#šŸ„½ā”ƒvirtual-reality

1 messages Ā· Page 59 of 1

karmic adder
#

was in the vr hand

pine bison
#

Locomotion means movement

karmic adder
#

oh like the ovr player controller?

pine bison
#

Yes

karmic adder
#

ok

#

ill screen shot the rest of it

pine bison
#

Do you have a movement setup?

karmic adder
#

i think so

#

thats the whole thing

#

could it be that i have 2 movement scripts

pine bison
#

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

karmic adder
#

ok

#

so would that be whats causing me to no clip through the platform

pine bison
#

The inspector of your player controller would be useful

karmic adder
#

wdym inspect

#

like the info for the ovrplayercontroller?

#

now its acting

#

more weird

pine bison
#

That OVRController looks really strange. Or just old

karmic adder
#

how

pine bison
#

I would highly recommend just using XR interaction toolkit instead

karmic adder
#

how do i do that

#

can u link the asset

pine bison
#

This starts from scratch

karmic adder
#

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

pine bison
#

Seems old like I say

karmic adder
pine bison
karmic adder
#

ok

#

what do i do at my firewall

pine bison
#

Better to google first

main pasture
#

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;

cobalt sigil
#

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.

severe bolt
cobalt sigil
#

@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

broken rampart
#

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

supple mirage
#

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

broken rampart
#

probably a rotational issue with the models you are using. try adding them as child objects so you can adjust the rotation.

main quarry
#

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.

north path
#

Application Spacewarp does not work if I change the shader of a material at runtime or at build time to urp/lit

north path
cobalt sigil
main quarry
#

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

broken rampart
#

bad/cheap link cable?

main quarry
#

the cable is the oculus 5m official one

storm ether
#

how do i change the pivot point on vr hands?

tiny niche
#

or offset it from the tracker in some other way

storm ether
#

ok thanks

hallow reef
#

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!

nimble tangle
#

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

coral frost
#

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?

nimble tangle
#

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

coral frost
#

Why don’t you just use the events for them? I’m not even sure if floats work as I believe they are bools, they are in nature buttons.

nimble tangle
#

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

coral frost
#

The event way is really easy to use, there are C# events on the action named ā€œperformedā€ and ā€œcancelledā€ which then call a method with a context parameter which tell you if it was triggered (performed) or released (cancelled) šŸ™‚

broken rampart
#

@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

nimble tangle
spring notch
#

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?

main quarry
#

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)

main quarry
#

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?

pine bison
#

Is Oculus and OpenXR hooked up?

fiery patrol
#

UI look pixelated in Oculus quest , is there any way to improve ?

north path
north path
main quarry
#

Ofcourse it is. It wouldnt start at all if backend not linked

#

I use a prefab from the BNG framework found in asset store

fiery patrol
#

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 ?

pine bison
#

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

main quarry
#

@pine bison

pine bison
#

If you're using an asset store prefab I'd try ruling out that as the problem first

fiery patrol
#

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

storm ether
#

just use a plane and drag image to tthe plane

fiery patrol
#

I am doing same !! on Quad i had added material Unlit texture

storm ether
#

only problem im facing. 5th time building app as apk and it erros out with :

remote cove
#

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.

storm ether
#

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

storm ether
remote cove
#

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

storm ether
#

im not sure as i dont have this issue

pine bison
remote cove
#

Ah never mind, I'm an idiot. I was building the wrong scene šŸ˜„

north path
#

We've all been there haha

karmic adder
#

What did I do wrong

#

When I spawn in

#

The hands fall into the void

#

The magazines fall

#

And I can’t move

#

It’s my game

spring notch
#

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?

karmic adder
#

What about my problem

karmic adder
#

Someone

karmic adder
#

bro

quartz slate
#

some lag on apk builds mysteriously appeared in beta 2022.1.0b3

#

gonna go to b4 and pray for a fix

#

no dice

azure storm
#

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

tiny niche
#

its basically just select/activate, which translates to grab/activate

main quarry
#

@pine bison @north path Hi again. My problem was because I checked Enter Play Mode Options in Project Settings -> Editor

north path
#

Better to make a forum post about feature requests

main quarry
torpid ginkgo
#

@main quarry Don't ping people out of conversation with you. Or admins with non-server related issues.

main quarry
#

I don't know which admin to ping

torpid ginkgo
main quarry
#

this isn't the official discord?

torpid ginkgo
main quarry
#

this admins cannot say to adjust unity documentation?

torpid ginkgo
#

@main quarry Again. You were directed already to appropriate place - forums, don't spam the channel.

main quarry
#

ok, sry

quartz slate
#

found the source of my lag problem

#

this thing enabled itself when i upgraded from 1.0a12 to 1.0b4

quartz slate
#

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

coral frost
#

If you're able to do it on a blank project I'm pretty sure you can file a report to Unity about it šŸ™‚

#

Definitely doesn't seem right that it suddenly destroys performance from one update to the other.

dusty flame
#

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?

cedar solstice
#

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

hallow reef
#

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

tiny niche
hallow reef
#

lol

tiny niche
#

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

storm ether
#

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

tiny niche
#

if that has the same issue, reinstall unity

storm ether
#

escape room sample?

storm ether
tiny niche
#

no

storm ether
#

is there any fixes?

#

surely it must recognise my gpu

#

maybe some sort of radeon driver is making it act up?

tiny niche
storm ether
#

I also dont have intergrated graphics, so it cant be that

tiny niche
#

you have an intel cpu, so it should have a gpu on it

storm ether
#

not all of them do

#

i have a 10400f, f means no intergrated graphics

lofty tangle
#

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.

lofty tangle
storm ether
#

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

tardy flower
#

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

patent fjord
#

any help for this?

lofty tangle
# storm ether How do I make it so my hands hit the cubes and not go through them?

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.

heavy helm
#

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

lofty tangle
#

You could try locking the restraints so that it won’t move unless you’re holding the hand thing to swivel the cannon. That way it won’t move when you are trying to load it?

heavy helm
#

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

lime edge
#

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?

tiny niche
#

so you should be able to do it the old way while using openxr

lime edge
#

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 šŸ¤”
I'm able to use finger tracking on 2020.3 and steamvr + openvr

abstract forge
#

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?

lofty tangle
#

idk, you can always just install the urp package from the packagemanager

abstract forge
#

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

broken rampart
#

@abstract forge this guy has some more up to date tutorials. https://www.youtube.com/c/JustinPBarnett/videos

#

And unity learn has a good VR tutorial with a ton of stuff.

#
Unity Learn

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

abstract forge
#

Thanks!!!

#

also found a zenva course on vr, looks good

#

im thinking about enrolling for that one

grand totem
#

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

tiny niche
grand totem
#

yes, but I wasnt able to figure it out

tiny niche
#

there should be sample code in it

grand totem
#

Not as far as I could see

storm ether
#

who else is having this issue cant seem to figure out how to fisx it

#

? @Support

#

con someone help

tiny niche
celest mural
#

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)

lofty tangle
#

I still just use device based I see no need to switch to the new input system. Yeah it has its perks but it’s just a hassle to set up

main quarry
#

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?

pine bison
#

Are you using a mesh collider on a complex mesh @main quarry?

main quarry
#

yep

#

mostly non convex

pine bison
#

That's a bad idea yeah

main quarry
#

changing all those mesh collider into convex could help?

pine bison
#

Yes and use a decimated version of the mesh for collisions instead

main quarry
#

I have LOD on my meshes, Should I remove all mesh colliders but the one attached on lower quality level mesh?

pine bison
#

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

main quarry
#

the LOD group disable all the child gameobject or only renderer?

pine bison
#

only renderers

main quarry
#

so I could leave the mesh on LOD3?

pine bison
#

I suppose

main quarry
#

and having a mesh collider on every lod level is stupid?

pine bison
#

Shouldn't be necessary

main quarry
#

I'll move the collider on parent (where the lod group is situated) linking the lower quality mesh

#

is it good?

pine bison
#

Yeah it's what I would do

hearty star
#

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?

crude frost
#

😭 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

crude frost
#

link isn't working at all now. air link or tethered. just black screen with white dots

coral frost
#

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.

crude frost
#

I just tried the 'HandsInteractionTrainScene' demo, and its not working for me either. No hands visible

plush rock
#

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

coral frost
#

It seems to just lag / have bad performance by the looks of it, did it work before?

tiny niche
storm ether
winter mantle
#

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

quasi sable
#

im trying to export and it says importing assets

tiny niche
main quarry
#

a good way for swapping scene? with SceneManager.LoadScene() I get Stuck lots of time with the hourglass before it loads

spring saddle
#

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...

ā–¶ Play video
tiny niche
spring saddle
brazen tundra
#

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?

forest bone
#

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?

tiny niche
tiny niche
#

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

brazen tundra
#

I couldn't understand what you mean

tiny niche
#

"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."

main quarry
#

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

true monolith
#

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?

main quarry
#

attach device with cable

true monolith
#

Is that on the oculus?

main quarry
#

drag and drop build into the device

#

it's a windows software

#

like Oculus, but more blue

true monolith
#

Ok thanks, Ill give it a try.

pine bison
main quarry
#

I don't see it

pine bison
tiny niche
main quarry
#

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

tiny niche
#

yea but if you where to use a screen-space canvas in that scenario, you'd make people think the tracking is broken

brazen tundra
#

@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?

storm ether
tiny niche
brazen tundra
#

What do you think it could be wrong?

mortal stream
#

has anyone else found that having a quest plugged in [with link] means they only get unity editor audio from the quest?

storm ether
#

Can somebody please help me for some reason my hands in vr are just flying around

storm ether
storm ether
mortal stream
#

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.

storm ether
#

But to answer your question I am not in a sunny room

tiny niche
main quarry
#

the scene for hands from oculus integration works?

mortal stream
#

what are you using for input? Input System, Unity.XR?

storm ether
mortal stream
main quarry
#

xr integration doesn't support hand tracking as far as i know

tiny niche
storm ether
mortal stream
tiny niche
#

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

mortal stream
#

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

mortal stream
# storm ether Q2 (quest 2)

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

storm ether
#

And also my controller tracking is OK

mortal stream
mortal stream
# storm ether 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?

storm ether
mortal stream
#

does it happen if you're just standing still?

storm ether
#

ye

mortal stream
#

it looks to me like they are gradually moving farther away, does that seem correct? the "random range" is slowly increasing?

storm ether
#

They were moving too fast for me to see so I don't know

mortal stream
#

to diagnose, maybe change interaction layer mask to "nothing" and see if it changes anything.

storm ether
#

no

mortal stream
#

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?

storm ether
#

Still has the same problem

mortal stream
#

ok, then maybe make a new scene with nothing in it but an XRRig

storm ether
#

Still has the same problem

mortal stream
#

next step is to make a new project with just an XRRig and see what happens

mortal stream
#

projectSettings>XR Plug-In Management > [Openxr, Oculus] > monitor icon > stereo rendering : Multi Pass

storm ether
#

me when I make a mistake

mortal stream
#

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 šŸ˜®ā€šŸ’Ø

storm ether
#

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

mortal stream
#

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

storm ether
#

I'm broke

mortal stream
#

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

storm ether
#

I'm going to test this

brazen tundra
#

Is there a solution to this without having to use multi?

brazen tundra
mortal stream
#

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?

brazen tundra
#

Gonna do some research regarding this

bronze hull
#

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.

remote mountain
tiny niche
#

and which avatar system do you want to be compatible with?

bronze hull
bronze hull
main quarry
#

is it normal that a build of 2.3 GB doesn't install successfully on Oculus Q2 by Oculus Developer Hub?

tiny niche
#

either way, it sounds like you basically want vrchat

glacial bloom
#

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)

storm ether
mortal stream
storm ether
#

Discord on quest

fickle spire
#

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^

woven badge
#

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

bronze hull
# tiny niche you mean a plot of land?

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.

true monolith
#

Hey, when I use an XR Grab Interactable is there something special I need to do to pick it up?

median bronze
#

among us is coming on vr

tiny niche
lunar laurel
#

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

mortal stream
winter hedge
#

Hi huys, any idea where i can find the old sample scenes from xr interaction toolkit using the package v. 2.0.0-pre6?

bronze hull
tiny niche
#

vrchat does everything you want, except the level editor part

bronze hull
# tiny niche normally you use existing 3d tooling to design stuff. making those from scratch ...

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.

GitHub

The new reality blockchain project. Metaverse has 74 repositories available. Follow their code on GitHub.

stoic siren
#

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

pine bison
#

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

cunning plover
#

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...

itch.io

A game jam from 2022-01-28 to 2022-02-07 hosted by Justin P Barnett - VR Dev. ÄŸÅøā€˜ā€¹ WELCOME! VR Jan Jam is a 72 hour game jam focused on VR games hosted by YouTuber and VR game developer Justin P Barnett . This jam is for fun and...

cedar solstice
#

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

vast thorn
#

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

inner hazel
#

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

main quarry
#

for Oculus Quest2 I should use Vulkan?

humble sinew
#

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.

main quarry
humble sinew
#

Vulcan? How do you mean?

cedar solstice
# inner hazel Hello, I have a very weird issue with skybox shader graphs, the GIF will speak f...

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

inner hazel
#

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

mortal stream
mortal stream
mortal stream
vast thorn
mortal stream
#

I hate when that happens

vast thorn
#

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

cedar solstice
gray perch
#

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)"

tardy river
#

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

sacred venture
#

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.

sage nebula
#

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

tiny niche
#

but yea, you can bind the flashlight toggle to an action

sage nebula
#

Ok bet

#

Ty

quick cave
#

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?

heavy helm
#

Anyone know how to make a stylized sea for VR? it's for sailing ships on

quick cave
quick cave
heavy helm
#

I thought a sea would just be pretty testing to a wireless headset

little jetty
#

You have to add it manually now. I don’t know why it changed

humble sinew
little jetty
#

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

gray perch
#

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

digital quartz
#

any up to date links on how to set up vr in Unity for the Rift S???

mortal stream
digital quartz
#

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

final apex
#

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?

storm ether
#

i have a quick question

#

how do i test my game in vr with my actual headset?

#

?

mortal stream
mortal stream
digital quartz
quick cave
mortal stream
# storm ether 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?

gray perch
#

Does anyone have great tutorials in creating a 3rd person controller for Oculus or VR?

azure storm
#

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

azure storm
#

oh wait 3d person?

gray perch
azure storm
#

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

gray perch
#

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.

azure storm
#

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

gray perch
#

Yeah, Google...and YouTube too -- some good tutorials there

storm ether
mortal stream
#

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?

hazy yoke
#

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?

azure storm
hazy yoke
#

Thanks very much!

azure storm
#

ofc, a good tutorial I would use is Justin P barnett, he specifically does vr in unity

hazy yoke
#

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

azure storm
#

good luck with it!

solid echo
#

anybody know how to make a steamvr controller rumble?

little jetty
storm ether
#

Cuz then ill have mor time to talk

north path
#

What are the pre.4 changes? It's not on the changelog

umbral violet
#

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

tiny niche
#

but i would use the oculus integration if i was doing handtracking

umbral violet
#

@tiny nichethank you. Thats what i thought. So OpenXR + Oculus Integreation is working. Thats fine.

tiny niche
#

since if you're doing handtracking, you'll only be releasing it on the quest 2

umbral violet
#

Yes, thats no Problem. Its only for Science matters.

pine bison
#

I literally only searched for unity + Oculus Link...

tiny niche
ember badge
#

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?!

wraith shale
#

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```
wraith shale
umbral violet
#

ty, yeah i got it working really fine, no need to change anymore.

tiny niche
wraith shale
#

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

gritty sail
#

Heyoo

storm ether
#

hi

gritty sail
torpid ginkgo
gritty sail
#

is that what you mean?

torpid ginkgo
#

@gritty sail Read the channel info.

gritty sail
urban cloak
storm ether
hidden laurel
#

anyone working with the new Oculus Interaction SDK?

solar sphinx
#

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.

solar sphinx
#

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

tiny niche
#

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

cedar solstice
#

Anybody knows if its possible to build a skybox ahsder with shader graph that works in single pass instancing?

bronze hull
#

hello. i made a rigged model in blender. How do I get this model into UMA 2 to use it as an avatar?

wraith shale
#

@solar sphinx if you target Quest, also consider not using PP, it's ridiculously expensive there

#

your frame budget is better spent elsewhere

crude frost
#

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

tiny niche
crude frost
tiny niche
#

you should diff your repo with his then

crude frost
#

also, its not working on any version of unity, on 3 different projects.

tiny niche
#

use a compare tool and look at the differences

#

it could be you have some local files screwing it up

crude frost
#

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?

molten violet
#

What material should i use as box Collider for vr hands?

crude frost
vague birch
#

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

molten violet
crude frost
#

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.

molten violet
#

oh hand tracking thought about the normal controller hands, but i would try using the newest unity version too

fervent sedge
#

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?

bronze hull
#

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

solar sphinx
wraith shale
#

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

bronze hull
#

disregard my last message. i figured it out lol.

modest folio
#

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?

pine bison
#

You might not have VR support enabled for desktop @modest folio

storm ether
pine bison
#

<@&502884371011731486> sus ^

pine bison
glass token
#

Quick question, is there a way to see your own message history in discord?

tulip anchor
#

Type from:Modeus into the search

modest folio
pine bison
modest folio
#

bruh, well i guess its better to just redo everything anyway, the project is unusable at this point

pine bison
#

Follow a tutorial on the setup and you'll get there

modest folio
#

I did, the weird rendering problem was still there

storm ether
# modest folio 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

GitHub

Generic project for Unity XR project with 3d, OpenXR, Oculus SDK, XRI, and new input system - GitHub - BatCountryEntertainment/unity-xr-project-3d: Generic project for Unity XR project with 3d, Ope...

#

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

modest folio
#

Okay, thanks

storm ether
#

np

modest folio
pine bison
#

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

storm ether
#

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

modest folio
pine bison
#

Can you show your XR plugin settings and OpenXR settings?

storm ether
#

one sec

modest folio
#

Ohh i found it

storm ether
#

its super picky, i spent a few hours yesterday messing around with all of the settings to get it to work right

modest folio
#

I was using a unity version where oculus probably doesnt work with openxr

storm ether
#

gotta use 2021.2.10 to get the XRI to work right

modest folio
#

I changed the desktop settings to oculus and it worked

storm ether
#

they literary just updated it earlier this week

modest folio
#

Oh damn

storm ether
modest folio
#

Thanks for the help guys

storm ether
#

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

pine bison
#

I'm running a project now with OpenXR on both desktop and quest

storm ether
#

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 šŸ™‚ happy coding

molten violet
#

does this look normal or is there supposed to be more

molten violet
#

please 😦

white saddle
molten violet
#

oculus rift

#

its from the oculusintegration package

#

my thumb and index arent working thats why i asked

left loom
#

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.

molten violet
white saddle
#

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.

molten violet
#

not from scratch as told its out of the oculusintegration package

molten violet
#

ok so it would work in the BlendTree but ingame it just doesnt moves those parts of the hand

eternal falcon
graceful adder
#

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 ?

urban cloak
#

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.

graceful adder
molten violet
#

so does anyone has an idea why my index and thumb arent working in my game... i am using the newest oculusintegration package

storm ether
#

How to multiplayer using normcore

storm ether
#

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?

wraith shale
#

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

main quarry
#

after scene load I lose the haptic on controllers

#

I think i lose some reference to the devices

main quarry
#

fixed

cursive spire
#

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?

tiny niche
#

but there's a device emulator available in unity

storm ether
crisp siren
#

Is it possible to test a scene in oculus quest, without a build? I’m using Steam VR and it’s very fast and practical. I want to explore Oculus Apk and it would great to test it out more smoothly.

unreal merlin
#

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

quasi sable
#

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

whole gull
whole gull
#

I installed the XR interaction toolkit and that created it

zealous cove
#

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 šŸ˜‡

tiny niche
remote plume
#

Hey there. I'm confused about SteamVR Input - How to setup input bindings for devices I don't have? Is there away?

tiny niche
remote plume
#

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

tiny niche
#

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"

smoky kelp
#

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?

pine bison
#

It's really super simple, there's a shader that's just plug and play

pine bison
smoky kelp
#

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

pine bison
#

What format is it? And playing on what device?

smoky kelp
#

Peco G2

pine bison
#

I did some testing on this last week so I have it freshly in mind

smoky kelp
#

Format is MP4 but looks like the video is rotated 90 degrees

pine bison
#

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

tiny niche
smoky kelp
#

I'm looking now, can't seem to see any encoding info

tiny niche
#

ah nvm, gonna have to take a look at it in a media player

pine bison
#

Ah yes you also need to purchase h.265 support on windows šŸ˜‚

tiny niche
#

vlc lets you view the encoding info at least

smoky kelp
#

Should it be 90 degrees rotated like this?

pine bison
#

No

smoky kelp
#

There's our first problem šŸ˜„

pine bison
#

So that's a bad sign

smoky kelp
#

coolios

#

ok, so MP4, h.264 and not rotated 90 degrees

pine bison
#

you got it

tiny niche
#

ffmpeg could fix the encoding for you if its using some unsupported settings

smoky kelp
#

I think even if I fixed the format, the fact it is orientated incorrectly would melt my brain when viewing

pine bison
#

I would think the same lol

#

Might be an interesting experiment, I'd love to try

smoky kelp
#

hahaha

#

The support for these Peco headsets isn't great

pine bison
#

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

smoky kelp
#

On Pecos forums? That's interesting, I'll make a post

quartz slate
#

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

steep ridge
#

Can someone help me add arm puppet controls on my Pc VRoid avatar pls? No idea how to go about it

candid zodiac
#

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

pine bison
#

SteamVR is not possible to run natively on the Quest

candid zodiac
pine bison
#

Yes, still incompatible

candid zodiac
#

he has access to Oculus Link though

#

so I don't think its incompatible as you say.

wraith shale
#

@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

candid zodiac
#

its supported from gtx 1060 -.-

wraith shale
#

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

zealous silo
#

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

tiny niche
zealous silo
#

oh well i guess that could be possible

tulip anchor
#

134 mb in addition to what it already uses

#

not in total

zealous silo
#

should i just tape the sensor so my headset doesn't lock itself every 2 seconds

long spade
#

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

tiny niche
long spade
#

Well this is my first time using the package manager too-

pine bison
grand bear
zealous silo
#

omg they made movies about the dead by daylight killers?

grand bear
#

wait how old are you

broken rampart
zealous silo
#

obviously they made movies about the halloween costumes

broken rampart
#

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.

zealous silo
#

damn 6tb i only have 2

grand bear
#

Think our work server is 12 in raid 5 or 10

#

speaking of I should check to see if a drive has failed

broken rampart
#

okay i have oculus dev hub. nice

broken rampart
vivid gate
#

do movement scripts for keyboard and controller work with vr? specifically oculus quest 2

heavy helm
#

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.

lofty tangle
lofty tangle
heavy helm
lofty tangle
#

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 it’s 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.

tiny niche
#

@heavy helm right now your question is kind of like asking "how do i paint a gun?"

runic shale
#

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.

tiny niche
runic shale
runic shale
#

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.

true tapir
#

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

tiny niche
runic shale
#

true; but then I'm not really sure what to expect yet with unity; I'll play around with it some more...

unreal merlin
#

iv been trying to use xr and follow tutorials but i always get stuck

#

is there any simple ways anyone can explain

runic shale
unreal merlin
#

getting started i just need a movment system where i can mess around with collisions

#

because arms will sometimes be able to interact

tiny niche
unreal merlin
#

how simple would that be?

tiny niche
#

how long is a piece of string?

unreal merlin
#

nothings made yet i still need the vr compability to work

#

like could i just set up simple vr then add movement and collisions?

runic shale
#

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 I’ve been following.

unreal merlin
#

is it easy to swap out for like quest to steam vr?

#

and what about movment sytem/collisions

runic shale
storm ether
#

how can i get rid of this error? it prevents me from building the project.

bronze hull
#

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?

storm ether
bronze hull
storm ether
#

but you do mean for it to be physically purchasable on app lab, correct?

#

or am i misunderstanding

bronze hull
storm ether
#

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

bronze hull
#

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!

final basin
# bronze hull anyone know how long it takes to get a test apk approved through the quest (app ...

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...

ā–¶ Play video
bronze hull
#

thanks!

#

it won't be public tho right?

final basin
#

Nope! Directly after that he shows how you can select which users you want to give access to

bronze hull
#

@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!!

final basin
#

No worries šŸ™‚

molten violet
#

my index is always pointing and my thumb is always up they arent moving at all... any ideas?

bronze hull
#

anyone know how to make an object disappear upon reaching the camera at the base of the ray?

bronze hull
#

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"

tiny niche
#

you can put all that in the interactible's monobehavior. there's unity methods available for it

bronze hull
tiny niche
#

you need an audio source and the command is called destroy

#

its all in the manual

bronze hull
#

hmmm, okay awesome! thanks! will dive in

hushed fox
#

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

bronze hull
#

@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.

tiny niche
bronze hull
#

@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

tiny niche
#

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

candid zodiac
#

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

keen eagle
#

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 :(

pine bison
#

You have this set up in the oculus app right @keen eagle?

keen eagle
#

yup

drowsy bolt
#

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?

drowsy bolt
true tapir
#

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...

ā–¶ Play video
finite raft
#

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

smoky kelp
#

@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.

pine bison
#

Great to hear šŸ‘šŸ¼

tiny niche
finite raft
#

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

bronze hull
# tiny niche sure, but you have to think about how you want the screen to behave

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.

mortal stream
#

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]

true tapir
#

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...

ā–¶ Play video
#

the issue is that when I turn the hands are not directly centered to my camera anymore

bronze hull
#

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

true tapir
#

umm I can help u

#

@bronze hull

bronze hull
#

that would be awesome @true tapir

true tapir
#

shoot me a person message and I can chat with you via discord voice call

#

personal*

tiny niche
true tapir
#

Nope that wasn’t the issue šŸ˜‚

#

I helped him. He was using pro builder and deleted the face for the mesh collider

bronze hull
#

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.

tiny niche
bronze hull
#

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.

tiny niche
#

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

bronze hull
#

i totally understand that

buoyant jolt
#

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.

wooden bridge
olive rose
#

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

Do you want to learn developing for VR with your Quest 2? We put together this step-by-step guide to getting started developing for the Quest platform!

#

no tracking at all

#

i’m on unity 2021.2

pine bison
#

Running in editor on in a build on the quest @olive rose?

olive rose
#

directly on the headset\

pine bison
#

Show your android XR settings

olive rose
#

is this what you meant?

pine bison
#

Yes, but is that under OpenXR?

#

Oh you said Oculus XR

#

Show your top level XR settings then

olive rose
#

all 3 are set to oculus but that probably doesnt matter

pine bison
#

Indeed. What about your XR Rig in the scene then?

olive rose
#

settings? its just the default gameobject

pine bison
#

Set the origin mode to floor

olive rose
#

but i have a new problem, the only things in my scene are a cube, a quad, and a text object but i’m 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?

#

i’m using multi view and simple lit shaders so it should be performing quite well

olive rose
#

never mind i believe my problems were caused by ssao which is on by default in the balanced preset

vernal hollow
#

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.

olive rose
#

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

pine bison
#

Do you have the hardware to expect more @olive rose?

olive rose
#

i can usually play vr titles at 90fps

pine bison
#

What does the warning next to the GPU say?

olive rose
#

i also tried without it, no change

pine bison
#

And this is in an empty scene?

olive rose
#

yep

pine bison
#

Can you show the whole profiler? With the GPU selected

tiny niche
#

you might be getting deferred rendering or something else acting up

noble totem
#

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?

buoyant jolt
#

I'd have to guess, but it sounds like the editor isn't setup for oculus in the build mode your in

noble totem
#

I checked both of these. On Android and on Windows

#

Thank you btw

buoyant jolt
#

I don't use virtual desktop but could it be hogging the process?

noble totem
#

Hmm I mean oculus dash

pine bison
#

Do you have your XR settings right under desktop @noble totem?

noble totem
#

Do you mean this one?

pine bison
#

Yes, could be initialize wasn't checked but I see it is

thin blaze
#

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?

zealous silo
thin blaze
#

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

thin blaze
#

does anyone have a good tutorial for setting up a body in vr so im not just a floating invisible obj

thin blaze
#

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

umbral estuary
#

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.
ā–¶ Get access to exclusive content: https://www.patreon.com/ValemVR
ā–¶ Join the Discord channel: https://discord.gg/5uhRegs

Want more details ? Check arvrtips articles :
ā–¶How to Install Unity Hub and Setup a VR Project :
https://arvrtips.com/how-to-install-unity-hub/
ā–¶The Only...

ā–¶ Play video
gloomy bloom
#

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

west kernel
#

hi i need help ive made my vr projecy using steamvr plugin but i dotn know how to make my player move

buoyant jolt
#

Typically local movement is handled by the framework, to move large distances most folx use teleportation so they don’t make users get sick from motion sickness

west kernel
#

ummmm so what is folx

buoyant jolt
#

I’d 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.

west kernel
#

but steamvr has got the animated hands

buoyant jolt
#

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.

west kernel
#

oh

buoyant jolt
#

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.

west kernel
#

i just started

buoyant jolt
#

In that case, welcome to the first step of an incredible journey. I hope you love it and enjoy it šŸ™‚

west kernel
#

thank you

#

ive been trying to do it all day lol from the morning to 4:52

buoyant jolt
#

You’ll do fine šŸ™‚ it takes time and is a bit of an art. I’m teaching a VR development course for youth tomorrow morning. It is the youth that really apply themselves and stay patient that learn the fastest.

tiny niche
#

@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

thin blaze
#

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

tiny niche
#

at least if you're using xr interaction toolkit

thin blaze
#

ok so in the object itself i put the script for shooting?

tiny niche
#

yea

thin blaze
#

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?

tiny niche
#

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

thin blaze
#

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

tiny niche
#

you don't work with the buttons directly

thin blaze
#

[SerializeField] public InputActionReference leftShoot;
[SerializeField] public InputActionReference rightShoot; i got this rn for the button shooting thing

tiny niche
#

the interaction toolkit has a select and an activate event

thin blaze
#

ohh in the grab interactable rihgt?

tiny niche
#

yea

#

the grabbable one that is

#

the grabber only invokes things on the grabbables

thin blaze
#

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?

tiny niche
#

its an event, so it works like an event

thin blaze
#

im guessing i make the object im working w a prefab? so i can just spawn them?

thin blaze
tiny niche
#

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

thin blaze
#

oh ok thx

thin blaze
#

im very confused on how to use the grab interactable events for shooting

tiny niche
#

you've got lots of activateable items there. some even fire projectiles

storm ether
#

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.

vivid prism
#

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.

olive rose
# olive rose

okay so the problem was somehow the skybox?? i set it to uninitialized and that brought fps to 90

#

any suggestions?

thin blaze
vivid prism
hushed fox
#

does Debug.DrawRay() work in the android build? it doesnt seem to be working on my headset but I might be mistaken

severe saffron
#

debug.draw stuff only works in editor i believe

#

I find unlit cubes make decent gizmos

hushed fox
#

do I need to have the camera offset?

#

whats it for anyways, couldnt I just change the y offset manually?

tiny niche
#

you use the y-offset to control the starting height of the head when using eye-level tracking

cloud herald
#

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?

gloomy bloom
#

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?

tiny niche
#

since you need to modify the grabber

gloomy bloom
#

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

tiny niche
#

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

gloomy bloom
#

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

tiny niche
#

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?

gloomy bloom
#

Well I have to build a prototype, and do it quite fast, so yeah, I'd say so

tiny niche
#

well if its just for a prototype, you can ignore features like this. just put it off for the real implementation

gloomy bloom
#

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

tiny niche
#

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

gloomy bloom
#

What's the sphere for?

tiny niche
#

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

gloomy bloom
#

And I would then have the selector not in toggle but state change mode, and keep track of selected objects in my own manager