#š„½āvirtual-reality
1 messages Ā· Page 59 of 1
Locomotion means movement
oh like the ovr player controller?
Yes
Do you have a movement setup?
Potentially
Since you've added things to the prefab it might be worth going back to just the original version and find out which component is causing the issue
The inspector of your player controller would be useful
wdym inspect
like the info for the ovrplayercontroller?
now its acting
more weird
That OVRController looks really strange. Or just old
how
I would highly recommend just using XR interaction toolkit instead
ok
wow
valem is the youtuber that i watched to make my game
i combined other youtubers tutorials
and my own nolage
oh i see
the player controller
was made from a valem video
for oculus rift
Seems old like I say
Check your firewall then
Better to google first
Hi, I'm really lost right now. I'm trying to make a grappling hook shoot in VR when I press and hold the trigger button, but no matter how much I search online I only find stuff like the code below. Is there a way to see if the player is holding the button down? cs ShootLeft.action.performed += ShootGrappleLeft;
Hi everyone. I am trying to export an asset I made in blender into unity for use in a game for Oculus Quest 2. It shows fine in the scene and in the game play viewer, but when I put on the headset, the asset is not visible at all. Any ideas? This only happens with things I export from Blender. All downloaded assets have worked fine. I have tried: scaling the object gigantically so there is no way the scene camera is missing it. exporting as fbx directly. exporting random simple items from blender instead (like the default cube.) Ensuring layers are set to "everything". Unpacking the prefab. Putting an fbx mesh inside a prefab folder in unity. putting the asset under a different parent.
I had this problem (with Hololens 2 so AR) using a blender export .alembic maybe it's the same thing with Oculus Quest 2 ?
@severe bolt Thanks for replying! Unfortunately, it turns out I'm just an idiot. I have been struggling with this for three days including rebuilding the mesh from scratch twice, just to find out I have been building the wrong scene. I'm on mac, so I have to build and run everytime I want to preview. If I was on PC, I assume I never would have had this issue
Haha yah I did that the other day testing icons on oculus. I was like this isn't the scene I wanted. Forgot to add to build settings scene. Lol
whenever i try to use my vr controllers in my project, they are rotated the wrong way and rotating the object in the hierachy doesn't do anything pls help
probably a rotational issue with the models you are using. try adding them as child objects so you can adjust the rotation.
I'm having issues with oculus link playmode. Have same issue both with air link and cable.
Description: first time (from Unity restart) i hit play all works fine, the other times I have all working but not the input on controllers.
Restart Oculus doesn't solve problem.
Application Spacewarp does not work if I change the shader of a material at runtime or at build time to urp/lit
Latest oculus XR and/or openxr plugin?
Latest unity version?
How is the project setup?
Hi I had this issue the other day. I had to make a child of the interactable and edit the transform there, then drag it to onto the interaction transform settings to link the two. I'll see if I can find the tutorial that helped me
I'm updating
- Oculus is updated
- Unity is 2020.3.25f1 lts
- OpenXR Plugin is 1.3.1
- XR Plugin Management is 4.2.1
I have same issue on 2 different Oculus2, so I don't expect is a problem with the device itself
I doesn't have this issue yesterday, so Unity version shouldn't be a problem
I doesn't change anything important on my project
bad/cheap link cable?
the cable is the oculus 5m official one
how do i change the pivot point on vr hands?
move the root bone
or offset it from the tracker in some other way
ok thanks
Hey. I have a project which uses a hill scene, but I would like that project to use another scene I downloaded. I imported the downloaded scene and deleted the old one, but when I build and run the project it still shows the old scene.
What am I doing wrong here? I suppose there is a setting somewhere that I need to have a look at, but I'm unsure of where that setting is.
I found out!
When using Unity XR actions what is the index controller 'B' button mapped to? "pirmaryButton [XR Controller]" Seems to be the "A" button, but "secondaryButton[XR Controller]" doesn't seem to be the 'B' button. "secondaryButton [Index Controller]" also doesn't seem to work
I had to actually very recently map it in a project I work on for the Index, and it should just be the secondary button.
Are you sure you were using the correct controller, so not mapping it to the right for example and then using the left controller?
I have
if (0 > _controllerPauseRight.action.ReadValue<float>() || 0 > _controllerPauseLeft.action.ReadValue<float>())
With those being mapped to LeftHand Secondary and RightHand Secondary
With this on both hands expect Right were it says Left for the Right hands
Why donāt you just use the events for them? Iām not even sure if floats work as I believe they are bools, they are in nature buttons.
Sorry if its weird, that's just the way I saw it handled in a tutorial. Reading them as bool's returned a error, but reading them as floats worked with the primary button. I'll look into using them as events
The event way is really easy to use, there are C# events on the action named āperformedā and ācancelledā which then call a method with a context parameter which tell you if it was triggered (performed) or released (cancelled) š
well i dont feel so sily buying a cheap amazon one then š
@nimble tangle i think primary button is analog so yah float. but i think it has two events one that is bool? i could be wrong
Thanks! Switching to event System worked š
Ok thank you!
Hi! I was recently trying to get controllers working and it seems that the controllers are way in front of where they are supposed to be, although, the tracking works fine. Does anyone know how to fix this problem?
I'm having issues with oculus link playmode. Have same issue both with air link and cable.
Description: first time (from Unity restart) i hit play all works fine, the other times I have all working but not the input on controllers.
Restart Oculus doesn't solve problem.
- Oculus is updated
- Unity is 2020.3.25f1 lts
- OpenXR Plugin is 1.3.1
- XR Plugin Management is 4.2.1
I have same issue on 2 different Oculus2, so I don't expect is a problem with the device itself.
I tested in old version of the project where the issue wasn't still showed, I have the issue now. (Library cleared)
I'ts something related to the project because I doesn't have the same problem with another project (the difference between they is that the buggy one uses openXR, the other uses oculus backend)
Hows the player setup?
it's not changed, the default for using xr
I think it's related to oculus software installed on pc, probably he autoupdate something in the xr-backend
What info you think of about player settings?
Is Oculus and OpenXR hooked up?
UI look pixelated in Oculus quest , is there any way to improve ?
No, the player in the game? Do you use prefabs? XR Interaction Toolkit? Etc.
And check what Ole said
Do you use TextMeshPro?
Is MSAA on?
URP/Built in?
Default buttons or custom button sprites?
Ofcourse it is. It wouldnt start at all if backend not linked
I use a prefab from the BNG framework found in asset store
I am using simple Image and try to view PNG file but it look more pixelated
How to use Overlay UI ? or any way to do this using Render Texture ?
What do you want exactly? If you want overlay UI in VR just set the canvas to Screen Space Camera and set the distance to something low
@pine bison
If you're using an asset store prefab I'd try ruling out that as the problem first
I need to display Poster on wall , so i had try Material , Render texture , Canvas UI but not work
I am doing this !! but image not look perfect in oculus
just use a plane and drag image to tthe plane
I am doing same !! on Quad i had added material Unlit texture
only problem im facing. 5th time building app as apk and it erros out with :
Is this a good place to ask Oculus related shader problems?
UV1 channel on a procedural mesh - the (URP) shader seems to revert to UV0. Is this a bug because I'm pretty sure an Adreno 650 ought to allow arbitrary vertex formats.
it didnt do this until i started using unity collab. but my unity is classed as the source location. and i dont accept any changes from my team in my main build. only in a test project build
id say so since its vr
how come you have the universal render pipeline. i have none selected and its fine with uv1 chhannels
The project I'm working on requires URP, so I'm doing everything through that. The mesh is created at runtime using the 'Mesh' interface and I'm filling in the UV1 channel there (and putting in some info I want to extract in the shader) and on PC, this works fine. On the oculus though, it's pretty clearly using UV0 instead of UV1 as specified in the shader (which in this case is a shadergraph)
I could check to see if imported meshes also mess this up or if it's just my runtime generated mesh that has problems
im not sure as i dont have this issue
Good idea, but Iād also ask in #archived-urp about this since it not VR specific. My first thought was about the graphics settings, which are different for mobile and PC. But I wasnāt aware of anything there about multiple uv sets
Ah never mind, I'm an idiot. I was building the wrong scene š
We've all been there haha
What did I do wrong
When I spawn in
The hands fall into the void
The magazines fall
And I canāt move
Itās my game
Hi! I was recently trying to get controllers working and it seems that the controllers are way in front of where they are supposed to be, although, the tracking works fine. Does anyone know how to fix this problem?
What about my problem
Someone
bro
some lag on apk builds mysteriously appeared in beta 2022.1.0b3
gonna go to b4 and pray for a fix
no dice
I need to use the socket interactor and I can't find out how to check which object is hovering over it (in the script) in a method attached to the OnHoverEnter event. Does anybody know how I could achieve this?
public void OnHoverEnter() { }
Example of my current methods framework
i dont think the socket interactor supports that without modification, or at least it didn't use to
its basically just select/activate, which translates to grab/activate
@pine bison @north path Hi again. My problem was because I checked Enter Play Mode Options in Project Settings -> Editor
Better to make a forum post about feature requests
@main quarry Don't ping people out of conversation with you. Or admins with non-server related issues.
I don't know which admin to ping
It's not related to this community.
this isn't the official discord?
It's a community discord not a support one. Read #šācode-of-conduct
this admins cannot say to adjust unity documentation?
@main quarry Again. You were directed already to appropriate place - forums, don't spam the channel.
ok, sry
found the source of my lag problem
this thing enabled itself when i upgraded from 1.0a12 to 1.0b4
actually, the bug is more specifically related to 2022.1.0b3 and b4
msaa anti-aliasing at x4 works in 2022.0.a12 but it straight tanks frames in b3 and b4
im pretty confident that it's specifically a problem with the rendering pipeline, perhaps affecting android and vulkan only, but it might also be cumulative performance problems leading to a frame loss cascade
If you're able to do it on a blank project I'm pretty sure you can file a report to Unity about it š
Definitely doesn't seem right that it suddenly destroys performance from one update to the other.
Hi there, I'm trying to use VIVE Input Utility from the package manager but when I import it I get the following errors:
Assets\HTC.UnityPlugin\ViveInputUtility\Scripts\VIUSyntheticDevice.cs(18,53): error CS0234: The type or namespace name 'PoseControl' does not exist in the namespace 'UnityEngine.InputSystem.XR' (are you missing an assembly reference?)
and
Assets\HTC.UnityPlugin\ViveInputUtility\Scripts\VIUSyntheticDevice.cs(30,16): error CS0246: The type or namespace name 'PoseState' could not be found (are you missing a using directive or an assembly reference?)
Looking at the script using UnityEngine.InputSystem.XR; which should contain PoseState and PoseControl is greyed out in VS.
Can someone help me out here?
Does anybody know if its possible to get controller tracking poses from SteamVR without needing to wake up the headset?
Calling GetDeviceToAbsoluteTrackingPose does still work but the SteamInput pose does not get any updates without the headset sensor being covered
its not
I have a scooter, which I would like to make ridable i.e. the player can press a button and then they mount the scooter. So far I have a camera which is attached to the scooter, but how can I make hands appear on the handle bars?
This is how it looks:
I'd like some hands on the handlebars
parent some hand models to the handlebars then
I'm asking for help, smartass
lol
if you drop the hand model onto the scooter in the scene hierarchy, it'll get parented
if you want the scooter controllable by your vr controllers, then that's a completely different problem to solve
Terrible frame times and fps in Unity VR while having a VR ready PC. I have an rx 580, 10400f and 16GB Ram and for some reason im getting 6fps and 5000ms frame times
All I have in my scene is a plane
and I seriously have no clue why it's acting up
as I play games like Boneworks fine
that project is broken then, try the escape room sample
if that has the same issue, reinstall unity
escape room sample?
Alright, so for some reason Unity doesn't recognise my GPU so im getting like 0.5fps in Open XR. Is this common?
no
is there any fixes?
surely it must recognise my gpu
maybe some sort of radeon driver is making it act up?
well then other unity games would have the same issue
oh yeah, on a non-vr project it works fine
I also dont have intergrated graphics, so it cant be that
you have an intel cpu, so it should have a gpu on it
what
not all of them do
i have a 10400f, f means no intergrated graphics
i made a 2d concept demonstrating VR two-hand gun holding , also holding with just one hand and/or just the front hand. the white circles are the "hands". also with different recoil amount depending on if one hand or two hands. in the video, the gun is never being parented. the gun just positions and rotates itself depending on what hands are holding it.
thats really cool!
Thanks
How do I make it so my hands hit the cubes and not go through them?
i thought it would be a box collider
but it's messed up
doesnt work as intended
like my hands hit the block from far away
the blocks have colliders
Hello! Is there some documentation on where to put the pivot in an hand model so it fits correctly with the user's hand in VR ? I feel like I can never get it to be correctly place/oriented
any help for this?
What you have to do is make a separate pair of hands. They need to have a rigid body and a collider.
You then need to make a script for those physics hands and have them use the rigid body to follow your vr tracked hand objects. That way if you move your tracked hand into a collision object the physical hand will collide with it, like if you try and reach into a wall etc.
Hey guys, I wanted to make a swivel gun, I tried making it realisticly but It's getting pretty difficult and I think the best thing to do is just make it more like sea of thieves, if you have a canon in your hands, press A and it will load, press A again and it will shoot
As you can see in this image, I first tried to make it realistic with a gunpowder pot to put in the back of the swivel gun, and an iron rod to hold the pot in place
but it's getting screwed up with all the meshes I have to use
because the swivel gun needs to rotate vertically on the metal base it's put on, and the metal base needs to rotate horizontally
but as soon as I put the pot or rod inside of the gun, it's start turning like crazy
You could try locking the restraints so that it wonāt move unless youāre holding the hand thing to swivel the cannon. That way it wonāt move when you are trying to load it?
I locked all axes for movement en I also locked all unescesary axes for rotation
but if the mesh of the pot collides with the mesh of the swivel gun it just starts moving away
Also the two colliders of the cilinders at the side of the gun, who fits inside of the colliders of the metal holder keeps popping out
I think it would be easier to write a script for it instead of using the mesh colliders?
so that the main gun only turns around the X and Y axis, and the metal holder at the base only turns around the Y axis
I'm just.... really bad at scripting
Hi, so I'm working with SteamVR on URP and unity 2019.4 (I want to have finger tracking for index and controllers that support it) and I have an annoying issue that I think it's related to multipass vr
I have some plugins like a night vision shader and horizon based ambient occlusion (HBAO) and the rendering on the right eye seems to be very bad as shown in the image (it seems to be in a low frame rate or use previous frames) so when moving the head and looking around you get a very annoying effect because each eye sees something different.
Is there some way to fix this? Maybe using single pass VR? I don't know if single pass works with SteamVR, I have looked everywhere but I don't find a way to change to that mode, I think upgrading to unity 2020 and changing to the XR plugin management would allow me to switch to single pass VR, but then I would be unable to have finger tracking, right?
finger tracking has nothing to do with openxr, assuming its the valve index you're talking about
so you should be able to do it the old way while using openxr
The thing is that finger tracking exists on legacyvr, openvr but not openxr as far as I know. They intended to add it but they haven't done it yet š¤
I'm able to use finger tracking on 2020.3 and steamvr + openvr
hey guys a noob question here, im trying yo follow a tutorial on XR but i can't find the universal render pipeline template in the unity hub anymore, where is it?
idk, you can always just install the urp package from the packagemanager
found it, thanks!
also one more question, could you point me to good courses/tutorials that are up to date with xr toolkit? i just found a lot of older courses on versions 0.something of xr interaction toolkit
@abstract forge this guy has some more up to date tutorials. https://www.youtube.com/c/JustinPBarnett/videos
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
š½ļø YouTube - you're already here, silly!!
...
And unity learn has a good VR tutorial with a ton of stuff.
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!!!
also found a zenva course on vr, looks good
im thinking about enrolling for that one
How do you detect a button press?
For example:
void Update()
{
if (XRInput.OculusInput.Button.A = IsPressed)
{
GameObject.SetActive(false);
}
}'
That wouldnt work but just an idea of what I'm trying to achieve
did you check the manual for the input system you're using?
yes, but I wasnt able to figure it out
there should be sample code in it
Not as far as I could see
who else is having this issue cant seem to figure out how to fisx it
? @Support
con someone help
its complaining about a missing file. just make sure it actually exists
I've got this script which was intended for older device based xr controllers - how do I get it to run properly on an action based one?
I think it has to be with using XRController as an object for rightTeleportRay, but idk what exactly I'd replace it with for it to work properly (the ActionBasedController, the other sibling class I got from the documentation didn't seem to work)
I still just use device based I see no need to switch to the new input system. Yeah it has its perks but itās just a hassle to set up
What could be all this cpu time?
I have very heavy model in scene and pretty 0 code working, could the mesh collider be the responsible?
Are you using a mesh collider on a complex mesh @main quarry?
That's a bad idea yeah
changing all those mesh collider into convex could help?
Yes and use a decimated version of the mesh for collisions instead
I have LOD on my meshes, Should I remove all mesh colliders but the one attached on lower quality level mesh?
No, that would mean you don't have collisions on the mesh you need
but you should use a lower LOD mesh in the mesh collider on LOD0
the LOD group disable all the child gameobject or only renderer?
only renderers
so I could leave the mesh on LOD3?
I suppose
and having a mesh collider on every lod level is stupid?
Shouldn't be necessary
I'll move the collider on parent (where the lod group is situated) linking the lower quality mesh
is it good?
Yeah it's what I would do
Is anyone using Spacewarp on Quest 2 currently? I ran into an issue, that after changing the URP libraries and Oculus XR plugin to the required versions, the editor can no longer display the standalone version in the headset during play-mode - it's stuck on Loading window in the Link menu. Disabling the Spacewarp toggle in project fixes this - has anyone else ran into this?
š Hey gang. I could use some help. Hand tracking is no longer working for me in the editor. In my quest, i see my hands. Plus quest into computer, enable link using hand pinch. Oculus Home loads. I hit play in editor. I see the project in my headset, but I can't see my hands. I've completely deleted the project and redownloaded from collaborate. Everyone else on my team, everything is working fine. I'm the only one with the issue. Any ideas?
just checked another hand tracking project i have. its not working there either
link isn't working at all now. air link or tethered. just black screen with white dots
Maybe see if a third party game or experience works for you? Maybe Oculus has a demo somewhere for it that you can check? Then you at least know if it's you or the project setup.
works fine inside the quest natively. It was working in both my hand tracking projects last week. But, now its working in neither, and i haven't changed anything. One is using collaborate and the rest of the team is not having issues.
I just tried the 'HandsInteractionTrainScene' demo, and its not working for me either. No hands visible
I used Gaia with Enviro to create this little sample scene. Using built-in shader with deferred render paths. The scene suddenly switched to looking horrible and I am getting all kinds of effects in my Quest2
It seems to just lag / have bad performance by the looks of it, did it work before?
don't do deferred rendering in vr, especially not on the quest2
im not sure if it does
So I have a question, I'm using XRIT in a game, how bad of an idea is this. It works for now tho so that is good. Also, is there any eta on when it will be out of pre-release
im trying to export and it says importing assets
i wouldn't worry about that. the important part is if it has the features you need or not
a good way for swapping scene? with SceneManager.LoadScene() I get Stuck lots of time with the hourglass before it loads
question in the teleportation provider... well the teleportation area script specifically. the teleportation configuration , teleport trigger only offers 4 options (on select entered, on select exited, on activated, and on deactivated) which are all action based options that can be configured inside the xri defaults.... but why is the teleportation area script not mapped to say Teleport select action or teleport mode activate or teleport mode cancel. the select feature for the teleport mode also makes no sense. if you are in a teleport area and trying to interact with something you may teleport or interact depending how good your aim is. is there a way to change this nonsense?
edit: did some digging and found a video https://youtu.be/cxRnK8aIUSI
It's what we've all dreamed about since we were kids. What would it be like to teleport? Well, using Unity's new input system combined with the XR Interaction Toolkit. This method of VR locomotion is just a blip away!
Hey guys! Teleportation is one of the primary methods of locomotion in VR games. XR Interaction Toolkit comes with a preset tele...
i would make one that's designed for your game. the one provided is good for testing and mockups, but its very difficult to tweak the behavior and have it play nice with everything else
basically what he did. rewrote the script
Hi, if my game is SinglePass, however Quest2 only works with MultiPass, what should I do?
Should I tell customers that Quest2 is not supported for my game?
Hi. I have oculus rift and downloaded package in unity. I wonder if I made game using that package, will other company headset players be able to play my game?
swap to the main reality that the rest of us use, where q2 supports singlepass
maybe. just make sure you're using openxr and test it on any device that you claim support for
since if you do claim support, then you can't just stick your hands in the air and say you don't have a device to test on when people report bugs
Hi Ragath, thanks for the reply
I couldn't understand what you mean
what i meant was q2 does support singlepass
"Multiview - Multiview is essentially the same as the Single Pass Instanced option described above, except the graphics driver does the draw call conversion, requiring less work from the Unity engine. As with Single Pass Instanced, shaders need to be authored to enable Multiview. Using Unity's XR shader macros will simplify custom shader development."
It's possible to use canvas NOT world space with vr?
I need to show entry logos, but default unity system doesn't support more than one for VR
Hey does anyone know how to build a VR game on too the oculus. That way I can test it without needing unity to be open?
download Oculus Developer Hub
attach device with cable
Is that on the oculus?
drag and drop build into the device
it's a windows software
like Oculus, but more blue
Ok thanks, Ill give it a try.
Yes, make a screen space camera canvas
I don't see it
sure, but you really don't want to do that. even an entry logo should not be attached to your face
I'm using world space canvas and teleport the player inside a big black sphere, so the world space canvas doesn't intersect any object
yea but if you where to use a screen-space canvas in that scenario, you'd make people think the tracking is broken
@tiny niche I had a player have this issue
"I am using PCVR via Airlink through the Quest 2. I'm not sure if that will automatically create some issues, but I just spun it up and out the gate the left and right displays are not positioned correctly. Not sure the best way to describe- the image renders straight on for both so I am seeing duplicate images slightly offset from each other rather than perfectly overlapped."
Do you understand what happened?
what are my hands doing
i'm guessing the same render output ended up on both eyes, which can happen if you configured things wrong
But for all other vr devices it works correctly
What do you think it could be wrong?
has anyone else found that having a quest plugged in [with link] means they only get unity editor audio from the quest?
Can somebody please help me for some reason my hands in vr are just flying around
are you in a sunny room?
What do you think I am on literal PSVR
The problem is just inside of my game nowhere else
ok, if you were asking why your computer wasn't starting we would begin with "is it plugged in" because I don't know you, buddy.
But to answer your question I am not in a sunny room
the configuration. look up a tutorial or follow the official manual for setting it up
the scene for hands from oculus integration works?
what are you using for input? Input System, Unity.XR?
XR interaction toolkit
what headset?
xr integration doesn't support hand tracking as far as i know
that depends on how you configured audio sources in both windows and the quest settings
Q2 (quest 2)
I didn't configure anything, I think importing Spatializer messed something up but I'm not sure what. and chance you could point me in the right direction?
there could be a lot of things wrong, so better just start over and follow the manual. then you can start diffing it with the broken setup
unfortunately it's a big project and I'm only one small part - I don't know where exactly it went wrong though and I don't want to go back too far
Unless you're using special/custom written controller placement scripts I would bet it's a hardware tracking issue, start with the dumb stuff like making sure there aren't any dirty cameras
I'm not using custom controller placement scripts
And also my controller tracking is OK
Yeah, I just meant if your controllers have, like, rigidbodies on them or something funny
No rigidbodies
could you describe in a bit more detail what you're seeing? Are they "flying around" randomly? Orbiting? or maybe drifting off into the distance?
They just go to random places inside of the scene
does it happen if you're just standing still?
it looks to me like they are gradually moving farther away, does that seem correct? the "random range" is slowly increasing?
They were moving too fast for me to see so I don't know
to diagnose, maybe change interaction layer mask to "nothing" and see if it changes anything.
no
I guess what I would do next is disable [edit: the current XRRig] and make a new XR Rig, to see if that has the same problem?
Still has the same problem
ok, then maybe make a new scene with nothing in it but an XRRig
Still has the same problem
next step is to make a new project with just an XRRig and see what happens
The quest through link only supports multipass rendering - I think that's your problem
projectSettings>XR Plug-In Management > [Openxr, Oculus] > monitor icon > stereo rendering : Multi Pass
me when I make a mistake
My special move is beating my head against a problem for an entire day by myself, then when I finally ask for help I figure it out before anyone can respond... didn't work today š®āšØ
I attempted to write networking code for multiplayer but I just gave up
it was using photon
It should have been easy because they say on website multiplayer made easy
I always hate to recommend payed tools for new devs but I was using NormCore last year. There's a bit of a learning curve - mostly because their documentation is a little lean (but what they do have is really good, actual examples and stuff) you might give them a try for an easier start
I'm broke
it's free for the first some amount of whatever (reasonable dev usage basically) - but getting used to them locks you in for future expenses if your product works out
If you want to get your hands dirty LiteNetLib is really great
I'm going to test this
But isn't multipass heavier for PC?
Is there a solution to this without having to use multi?
I'm using Photon now, game's almost finished, but wouldn't recommend for complicated games like I did. It was a pain in the ass...
So far I haven't found one. It's not just a Unity thing, it's a Quest/Link thing as far as I can tell. It might be so they can limit bandwidth? one smaller eye-image" per update might be less data than a full sized proper single pass?
Ah I see
Gonna do some research regarding this
hello, how would i make a created world compatible with avatars and land blocks that are buildable and tied to an nft? basically i want to create a private metaverse for myself.
Sign up for VR chat and make a private room? I don't use the app but I understand it's high moddable, which sounds like a better avenue for what you are wanting to achieve. It'll save you building a VR app from scratch.
whats a land block?
and which avatar system do you want to be compatible with?
i did think of that and signed up. before i can upload a world i have to interact with vrchat for at least 12 hrs. i will do that for virtual meetings, but vrchat isn't really a metaverse like decentraland. that's what i'm trying to accomplish. something similar to that.
like what ppl buy in decentraland or refer to as digital land. the nft within that metaverse. ppl buy it on opensea or rarible.
is it normal that a build of 2.3 GB doesn't install successfully on Oculus Q2 by Oculus Developer Hub?
you mean a plot of land?
either way, it sounds like you basically want vrchat
I am woking on a Project for the Hololens 2 using MRTK. I am using the following config in the "Build Settings":
This works. But whenever I am not doing anything for a few minutes or when I reopen the project, the password field will be empty. Any ideas how I get unity to persist the password? (Unity 2020.3.25f11)
I forgot to tell you but it actually worked thank you so much š
Glad to hear it š
Discord on quest
In VR games and programs like the VR animation player, is there some way to find the world coordinates of the player and/or other objects? Perhaps in the game files stored on the computer? I know that game engines do have coordinates, and most programs on the VR headset use unity or unreal engine. I want to work on a project which simulates wind using player and object movement in the virtual world.
Basically, I was thinking of using the coordinates and calculating the speed and direction of a player's virtual movement and using that to determine the speed of a fan blowing into my face in real life.
It might be different for each application/game so perhaps I was thinking about starting with the VR animation player.
without using a cheat engine^
I don't think there would be an unified way of having the information about objects
I'm not sure you could query player info while a game is already using the VR service
you could potentially edit the binary or inject a dll
but yeah, unless the game supports modding it's gonna be hard
i do not want vrchat. i will use that for practicing and other stuff, but i'm saying what i mean. a vrchat world is not a metaverse world. again... decentraland, sandbox are not the same as vrchat. there is a difference.
Hey, when I use an XR Grab Interactable is there something special I need to do to pick it up?
among us is coming on vr
so you're saying you want to include a level editor that the average user can use? then you're heading into uncharted territory
Anyone managed to run their app @ Gpu level 4 on Quest 2?
Even when I run: Unity.XR.Oculus.Performance.TrySetGPULevel(4)
My app still runs at gpu level 3, doesn't seem to have any effect
https://docs.unity3d.com/Packages/com.unity.xr.oculus@1.4/api/Unity.XR.Oculus.Performance.html
if false there was an error, but also there may be a delay - maybe one of those two things?
Hi huys, any idea where i can find the old sample scenes from xr interaction toolkit using the package v. 2.0.0-pre6?
lol i'm starting to think i am lol. but i don't know why... i pretty much want to do another sandbox. it's been done. so i don't know why it's unchartered territory, but i definitely get it. any suggestions on forking? if i can fork decentraland or sandbox, wouldn't that provide me a template to follow and change?
normally you use existing 3d tooling to design stuff. making those from scratch is not trivial
vrchat does everything you want, except the level editor part
you are awesome. thanks for replying to me. i definitely don't want to make from scratch, definitely is counterproductive and i don't have the time. lol. i did find this repo - https://github.com/mvs-org
do you think i could fork that and go that route? as for the vrchat, i definitely will be utilizing that. actually creating a world for that now. but i won't be able to do land editing. that's the selling part that i am looking for. i really want to recreate a mini sandbox/decentraland. just not be as public with it. for a private organization.
Anyone know if there's a recommendation for the amount of particles you should use for VFX graph for targeting Quest 2? Pls @ me with experiences
This is gonna depend a lot on other factors in your game like GPU time and available resources. Testing on device is the only thing that will give you solid answers
Hey this is random, but is anyone interested in joining a team for this gamejam? https://itch.io/jam/vr-jan-jam it starts tomorrow...
With SteamVR the controller poses are only updated if the headset is awake (light sensor is covered). Is there any way to bypass this check? I track it down to the method OpenVR.Input.GetPoseActionDataForNextFrame which does not provide data as long as the headset is sleeping
Hey, so my app stopped working recently, it probably has to do with the latest update, but does anyone know how to fix this issue? The app is rendering a blue block that is following head movement slowly, like you'd have with low fps, if I rotate my head faster I will see black bars, but there is no game view at all
unity 2020.3.8
OQ 2
Hello, I have a very weird issue with skybox shader graphs, the GIF will speak for myself
So basically, the shader graph doesn't want to work in VR, and only in VR. I even tested on the URP template scene, it does the same if I'm in VR
This is what happens if I unplug my VR headset
for Oculus Quest2 I should use Vulkan?
Hi, I'm making a bird simulator in VR. Currently im applying rigidbody force to the forward. When I then want to rotate with my wings, the force applied to the forward is still going in the previous direction, which makes me go in the wrong direction. How can I turn with a forward rigidbody force? I've tried to apply force from my left and right, but that doesn't turn me, that just moves me left to right.
Oculus say no
Vulcan? How do you mean?
I have the exact same problem. I know it is connected to Single Pass Instanced rendering. If you use multi pass this problem does not occur. Using multi pass is obviously not a solution as it cripples performance. I have the suspicion that the shadercode generated by shader graph is incompatible with single pass instanced rendering somehow. But I did not get to investigate this further yet
Oh okay, I will try
I was considering using a sphere and pasting the shader graph onto it
an ugly fix but still a fix
in my limited experience with Quest 2 and VFX Graph it basically doesn't work better than cpu particles - but I haven't tried it in about a year now (probably 2020.1?) I was trying to make "bubbles" so the transparency might have been too much?
Might be that you're seeing the edge of the plane on to which the oculus is rendering - first guess is that you're just pushing way too much to be rendered
if you just want it for development purposes so you can play without the headset on, you can cut a thin strip of Post-ItĀ®ļø and stick it to the little sensor between the eyes - [edit: But I think it will still sleep if it doesn't move š ]
the app worked flawlesly before, but I came back to it after few weeks and it was like that.. I managed to fix this by going to il2cpp and arm64. If I build armv7 it will not work anymore.
I hate when that happens
there must have been some changes in recent update that did that, because when I opened the app on OQ2 today it was like that, I didnt reinstall or anything. It was a build from like 2 weeks ago
which was working back then
Yeah may work for dev but I also have a usecase without headset. Which is wierd as there is no headset so it cannot wake. But I found out that OpenXR does not have this problem. So I'm looking forward to updating the project and try to live with it for now
Hi All, running into an annoying error that I haven't encountered before when trying to play my scene in VR (I am using Oculus Link and Unity version 2021.2.9f1 on Windows 11) . I have a Quest 2 with OS version 37 (all software updated).
Not sure what is going is on. Has anyone run into this before?
"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@1.11.2/Runtime/OculusLoader.cs:158)
UnityEngine.XR.Management.XRGeneralSettings:AttemptInitializeXRSDKOnLoad () (at Library/PackageCache/com.unity.xr.management@4.2.1/Runtime/XRGeneralSettings.cs:148)"
Hi! Can anyone give me a suggestion in creating an android vr simulation game for my thesis? I can't think of anything yet that can be approved by the panels. Thanks! Like creating a dissection of a frog in a vr game
Unity google vr sdk isn't supported on version 2020 and above
So get unity 2019 LTS
Get google ve sdk on github
Install it and some packages from package manager
Then start developing, any other question you might have, do reach out. I'll respond as soon I see the notification.
do VR items work the same way as 3D, like if i made a regular flashlight to toggle with a key, could i change the input to a vr button, and give it a vr pickup script would it still work normally? or do i have to change the script
there's no such thing as a vr item. you'll have to code whatever it is you want your objects to do
but yea, you can bind the flashlight toggle to an action
I've finally started to use Unity 2020.3 instead of Unity 2019, and I'm finding that I can't build .APK files anymore for Oculus Quest. When I try to build, it just generates a bunch of Gradle files and folders, but I don't see any APK file. How do I get it to build an APK file?
Anyone know how to make a stylized sea for VR? it's for sailing ships on
I couldn't figure out how to build the .APK in Unity 2020.3, but if I Build and Run it on my Oculus Quest 2, I can use Sidequest to create a backup APK of the app, and get it that way.
Would this be any different from a stylized sea for non-VR? Basically a simple water shader?
Well, I want it to be similar to that of sea of thieves, but I want it to be playable on the oculus quest 2 wireless (which I own)
I thought a sea would just be pretty testing to a wireless headset
You have to add it manually now. I donāt know why it changed
Can someone help me with this
I don't know. I have it installed fine in my project, same version
yea
are you doing anything funky with assembly definition references? maybe it lost the reference
i started my project with 6, so i dont know what could have gotten wrong
Does anyone know of good tutorials for utilizing the new Input system in VR? Specifically for 3rd person games. I am trying to map the new input system to move a 3rd person character in VR
any up to date links on how to set up vr in Unity for the Rift S???
If you didn't find it already there's an "export project" tick box that will give you the normal "build" button. Oculus switches it for you because their OculusBuild option tries to save build time by only updating files which were changed - but it seems much slower to me
Ok I tried loading some assets from the store and it's saying...
Next vertex not found check winding! what's that mean?
and all the assets are pink
Hi, has anyone tried using Passthrough API recently? I'm having some issues with developing an app for my Quest 2. Can anyone help out?
Pink means that there was an issue with the shader/material, the vertex not being found is very unusual and you should probably take that up with the asset seller - if they don't help you then just get a refund and buy something else.
It depends what headset you're using, there's a gut Valem that has some pretty good tutorials for getting started
found out the Unity i was using was way out of date. So i updated and redownloaded the assets before importing and it fixed the issue.
Thank you! That did the trick. Unchecking the "Export Project" button did the trick, and allowed me to get the "Build" button back, and build out to an actual APK file.
im using an oculus quest 2
Are you trying to test "in headset" from the unity editor? or are you not sure how to build and install your project? or are you trying to run your project from the quest after installing?
Does anyone have great tutorials in creating a 3rd person controller for Oculus or VR?
Does anybody know if portals are easy to make for vr? I feel like using a 3d portal system wouldn't work well since that is a standard camera and I feel as though it wouldn't look good
Justin P Barnett has some good ones
oh wait 3d person?
Yeah, 3rd person -- think Down the Rabbit Hole or Moss
For that you can just make a 3d person controller, and for the camera you just set up a vr origin
and use the new input system ofc
I see no reason why that wouldn't work
you would need to make slight adjustments to the controller so that the character moves in the direction you want them to, but then it should work
Yeah, in theory that makes total sense -- to be candid, I am just a newb. But I am going to start with creating a 3rd person controller using the new input system.
no worries dude, me too. I understand how to make things, I just struggle with the syntax for most things
but then there's google
Yeah, Google...and YouTube too -- some good tutorials there
im trying to use oculus link cable then opening the desktop panel then i open unity editor and then i hit run yet, nothing happens i just see the cameras view (not fullscreen) but the oculus camera never moves. Whenever i look around im actually looking around in the home not the game
You shouldn't need the desktop panel, that might prevent it from working correctly.
Do you have oculus set as your option in the xr manager in the project settings menu?
First time using the VR template and I am unable to get URP working. Installs fine but no materials work even after running the converter I get "Test material was not upgraded. There's no upgrader to convert shader to selected pipline" Test material is a URP > Lit and remains pink. Are the VR template and UPR incompatible?
I wouldn't use the VR template, I would just use a URP template if that's the one you want and add it in manually, it's not too difficult and there are plenty of great tutorials on how to do it. VR and URP are compatible if you do it manually
Thanks very much!
ofc, a good tutorial I would use is Justin P barnett, he specifically does vr in unity
Yeah I have been following his tutorials. Just got a great idea for a board game style game that would be great in VR so started to prototype it and ran into this issue
I really appreciate your feedback. I will start again with a URP and add the VR stuff
good luck with it!
anybody know how to make a steamvr controller rumble?
@hazy yoke This is a nice VR template. You put this is in your Unity installation folder and it will be added as a VR template you can choose when you make a new project
https://github.com/Resistance-Studio/UnityVRTemplate/releases/tag/v1.0.0
Hey umm can we dm and talk about this at like 3:50 PM, but yes i do have the option set as oculus in the xr menu
Cuz then ill have mor time to talk
Just follow a guide, there are tons. Like here https://youtu.be/sSD798Ov2oY?t=161
What are the pre.4 changes? It's not on the changelog
Hey Guys.
It is really hard to get an overview, which frameworks to use, to start a new VR - Unity Project, including Handtracking on the Quest 2.
XR Interaction Toolkit doesnt seem to be able to do it yet, or is incompatible to Oculus Integration. So whats the best approach? OpenXR + Oculus Integration? What about MRTK and VRTK? Oculus Integration SDK is a must? Do yo guys have any experiences, which is the best combination to get the most out of it, without running into incompatibilities?
Thanks in advance
xr interaction toolkit has nothing to do with handtracking. The only must-have in your list is OpenXR
but i would use the oculus integration if i was doing handtracking
@tiny nichethank you. Thats what i thought. So OpenXR + Oculus Integreation is working. Thats fine.
since if you're doing handtracking, you'll only be releasing it on the quest 2
Yes, thats no Problem. Its only for Science matters.
Dang how'd you find this
I literally only searched for unity + Oculus Link...
google keywords instead of sentences and you'll normally get far better results
Hey yall, is there a way to check if the player has a headset connected, something that would allow me to give the player VR controls if they do, else WASD and mouse?!
that can be polled with https://docs.unity3d.com/ScriptReference/XR.InputDevice.TryGetFeatureValue.html
https://github.com/needle-mirror/com.unity.xr.oculus/releases/tag/3.0.0-pre.4:
Resolved a package manifest issue that was causing the Oculus subsystems to fail to load correctly
3.0.0-pre.2 had additionally:
* Updated with changes from 1.11.1, 1.11.2, and 1.12.0 (but using the OpenXR backend for the Oculus plugins)
* Fixed a potential thread safety issue with ASW```
there's also https://github.com/joemarshall/openxrhands that can read hand tracking (using Quest hand tracking or Valve Index controllers) via OpenXR but I'd stick with Oculus integration unless you have really good reason not to
ty, yeah i got it working really fine, no need to change anymore.
just do what everyone does and activate vr mode if a command line argument is passed in
if the game has optional VR mode, you can make VR mode that toggles on by demand, it doesn't have to require game restart or passing commandline parameters
depending on the game I'd advice against commandline setup
like if you have a racing game that also supports VR, it's very typical that user might want to play it sometimes on monitor and sometimes on VR, requiring some commandline option would make swapping between tedious
even if you only detected the VR mode on launch, it could still cause extra friction
oh ok!
Heyoo
hi
hows it going man
@gritty sail #šācode-of-conduct For a collab posts location.
Australia?
is that what you mean?
@gritty sail Read the channel info.
community conduct?
What's so confusing here? Read #šācode-of-conduct, the channel. In it, you will see that we don't have a space for jobs/collaboration posts, and instead redirect people to the forums, which do. The links are provided in there.
gotcha
good š
anyone working with the new Oculus Interaction SDK?
Hey Guys, I am facing a serious issue with my Oculus game. I am new to Oculus development so can somebody please help me. I am adding some screenshots.
The game is good on my PC view but this issue happens in the headset.
My post-processing is not appearing on build. Also my OVR camera rig only takes center camera and the build is coming as black screen when I use per camera
so post processing works in the headset if you run it through the editor?
i'm guessing its a quest title, so then you need to check the manual and make sure you're not doing anything the quest doesn't support
Anybody knows if its possible to build a skybox ahsder with shader graph that works in single pass instancing?
hello. i made a rigged model in blender. How do I get this model into UMA 2 to use it as an avatar?
@solar sphinx if you target Quest, also consider not using PP, it's ridiculously expensive there
your frame budget is better spent elsewhere
hey folks, its been another week and I still can't use oculus hand tracking inside the unity editor. Anyone have any ideas?
projects that it worked previously, quit working
what does your source control say? and are you using the same unity version?
my team is all using the same unity version. We are using Collaborate. I thought the issue was my quest updated to v37, and everyone else on the team was still v36. But someone else on the team is on v37 now, and its still working for them
you should diff your repo with his then
i'm not sure what you mean
also, its not working on any version of unity, on 3 different projects.
use a compare tool and look at the differences
it could be you have some local files screwing it up
We've tried, but the project is massive. What could be the cause, if i'm having the same issue on a different version of unity, with a blank project, and just dropping in the oculus integrations and trying oculus hands demo?
What material should i use as box Collider for vr hands?
I have deleted everything from my computer related to Unity and Oculus. Including everything in the AppData folder. I even uninstalled the oculus drivers. Still no hands in editor.
Does anyone know how i can force a fps target in my oculus quest 2 game using OpenXR standalone
The 72 fps and the flickering are rly hurting my brain
are you using the newest unity version and the newest oculusintegration package?
not the newest unity version, no. But, yes the newest oculus integration.
at this point I'm thinking its something with my hardware, not with unity or oculus software. Something on my laptop, or my network maybe is keeping hand tracking from working in the editor.
oh hand tracking thought about the normal controller hands, but i would try using the newest unity version too
Hello people!
Since the deeplink system is not provided by goggles now, how do you implement authorization workflow?
For instance, AzureAD authorization workflow is not possible to be used because the coming URL would not trigger the application.
So Do people use their own authentication&authorization system in .net?
hello. no matter what i try, i cannot get the play scene to show in my oculus. i've followed about 10 videos, changed editor versions, everything you can think of. all modules installed, add-ons installed, etc. still no luck. my oculus is in developer mode, is connected to the app, is showing and selected in "Run Device" in build settings PLEASE HELP
@wraith shale & @tiny niche I got everything working, Downgrading from 2020 to 2019 fixed that wierd glitch. Downgrading URP from 7.5 to 7.3 made post processing working. Also the bloom and tonemapping didn't add much issues to performance...overall I had a great visual.
having PP even enabled gives notable cost on Quest (even if you don't actually use any effects with it)
not sure if you can disable PP on URP 7 though, Unity took forever to add option to bypass it
it's on recent URP versions
disregard my last message. i figured it out lol.
Hey, today I've been trying to make a vr game for my quest 2, and when I export it it works fine. But for some reason, when I go into play mode in the editor, it displays the same content on both eyes, which makes the vr experience really weird. Anyone know a solution?
You might not have VR support enabled for desktop @modest folio
hdrp setup tutorial -> https://github.com/BatCountryEntertainment/unity-xr-project-hdrp
How do I enable it?
<@&502884371011731486> sus ^
XR settings in project settings
Quick question, is there a way to see your own message history in discord?
Type from:Modeus into the search
Do I need hdrp for vr? I installed it and now I have a lot of errors and can't see any objects. Everything is black
No you do not. HDRP can only be used with VR with strong computers
bruh, well i guess its better to just redo everything anyway, the project is unusable at this point
Follow a tutorial on the setup and you'll get there
I did, the weird rendering problem was still there
i also wrote another tutorial that teaches you how to create a basic 3d xr game using the built in pipeline. I would suggest not messing with HDRP, unless you have made a few games with HDRP. https://github.com/BatCountryEntertainment/unity-xr-project-3d
you must use unity 2021.2.10f in order for the drivers to work properly with oculus Dev Hub, whch lets you deploy your APK without using sidequest.
XRI toolkit 2.0 is pretty nice, it uses the new action based input system
you need to also install the oculus link software, and install the ADB drivers through the dev hub,
im almost done with the 3rd chapter on how to set this up with URP
here is a list of useful links https://github.com/BatCountryEntertainment/unity-xr-links
Okay, thanks
np
Hey, sorry for pining you again, but is the setting just called XR settings? Can't seem to find that one, only XR-plugin management
Yes that's what I mean
If you're running in editor try enabling XR the same way in the desktop settings as you have on mobile
learn something new everyday, ty
its super confusing the way they have it setup, like you have to run OpenXR to get the link to work (streaming), but on the android tab you have to select the native oculus drive package not the OpenXR which breaks
Hm, well on the desktop one, I have openxr checked, same thing for the android one
OpenXR works on Quest natively now
Can you show your XR plugin settings and OpenXR settings?
one sec
Ohh i found it
its super picky, i spent a few hours yesterday messing around with all of the settings to get it to work right
I was using a unity version where oculus probably doesnt work with openxr
gotta use 2021.2.10 to get the XRI to work right
I changed the desktop settings to oculus and it worked
they literary just updated it earlier this week
Oh damn
Thanks for the help guys
the plugin tells the editor and player which driver to use
dev mode with link
production
susposedly if you turn on phase sync you will get more performance and sub will make your AA look better
I'm running a project now with OpenXR on both desktop and quest
haven't gotten around to testing it with Single pass and Multi-view (single pass on android)
but it should work twice as fast with SPI turned on
when i run the actual APK on OpenXR it crashes on my quest 2.. rip
however oculus SDK runs faster though
the kronos group trhat develops openxr with valve should be releasing a working version by the end of the year.. which is what their blog said btu we will see. its kinda pain without using openxr on production cuz you need to make separate branchs to build them with the specific drivers.. meaning you will need to distro diff copies for index or vive or quest 2
but that can easily be automated so its not really a big deal
also openxr only supports a subset of features that the native drivers for each device can run.. anyways thats what i learned this week, how this helps some folks š happy coding
does this look normal or is there supposed to be more
please š¦
Which controller is this for? Or is this for a specific api?
oculus rift
its from the oculusintegration package
my thumb and index arent working thats why i asked
How do I stop one hand from interacting with objects already in the other hand?
The video is really not that great for illustrating it if you've never experienced it, but in short, the right hand is already grabbing the gun. I can grab the gun with my left hand, which causes it to just hover around between both my hands, and causes the controller to vibrate without stopping until I release one of the hands. I need to prevent a hand from grabbing the gun if its already being held, but im not sure how to accomplish this.
an idea why that is happening?
If you're building a controller from scratch, you will need to handle when hand interactions are valid. By default it'll assume most interactions are.
not from scratch as told its out of the oculusintegration package
ok so it would work in the BlendTree but ingame it just doesnt moves those parts of the hand
You should review SecretAnoraks videos for the steps needed to make your item an UMA
There is question I am stuggling with since a quite long time now. It is about gravity.
As Unity is using gravity on a certain axis, how can I change it in game ?
I'd like to walk with my xr origin on platforms and ramps without sliping or bother about gravity. What can make this possible ?
You can set the global gravity to be the inverse of the normal direction below your feet. https://docs.unity3d.com/ScriptReference/Physics-gravity.html
This however is a global setting and will effect all rigidbodies in your scene. If you need to handle it for only a single object, you need to disable gravity on the rigidbody and add your own forces for it.
Ok, I am not very comfortable with scripts, but I'll try to figure out. Thank you!
so does anyone has an idea why my index and thumb arent working in my game... i am using the newest oculusintegration package
How to multiplayer using normcore
is there a way to test XR games, like if I only want to test the mechanics and don't intend to hassle with developer mode and the headset?
or it's just easiest to make a non XR scene?
in general if it's a VR related mechanic, you'd want to test it in VR
@storm ether
basically every VR dev has VR headset powered up next to their desk so they can hop into VR without extra preparations. Unity editor's play mode works in VR so there's very little reason not to do it this way
in my case, I test most things like that on seated mode so jumping from keyboard to VR is just few seconds
after scene load I lose the haptic on controllers
I think i lose some reference to the devices
fixed
Hi all. Using the XR Interaction Toolkit, has anyone figured out a way to prevent an object being hovered/selected by another interactor if it's already selected?
its typically everything except the mechanics that can be properly tested without a headset
but there's a device emulator available in unity
My game is mechanics heavy with a basic fps camera (to simulate vr) added
Is it possible to test a scene in oculus quest, without a build? Iām using Steam VR and itās very fast and practical. I want to explore Oculus Apk and it would great to test it out more smoothly.
hey I got a question abour XR when i follow a tutorial i need to get into a samples folder in assets but i cant find it
I need some help adding jumping to my vr rig, im in unity version 2019.3.15f
i tried adding jumping put it requires a rigid body and the locomotion sytem is a kind of a replacemnet of a rigid body and when both are enabled it just goes wack
I was having the same problem so what i did i made my own locomotion system with an capsule collider and an rigidbody
you need to create it
I installed the XR interaction toolkit and that created it
Hi,
My app not moving past splash screen on Quest Business headsets, but working fine on consumer headsets. Its just frozen on splash screen, didnt progress even after leaving it idle for a few mins.
Anything obvious that Im missing? Help needed š
you need to build in order to run on the device. but you can use the sdk and have it run on your pc through link/air link
Hey there. I'm confused about SteamVR Input - How to setup input bindings for devices I don't have? Is there away?
i'm sure you could, but you still need the device to test on anyways
I could give a build to someone to test if I could configure the input. But I can't find a way to create the bindings without a device
yea, but what do you do when a bug report shows up? like "haptics get stuck when i do x" or "controller alignment is off"
Hey guys, I've been given a 3D 360 video by a client who wants me to render it in Unity. I'm a bit stumped about how to make this happen, but it must be possible. Does anyone have any good pointers please?
It's really super simple, there's a shader that's just plug and play
You can follow this tutorial, the only difference is you don't need to download the shader anymore https://unity3d.college/2017/07/31/how-to-play-stereoscopic-3d-360-video-in-vr-with-unity3d/
Thanke Ole, this is what I've followed but I'm just getting a black screen. I suspect it is the format of the video. I'll see if that tutorial video works and if so I'll see what the differences are in format
Much appreciated, it's good to know that it's fairly simple
What format is it? And playing on what device?
Peco G2
I did some testing on this last week so I have it freshly in mind
Format is MP4 but looks like the video is rotated 90 degrees
I was not able to play h.265 on my Quest 1 which is not compatible, so I had to convert it to h.264
mp4 is just the file extension, you have to look at the properties to find out which encoding was used
This is interesting thgouh
ah nvm, gonna have to take a look at it in a media player
Ah yes you also need to purchase h.265 support on windows š
vlc lets you view the encoding info at least
No
There's our first problem š
So that's a bad sign
you got it
ffmpeg could fix the encoding for you if its using some unsupported settings
I think even if I fixed the format, the fact it is orientated incorrectly would melt my brain when viewing
I found it pretty straight forward when I used it briefly, and it's worth noting that their support is pretty fast at replying on their forums
On Pecos forums? That's interesting, I'll make a post
has anyone used the oculus native spatializer? (audio). I'm just now realizing there's a whole can of worms to it and wondering if it's even worthwhile
Can someone help me add arm puppet controls on my Pc VRoid avatar pls? No idea how to go about it
yo
i made a small sample project with the SteamVR asset store plugin
which works fine on my HTC Vive
but I am having about a bajillion issues getting it to run on my Oculus Quest too
if I use the Player.prefab included in the asset store package, I get a static image on my Quest
if I add a Main Camera and convert that to an XRRig, I do get head tracking but the SteamVR asset prefabs wont work anymore
thus I am getting no hand tracking / ability to teleport etc. etc.
how on earth do I get my game to run on both devices?
Oculus Link is not supported on my device, so I have to build .apk's to my Quest through the developmer mode
SteamVR is not possible to run natively on the Quest
im not trying to run SteamVR on the quest per se
trying to use this as a framework to build the game on https://assetstore.unity.com/packages/tools/integration/steamvr-plugin-32647
Yes, still incompatible
theres literally a student right next to me running his SteamVR unity build on the quest
he has access to Oculus Link though
so I don't think its incompatible as you say.
This makes all the difference
@candid zodiacthe person is running SteamVR on PC that is streamed to Quest 1, he's not running SteamVR on Quest directly
also how is link not supported by your device?
well, I kinda can guess the answer but it would just be so much easier to dev for Quest if you could use link or airlink
gtx 1050
its supported from gtx 1060 -.-
tbh, even if they supported it, it would be too slow for PCVR
so, probably the reason why they do not
but to answer your original question, you could use some VR framework that supports various devices. Unity itself has VR interaction toolkit for that purpose but there are bunch of 3rd party ones too
if you use VR framework for oculus or steamvr specifically, it only works on their APIs
why does steam VR crash sometimes on startup with this message
I definitely have 134 megabytes of memory available..
does anybody else have this problem
maybe its trying to allocate hdd space?
oh well i guess that could be possible
should i just tape the sensor so my headset doesn't lock itself every 2 seconds
Hey guys I know this is a lil silly of a question. I'm new to Unity and I'm wondering why the XR Plugin Management doesn't show up, is it only compatible on Unity Editor version 2020.3?
Nevermind! I got it. Apparently I had to manually install it from Github. I thought it should come with Unity by default but apparently not
they screwed up the package manager in the 2020 version. apparently updating dependencies is considered an insurmountable task for developers like ourselves to perform
Actually apparently apparently I had to click on the little hidden cog button xD
Well this is my first time using the package manager too-
Which headset do you use? If quest, you can download a program called Oculus Developer Hub which allows you to disable sleeping
Oh ok thanks
lol you named your drives after 80s movie killers haha
omg they made movies about the dead by daylight killers?
wait how old are you
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right. im thinking the same. they need a development mode where it just stays on!
they do, im just dumb
im kidding
obviously they made movies about the halloween costumes
lol 80's movie drives nice. i just use sensible names? yes i have a dvd drive still, so what. it's to rip 80's horror dvd's to the plex server.
damn 6tb i only have 2
Think our work server is 12 in raid 5 or 10
speaking of I should check to see if a drive has failed
okay i have oculus dev hub. nice
media server is 20tb. Also have a repository on it for local source control
do movement scripts for keyboard and controller work with vr? specifically oculus quest 2
can anyone give me a hint on how to make this into a working gun? Where I can pull the cock back, put put in a ball, fire it, etc.
Sure if you change the input to use the xr devices input
There is a shit ton you need to do to set that up.
As expected
You need to handle, first of all, the interactions, input activating the proper function. Example: using the hand trigger to hold the gun, and using the index trigger on the other hand, or the primary button on the controller that is holding the gun to pull back the hammer. Also while holding gun, trigger activating a shoot function that you need to code.
Also a system to load the gun and to only enable shoot it if itās loaded.
Also animated the different moving parts of the gun.
Imo. Interactions are the most involved part in marking a vr game. Once you have that everything else is pretty much the same as making any other game type.
first of all you need to make a list of features you want to move, then you figure out how you want them to be controlled, then you design the architecture to facilitate it ...AND THEN you can start thinking about the implementation in detail
@heavy helm right now your question is kind of like asking "how do i paint a gun?"
Trying unity-vr: I have a character that is rendering only on the left eye and not the right.
Is there a setting I need to check? >> research suggests it has something to do with single-pass vs multi-pass.
I saw this setting once somewhere when setting up... trying to find it again.
you should never really use multi-pass, so your problem is an incompatible shader most likely
So I enabled multi-pass and finally got it rendering in both eyes. However, Iām now a little curious with your statementā¦
Iām testing an asset from the Unity store. Havenāt modified it. Also testing on a Valve Index if that makes any difference.
I think you're right. The eye textures are displaying in both eye, but the full body textures are not. (Have no clue what to look for though to fix that.)
Okay, it looks like "Unlit/Unlit Double Shader" requires multi-pass. Setting it to "Unlit/Texture" works in single-pass.
hey could someone help me with getting inputs with openXR
for instance, I just want to call a Debug.Log if the trigger on my oculus remote is pressed
you really can't expect an asset off the asset store to be vr compatible without modifications
true; but then I'm not really sure what to expect yet with unity; I'll play around with it some more...
I just ran this sample on my Index: https://docs.unity3d.com/Packages/com.unity.xr.openxr@1.3/manual/input.html
iv been trying to use xr and follow tutorials but i always get stuck
is there any simple ways anyone can explain
What would you like to know specifically?
getting started i just need a movment system where i can mess around with collisions
because arms will sometimes be able to interact
might as well make the movement system from scratch then, since the xr interactive toolkit one is really basic and difficult to customize
how simple would that be?
how long is a piece of string?
nothings made yet i still need the vr compability to work
like could i just set up simple vr then add movement and collisions?
I managed to get my VR setup in minutes using the VR Template project. It includes very basic controller input.
For a little more advanced input, there is the OpenXR controller sample, which gives you all available inputs.
Finally, there are online instructional videos for setting up your controller system and player rig, which Iāve been following.
is it easy to swap out for like quest to steam vr?
and what about movment sytem/collisions
Yes. If youāre using the generic controller instances. Platform-specific controllers are also available.
how can i get rid of this error? it prevents me from building the project.
anyone know how long it takes to get a test apk approved through the quest (app lab) in the developer portal so that i can send a private link of my apk to business partners for an initial proof of concept?
if u mean how long it takes for an app to get approved and published onto the store, it depends. oculus obviously has other requests, so its more of a queue
thank you for the reply. i'm hoping it to not go to the actual store. it's still for development purposes and only want to share with one or two ppl for now.
but you do mean for it to be physically purchasable on app lab, correct?
or am i misunderstanding
no. i only want to show to 2 ppl for proof of concept
oh. then sorry, im not sure. id suggest going to the oculus discord (if there is one) and asking there, or maybe try reddit. wish i could be of more help
via link or something. i was told that there are test users. i added one to the developer portal, but haven't uploaded the apk build yet. wanted to make sure i'm doing it correctly.
okay thanks!
This tutorial mentions that to publish on app lab 4 or 5 weeks, but to deploy a test alpha version it only takes "minutes". He starts talking about it from 7:00 onwards https://www.youtube.com/watch?v=Ed81zudBlMM
In this video I'm going to show you, how you can upload your VR app, which uses the Unity XR Interaction Toolkit instead of the Oculus Integration, to the Oculus App Lab as well as prepare it for Alpha or Beta version!
Support me on Patreon: https://www.patreon.com/thexrguy
Download Oculus Developer Hub here: https://developer.oculus.com/downl...
Nope! Directly after that he shows how you can select which users you want to give access to
@final basin thank you so much! this video gave me all my answers! you're a lifesaver! found the oculus dev dashboard cause of this vid too! hope it works! thanks again!!
No worries š
my index is always pointing and my thumb is always up they arent moving at all... any ideas?
anyone know how to make an object disappear upon reaching the camera at the base of the ray?
which camera and what ray?
sorry, by camera i mean the "player" using xr rig action based. by ray, i mean the xr interactable grab. so when the object is coming up the red ray after trigger, it will disappear. kind of like collecting coins effect. so it won't fall once let go
kind of like a destroy, no destruct. then i want to add a sound with it's "deletion"
you can put all that in the interactible's monobehavior. there's unity methods available for it
thanks! any link recommendation? i've been looking all day literally lol
hmmm, okay awesome! thanks! will dive in
can I test my game from the editor onto my headset without having to build it bc I always have to wait 10 min to build
like when I push the play button can it run on my headset or something
@hushed fox yes you can. if i'm understanding you correctly. you just have to check the oculus box in the desktop tab so that it can go to the headset when you hit play in the editor. but you have to have your headset in developer mode with a link cable. doesn't have to be the quest link, but it's preferred.
it cant run on your quest, but quest link and air link allows your quest to act like a pcvr headset
@tiny niche any way to make a mp4 video be the only thing you see? like 180 degree view, not 360 and still make it an interaction type experience? i was thinking a UI canvas, panel, video... but still concerned about the viewing angles
sure, but you have to think about how you want the screen to behave
the canvas is what you want when displaying 2d content though, since it has special algorithms attached that improves clarity
is it possible to open the SteamVR Binding UI without having my Vive plugged in
i cant connect my Vive to my laptop, only to my desktop
Hello people! I've been having an issue with creating a VR project currently in 2020.3.21f1. When setting up VR with OpenXR implementation on a new project, I'm getting "Failed to load openxr runtime loader", diving into the error message I can work out that the error happens here:
I have no idea what is going on here though, why it returns false, rather than true
i have had this issue appear on a project that worked initially, but returning to it has the error appear again
I've searched for solutions for a while, only thing I've seen is a closed ticket on the OpenXR github and no solutions :(
You have this set up in the oculus app right @keen eagle?
yup
hello people.. my unity wake up with this error today and i don“t know how to solve it: "Unable to join player connection multicast group."
I try this but the error persist:https://stackoverflow.com/questions/61573087/why-im-getting-this-socket-error-at-the-time-of-opening-unity-and-how-can-i-re , some aditional idea?
i found this:
Hey guys, hopefully I found a fix!
It worked for me; hopefully you have the same luck.
Open Unity, assuming you get the same errors.
Click Help > Manage License > Activate New License
Continue to Active a new License under the same account you've been using. Do not create a different Unity Account.
Close Unity and reload it.
https://www.youtube.com/watch?v=Mfim9MlgYWY&list=PLwz27aQG0IIJ8cPM-npX2AJ6Nb-MruYP3&index=5 - was watching this video. The problem I am having is that when I move when in the air and falling it lags/shutters and IDK why. Here is a video attached:
You need a Unity VR tutorial about how to jump? I have you covered!
Hey guys! We all know getting used to Unity's new input system and the new XR Interaction Toolkit has been kind of difficult. Well I just figured out a way to make all that struggle you've been having disappear in two lines of code! After this tutorial you'll be able to jump an...
Hi! I was wondering if people here would be willing to help me with a survey for a project.
It's to gain insight in what types of VR games people enjoy, and what people would like to see in a VR game.
https://forms.gle/bPF8mGN4hWxAKopo6
@pine bison I managed to fix that issue I was having with the Pico headset. I needed to disable Vulkan rendering. Also that video was f'ed but that was because the client hadn't actually rendered it out of the Vuze VR Studio software so it was just raw from the camera.
Great to hear šš¼
just remember that your answers from here is going to be representative of developers making vr games ...which is most likely not your target audience
Maybe not so much the target audience, but It'll definitely give more insight in what people in general like to see in a VR game
sorry, just seeing this. thanks for the advice. what do you mean by make the screen behave? i have a regular mp4 video. would like it to be "immersive" i figure i could make it the screen size of the viewer, and then do a black solid color skybox. but i don't know if this would be immersive or not. i figured doing the black solid skybox would make it feel as if there's nothing more to look at and focus the attention.
has anyone here fixed the issue (on quest) where the system keyboard appears again immediately after pressing enter so you have to dismiss it again? [edit: or had this issue at all]
could someone help me trouble shoot?
I have hands that are fine until I move with the OpenXR continuous move script with the XR interactions package manager with a combination with this video...
Arguably the most important, but also HARDEST part of VR is getting the hands right. If you miss the mark here, then you might as well make a FPS game...
Hey guys! We're continuing on our series of how to make a VR game and this week we're talking about physics-based hands! That's right! No more phasing through walls and picking up objects from...
the issue is that when I turn the hands are not directly centered to my camera anymore
no matter what i do. i cannot get the xr origin action rig to not go through my walls? i've tried all combos of rigidbodies and colliders, kinematic, triggers, watch countless tuts, read countless articles/forums. someone please help me
that would be awesome @true tapir
you need to attach the rigid body to the root and then have the collider track the headset in code
Nope that wasnāt the issue š
I helped him. He was using pro builder and deleted the face for the mesh collider
lol i'm rebuilding the walls now lol. i hope this works. @tiny niche whenever i attach a rigidbody to the root, the camera falls through the floor.
take a look at the physics section in the unity manual
i don't think i'm going through walls anymore, but for some reason i cannot stop spinning in circles as soon as i try to move forward.
the manual is going to teach you about how the physics system is put together. It's too complex to expect to get it right by just going through the motions and following a tutorial
i totally understand that
Most of that isn't going to apply with what your trying to do with VR.
The XR interaction toolkit is blocked for things like teleport by colliders. You just need to make sure your colliders are setup right
You want to be cautious with physics driven rigid bodies on your headset and controllers. Their positions need to be controlled by your users or you'll cause forced motion and make them nauseated.
This is a cool resource, with public sdk for download, to save setup time for the oculus interaction sdk https://xrbootcamp.com/meta-oculus-interaction-sdk/
ive added the xr interaction toolkit, the xr plugin management package, and the oculus xr package to my project and setup the xr rig with this tutorial https://www.xrterra.com/developing-for-vr-with-quest-2-unity-for-the-first-time-a-step-by-step-guide/ but when i try it on my quest my head and controllers are locked stationary in the floor
no tracking at all
iām on unity 2021.2
Running in editor on in a build on the quest @olive rose?
nope, build and run
directly on the headset\
Show your android XR settings
Yes, but is that under OpenXR?
Oh you said Oculus XR
Show your top level XR settings then
\
all 3 are set to oculus but that probably doesnt matter
Indeed. What about your XR Rig in the scene then?
Set the origin mode to floor
i wasnāt able to fix it in the end so i just ended up making a new project and that worked
but i have a new problem, the only things in my scene are a cube, a quad, and a text object but iām getting 48-52 fps on a quest 2
if i look away from all the objects directly into the skybox i get around 65 fps but why is it so low?
iām using multi view and simple lit shaders so it should be performing quite well
never mind i believe my problems were caused by ssao which is on by default in the balanced preset
I am building a project in OpenVR. My Camera Rig turns around 180 degrees when I hit play in Unity. It's almost like OpenVR wants me to be facing away from my computer, however my game will work better facing the computer.
Is there any way to fix this? I've already tried spinning the CameraRig 180 degrees, and it does not completely fix this problem.
How the CameraRig looks in the editor: https://i.postimg.cc/FRbwJtbF/OpenVR-1.png
And here is what happens when I hit play: https://postimg.cc/8Fk46YDs
okay new problem, it works on quest fine at 72fps but using openxr on pc (for testing cause its annoying to keep having to build and run just to test) i only get a maximum of 45fps
Do you have the hardware to expect more @olive rose?
yep, much more, amd rx580 and 7600k
i can usually play vr titles at 90fps
What does the warning next to the GPU say?
showing the gpu graph might reduce performance or something like that
i also tried without it, no change
And this is in an empty scene?
yep
Can you show the whole profiler? With the GPU selected
check your settings. some of them are platform-specific
you might be getting deferred rendering or something else acting up
Hey guys. Oculus link seems to work fine on Quest 2 headset, but when I press play in Unity, the headset doesn't switch to the Unity editor. It just stays at virtual desktop. Any suggestions?
I'd have to guess, but it sounds like the editor isn't setup for oculus in the build mode your in
I don't use virtual desktop but could it be hogging the process?
Hmm I mean oculus dash
Do you have your XR settings right under desktop @noble totem?
Do you mean this one?
Yes, could be initialize wasn't checked but I see it is
yooooo i need some help, do i still have to download and import sdk's for a bunch of things with XR Management or does it have stuff for that?
most of the stuff you need is in the package manager
so are there vision anchors and such to be used?
cuz i wanna use such an anchor to tell how body should move and rotate but i also dont want to download a bunch of different sdk's if possible
does anyone have a good tutorial for setting up a body in vr so im not just a floating invisible obj
ok so i kinda side tracked and am trying to shoot projectiles but i dont know how to shoot in the direction im pointing with the controllers, how do i get access to the raytracing they already use/copy it for use
Anyone have a good tutorial for making a VR game? I tried this tutorial but it seems outdated and I can't find half the stuff in it.
https://www.youtube.com/watch?v=gGYtahQjmWQ
If you want to get started with VR development. This video is for you.
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Is there a way to get an XRRayInteractor to toggle a selected object correctly?
Right now, when I set the select action trigger to "Toggle", I can select an interactable, which stays selected, but I can only select another interactable by clicking the selection button twice (first click deselects current object, second click selects new object - even though both clicks are on the new object)
There has to be a way to achieve this with one click, or at least I hope that it's possible without a super hacky solution..
Any ideas? Has anyone come across this problem already?
VR Tutorials
hi i need help ive made my vr projecy using steamvr plugin but i dotn know how to make my player move
Typically local movement is handled by the framework, to move large distances most folx use teleportation so they donāt make users get sick from motion sickness
ummmm so what is folx
Iād avoid directly programming for the steamvr plugin though - it supports only a small number of headsets, mostly outdated ones. You want a larger reach framework, VRTK, OpenVR, XR Integration system etc. something you can write once and use on many headsets.
but steamvr has got the animated hands
Animated hands are available on all frameworks. I personally only like to include SteamVR for industrial projects where users need to see the controller models (tutorial button pressing) without needing to manually include all the models - coding directly for it is going to limit you down the road though. Anyway, I digress, for SteamVR, lookup their locomotion or teleportation examples for movement.
oh
But I think the helpful search term you want is locomotion
Just remember if you force motion on a user (i.e. move their position without them initiating it) they will get sick and not want to play your game anymore. So you want to implement motion carefully.
i just started
In that case, welcome to the first step of an incredible journey. I hope you love it and enjoy it š
Youāll do fine š it takes time and is a bit of an art. Iām teaching a VR development course for youth tomorrow morning. It is the youth that really apply themselves and stay patient that learn the fastest.
like young people
@west kernel i'd brush up on my programming knowledge if i where you. You're starting to mess with user interaction and at that point you're either going to have to learn some programming, or focus on re-skinning a wholesale solution for what you need
is it possible to check if im holding a grab interactable with a certain tag?
i wanna make it only possible to shoot if holding certain things, or should i put the shooting in the object somehow?
and also need to raycast from the object
you'd do the shooting in the object
at least if you're using xr interaction toolkit
ok so in the object itself i put the script for shooting?
yea
rn i have this
{
Ray ray = cam.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0));
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
destination = hit.point;
else
destination = ray.GetPoint(1000);
InstantiateProjectile(RHFirePoint);
}
void InstantiateProjectile(Transform firePoint)
{
var projectileObj = Instantiate(projectile, firePoint.position, Quaternion.identity) as GameObject;
projectileObj.GetComponent<Rigidbody>().velocity = (destination - firePoint.position).normalized * projectileSpeed;
iTween.PunchPosition(projectileObj, new Vector3(Random.Range(-arcRange, arcRange), Random.Range(-arcRange, arcRange), 0), Random.Range(0.5f, 2));
}```
but also rn its just shooting where im looking and idk how to make the raycast from the object
can i just get position and transform.forward?
you can look at the escape room starter kit sample to figure out how to do the shooting. it has a llama shooting bubbles
yea, transform.forward would probably point in the shooting direction
ok do i also put the variable for input in the obj, that wont make it shoot whenever the buttons pressed right?
only if held or do i add some if statement to see if its held
you don't work with the buttons directly
[SerializeField] public InputActionReference leftShoot;
[SerializeField] public InputActionReference rightShoot; i got this rn for the button shooting thing
the interaction toolkit has a select and an activate event
ohh in the grab interactable rihgt?
hmm, ok thx for the help i think i might be able to figure out from here, tho do i bring in the object into the script or can i do it in a smoother way wo the obj needing to be a variable?
its an event, so it works like an event
im guessing i make the object im working w a prefab? so i can just spawn them?
ah ok
either way, use the starter kit as a reference. since that tells you how you're supposed to use the interaction toolkit and not have it break on you
oh ok thx
im very confused on how to use the grab interactable events for shooting
like i said before, take a look at this: https://assetstore.unity.com/packages/templates/tutorials/vr-beginner-the-escape-room-163264
you've got lots of activateable items there. some even fire projectiles
Over the past couple of days I have been getting this warning when I try to run my SteamVR project (this never happened before). I have no clue how to fix it because every time it goes away it's after I stop and start the game a could of times but this does not always fix the problem. SteamVR itself works just fine I can play games and even open the build of the same project. It's just a problem in the editor.
Hello does anyone know how to add the XR Grab Interactable Script to an object through code (during runtime)?
I'm instantiating a object and need to apply this script through code.
okay so the problem was somehow the skybox?? i set it to uninitialized and that brought fps to 90
any suggestions?
couldnt u techincally put the grab interactable on a prefab that is the object?
Probably, I was wondering if it was possible to do it like this, I'll try this thank you!
does Debug.DrawRay() work in the android build? it doesnt seem to be working on my headset but I might be mistaken
debug.draw stuff only works in editor i believe
I find unlit cubes make decent gizmos
do I need to have the camera offset?
whats it for anyways, couldnt I just change the y offset manually?
no, since the tracker controls the position
you use the y-offset to control the starting height of the head when using eye-level tracking
I'm making a vr game using mirror and I want to know if I need any extra code for the continuous movement script to work and if so what do I write?
Is there a way to toggle interactable selections so that if I select one interactable it stays selected after releasing the button, and upon pressing the button again it either deselects the object if no valid target is pointed at or directly selects the new target?
sure, but its a bit convoluted when using the xr interaction toolkit
since you need to modify the grabber
Hmm, that's a bummer. But I need to build it ontop of the toolkit
I have a custom grabber already anyway, because i didn't like that it's always centering the object to my pointer when grabbing
But I'm not sure this is the way to go for my case, can't really add it to the grabber bc it's only activated after an object is selected
it sounds like you have fairly specific requirements, so personally i wouldn't bother trying to build it on top of the toolkit. It's great for prototyping, but when you're polishing up the interactions to this level it starts to fall apart
the grabber has some logic internally to figure out when things are selected. that's where an event like this would need to be added
I don't know it works pretty well, except this problem. I did create my own interaction manager that handles selections, too, but I couldn't get a toggle behavior working as I wanted it to be
I see
So it really is a deeper issue then, darn it
yea, but can you honestly say that the things it provides saves you more time than the hoops you have to jump through to make things like this work?
Well I have to build a prototype, and do it quite fast, so yeah, I'd say so
well if its just for a prototype, you can ignore features like this. just put it off for the real implementation
usually I'd agree, but this is an issue I cannot ignore, as I'm prototyping the UX and selecting objects properly is a crucial part for my application
Also I wouldn't mind changing the grabber, I just don't know how that's why I'm here haha
just add a giant sphere around you. its a protoype, so its supposed to be thrown away after the concept has been proven
so hacks like that would be fine
What's the sphere for?
its just a gigantic grabbable that you end up hitting when not selecting something else
it'll probably glitch a lot, but you can just ignore that
And I would then have the selector not in toggle but state change mode, and keep track of selected objects in my own manager