty detailed plan before you can answer those questions
sorry i am late, i am making a beat saber style game i just have a left and a right controller prefab, but when i reference it in the Model in the controller object it doesnt snap to the controller position
you do realize there's an origin point for a 3d object? you can't expect the computer to just guess where you want it to be
in other words: it does snap the object to the controller position, the position just isn't where you want it to be
define controller position
i mean like in-game the position of where i can see the virutal controller
well as you can see here, that position could be anywhere
and then you gotta figure out which position on the sword to match with what position on the controller
that's why you need to specify the origin
ok so how do i get the different positions of the controller in a script
*positions of the origins
you don't you get the one that's picked as the origin
that origin is positioned so it lines up with the tracking data
your job is to place the origin correctly on the sword, so it lines up with the tracking data too
but the problem is i would have just dragged the prefab over where the controllers spawn so it would follow correctly, but i don't know where in the game the controllers spawn
doesn't matter. they always spawn 0,0,0 away from the tracking node
but you need to grab the controller asset and place the sword origin relative to that
how would i do that
depends on which 3d modeling program you use
then use the fbx exporter package to export that over to maya/blender and fix the origin
i will try
so i exported it to fbx and now the size of it is very small
nvm
how do i change the origin of it
there's this thing called google, it's quite informative
this might be helpful then https://developer.oculus.com/documentation/unity/unity-perf/
Overview of performance requirements and recommendations for Oculus Unity apps.
It's so difficult to quantify performance, especially when comparing with phones. There are so many tiers of phones, and there are so many kinds of VR apps that need different kinds of optimization. Your best measurement is gonna be to look at what's available on the store
the unreal hands confuse me so much lol
But that looks like a lot of fun! I'm imagining a game where you have a button to turn gravity off and on and you use it to solve puzzles
it looks pretty choppy when you're moving around, is that a recording issue or a mechanics problem?
oh sometimes i use the locomotion {Joystick} movement which willl probably be tweaked into a jetpack or removed all together...
Anyone knows how long it takes for a game to get approved for oculus app lab it’s been around a month and haven’t had any feedback
@clear tinselaccording to Carmack on the FB Connect talk (few months ago), it's like currently quite long wait, like few months (2-4?)
can't tell from own experience though, never released anything there
F
hey, a new question today, is it possible for me to "fake" input to the xr interactor so i could make items go to the players hands without them needing to grip. i wish to be able to activate the fake grip with a boolean. Thanks to anyone who can help me out.
For those who are using XR toolkit (2.0.0.6 preview for example), is there any need for SteamVR plugins (input or so) or does new input system handle multiple headsets just fine (Oculus/Vive/Index/WMR) ?
Im creating my first vr hand for my controller and everything is working fine exept the thumb animation. It doesnt work, there isnt an error though. Anyway i was wondering if there was an issue with my code anyone could point out. And if its not the code do you have any ideas what it could be?
hi
I have the gradle build failed problem since yesterday. i tried a lot of solutions but nothing works.
I'm with unity 2021.2.7
Do you have any non-ascii characters in your build path @dark idol?
i don't think so
is there a way to check that ?
clearly you do
it's the é
you should also avoid spaces with gradle
Okay thx i'll try
( I must stop french when i work on this to avoid that kind of problem 😅 )
uh i just tried to run my app in quest native and i think it bricked my quest
it doesnt work at all, even after hard rebooting from the boot loader
any ideas
It would probably be a good idea to contact the Oculus support if your Quest malfunctions 🙂
Trying to build onto Quest 2
Empty scene, 2020.3.25f1
MacOS
Anyone know what could have gone wrong?
Hey, sorry to ask again but does anyone know how I could trigger an interactor to interact with an interactable in the xr interaction toolkit? Thanks
Do you have spaces or non-unicode letters in your build path @granite flame?
Has anyone here managed to get stereo render-textures from cameras to work under HDRP?
I've been investigating it for about a week now (most recent logs are under the #archived-hdrp channel) and it seems there's code for handling it, but no valid configuration actually results in the right eye being rendered to the texture under single-pass instanced mode.
well you're rendering both eyes to the same target and it's warped a bit, so the coordinates does not line up with a default flat plane
i suspect you'd be better off doing a separate render for the texture
The left eye is rendered fine- I'm saying it doesn't render to the right eye (texture 2 in the 2darray) at all ^^
It renders as if it were mono mode, instead of stereo. There's no offset to the left for the left eye, either, so it's like HDRP refuses to consider it a stereo camera at all.
sounds like you might be getting the output that normally goes to the pc window
how to deny the player to view inside an object?
you pretty much don't
I have colliders that block the player to move inside, but if player moves the head he can see inside it
In Vader Immortal if you put your head inside a mesh it fades to black
I should use OnCollisionEnter?
no
why not? which else?
OnCollisionEnter happens once per penetration
OnCollisionEnter fade in, OnCollisionExit fade out, something like that could work?
if you want to do it like vader immortal, you should be doing it as part of the render process
instead of discarding pixels below the nearclip thrshold, you want to replace them with colors
although that only works until the surface geometry ends up behind you
either way, you don't want to be doing it during fixed timesteps if you want it accurate
you know how to achieve a good result for this?
there's no good universal solution for this, so you'll have to design your game with this capability in mind
but the best solution is to not need this feature at all
yep, My case is similar to The Climb 2, so the player has to stay very close to walls and happen that he see inside it
if you're doing it like the climb, then use their mechanic. since that game gets a lot of praise for it's mechanics
Im intrested in knowing what a simple VR game goes for, like multiplayer 4 players only, around a table
Agreed; sadly, that isn't what I want from an XR camera rendering to a Texture2DArray of depth 2
you want to play chess in VR?
Hmm could any VR experienced programmer with the multiplayer skills DM me.
sounds like Table Top Simulator
Does anyone know what the difference between XR Core Utilities and xr interaction toolkit is exactly?
what do you mean by simple?
And the issue is?
well
it doesn't work
it doesn't turn on I think
and there's a broken material
named Passthrough Material
but it isn't referenced anywhere-
it's like the shader wasn't imported-
https://skarredghost.com/2021/10/01/how-to-passthrough-ar-oculus-quest-unity/
Try this maybe, that shader is from built in, so indeed urp doesnt render it
You can try upgrading the material, but check that guide maybe
Have you checked the guide I sent?
yes
The shader used in the material doesnt work, that doesnt mean everything is broken
I actually watched that video yet
but I have experimental mode turned on
and all the settings
You dont need experimental settings
Which is said in the guide I sent. I think you followed an old guide
Check the written section of the link I sent
To render it you need to put the background of the camera to black I think
there is a way to use HapticFeedback with custom intensity and unknown duration?
I changed some stuff and I did have some settings that wouldn't allow passthrough to work
I'm not too optimistic tho
since, nothing ever works the first hundreds of times on any of my software :c
IT WORKS!
thank you so much!!!
I know
but it works now
I just needed to turn on backend openxr

but yes!
it works now!
Hey anyone, could anyone explain to me what the Interactors use to send a signal to the interaction managers in the xr toolkit? The website doesn’t really go in to detail about how the script works. Thanks.
does anyone know how to add the graphic 'banner' on the quest apps? when you hit the quest button to exit game a popup appears with the usual, screenshot, record etc, but there is a space for an image behind the title - not sure how to set that
does not seem like any option in the project settings covers this in unity
you just call it again with a 0 value to stop it
Oh, thx you
@thin steeple like the loading screen background? or the game app icon itself in oculus library? oh the application quit graphic? hmmm
probably an image you can drop into Player settings for android. I'm going to make all textures for player settings and see what goes where. should be simple enough to test
making games is hard
VR might add more frustrations and make the workflow slower so I wouldn't advise it as a first game project
is hard
is very hard 😄 but you get used to it and its fun when you get little things to work the way you want 😄
the ability to look around what you have created is great. but yah super hard. At least you can run builds from editor on headset. otherwise compiling and testing would take forever. really not liking oculus turning off everytime i take it off my head to check some code and try again. i had put tape on the sensor for awhile......i dont know. its a pain.i'll figure something out. maybe you can disable that on oculus somewhere?
Ok so, I'm mainly building for the Quest 1 and 2 and I'm having a little bit of a dilemma right now-
Is using the OVRPlugin a good idea?
Is it deprecated?
Should I use the XRRig thing or just continue with OVR?
What's the difference between them?
Can I publish on other platforms and headsets using the OVRPlugin?
you can use their asset store sdk, but the project should be set up for openxr
Oh god, then how do I also use their features?
So I should use the XRRig?
I just spent 3 days learning this FOR NOTHING?
you don't have to, but unless you want to use the avatars, the oculus rig isn't all that much better
I want hand tracking and being able to set the headset settings
Like cpu levels and fps and foveated rendering
I guess just #if?
for handtracking you need to use the oculus sdk and openxr
eh, #if just does compile time conditions
How to start scene with player looking toward one direction indipendently by the real headset direction?
I should use XRInputSubsystem.TryRecenter()?
doesn't work
I have to rotate all the world to have a fixed starting rotation?
no, you just have to figure out the rig rotation and position
but people do pick the forward direction of their playspace anyways
or at least used to. dunno if that has changed
I get to working adding a fade out from black at scene load and rotating the player to Quaternion.Identity until the fade out ends
private void OnSceneLoaded()
{
Fade();
if (rotatePlayerToOriginalRotation)
{
StartCoroutine(RotatePlayer());
}
}
private IEnumerator RotatePlayer()
{
float timer = 0f;
while (timer < fadeInTime + fadeOutTime)
{
playerTransform.rotation = Quaternion.identity;
timer += Time.deltaTime;
yield return new WaitForEndOfFrame();
}
}
never prevent head movement, that's a big no-no
because I noticed that the headset rotation is applied not instantly so have only one rotation set doesn't work
playerTransform is the parent
is that wrong?
the vr part of the rig should look something like this, but whatever you parent it to is up to you
im guessing you're using the oculus rig, so it'll have different names, but its functionality is pretty much the same
that said, lock the rotation of the parents all you want, but do not try to prevent people from looking around
and expect the user to re-center their tracking during gameplay
how can i detect collision between my vr hands and an object? Im using steamvr
use a collider
im talking about the pointer finger in particular
but detecting the collision is not the hard part. you need to consider what you want the response to be
can i like modify the default prefab for the right hand to have a collider on the finger tips?
depending on what type of interaction you're trying to achieve, you might want a raycast/spherecast/velocity-tracked rigid body/etc.
you can
but a collider might not be what you need
im gonna use it for inputting numbers into a safe
and it would be a lot easier for the user if they used their hands and not a ray
is it a keypad?
ye
you could just check the distance between the key and the fingertip
id have to modify the hand either way
well you do need a monobehavior taking care of performing the interaction
and you probably want an area trigger around the keypad, so its only running the interaction logic while the hand is close to the keypad
can i use OnCollisionEnter between two mesh colliders?
As long as one has a rigidbody, yes
is there something i can use if i dont want them to have a rigidbody?
treat them as area triggers, so you query for collision on demand
Should I get help making a vr game or is it easier to make it myself
What do you mean? @storm ether
Is it better to have other people helping a person make a game instead of someone trying to make the vr game by yourself
Just asking out of curiosity
Depends, do you want to learn how to make (vr) games or do you prefer a more manager-like role (and maybe make art mext to that or do marketing or design)
If you want to learn how to make vr games, go make VR games. There are a ton of resources out there
i decided to instead use distance to it since it would be a lot easier. Do you think this would work?
foreach (GameObject knap in knapper)
{
int i = 0;
if (Vector3.Distance(knap.transform.position, fingerEnd.transform.position) > 5)
{
display.text += i;
}
i++;
}
if (Vector3.Distance(deleteKnap.transform.position, fingerEnd.transform.position) > 5)
{
display.text = display.text.Remove(display.text.Length - 1);
}
else if (Vector3.Distance(enterKnap.transform.position, fingerEnd.transform.position) > 5 && display.text == kode)
{
// Open door to safe
}
I'm a fast learner so I'll go make a vr game
https://youtube.com/c/JustinPBarnett
He has some great guides for VR and his guides don't lock you into using either Oculus or SteamVR, but makes it cross platform
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 😉)
New video every Wednesday.
// 🔗 IMPORTANT LINKS:
👋 Discord - https://discord.gg/6mzMQx5VKk
🦸♀️ Patreon - https://www.patreon.com/JustinPBarnett
🐦 Twitter - https://twitter.com/JustinPBar...
Yeah OpenXR is the way to go for cross platform.
It's a standard that supports all current and probably all future headsets
OpenVR is SteamVR only
And Oculus is, well, Oculus
So go with OpenXR unless you really need a specific unique feature from another plugin
But the guy linked makes good guides, one of the best I've seen
Dev Dunk is right.
ok thanks
If you plan on making a game that using Oculus fingers, or something though, you have to use Oculus only.
But if you're doing something that doesn't require specialty features of your VR brand, OpenXR
cool
Hi, I'm using the XR Interaction Toolkit and previously used VRTK/Tilia - Is there a way to simulate input using keyboard/mouse in editor to playtest more easily?
the runtimes are deprecated and replaced by openxr in both cases
even if you're using the oculus sdk, you should still use the openxr runtime
So far stuff like spacewarp, late latching etc needs oculus and knuckle finger tracking steamvr tho
I meant that some guides only use steamvr or oculus prefabs which can cause issues later on
true, but you wouldn't run those prefabs on the openvr/oculus runtimes
Does anyone know what the difference between XR Core Utilities and xr interaction toolkit is exactly?
hey thanks yeah I did that, no dice - turned out to be part of the quest submission process / app lab etc
@thin steeple yah i played with it last night, couldn't figure it out. that makes sense i guess. should be some way. i mean people do it with sidequest loading games right? this looks promising https://github.com/tverona1/QuestAppLauncher may need to try it out.
Ironically, while OpenXR may be the cross-platform option with regard to headsets, Unity doesn’t have an implementation for Linux or Mac
So - as a Linux dev - I’m stuck developing on SteamVR without the OpenXR input system, the repo for which hasn’t been updated in about two years.
Ouch doesn't refular OpenXR support linux?
OpenXR does- just not the Unity implementation 😦
Hey so I have a problem with putting my Unity builds onto the Oculus Rift 2. For some reason the builds appear as a "screen" infront of me on the Oculus as opposed to becoming my whole environment. Not sure how to best describe it.
2D vs VR?
have to enable oculus is project setting ibelieve
Are you using xr interactions pack or oculus interactions pack?
I was messing around with Time.timescale in XR and it seems like when they time scale is lowered the framerate also lowers by the same amount. Is Time.timescale connected to the framerate?
yes its playback rate. you lower its like activating slow motion
Yeah I expect things to go in slow motion, but I wasn't expecting the fps to drop too. Is there a way to maintain fps while changing timescale?
you want to cause a slowmotion effect in your game without messing with fps.
you might need to code the game to do that, ask in #💻┃code-beginner
Yeah I'll go ask there. I thought it might have been a XR thing, but I sounds like its just a code thing
Does anyone use integrated graphics units (igpus like Ryzen 7 5600g) for VR development? I know I should have a nice dedicated GPU but that's not possible for me at the moment.
so i want to dabble in vr and im unsure if i should have open xr be whats selected or oculus. the tutorial im watching seems to be out of date with current things and im having trouble finding current date stuff
like me on the right and tutorial man on the left are looking at two different things
its just the menu was reworked the controller profiles on the left are the interaction profiles you have on the right. labels for things changed when it was updated like XR Rig is now XR Origin and a few other changes but mostly work the same
occulus Build question
Hey, my group and I have a project that we have been working on for a while
But my group mates are now sick due to corona
so i have to run it on my own project
the issue is
The project isn't rendering on my headset
I have imported it into unity, but i can't get it to run on my headset
i have connected the headset via air link
Show your XR Project Settings @hallow reef
@pine bison
Those are the Android settings. Air Link works via the Desktop settings
Alright, do you get any errors in the console when you try to run?
I tried running via air link with a better connection and I can see the desktop and run the program, but I can only look around and not move
so i am lost on what todo here i want to make mygame to be able to played on both steamvr and oculus how do i do that
How do i add vr interactible objects?
You just upload it to both platforms and use OpenXR for the interactions so it's cross-headset compatible
XR Grab Interactable
ok thank you
Hey Unity people, i'm using SteamVR SDK 2.6 in Unity and when i use their camera rig it works fine. However when i use the player rig from an addon called VArmory the camera freezes and throws this error. I'm in 2020.3.25f1 HDRP, any advice for what i should do?
Hello i have a problem with my XR origin ( I think )
when i teleport my character, it tp me on the rooftop of my building.
(My tracking origin is set on floor)
Can you set the tracker origin to head instead of floor?
i can but the other problem with that is if i start my game sit i'm always down
Maybe reset the position when teleporting/spawning?
i'll try
with the device in origin mode when i tp that change my height. but the mapis bigger than floor mode ( who has the good scale )
Hi everybody. Do you know of some important events on VR/AR in Europe?
i have a really big issue
so i was able to get my vr game on my quest
but when i open it
its just stuck on the black loading screen with the 3 white dots
i can hear the game music
but cant see anything
i sat there for like 5 mins and nothing happened
Show your XR settings
your XR Project Settings in Unity
this?
You need to check initialize on startup
oh
ok
tysm!
i remember why i disabled it last night
i didnt know what linear lighting meant
now i see i shouldnt have
ok ty
@pine bison do you have any solutions about my problem a little bit higher in the conversation ? ^^
you helped me a few days ago
With your teleportation issue?
Yeah
How are you doing the teleportation?
With the raycast and the locomotion system and teleportation provider
Did you follow a tutorial?
Yes i don't know why that make me this
On internet there is subjects on forum but no answers
Which tutorial?
Valem's ones
But he use a XR Rig because it's a old tutorial
and i saw that's the same thing than a XR origin
So what does your XR origin look like in the inspector?
look like this
Ok, and what do your colliders look like?
Are you sure you don't have other colliders in the way that are pushing you up?
You can use this to see collision geometry
No it's the only collider i have
Can you show a video showing the issue then?
I'm not able to see anything wrong based on what you've showed so far
Apart from the 0 Y scale on the collider but I don't know if that should matter
and the camera scale can change something ?
Yes
my main camera has this scale
Fuck that was that i'm so dumb !
Thanks you so much again for your help
hi
i have a problem
i got my game on my headset
but when i join
i just get like hovered away from the spawn
idk why
could someone test it and see what i mean
i can send footage too
It's better to send a video than make people download a file and install it themselves @karmic adder
ok
another thing is
when the game starts
the player hands
fall out of the world
Please try to write complete sentences I beg you
Ok, Im sorry..
Did you follow a tutorial to set up your scene?
Presumably not with the problems you describe
With the hands, it sounds like you added a rigidbody and left use gravity checked
no
use gravity is off
Google Drive is a free way to keep your files backed up and easy to reach from any phone, tablet, or computer. Start with 15GB of Google storage – free.
no i see
its not hands
its guns
they are supposed to be on the orange block
I don't have access to the file
The file is corrupt
Either way, since you're new, I would advice you to go through a tutorial about the setup and do things one step at a time. That way you don't end up with multiple things not working without knowing what you did
oh
get vlc player
aka the program that plays any file
i tried using windows player too
didnt work
Same thing
what
how
ik why
i didnt move it right
Google Drive is a free way to keep your files backed up and easy to reach from any phone, tablet, or computer. Start with 15GB of Google storage – free.
yea this one works
That works
yea!
So what kind of scripts or locomotion do you have in your scene
