#🥽┃virtual-reality

1 messages · Page 60 of 1

gloomy bloom
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And check in every on select exit if I hit the sphere or another object

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That might do it

noble totem
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Does anyone know what plugin/sdk/ is required for Oculus Link to work with Unity? I'm having some trouble getting it to work, and was thinking about removing and re-adding it

tiny niche
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basically don't try to do it the proper way, just make it work well enough that you can imagine how it'd work if it worked well

gloomy bloom
noble totem
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@gloomy bloom @tiny niche thank you. Our current project doesn't run in Link anymore, but new projects do. So i was thinking it had to be something to do with the project.

noble totem
gloomy bloom
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That should work without problems though

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Are you using the XR plugin manager?

tiny niche
gloomy bloom
noble totem
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It used to work with this project, but now, when I press play from within Link, it doesn't go into the scene. It just shows me the Oculus Dashboard, and the unity editor in play mode

tiny niche
# noble totem 2020.3.13f

just do a diff on the project settings with a commit that worked. If you aren't using source control, then start now before trying to fix it

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i would compare the differences between what you have now and a new project that has the assets transferred over

noble totem
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We do use source control, but its pretty difficult to say when it DID work. But yeah

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Wow that's pretty clever. Anything particular I should look out for?

gloomy bloom
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Settings changes

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Or any xr concerning package updates

tiny niche
gloomy bloom
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it ought to be extendable though

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the doc is pretty weak on that, but it is designed to be a basis for your own projects that you can build up on

noble totem
tiny niche
gloomy bloom
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For link to work, the most critical parts is the oculus plugin I suppose

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and the unity version ofc

noble totem
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I'm having some difficulty understanding the differences between these. There is XR plugin management, Oculus integrations, Oculus SDK, Oculus Desktop app

gloomy bloom
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Everything else than XR Plugin Manager is deprecated starting from 2020.1

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No need to separately install oculus integrations, sdks, etc

noble totem
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So what about Oculus XR plugin?

gloomy bloom
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That is needed, but it comes with the plugin manager

noble totem
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haha

gloomy bloom
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But you have to add it manually after installing the manager

tiny niche
noble totem
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Is that the one you enable near 'Player settings' ?

gloomy bloom
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anyway, thanks for the idea @tiny niche , I'll give the giant sphere a shot

noble totem
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You mean project settings? Else I might have found something yeah

gloomy bloom
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Ah sorry, project settings

noble totem
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Damn! 😄

tiny niche
gloomy bloom
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no, ofc not

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it's just for my thesis lol

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but my supervisor and I aim to create a package out of it.. so it would be better to find another solution in the end, but it'll do for now

gloomy bloom
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If you are only developing for oculus, you migh as well only choose oculus and not openxr

noble totem
gloomy bloom
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Also check your package manager if all the packages are there

noble totem
tiny niche
gloomy bloom
tiny niche
noble totem
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So if I understand correctly, changing the plugin provider from Oculus to OpenXR should not interfere with using Link?

tiny niche
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all link does is make your quest work like a rift. it has nothing to do with your unity game, except it needs to be a valid vr app

gloomy bloom
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Well you will need a fitting oculus version in unity, that supports that, no?

tiny niche
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link works with openxr/steamvr out of the box

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the oculus sdk is just a layer on top

gloomy bloom
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iirc I had to wait for an sdk update when link was introduced for it to work

tiny niche
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there where some early quest link issues, breaking support for some openvr apps. But that was a few years ago

bronze hull
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PLEASE HELP. also have tried exporting and uploading to android studio.

FAILURE: Build failed with an exception.
CommandInvokationFailure: Gradle build failed.
Build completed with a result of 'Failed' in 1554 seconds (1554167 ms)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
UnityEditor.BuildPlayerWindow+BuildMethodException: 4 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ca] in <63ccfe108ffa44728b417cb47fb2f841>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <63ccfe108ffa44728b417cb47fb2f841>:0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

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been trying for two days now. google, youtube, forums, nothing helps.

tiny niche
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gradle failed, so something in your project is set up wrong

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or your machine

noble totem
bronze hull
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@tiny niche thanks, i kind of figured but i can't figure out what

gloomy bloom
bronze hull
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@noble totem package manager?

gloomy bloom
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Otherwise get it directly from the package manager

noble totem
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Yeah, stupid. I found it

bronze hull
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any idea on what it could be? it does mention playbackengines\androidplayer\tools etc. so it could be the video playback? i'm sure i put it in correctly.

noble totem
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Oh noes. Do I have to switch to the new input system 😄

gloomy bloom
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Best thing you can do lol

bronze hull
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@tiny niche i doubt it's my machine, i have build and run a separate project while this one gives this error

gloomy bloom
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But no you don't have to

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Supports both for now

noble totem
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After installing one or some other package, it prompted me to do that

gloomy bloom
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I think you can select both

noble totem
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Awesome. Anyway, it's a different problem. I'll fix that once Link is fixed

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Although I don't think OpenXR has something to do with that.

bronze hull
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is there another appropriate channel if no one in this one can help? really need assistance

gloomy bloom
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make sure that Initialize XR on Startup is ticked in your plugin management settings

noble totem
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It is!

gloomy bloom
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ok

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Are you using link with cable or wireless? I know it shouldn't make a difference but I read in some forum that wireless caused problems in the past

bronze hull
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if you're talking to me @gloomy bloom i'm using link w/cable

gloomy bloom
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I was talking to Weks

bronze hull
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oh ok

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sorry

gloomy bloom
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no worries

noble totem
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I'm using a cable

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I also tried wireless

gloomy bloom
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okay

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Have you tried it again after installing openxr?

noble totem
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Yeah. And now it's stuck on Application.EnterPlayMode again, wich is weird. That only happens when I have the headset plugged in

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So it did change something I think

gloomy bloom
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And in the headset the screen is black?

noble totem
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yeah

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Like it's waiting for something

gloomy bloom
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But no warning or error logs?

noble totem
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You mean in Unity, or on the headset?

gloomy bloom
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Unity

noble totem
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No. It seems to be frozen. I'll check again. I have to restart it once it gets into that state

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Did you experience these things as well?

gloomy bloom
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Does it run without the headset plugged in?

noble totem
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Yeah it does

gloomy bloom
# noble totem Did you experience these things as well?

only if i don't stop playmode manually, but do changes in a script, which automatically ends playmode. Then, on the next play, the headset is stuck in a black screen because there is still an instance that wasn't deleted before. But stopping and entering play mode again solves that issue lol

noble totem
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Before I went into this rabbit hole, I would have this state.
Press play with headset plugged in: stuck on Application.EnterPlayMode
Press play without headset plugged in: No problems

Then, after fiddling with some packages,

Press play with headset plugged in: Show unity editor in link, running the scene
Press play without headset plugged in: No problems.

Now, after fiddling again, I seem to be back at the first scenario

gloomy bloom
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Do you have any code depending on a headset at initialization?

noble totem
noble totem
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Ah, new input system errors 😉

gloomy bloom
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lol

noble totem
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Do you think changing these to OpenXR would do anything?

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And btw, thank you for trying to help me fix this issue!

gloomy bloom
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It shouldn't

noble totem
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So I shouldn't try then

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Our project is kind of big. Otherwise I would already be creating a new project, where I'm sure Link would work

gloomy bloom
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You might as well try it, I'm running out of ideas haha

noble totem
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It's probably something stupid, like oculus desktop app version and SDK version or something

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some package version

gloomy bloom
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as always

noble totem
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In theory, I could completely remove anything VR related from the project, and do it again, right

gloomy bloom
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Yes, as long as you didn't change anything that came with those packages, like scriptable objects

noble totem
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We did some, but it's ok

gloomy bloom
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Or the settings

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But as you are using source control, you're fine

noble totem
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We use collab though.... haha

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So back to your first answer.. Just oculus app is responsible for Link you say, right?

gloomy bloom
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For link to work oculus app version and quest version

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Idk about quest model really

noble totem
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Yeah same. Anyway, seeing that it used to work, id say it's compatible

gloomy bloom
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I mean it kinda does work already, unity just crashes

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So I would assume it's somehow code related

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It might not even be a link problem

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Maybe it's a VR incompatible shader that crashes it

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Do you have the possibility to try out rift/index/vive?

noble totem
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Hmm unfortunately no

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Although we might have a rift lying around

gloomy bloom
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Create an empty scene with an xr rig and try to launch that

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If it still doesn't work it's either some plugin/package or a quest problem

noble totem
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Would you just right click, XR, convert to xr rig?

gloomy bloom
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yeah

noble totem
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Ok

gloomy bloom
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i mean a normal camera would also work

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Maybe even try both options

noble totem
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Yeah. It would just have to start the 'game' on the quest, right?

gloomy bloom
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yes

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If it is connected via link and you are in the oculus home, it should start the scene when pressing play

noble totem
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So weird. It doesn't even go to a black screen

gloomy bloom
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alternatively, to make sure unity communicates with oculus, you can enter playmode from the oculus itself

gloomy bloom
noble totem
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I press play from within the dashboard. It starts the scene, and just continues to show me my unity editor

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with the scene playing

gloomy bloom
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Restart the headset. Plus, on your oculus app go to Settings -> Beta -> Restart Oculus

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And restart unity

noble totem
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Now we're talking. These things are probably what's needed, haha

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(No sarcasm)

gloomy bloom
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Restarting oculus from the app can often help if link is broken in general

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"have you tried turning it off and on again"

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lol

noble totem
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xD

gloomy bloom
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But for oculus you can't just close the app and reopen it

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This beta option is necessary

noble totem
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I will be so happy if I get it working again. Can't wait for one of my teammates to destroy it again

gloomy bloom
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Unless you restart your pc ofc

noble totem
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I am once again asking for your support

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ChEcKiNg fOr ChAnGeS

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OH MY

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That actually did something!

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The XR rig is working

gloomy bloom
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great

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What about your scene?

noble totem
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Lets see

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No deal no dice, shot at and missed, shit on and hit

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But. It doesnt get stuck

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Looks like it's busy with something

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it's still deciding if it's playing or not

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And it also did trigger something on the Quest

gloomy bloom
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Well now you can be pretty sure it's either your code or a plugin you are using

noble totem
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So that defenitely is an improvement

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Yeah

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Frick yeah!

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I think in the end it was just restarting lol

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Nah that can't be

gloomy bloom
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It might

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I honestly assumed that you did that multiple times before haha

noble totem
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I think I did yeah

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Ok well. I think imma go and find my (teammates ofcourse) buggy code!

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Thank you so much dude

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*person

gloomy bloom
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haha

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good luck with that

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no worries

rapid maple
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ok so i where working with oculus rift the other week and it worked just fine, now i have a quest 2. but when i play in the inspector steam VR is run and it makes the game view completely black. Screenshot of me checking unity from inside the game

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i found out why. it wasnt set as the default openXR headset

unreal merlin
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how do i get started with xr for quest as it says my main camera is not at the root of the hieracky

tiny niche
unreal merlin
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What specifically do I do then what is the hierarchy if I knew what that was I wouldn’t be asking

vivid prism
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does anyone know how to do this

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I asked a while back, but I wasn't able to get it to work

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I now know I have to add it during runtime to an object

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Instead of instantiating a gameobject with it then adding it to the gameobject

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Im using unity engine.xr

hushed fox
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how can I use the oculus passthrough in my game

storm ether
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do you really need a headset for vr to make vr games?

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I can't afford one

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I'm broke

severe saffron
runic shale
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Theoretically you can, but think of the user input (the controllers). 😉

buoyant jolt
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You can use simulators for it or HMD mock up devices.

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I get too busy to test most of my work until the end, as we take on a lot of projects. So I often don't use my headset until my final QA and video recording. But I don't know how well you'll do that without having a headset first and knowing the workflow

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It's pretty common for Unity to not work with VR out of the box and you need to juggle a bunch of things to get it working. Plus what does VR support mean? One headset? All headsets? Done right with room control, or vomit inducing forced motion? Using control schemas for only one controller or realizing what buttons are missing between the ehsdsets and using only common controllers? Etc.

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But yes a person can very well do it without one.

runic shale
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Speaking of of controllers... I'm manipulating some hand targets of a character. The right hand target is somewhat fine, but the left hand target seems inverted. I attempted to manipulated the transform.rotate live, but that seems to freeze movement. I think I need to just fiddle with it, but perhaps I'm overlooking some trivial logic?

var rot = followObject.transform.rotation;
rot.z += 180;
transform.rotation = rot;
transform.position = followObject.transform.position;
buoyant jolt
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I'd say try a negative scale on the X or something. But that comes with its own host if phsyics issues

runic shale
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Silly me, I was modifying the quaternion itself and not the actual Euler angles...
rotation *= Quaternion.Euler(rotationOffset.x, rotationOffset.y, rotationOffset.z); is the answer!

cursive spire
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Hi. Does anyone know how to prevent an interactor selecting an object if its already selected using the XR interaction toolkit?

crisp siren
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I’m trying to test it out a sample scene with passthrough on quest, but it’s keeps pitch dark screen with all the interactions working. I’ve checked and everything seems okay. My Oculus Integration version is 37.0. Anyone here having trouble with passthrough?

severe saffron
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@crisp siren guardian enabled?

storm ether
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Hello! Did anyone else encountered a problem that Unity is not rendering scene when headset tracking (under Oculus system settings) is disabled? Using OpenXR Unity plugin with Oculus Quest 2

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Tracking and guardian is off, when I reenable tracking it works again

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Meantime the console spams

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[XR] [OpenXR Input]: Application space recovered
[XR] [OpenXR Input]: Requested application space not available, falling back to local space

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I've tried this on OpenXR Unity examples

storm ether
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Over the past couple of days I have been getting this warning when I try to run my SteamVR project (this never happened before). Unity just won't recognize that steam VR is running. 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. This absolutely kills my productivity because it can go for hours in end (I have also had times where it went away in 5 minutes but like I said, I have no clue why).

rapid maple
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i tried to install a test build on the quest 2 and it launched like this. how do i make it run properly in vr?

pine bison
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Looks like you don't have your VR settings set up properly @rapid maple

rapid maple
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where do i fix that then? it works just fine in the editor or with the oculus link on a computer but not in an apk build

plush rock
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does someone know what causes the unity splash screen to flicker after a successfull build? It starts flickering and the game won't start

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I am using URP

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and Quest2

buoyant jolt
buoyant jolt
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You can probably fix it by using Oculus > Generate Manifest. But the exact wording, options, etc depends on a lot of factors including which SDK is installed etc.

buoyant jolt
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Misread the error :)

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It's basically having issues connecting and finding SteamVR. Something's out of sync software wise most likely.

plush rock
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does someone know what causes the unity splash screen to flicker after a successful build? It starts flickering and the game won't start
I am using URP and Quest2

buoyant jolt
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Use ADB and look at the error log. I've seen that before when a manifest is broken. I don't use URP so can't help there.

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But could be something like needing to remove Vulkan support etc. Should show an error in the console log though

plush rock
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sadly thre is no error, it is building sucessfully with no error

buoyant jolt
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Not building, the log on the quest itself

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I use ADB to view the logs on the quest when I run an app to troubleshoot. But you can probably pull them off the device using the oculus developer hub as well

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Basically android has a running system log that unity games output to. So you can see all the system messages and the unity messages and if any errors are happening while it is executing on the device.

rapid maple
bronze hull
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i really need help. please someone, anyone.

Resource 'style/Theme.AppCompat.NoActionBar' not found in AndroidManifest.xml:23, (See the Console for details)

i've used an 2020.3 LTS version and 2021 version. I've also googled and read many sites and fixes. no help. i really need help. please.

storm ether
bronze hull
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so i unchecked the player setting for unity installed gradle (recommended) and put the path location of the newly downloaded/installed gradle. the noactionbar error wasn't there, but the new error says Gradle to valid. i put the path in the environment variables, but still no luck. someone please help or point me in the right direction please

chilly remnant
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Yo I kind of have a question on how to approach a project, the ultimate vision is to have it be available on VR, but for the sake of testing prototypes, I want users to be able to use the application in browser with a cursor (WebXR) I'm not sure if I should learn VR in unity if I want to port typical keyboard/mouse options in browser. Is there much of a difference when it comes to developing in unity in 3D versus VR? Thanks yall, my DM's are open for more details about the projects design

buoyant jolt
# bronze hull so i unchecked the player setting for unity installed gradle (recommended) and p...

It's likely a plugin of some kind in your project causing the issue. Iirc the last time I saw this, I found two fixes. One was to copy the Android AAR files from the SDK into /Assets/Plugins/Android and enable the relavent settings.

But the way I fixed it proper was to manually run Android SDK Manager and change the installed SDK as well as the build target. It took some google-fu, some patience. But what can help us making a new small project and working that first because it'll let you troubleshoot and compile faster.

buoyant jolt
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Mostly because out of the box, Unity has different frameworks for everything. So you need to make a wrapper class to control it all

chilly remnant
buoyant jolt
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If you can separate the phsyics actions from the logic controllers, it'll make it much easier to squeeze something between them later

tiny niche
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you could check the old reviews to find out what you definitely should not be doing 😉

bronze hull
gentle stone
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Hi! Is there a way to know what grabbed an object containing XR Grab Interactable ? I have both a direct interactor and an XR ray interactor (this one is for teleport) and i want to disable XR grab interactable when the teleport ray on it so it prevents the user from picking up items with the teleport ray

tiny niche
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the grabber knows whats being grabbed though

gentle stone
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do you know how i can do that ?

tiny niche
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pretty sure the toolkit doesn't support that scenario. So you'd either modify the interaction subsystem or roll your own from scratch

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@gentle stone personally i'd just roll my own, but you could also split it and not have the toolkit handle locomotion

gentle stone
tiny niche
gentle stone
tiny niche
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a lot of them are built upon the toolkit, but don't actually use the locomotion feature of it

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especially the ones with a teleport arc

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then again, putting the arc together and switching positions when you release the button is not exactly rocket science

gentle stone
rapid maple
# buoyant jolt You are missing changes to your androidmanifest file. It needs a special flag. ...

ok ive been trying to get this apk build to run on the oculus quest for a while now and ive found that there is a guide here: https://developer.oculus.com/documentation/native/android/mobile-native-manifest/ but im getting an error while building and im not too sure what the error means or how to fix it

buoyant jolt
# rapid maple

I can tell you a little bit. One log looks like it's trying to update the Android SDK and can't. The other log says that the AndroidManifest being generated is missing the name tag, which would indeed cause a failure.

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You can copy paste the Android build commands from command line to watch them build as an FYI

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But my best guess is either the Android SDK won't update to whatever is in your build settings - which you could do manually if you had to through the Android SDK Manager.

Or there is an AndroidManifest template in your project causing issues. That one could be fixed by adding your own working AndroidManifest to the project itself with the name tag included.

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I'd try a patched android manifest first myself

rapid maple
# buoyant jolt But my best guess is either the Android SDK won't update to whatever is in your ...

i know that the line <meta-data android:name="com.oculus.intent.category.VR" android:value="vr_only"/> is causing the error to happen, but acording to the oculus developer guide it says it should be added for VR mode detection. i think that is required for it to actually detect it as VR on the quest as for with regular android settings it dont seem to detect it as a vr program.

ah, it seems like i was missing to specify a unity thing in the manifest which was this: android:name="com.unity3d.player.UnityPlayerActivity" inside the activity. im about to test it now to se if it works as it successfully built after fixing that

rapid maple
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ok so the build is sucesful, but im still having the same issue where it doesnt open as a vr app inside of the oculus quest

buoyant jolt
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Usually, with the Oculus Android runtime installed, you can use the Oculus > Create manifest or whatever to build the file

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I'm currently doing Pico builds, so I can't get you good instructions I'm afraid 😄

rapid maple
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is that the oculus app to set it up and use it or something esle?

rapid maple
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oh you mean the oculus integration plugin

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i didnt know that was a thing, ive now generated a manifest with it. it ran properly now, it crashed but i think that was my fault not anything else

rapid maple
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ive had a little look and im not exactly sure why it keeps stopping. i have no errors, the oculus integration plugin is installed properly and ive added the line for the manifest that adds support for openXR

buoyant jolt
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Oooff.... I've seen that a lot. I think pulling the quest logs helped me last time. It may have been a graphic removing Vulcan thing or something

buoyant jolt
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Is what I think you are looking for

candid zodiac
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has anyone been using the SteamVR Unity plugin? I'm having some trouble with the BigRedButton prefab. I'm not sure how to press it, or link an action to the button press.

candid zodiac
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what I ended up doing is altering the Button prefab to just use the models from the BigRedButton prefab. but if anyone know how to specifically use the BigRedButton prefab please let me know, i'm interested in the difference between those two, as they look like they should do the same thing.

dull orbit
buoyant jolt
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We have our own framework internally now, it needs to support mobile touch, desktop, web, and AR. But we used to use a modified VRTK but now it's an enhanced UnityVR

strong shell
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I'd like to setup my vr game to be able to run at the same time as another vr game. How would I do this?

thin blaze
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am getting a Object reference not set to an instance of Object, why am i getting this and how can i fix thjis

zealous silo
thin blaze
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Yes they are

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Cant fit both in the same sc tho

storm ether
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@thin blaze how do u know that its null

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if at all id assume "hand" is null

thin blaze
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Waiitt

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Nvm i think im j stupid rn

zealous silo
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it should be impossible for XR Controller to be null because "RequireComponent" doesn't allow you to delete required components

thin blaze
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Nvm

storm ether
thin blaze
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Ok yes so ik that but im getting object referance message

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And the error line is the line with hand.setThreeFingers

storm ether
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well maybe assign hand

thin blaze
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assign hand?

storm ether
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Hand hand; where do you create or assign "=" it?

thin blaze
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Wait ohh, nvm that prob it

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Hand is a script i have on a 3d model

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I need to give the script right

storm ether
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You have to learn the basics

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it wont automagically find it for you

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just like it doesnt do it for the controller value

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and you have to do GetComponent

thin blaze
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Well i thought since it was on a child of the object it would find it

storm ether
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inside Start or Awake method:

hand = GetComponentInChildren<Hand>();

thin blaze
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Hmm ok

storm ether
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any good XR input system tutorials?

olive rose
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any good tutorials for xr toolkit two handed weapons/grabbing?

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all the tutorials are very outdated

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im on the latest version of xr toolkit

final basin
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How are people building hand skeletons when using controllers (not hand tracking) on quest? For SteamVR i'm using skeleton input actions, but I can't find a working equivalent API in the Unity XR api nor the Oculus OVRPlugin. Do you have to build your own skeleton based on trigger/grip/thumb values?

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OVRPlugin does have some skeleton APIs, but they just return errors. Seems they're only intended for hand tracking, not a skeleton holding a controller like steamVR input's skeletons.

olive rose
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yeah, thats what i followed but its outdated now

storm ether
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huh

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didnt know

olive rose
#

lots of the methods and variables used in the video are now obsolete

storm ether
#

i dont want to be that guy, but have you tried looking at the docs to see if there is a possible replacement

#

also if you could post what methods are "outdated" so we can help you find the replacement

olive rose
storm ether
#

thats cool but where are those used and what for

olive rose
#

oh its used in the script in the video for two handed grabbing, it extends the xr grab interactable, and theyre from the original class, i believe they got the reference to the interactor that selects the object

storm ether
#

are you sure you are using the right interactor

olive rose
#

yep

#

direct interactor

pallid kite
#

Hey guys, hope you are all well. I was wondering if i could get a little help with some code.
I'm an artist on a remote team, our coder got really sick the other day and the last thing he implemented was SteamVR.
Works great and all, but every time i hit play, i get this message popping up. Its mildly inconvenient, but obviously not enough for me to bother our coder. Would anyone here be able to help me figure out what is causing it?

#

I've seen a post on the unity forum about it, and a unity mod suggested commenting out some lines but since then the steamvr code has been updated, his suggestion of lines 145-149 obviously points to the wrong spot.
https://forum.unity.com/threads/how-to-get-rid-off-really-annoying-use-xr-plug-in-popup.932655/

#

Any help would be greatly appreciated

storm ether
#

can't seem to get hand tracking with the Oculus Quest while in editor with the OpenXR backend?
hands are working in build but not through the link cable, anyone had that?

#

using Unity 2021.2

#

oculus integration v37

thin blaze
#

why does inputDevice always come out as null

distant zealot
abstract isle
thin blaze
#

well it is index out of range ig ye

abstract isle
#

That's very different

thin blaze
#

im not getting any input devices and cant figure out why

abstract isle
#

and that means that there were no devices with the characteristics you asked for

thin blaze
#

but there should be

abstract isle
thin blaze
abstract isle
#

So I guess you don't have any active devices available to your XR Input Subsystem

thin blaze
#

but, i have controllers and headset connected...

#

and can use their button presses via the input action manager

thin blaze
#

no xr inputdevices in xr subsystem help

tiny niche
thin blaze
#

say like if(inputDevice == null)

#

{
getInputDevice();
}

#

or sum

#

like this maybe`?

#

or is it not null from start?

tiny niche
#

just go through the list of devices until you find the ones you want

#

and yea, you could do that

thin blaze
#

oh ok thx

tiny niche
#

but you might not find all devices at the same time

#

i also dunno how slow asking for devices is, so you might need to throttle the requests a bit

thin blaze
#

well im looking for specific device so i dont need all

tiny niche
#

yea but you don't want to make it chug if it can't find the device

thin blaze
#

hmm ye, should i put a try x amount of times thing?

thin blaze
#

should i ask if it has the charasteristics that i want and if not look again?

tiny niche
#

yea

#

there's a getcapabilities thing

thin blaze
#

saying i want this, if not this look again?

tiny niche
#

i dunno if it contains the right stuff, but the principle is correct

#

except you should look through the list of devices and pick the one you want

thin blaze
#

atleast i think so

tiny niche
#

probably, but you might be a bit too fine grained or a bit too coarse in your search

#

try get everything and see if it even exists

thin blaze
#

this what im looking for

tiny niche
#

seems correct

#

are they registered with the input system?

#

and more importantly, why aren't you using the action-based one?

thin blaze
#

well, idk

#

im trying todo this, if u have a better way to do it id gladly listen

#

i just need floats from trigger and grip

#

and a bool from primary and secondary button plus touching joystick

tiny niche
#

yea the action-based system can do that for you. you also get an input debugger where you can check how your devices show up and what kind of values they output

#

in the end, you basically drag actions to properties on your objects and you can read the input value from them

#

they also let you add a processor to an action, so you can have a device emulate a different device. Like emulating a thumbstick on a vive controller

thin blaze
#

hmmm, ok how do i do this

#

is it the actionValue?

#

how do i use that tho

#

InputActionReference

#

?

vernal hollow
#

Does anyone know if there is a discord or forum specifically for using SteamVR in Unity?

thin blaze
#

i kind of still want to use inputDevice

crisp siren
#

Anyone has used passthrough in unity with urp? I’ve been looking some info on this, and found nothing useful so far

quasi spire
#

Anyone who knows where to download the offline steamVR API documenthttps://valvesoftware.github.io/steamvr_unity_plugin/api/index.html

violet fiber
#

Hi there, Does anyone know how to get the incremental garbage collector to work with XR? I'm working on a Quest 2 and the incremental garbage collector, and the device ignore the vsync count and the Application.TargetFrameRate because android and XR. It seems to work okay in editor but as soon as I make a build to the device, I get results like the one in the image.

true tapir
violet fiber
crude frost
#

Greetings,

I am working on a project where I receive a WebRTC 360 video stream, and display it either as skybox, or inside a sphere. This will be viewed in the App on the Oculus Quest.

I'm currently using an SDK by AntMedia, and I have it working in the Editor. With Oculus Link, I can even view the webRTC stream playing from Unity Editor.

However, when I build to the Oculus Quest, the stream image doesn't load, and the OVRCamera freezes (i can't look around), but I get live Audio.

Does anyone have any solutions on being able to see the webRTC video stream or why it freezes on Oculus Quest build?

My thoughts are maybe I need different build settings.
AntMedia says their SDK requires vulkan, but when I switch to Vulkan, it quits working in the editor, and in the headset. In fact, it crashes the editor, and crashes the app in the headset.

AntMedia says they haven't found a solution for VR yet, but I don't think they've put a lot of time into it.

Maybe someone knows what I'm missing, or can provide another solution to consume a live WebRTC stream in a Unity app inside the Oculus Quest.

Thank you!

dusty flame
#

Hello,
I am having a really annoying issue.. I'm using a HTC Vive with SteamVR. My Vive stopped rendering and I think it is because I unticked "Initialize XR on Startup".. The curious thing is that I cannot reenable it. I can click the checkbox but the tick just won't show..
Can someone help me out please?

tiny niche
crude frost
tiny niche
dusty flame
tiny niche
#

or you pasted more than you think you did

fallen bough
#

Does someone knows a free Template for VR multiplayer on Oculus?

#

Or If someone knows about multiplayer in VR it would help me a lot

#

Ping me when reply

buoyant jolt
fallen bough
#

Yh that's the problem, not enough support on that yet

buoyant jolt
#

Yeah, it's a complex topic. We have only 3 or 4 of us at red iron that touch multiplayer VR.

fallen bough
#

Red Iron?

#

Dev Studio?

buoyant jolt
#

Sorry yeah, we got about 20 folks on the team, only a handful of us touch multiplayer though

#

The tricky part is non-VR avatar stacks. Because you can actually only have one VR enabled character in the scene so the rest are dummy prop players

#

But, because your player stack is usually

  • Player
    ++ Input&Display
    +++ VR
    +++ Web & Desktop
    +++ Console
    +++ AR
    ++ Avatar&Mesh

Where you enable the appropriate player stack, it now needs a dummy prop set for the 'other' players. As long as you use abstract player classes it should be pretty straightforward from there

#

The easy way is just to make sure your avatars are decoupled from your input system

#

It isn't as scary as it sounds - a unity tutorial, VR tutorial, and photon tutorial - some good tea to go with it, and you'll be fine if you are just starting out. Just takes some patience.

fallen bough
#

Yh I have some experience in 3D games, and also some in VR but, it's very unsupported, it's very hard to find a good tutorial that doesn't talks about getting into patreon

#

they really take advantage of the situation

acoustic hatch
#

What’s the best vr headset for game development

buoyant jolt
#

Virtualboy definitely

lusty sail
#

I started in August on a multiplayer vr project for work and I used this video to get started
https://www.youtube.com/watch?v=KHWuTBmT1oI&t=226s

A step by step guide to make your first VR multiplayer application with Unity and Photon.

▶ Get access to the source code: https://www.patreon.com/ValemVR
▶ Join the Discord channel: https://discord.gg/5uhRegs

Download the Hand Presence Unity Package :
https://drive.google.com/file/d/1xFBs6vA_p9EHLHcwjYIxGHcnHqatxJjz

TIMESTAMPS:

0:00 VR Set...

▶ Play video
#

for other aspects of multiplayer, just use regular resources that aren't VR

#

all you really need for the VR portion is how the character interacts with things and how you track movement, the rest is pretty much the same

buoyant jolt
#

I believe he said he didn't like that the samples are locked behind a Patreon

lusty sail
#

this is free

buoyant jolt
#

It literally says, get access to the source code on Patreon, in the description.

lusty sail
#

you just follow the video

buoyant jolt
#

Which is literally what the said he didn't like about the YouTube video in his post

lusty sail
#

you don't need to go into the patreon though

#

it'd be faster for them to follow it rather than get a template

#

if they don't know much about multiplayer they shouldn't just skip over the aspects of it by using a template

buoyant jolt
#

As long as you realize you are literally sending them back to the tutorial they said they didn't want to use.

lusty sail
#

I didn't see them post that video

lusty sail
buoyant jolt
#

Your advice is good, I apologize, I shouldn't be arguing with you when you are trying to help.

lusty sail
#

It's alright, I read chat again and I understand what you were trying to say.

#

I just don't know any free resources so I was hoping to encourage them to follow the tutorial instead. I've looked around a bit before but didn't find anything promising

buoyant jolt
#

I agree, your advice is good, and would help. 👍

lusty sail
# fallen bough I will check that

For things like Room listings and other callbacks, there are unfortunately no VR specific videos for those kinds of things PandaSob so just be sure to use non VR resources if you have trouble finding info on it

#

Once you get a good grasp on how multiplayer works, depending on your project you might want to look into different multiplayer frameworks

#

Photon is one of the easier ones to get started with, it has a lot of resources, and the VR tutorials are usually in that or a different one called Mirror

#

but if you use photon I'd highly recommend looking into their newer network called "Fusion" if you get a chance

fervent sedge
#

Hello.

#

Oculus and Pico do not support the 'deeplink' system. (as I know) How do you use 'Azure Hosted UI' or 'AzureAD' to grant the authorization code? OAuth 2.0 and SAML, which gets a schemed link as a response, don't trigger the app.

#

so, how do you get the token back into the app?

tiny niche
fervent sedge
#

so, incoming string does not trigger the app.

tiny niche
#

you're in vr, you can't exactly offload the authentication to a web ui

fervent sedge
#

so, as a result of inquiry, I get a 'authorization' code coming as a query string. with a 'scheme'

#

that is what I am asking exactly

#

then how are we going to use 'AzureAD' or 'AWS Hosted UI'?

tiny niche
#

you do it the native way, using client id and a secret

fervent sedge
#

oh is there any way to do so?

#

So, I won't use provided website by AzureAD login page, but instead, I will make my own custom login page and it will work as if it is Microsoft's page.

tiny niche
#

yea, there's 3 different oauth flows, one for spa pages, one for hosted services and one for machine-machine solutions

fervent sedge
#

which one for me?

#

spa?

tiny niche
#

its in the docs

#

no spa is the one you can't use

#

since you can't bring up a browser in vr

fervent sedge
#

I asked that damn question to Azure support they said there was no way

#

but I do not trust them, eventually they are also humans.

tiny niche
#

probably phrased it wrong

fervent sedge
#

and they are way tend to make mistakes

#

you are %100 sure that there is a way.

tiny niche
fervent sedge
#

thanks

tiny niche
#

its probably the aws crap that threw support off though. since that part you can't use

thin steeple
#

hey all, is there a way to get the native keyboard to show what you are typing? currently it opens up and covers my input fields but also does not show what I am typing above the keyboard like some do

fallen bough
fallen bough
fallen bough
#

Also the player prefab haves the PhotonView Script

thin blaze
#

helloo, anyone got any tips or ideas (maybe yt tut's?) of how to make an inventory in XR

true tapir
violet fiber
rapid maple
#

quick question: im only looking for the XR debugger window. i cant find it. i need do double check which button is the menu button

lusty sail
# fallen bough Also that's not my problem, it's that the instance of the players are differents...

So when a player joins, you want to PhotonNetwork.Instantiate the prefab from the Resources folder, you'll want to make sure that when you instantiate it you change the owner of it to the player who just joined (So you'll do this in some kind of on connected to room callback). On that prefab in awake you'll check IsMine from the photonview, and then it'll only link up the movement to whatever player owns that photonview

dusk sky
#

can the quest handle a voxel system where not many objects are merged? im trying to be able to live edit wall of a house map while the game is running and idk what quest can handle. i was talking with another dev and was told that having everything a separate game object will not work but a voxel system might. im looking into it but want to know if it will be able to run before i go too far.

rapid maple
#

ok so when i make a completely empty new unlit shader. make it transparent and change the values so its actually transparent. why is it that only one of the eyes is rendering it?

pine bison
rapid maple
#

oh, ok thanks, looks like ill figure it out with this

true tapir
# violet fiber I apparently have no idea what collision tuning is. I tried googling it but didn...

here you go... hope this helps! https://www.youtube.com/watch?v=OmuQmydipGg

The very simple way to make occlusion culling work

►-------------------------------------------------------◄
Join the community, keep on learning.

► Come hang out in discord! This is the most efficient way to reach not only the team members but thousands of other developers like you! We love it when you help, showcase or just discuss with each...

▶ Play video
violet fiber
true tapir
#

so that way it increases performance

violet fiber
#

Ahh cool okay thank you

true tapir
#

you need to install a unity plugin manager

#

for instance, like look up tuning in the package manager

#

or you might need to reference it directly with .com

violet fiber
#

Yeah I’ll definitely do that. Thank you

true tapir
#

I just don't remember right now what the the full name of the URL is though

violet fiber
#

No worries I can look it up. Thanks for pointing me in the direction

true tapir
#

👍🏻

wary junco
#

Have yall figured out a solution for text looking out of focus from just 1/2 meter away in VR? What do yall use for crips and clear text? I've tried TextMesh Pro, but its always blurry in VR, you have to have the object in your eye for it to be crisp

#

I've also modified the canvas render settings on main canvas to try to adapt for it, it only works on button images etc etc

shell kayak
# wary junco Have yall figured out a solution for text looking out of focus from just 1/2 met...

Distance shouldn't make any difference in how focused it is. All VR headsets today have a fixed focal distance. Maybe you're talking about low resolution? It's also possible in some VR SDKs to render things on the compositor level for better clarity, like OVROverlay in Oculus
https://developer.oculus.com/documentation/unity/unity-ovroverlay/

wary junco
#

I am talking about low resolution yes

#

using Vive/Index tho

tiny niche
#

but yea, you need to render it in the compositor layer

wary junco
#

Any good advice/videos for what you are talking about? Read about that in the other link but dont understand it exactly.
(edit the only videos that come up are for the Unity Layer system).

tiny niche
wary junco
#

@tiny niche not that great since they require SDK from Oculus and im not using that

mint turret
#

Hey all, I am currently trying to create a VR Drag movement system yet there isn't much documentation on doing it, anyone have any ideas?

#

or pointers

wary junco
#

activate drage in the event system

tiny niche
#

but you could always calculate it. drag = c*speed^2

lofty tangle
#

anyone have experience with successfully clamping the VR tracked camera localPosition?
i have been trying to restrict the players movement in a way that if they are crouching under an object they can not stand up through it.
it works in editor, moving the camera up and down with inputs, but if i try it in the headset, it seems that any clamping of the camera is overwritten by the tracking data.
the other way i have tried is by just using rigidbody collision for the camera, but it just pushes it back in a janky jittery way and pushed the parent in the opposite direction resulting in the ground level being off.
anyone have any experience on how to get this working?

mint turret
tiny niche
#

eh, its the drag equation and it's based on velocity

#

so it only works on movement

buoyant jolt
buoyant jolt
#

You probably could force it, lateUpdate etc. But that's bad VR practice for solving the issue in general.

real crane
#

What sdk's/assets to use for getting started with oculus quest 2 development? (game)

lofty tangle
buoyant jolt
#

So you probably will need to disable the tracker entirely

#

You aren't supposed to override the head control (by design) as it will make people upchuck. If it works, it also may not work on all headsets, as at the base level the OpenVR (assuming that's what you are using) is implemented by each embedded plugin a tad differently

#

So one headset may still ignore you to a certain degree and cause jitter, especially with certain features enabled (i.e. SteamVR) that are there to reduce frame rate caused motion sickness

lofty tangle
#

:) There is no doing it wrong. Most of those best practices like teleporting and snap turn were made forever ago, and some people still need it but over time people realized you can smooth move and people who are used to it have no problem.
Also removing tracking completely is no good. Just clamping one axis at the point of collision. Feels fine. I can’t can’t figure out how others have got it to work, where you can’t put your head through objects.

buoyant jolt
#

I disagree there, there definitely is ways of doing it wrong.

#

But I'll step aside and let someone else help on this one :)

shell kayak
#

To prevent head collisions, you have to move the camera rig, which will move the head.

#

You can use Physics.ComputePenetration to calculate what direction and how far you need to move the camera rig to depenetrate the head from a given collider

lofty tangle
#

I’ll look into that. I didn’t know that was a thing

shell kayak
#

and pushed the parent in the opposite direction resulting in the ground level being off.
You can't restrict the head position without messing with the ground level.

buoyant jolt
#

As I said earlier, you can just decouple the camera from the tracked rig and have it follow the tracked location with whatever rules you want

shell kayak
#

At least, not until we have exoskeleton haptic suits that can physically force you to crouch

lofty tangle
shell kayak
#

Yeah, but only for Y. It would be weird if it worked like that also for wall collision.

lofty tangle
#

Yeah. That’s what I was needing it for.

wary junco
wary junco
wary junco
wary junco
#

Turning off additional shader channels works pretty well too... Havent used that before because it messed up something else. However... I might need to reconsider a few things because this way it works pretty well. However, it turns on the shader channels again by itself after some odd length of time

modest plaza
#

the eyes should be closed here yet arent??

mint turret
#

So thought i'd jump in at the deep end this morning, attaching my VR Rig to a humanoid character, it using IK right?

real crane
#

Do I need to use Oculus Quest sdk on asset store or OpenXR/Unity XR to start development on oculus quest?
Can someone shed some light on what options are currently available?

low barn
#

Can any body help with this error.
im trying to build APK app for oculus quest 2 and i keep receiving this error i tired to search the internet but no luck of any body here can help me please

pine bison
pine bison
tiny niche
#

but yea, you could hook up an ik setup to it, by letting the xr rig control some ik targets

low barn
pine bison
#

Aha... Might wanna try building to somewhere that's not cloud synced as well, just to check

arctic venture
#

Hi! I am trying to use handtracking for Oculus Quest2 headset, however when I install the Oculus integration package I keep getting this error:

Failed to load OVRPlugin.dll
Any idea on how I can fix it?
Every attempt to play the scene result in editor crash... 😣

low barn
bitter bloom
#

anyone got a working example of a steering wheel in xr? (grab and rotate, matching position etc)
tried various things to this point

low barn
tiny niche
bitter bloom
#

will investigate

gray perch
#

Hi All, does anyone know of good tutorials for creating a 3rd person controller in VR using Unity's new input action-system?

pine bison
#

That's really specific, I don't think I've seen any tutorials on 3rd person VR controllers in Unity

buoyant jolt
#

We have some of our own 3rd person VR games, but none of them use the new input system

dusk sky
#

Xr is giving me warnings that my controllers wont track because stuff isnt enabled but everything on the action controller is enabled. why is it doing that?

true tapir
#

My ray interactor is getting stuck on the canvas (watch the video to see what I mean)

tiny niche
#

so its kinda like asking for a racing tutorial with yellow cars

north path
bitter bloom
#

nvm the parenting of the interactable was messing it up

dusk sky
gray perch
vocal knoll
#

I want to try to make a vr game, what should be the first thing I start with? Such as environment and intractable items

fringe vigil
#

how people test vr? I really need to keep putthing this big vr on my face eveyrtime?

#

like you can't simulate exactly the vr without putting it I guess?

#

any tips?

carmine crown
#

Have you checked out Unitys XR Device simulator?

#

XR device simulator allows you to emulate device input actions that would normally run on physical VR/AR devices into keyboard, mouse, or gamepads to speed up testing without deploying to an actual device.

Today we will look at:

  • How to select the new input system from player settings
  • How to install and setup the XR device simulator
  • How t...
▶ Play video
dusk sky
#

no controllers are tracking. where can i find a tutorial on how to set up the new XR system?

fringe vigil
#

the camera is not really the problem

carmine crown
#

Im pretty sure it supports controlling your vr hands with the keyboard

tiny niche
zenith agate
#

I am trying to make my application monoscopic and I want the camera to stay in its position at all times.
I tried enabling Monoscopic and disabling Use Position Tracking in the OVRCameraRig options, but now the view is completely broken.

#

This is supposed to be a cube

scenic plover
#

Guys, I have the latest openXR version and indexTouch still doesn't work, it will reply with false forever

#

rightController.TryGetFeatureValue(CommonUsages.indexTouch, out float indexTouch);
Debug.Log(indexTouch);

#

result is 0

#

it used to be a bug but it is said to be fixed in recent versions, for some reason I'm using the newest version and I still experience this bug

carmine crown
#

Have you chosen the Index interaction profile?

oblique jewel
#

Whats the best API to use for general VR "tech demo" that will also work for mobile VR?

steep oxide
#

I've got two customers complaining that their "VR display only shows black in the right lens and white in the left lens", the only commonality between them is that they're on Windows 7 and the usual check for up-to-date drivers/steamvr has been satisfied. I've been trying without any success to get windows 7 to boot on my hardware let alone test the issue. but the game is using the xr plugin on unity 2020.3, has anyone come across this before and found a solution?

pine bison
oblique jewel
#

does that support Oculus?

pine bison
#

Yes OpenXR is the preferred API on Quest now

oblique jewel
#

perfect, thank you! 🙂

#

Would you recommend HDRP for a "demo" VR application? not really a game. Sort of like a gallary

pine bison
#

Pico also ships OpenXR now so that covers the most widely used mobile headsets

#

I wouldn't recommend HDRP for anything VR honestly

#

It's not made for it at all, unless you run a Half-Life Alex specced PC

oblique jewel
#

Gotcha. I thought as much, just wanted to make sure. thank you 🙂

buoyant jolt
#

Just be aware that OpenXR doesn't really work with SteamVR at the moment (for input)

#

There are some version juggling and workarounds that can kind of get it working. But just be cautious on that

stark sphinx
#

I'm making a game that uses Passthrough API on the Oculus Quest 2. However, instead of seeing my passthrough cameras, I see a dark blue background. I've been trying to fix this for hours, help is much appreciated.

real pagoda
#

Hello Everyone,
I am making a VR project and ,I want to make a screw or a bolt to get to a hole and use a wrench or a screwdriver to screw or unscrew the object can someone help me with what should I do .

celest lake
#

I got an avatar i'm trying to fix- some of the hair keeps disappearing when I change shaders from vrm/mtoon to vrchat/mobile/toon lit

#

does anyone know how to stop it from poofing 😭

tiny niche
real pagoda
tiny niche
#

i'm not going to implement it for you if that's what you're asking

#

but the depth of the bolt scales linearly with how much you've rotated it

real pagoda
#

ok will try to find something for this rotation and depth thing

tiny niche
real pagoda
#

ok

runic sequoia
#

Umm

#

I'm in unity version 2020.3 with urp and my socket interactor code does not work

#

I can't seem to find any fix other than removing urp from my project or making my own vode

#

Code*

tiny niche
#

but you probably have something else failing and propagating errors all around it

runic sequoia
#

No, it is urp, specifically the Lit shader that it works with in the editor

#

I can send you a few articles if you are not convinced

celest lake
silver ruin
#

so I'm trying to import a model into VRChat and I noticed I have 999+ errors...

#

I honestly have no idea as to what I'm doing for this

pine bison
silver ruin
#

yeah I figured

#

I just made a new project

thin blaze
#

wait, how does vr work in 2021.2.14, its not the same as 2020.30 and i dont understand how to set it up

spare blaze
#

can anyone help me on how to set a camera for a vr character? i just started using unity and mostly have everything done but cant get the view point right

tiny niche
thin blaze
tiny niche
#

oh i thought you meant the plugin system was weird

static harness
#

I have a problem with my VR Previews. I'm using URP
There are jagged edges on models everywhere, even when I use FXAA or SMAA, especially on models that are far away
I suspect this is because my GPU and CPU are old and underperforming and overheating.
Or is it some other problem?

tiny niche
#

did you set it in the urp settings that are actually being used?

thin blaze
#

i wanna make an inventory in vr and dont know where to start, but i do know where i wanna get

tiny niche
thin blaze
tiny niche
#

in that case, i'd replicate the inventory of some other game

#

since then you have source of truth whenever you're unsure of how to deal with a situation

thin blaze
#

well the problem is how to do it kinda

tiny niche
thin blaze
tiny niche
#

and its using laser-pointer interaction

thin blaze
#

yeah, so i needa make a program that handles the "slots" and whats in the slots and position in the inventory, and then display that

tiny niche
#

yea, you'll need a class describing the array of slots at least and another class describing item stacks (icon, name, description, count)

thin blaze
#

Scriptable objects?

tiny niche
#

i wouldn't use scriptable objects for it

#

scriptable objects are basically data-containers for stuff you create in the editor

thin blaze
#

u wouldnt?, bcs then i can just make a scriptable object for each object, give it an icon and so

tiny niche
#

you want the stacks to be created at runtime. but the item definitions could be scriptable objects

#

most of the stack data is the item definition, except for the count

thin blaze
#

so i can make a scriptable object for items, and then just say how many of that item there is in each slot

tiny niche
#

the item definition is also separate from the item entity that exists in the world (definition describes what its named, looks like, etc. while the entity has the mesh, colliders and position in the world)

#

yea

thin blaze
#

hmm ok, ill see if i can figure something out

tiny niche
#

the slots might be an array: (ItemDefinition item, int count)[,] Slots;

thin blaze
#

do i create a type of database also?

tiny niche
#

you could if you want to. the scriptable objects is just there to make data-entry in the editor easier

thin blaze
#

so i can make some type of database that i can put all the types of item definitions in, then in the inventory slots i can just keep an int for the id of the item

tiny niche
#

no point doing a lookup table, since its accessed by reference anyways

thin blaze
#

well im thinking the database would be a scriptable object too

tiny niche
#

ok imagine that it is. now how do you figure out which int to put where?

#

you're just swapping a reference for an index without benefitting from it

#

if you want an item to drop from a monster, you'll need a scriptable object for the loot table anyways

thin blaze
#

hmmm

bitter bloom
#

For the direct interactor if I have something selected it doesn't trigger hover events, will I need to manually handle that? (Just using normal OnTriggerEnter stuff)

thin blaze
#

so in vr the canvas is huge compared to everything else and i need to scale it down tens of times to be usable is there some way to make this not the case?

#

like wtf, that right there, is a normal sized plane

dusk sky
#

how do i take input from a controller in the new XR? i want to check whenever someone pushes down on the right joystick.

tiny niche
#

and the measurement is in meters

tiny niche
dusk sky
#

I have zero clue on how to do that. Could You send me the docs for it?

static harness
thin blaze
crude frost
#

I'm using the XR Ray interactor component in Unity on an XR Rig. I'm using Air Link with my Oculus Quest to preview in editor. My ray interactor works, but I don't get haptics. Is this normal? Do haptics not work in editor? Or am I missing a piece? Thank you.

tight reef
#

Hey guys I’ve been away from the VR Dev space for a couple years and was wondering for UI interactions if people still use VRTK or if most have switched over to Unity’s built-in XR Interaction modules.. or some combo of both?

buoyant jolt
#

We use VRTK for older industrial projects due to its stability

UnityXR for most of our newer stuff

But we actually have our own cross platform framework we use now. This way we can target WebGL, mobile and desktop builds as well.

grand totem
#
    void Update()
    {
        List<InputDevice> devices = new List<InputDevice>();
        InputDevices.GetDevices(devices);
        //Calculate the velocity of the player hand movement 
        Vector3 leftHandVelocity = leftHand.transform.position - previousPosLeft;
        Vector3 rightHandVelocity = rightHand.transform.position - previousPosRight;
        float totalVelocity = +leftHandVelocity.magnitude * 0.8f + rightHandVelocity.magnitude * 0.8f;
        InputDeviceCharacteristics rightControllerCharacteristics = InputDeviceCharacteristics.Right | InputDeviceCharacteristics.Controller;
        InputDeviceCharacteristics leftControllerCharacteristics = InputDeviceCharacteristics.Left | InputDeviceCharacteristics.Controller;
        InputDevices.GetDevicesWithCharacteristics(rightControllerCharacteristics, devices);
        InputDevices.GetDevicesWithCharacteristics(leftControllerCharacteristics, devices);
        targetDevice = devices[0];



        if (targetDevice.TryGetFeatureValue(CommonUsages.gripButton, out bool gripButtonValue))
        {

            if (totalVelocity >= 0.05f)//If true Player has swing their hand
            {
                //getting the direction that the player is facing
                direction = Camera.main.transform.forward;
                //move the player using character controller
                characterController.Move(speed * Time.deltaTime * Vector3.ProjectOnPlane(direction, Vector3.up));
            }
        }
}
```Anyone know why this causes this error?
tulip anchor
#

Trying to access devices[0] throws that error if there's nothing in the array

grand totem
#

but there is something in te array

pine bison
#

You're running this in Update, have you verified VR is set up before this is run?

grand totem
#

Pretty sure it is, it worked correctly before adding the gripbutton part

tulip anchor
#

If there were something in the array it wouldn't throw an error

#

Or this isn't the code that throws

grand totem
#

that's the whole code

#

just trying to get the 9f (totalVelocity >= 0.05f) to work only when holding Both grip buttons.

gray perch
#

Hi all, does anyone know of tutorials utilizing cinemachine for VR? Trying to create a simple 3rd person camera that follows and looks at the player.

atomic quarry
#

I there any way to do On Grab? Like when you hit the trigger to grab it switches a bool or starts a function (within code)

buoyant jolt
#

Yes

#

All the input systems can do that

austere mango
#

Hello Everyone,

I am having a little issue trying to use Fixed Foveated Rendering for the quest 2.

I was enabling it via the OVRManager function, but that seem to have stopped working. I realized unity has their Unity.XR.Oculus package, there you can use Utils.SetFoveationLevel(int). But that seems to not be working as well.

What I noticed is that sometimes it enables, but as soon as a scene loads FFR is disabled. I tried to check all my scripts to see if there was anything accessing OVR or anything, but found nothing.

I also tried a fresh project, installed the same packages, same plugins versions and it works normally. I can use both OVRManager or Unity.XR.Oculus.Utils.

Well, if anyone ran into a similar problem and has any tip that you think it could help it would be much appreciated.

I am using URP 1.8.1, XRKT 2.0.1, Oculus XR Plugin 2.0 (preview 5) and Oculus Integrattion v37.

Thank you in advance

austere mango
# atomic quarry I there any way to do On Grab? Like when you hit the trigger to grab it switches...

(assuming you are using unity's new input system) If you just want to know when the user presses the button, you can just get a reference to the input action that was assigned to it.

A way you can get a reference and listen to its events:

[SerializeField] private InputActionProperty grabActivate;

void OnEnable() { grabActivate.action.performed += OnGrab; }

void OnGrab(InputAction.CallbackContext context) { // Do grab stuff }

then you just toggle the "Use reference" check box on the inspector and select the input action you want.

austere mango
# crude frost I'm using the XR Ray interactor component in Unity on an XR Rig. I'm using Air L...

Have you tried calling SendHapticImpulse() somewhere on script just to see if it is working? I had this problem before, what solved for me was reinstalling the oculus xr plugin. I would recommend uninstall all related xr packages and installing again just to see. Or try a fresh project installing only the necessary.

On the other hand, these haptic events won't work if you are interacting with Unity's UI, as far as I am concerned. That's because they seem to use a different pipeline of events. In my case I had to grab the UI event and call SendHapticImpulse() on script (the way i did is a bit tricky actually, but let me know if you want any help with that).

oblique jewel
#

im trying to follow a tutorial for first time setup of a VR project, the tutorial has a Room-Scale XR Rig option in here when trying to create a VR player controller, I do not. has it been renamed? and if so which one do i pick? thank you

pine bison
#

Would depend on tthe tutorial

oblique jewel
#

https://www.youtube.com/watch?v=wnn-dzHz-tA was this one, i want teleport type movement

You're interested in making VR games! In this video you'll learn how to start a VR project and get up and running with your Oculus Quest 2.

Hey guys! Congratulations on deciding to start VR development! It's a SUPER fun journey and arguably one of the most future-proof skills on the market right now. The VR industry is booming, so why not throw...

▶ Play video
pine bison
#

Ok action based then

gilded wyvern
#

I've got a question for those experienced with the interaction toolkit - I want to expand the interactables/interactors to allow for extra functions like for select/activate but for the ab/xy buttons on quest. Would anyone know how to do this?

pine bison
#

This discord is not for recruitment

rapid maple
#

ok so whenever i use the teleportation provider and generate a new request, it teleports where i want it but then instantly teleports back to the previous position. what is happening? is it the controller that is getting confused? should i be generating the request at late update or something?

#

actually nvm, i figured it out

#

im using the character controller, that is why its happening

rapid maple
#

ok so i change the rotate objects and move while playing on/off which is working, but no objects seems to work to move around. this was also happening earlier before i made the code to change it, it had the settings on default and it didnt want to move objects around. what is the issue here?

rapid maple
#

its working on the previous controller i had before i made this functionality but when i set the settings on this other xr rig it doesnt work

frank pulsar
serene quiver
#

i have a 3D model I want to use as the playermodel. How should I set it up in blender with things like the rig?

atomic quarry
#

Is there any way to call a method or switch a bool after grabbing something only after it fully comes to you in code?

atomic quarry
#

Yes

austere mango
#

If so, I suppose you can use the XR Grab Interactable. I would recommend checking the docs, or just having a look on the script functions itself.

atomic quarry
austere mango
#

Yeah, I quickly searched here, it seems it only has a "Detach" function it calls when an object is dropped. Might be the case you will have to implement it yourself.

#

The easiest way I can think of is having it based on a distance threshold

#

Wait, actually it seems it calls the teleportation provider to grab an object

#

the teleportation provider has an endlocomotion event

#

you should be able to grab a reference to m_TeleportationProvider and listen to its endLocomotion event as well

atomic quarry
#

Ok

#

Thanks

#

@austere mango I believe to have found a solution! (without complicated code). Using the transform of the LeftHand controller gameObject I can see if you are currently grabbing, and if the position of the object I’m grabbing matches that of the LeftHandController then you are grabbing the object and it’s done with its grabbing animation

austere mango
#

Ah, great! If it works it works haha

atomic quarry
#

I'll test it in a bit and tell you the results 🙂

austere mango
#

Sure thing, let me know how it goes.

atomic quarry
austere mango
#

if you haven't yet, you can download a sample action profile in the xrtk package

#

that may make your life easier

atomic quarry
#

The XRi left hand interaction/activate seemed to work 🙂

austere mango
#

there you go

atomic quarry
austere mango
#

the code is the same, what you want is a different action

atomic quarry
#

which one is the one I'm looking for?

austere mango
#

if i am not mistaken activate is indeed the top trigger, grab is the bottom trigger

atomic quarry
#

found it

#

thanks for the help

austere mango
#

there should be an action called grab or something... but you can always look at the binding path, this will tell you which button is binded to that action

#

you are welcome!

atomic quarry
#

activate is top, select is bottom

austere mango
#

ah, yeah, i am also using the sample profile, but changed a little bit on my end

atomic quarry
#

@austere mango is there an input action refrence for A/B and X/Y ?

austere mango
#

yes, the sample comes with bindings for all buttons

#

you can create one though, if you can't find it

atomic quarry
#

how do i create one (and what is the samole one called?)

austere mango
#

oh, sorry, it seems it doesnt. you will have to create one

atomic quarry
#

oh

#

ok

austere mango
#

the sample is located in Assets\Samples\XR Interaction Tollkit

atomic quarry
#

would there be any problems with moving all the VR folders (Samples, XR, XRI) to it's own folder?

#

do i need to change any settings after doing this?

austere mango
#

Normally it is ok if you do that inside unity. Unity will deal with all necessary refactoring .

dusk sky
#

Can someone send me the docs or a video on how to set up the newest xr package? I can’t find any and nothing is tracking.

tiny niche
#

you just can't navigate to them from the main unity docs

dusk sky
#

I have tried. It doesn’t look like they’re updated. I’ll look again tho

tiny niche
#

they are updated, but unfortunately they haven't figured out that version numbers should always increase instead of randomly decrease. So its quite hard to make sure you're looking at the right version of the docs

unreal merlin
#

mind if i ask something im doing a test export to quest as an apk of course but it fails due to probaly a "Gradle" build failure

#

its the only thing in the console that could be causing the problem

pine bison
#

Did you install gradle with unity? Do you have any non-unicode letters or spaces in your build path?

unreal merlin
#

does _ count

#

i did it once but it isnt working now

young lynx
#

👋 PM for Auth0 here

We noticed that the average sign in experience on VR apps was frustrating, so we created a free-to-try experimental Unity package for VR Devs! https://github.com/auth0-lab/auth0-unity

You can read more about our thinking here: https://auth0.com/blog/authenticating-users-in-your-vr-apps/

We don't think device flows are the best possible solution here, so we're eager to hear the community's thoughts on what a good VR sign in experience should look like. We're eager to hear what you think!

GitHub

An experimental Auth0 SDK for Unity platform. Contribute to auth0-lab/auth0-unity development by creating an account on GitHub.

Auth0 - Blog

Join Auth0’s open discussion on IdP-neutral experiences

pine bison
#

You need to dig a bit for the actual error message then

atomic quarry
#

I have this code. For some reason when I disable the gameobject it's attached to, when I press the primary button it still calls the function

void OnEnable() { primaryButtonActivate.action.performed += OnPrimaryPress; }

    void OnPrimaryPress(InputAction.CallbackContext context)
    {
        //Code in here is executed even if the gameObject it's a component of is disabled
    }
pine bison
#

You would need to unsubscribe in OnDisable for that not to happen @atomic quarry

atomic quarry
#

??

#

how would I do that

pine bison
#

primaryButtonActivate.action.performed -= OnPrimaryPress;

atomic quarry
#

👍

#

thanks

#

is it standard practice to do that for all button pressing scripts?

#

@pine bison

pine bison
#

It's a necessity to also unsubscribe wherever you subscribe

#

Or you easily end up with null references

unreal merlin
#

how can i change the build path im having trouble finding it agian

atomic quarry
#

when I upgraded my VR game to URP the shadows look terrible. I've tried many settings but none of them have made the shadow look actually good
Edit: I turned everything to the absulute max and it is better now

gray perch
#

Hi all, having issues using Cinemachine to create a simple freelook camera in VR -- has anyone else had challenges here?

buoyant jolt
#

Auth for VR is an annoyance but it's a small temporary one time annoyance. So whatever is being presented needs to be bullet proof and free to risk bringing into a project. Not sure what the service / source code provided entails. But just saying for the record.

#

Oh, this want us to take off the headset. Nevermind.

dusk sky
buoyant jolt
#

Good, 2019 is more stable for XR :D

tiny niche
#

nothing more annoying than having to deal with account management as a user. even if its just a matter of typing in an email

buoyant jolt
#

The main problem is their sample is only for oculus quest. And it is showing a code in VR, having the user remove the headset, remember the URL and code they gave you, authenticating at a PC of mobile (assuming you have it on hand) and then returning to the experience. If I understand the sample correctlym

Which is a solution for sure - I'm not sure that it is providing much you couldn't create yourself with any oauth plugin. But it is a start and at least they are thinking of VR

wooden bridge
young lynx
#

Thanks for the feedback @tiny niche and @buoyant jolt !

tiny niche
buoyant jolt
#

My point is more about the sample than oauth use itself

tiny niche
#

well i'm just saying people would say "screw that" and open their quest browser to input the url

#

but its definitely not a great experience

#

i just don't think you can make it good, while doing oauth

buoyant jolt
#

We've done plenty of oauth in VR without needing to leave the app at all - so I think it just needs some finessing. But I don't want to be a nay sayer and encourage more VR support. I appreciate that you take the positive helpful route

young lynx
#

Giving you insight into some of our thinking:
Typing on a headset is tedious for the user
The Oculus has the widest sales, so we started there. Any VR release would include more support for other headsets. The device flow raw function could be easily modified to be used on other sets

#

Our assumption is most VR users have a phone lying around, where it is much easier to type on

tiny niche
#

and while typing on a phone is easier, taking the headset off is a massive inconvenience on top of having to memorize a url

young lynx
#

Using Steam as a social connection in Auth0 is easy enough. I don't know how their session information is stored on the device, but we could look into that.

austere mango
#

If anyone has a better understanding of this, please, any help would be much appreciated, it is been almost 4 days I am trying to figure this out and I really need FFR to be enabled in one scene because I am using a very expensive water shader.

#

I figured a work around: wait for a few frames after changing resolution before applying FFR level seem to work.

stoic hawk
#

Hiyo, what do you guys use as crossplatform VR tool or asset nowdays?

#

Something that VRTK V3 was for example, but more modern and up to date?

stoic hawk
#

damn

dusk sky
thin blaze
#

anyone got any knows of tutorials that help with making a bow and arrow in vr thats not the unity one?

tight rivet
#

how do i get the input of a vr controller with the default xr kit

modest plaza
true tapir
#

How do I center this? Like between both eyes? As the health bar is not centered for the right eye and only the left

tiny niche
#

but you also don't want to lock it to the head rotation. headsets are blurry at the edges and people want to be able to move their heads when looking at stuff

stoic hawk
#

I have both Oculus Rift S and Oculus Quest 2. Should I invest in Oculus Link for my Quest? or its useless as I have Rift for same purpose?

pine bison
#

I wouldn't consider that necessary @stoic hawk

stoic hawk
#

Ok I dusted off my Rift S, works great

pine bison
#

Working for Quest on Rift S is perfectly fine, I did it for a while. Just gotta test for performance on device

tight rivet
#

Oculus quest 2 with the link cable is basically rhe same i think except it might boost performance a small bit using the headsets hardware and computers hardware

thin blaze
#

if your internet is good u can just use airlink

boreal sedge
#

Sorry for NEWBIE questions. Is 2020.3.31f1 really the recommended version for Windows 10 and it tells me?

crude frost
#

In my VR project today, I decided to make a copy of my main scene to be used on flatscreen for testing purposes.

The only thing new i've done, is at one point, switched my input system from 'new' to 'both'.

Now my player controller won't move.
I get errors in console like this:
InvalidOperationException: Cannot read value of type 'float' from control '/OculusTouchControllerRight/thumbstick' bound to action 'XRI RightHand Locomotion/Teleport Select[/OculusTouchControllerRight/thumbstick]' (control is a 'Vector2Control' with value type 'Vector2')

agile dune
#

Anyone know why XR Plugin management gives this error when I try to enable Oculus?

XR Plug-in Management error. Failure reason: Unable to assign com.unity.xr.oculus for build target Standalone..
 Check if there are any other errors in the console and make sure they are corrected before trying again.
UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()
north path
north path
crude frost
north path
austere mango
umbral vault
#

please can you tell me how to get the controllers to work

#

?

#

thank you!

thin blaze
fickle spire
#

is it possible to get headset sensor (positioning/orientation) data (like from the gyroscope, accelerometer, etc) in a script?

thin blaze
#

bcs it mirrors the orientation of the headset, i dont know about gyro and acceelorometer tho

fickle spire
#

if using joystick to rotate the character, the physical orientation of the headset would remain the same

thin blaze
fickle spire
#

oh okay that should work then

thin blaze
#

then the xr origin is what u rotate with joystick

#

using a locomation system

inner cove
#

I'm making quest 2 game, but i dont want to build and install my game every time i want to test something. How can I run my game for test on pc using steamvr/virtual desktop?

pine bison
#

You use Oculus Link @inner cove. SteamVR won't work on the quest natively

inner cove
pine bison
#

Any reason you don't wanna use air link?

inner cove
#

Air link is laggy

#

Virtual Desktop works way better

pine bison
#

Either way if you work with the generic XR setup and not something SteamVR specific it should still be ok to build to the Quest

inner cove
#

i have tried changing from android to desktop in xr plugin settings and its working but controllers are completely misaligned.

#

They are rotated in random direction for some reason

pine bison
#

No I mean if you work with the generic XR setup like OpenXR, it should be fine to work with SteamVR on desktop but still have it work when you build

#

Alignment should be the same with OpenXR though there are several layers that could interfere with this

wraith shale
# stoic hawk I have both Oculus Rift S and Oculus Quest 2. Should I invest in Oculus Link for...

there's no big reason to go for link cable IMHO, link alone gives you worse graphics fidelity due to video compression, there's nothing you can do about that. Of course Quest 2 panels have higher resolution which is a plus but the tradeoff is video compression artifacts, worse color gradients and extra latency... real gain for using Quest 2 for PCVR comes from wireless AirLink IMHO since you can then finally be free of all wires

buoyant jolt
# inner cove but i dont want to wait one and a half minute to build and test something

As long as your PC is proper for VR, you should be able to just press play and either run it over USB or over wifi (depending on your setup). That's the official oculus quest way. In my case, I have a Vive, Rift S, Quest, and Pico on my work desktop - so I really only use the quest for testing final builds.

If your trying to use some third party virtual desktop thing - that's your problem to sort out, as it's not supported by anyone other than virtual desktop

#

You shouldn't care too much about a quality dip while developing anyway. It's video compression, not that visually different.

If you do need fidelity, I'd say buy a proper desktop VR headset and learn best practices for cross platform XR.

inner cove
#

it worked fine but for some reason i've got that warning and controllers are not moving

atomic quarry
#

I followed the, "How to Make VR Buttons | Beginner Unity VR Tutorial" (https://www.youtube.com/watch?v=HFNzVMi5MSQ) tutorial and when I add an XR grab interacable to it, it breaks, the button becomes way detached from the button base, floats, and rotates oddly

Let's use some joints and physics to interact with the virtual world using...BUTTONS!

Hey guys! Buttons are one of the primary ways that players interact with the world. In this video we use a configurable joint and two cylinders to fire of "Pressed" and "Released" events that can be used to do any number of actions from turning off and on ligh...

▶ Play video
storm ether
#

Hi, I am wanting to make an art game for a long time, the same you get when you first fire up an oculus. How do I start making such a game ?

#

Do I have to paint everything myself etc. ?

umbral estuary
#

For my first Vr game then I'm making a Star Wars style game. I downloaded these boxs online somewhere, but when I run my game they are gone. Anyone know how I can stop them from disapearing?

storm ether
storm ether
#

Yw

lost radish
#

anyone got grab code

storm ether
lost radish
storm ether
#

@lost radish https://youtu.be/mHHYI7hzZ6M if you're interested in climbing

▶ Get access to the source code: https://www.patreon.com/ValemVR
▶ Join the Discord channel: https://discord.gg/5uhRegs

We learned to move smoothly, to teleport and today I will show you how to climb with the Unity XR Toolkit.

Download the wall : https://drive.google.com/file/d/1gwLXOBAx5IqPFIDcJJIyJSVAgR9GifKX/view?usp=sharing

#vr #vrdev #ma...

▶ Play video
sturdy ivy
#

Hey! So I am currently developing a vr game and for some reason it lets me not run in the actual game when I put it through side quest! But it lets me move around in unity! Btw once I join the game through sidequest it just puts me in mid air we’re I can’t move! Please help

hushed fox
#

I didnt know u were here

#

u prob dont remember me

#

can someone explain why I should use the xr interaction toolkit for vr? it seems like I can do alot of the things that are included in it easily without it

hushed fox
sturdy ivy
hushed fox
real pagoda
#

Hello Everyone,

My Name is Paresh, I'm here on behalf of Avia Training Solutions.
We want to create a VR protocol in which we want to lift a Heavy Object like a Table or something, we want the object to be lifted by 2 or more players no single person can lift it.
If Anyone over here thinks that they can do it, do PM me about how much time would it take you to do so and also about the budget you would take to complete it.

gentle locust
#

Anyone know where to find these classes? import com.unity3d.player.GoogleVrVideo;
Im using java to build customPlugin but can't able to get find this class.

arctic venture
#

Hello,
I am working with Oculus hand tracking and I need to be able to access the hand tracking bone ID data and save it for offline analysis. I have seen that it can be retrieved from the hand information as an OVRSkeleton list but I would like to extract that information to use later on. So, I need to be able to read and store all the hand position data in a Unity scene... Anyone has been able to do it?
I hope someone can help me out here... Thanks 🙂

balmy gust
arctic venture
balmy gust
shell kayak
#

The raw data can be accessed directly through OVRPlugin.GetHandState. OVRSkeleton exposes the data with Transforms, which is more work to try to serialize.

balmy gust
#

If its just transforms, you could easily serialize into vectors there and get a nice JSON output for example

arctic venture
#

I use the OVRSkeleton, but then when I try to get the data from it I cannot access it... I try to run each bone of the finger and I do not get anything

#

How would I output it as a JSON?

buoyant jolt
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Serialize it

#

Or write a simplejson abstraction

true tapir
atomic quarry
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I have

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The tutorial works but it breaks when I add an XR grab interacable

true tapir
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well obviously u didn't because mine works just fine?

atomic quarry
#

I mean adding an grab interactable to the button itself so you can pick it up @true tapir

hushed fox
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can someone explain why I should use the xr interaction toolkit for vr? it seems like I can do alot of the things that are included in it easily without it

true tapir
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hence the name XR

hushed fox
true tapir
#

wdym?

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you pretty much have to unless you want to re invent the entire wheel XD

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no one re invents the wheel we just add do it LOL!

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Or if you are targeting Oculus only then use Oculus's version of it

hushed fox
#

like if I wanted a button I could just detect a collision with the controller and the button

buoyant jolt
#

Just don't do something stupid like mapping teleport to weird buttons on the quest or Pico. Dont do forced motion. Make sure to do proper teleport fading etc.

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And keep in mind not all headset controllers have the same number and position of buttons

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We have our own framework as we need to build for webgl, mobile, desktop, console, VR desktop, VR mobile and AR from a single build. I'd recommend doing the same

true tapir
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Otherwise by all means do everything yourself and write over 100 C# scripts consisting of thousands of lines of code XD

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re invent the wheel IG

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but no real programmer does that

hushed fox
true tapir
#

we build off it

#

WDYM?

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are u making a vr game?

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then it's a must?

true tapir
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SMH

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read the unity manual.

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or just a C# manual

buoyant jolt
true tapir
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or any C, JAVA, etc. book or video.

buoyant jolt
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I think it's worthwhile to build something without it to learn how it works :)

buoyant jolt
#

It's also good to always question why a framework is in use

true tapir
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sorry if I came off a bit rude. Was just a bit annoyed that you want to immediately start with VR when u don't even know what a float is

buoyant jolt
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I think that's smart and fair

hushed fox
buoyant jolt
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I have to rewrite 5 simulations from SteamVR to UnityXR in the morning :D we all get tired!

true tapir
#

rip. That's the main reason why I did not use Steam VR

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as I wanted to include the Oculus 2

true tapir
#

so a trigger is a flaot

buoyant jolt
#

Yeah it's some of our 2016 simulations for a gov contract

true tapir
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the more I press. The closer it gets to 1

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on the Oculus controller, etc.

hushed fox
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Oh thx for explaining

true tapir
#

so that's why for a button u can use floats to be more realistic

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so if the parameter is > .70 then the button does something

hushed fox
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So wouldnt I just check the joystick value or whatever of the controller trigger? Im pretty sure I did that before when I was trying to figure out which button links to what input name

true tapir
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umm not for a button?

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because the joystick is how much you press the trigger

hushed fox
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Like for a controller button?

final basin
#

Is anyone using the new-ish SelectMode.Single in the interaction toolkit 2.0? I'm trying to grab an interactable in the left hand when the right hand is already holding it (or vice versa), and from reading the code it should be de-selecting it from the right hand first. But its not happening. The XRGrabInteractable is set to Single. I'm logging all hover entered/exited and select entered/exited events, and the hover ones are logging but the right hand isn't triggering SelectExited and the left hand isn't triggering SelectEntered.

true tapir
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if you want a physical hand to press the button then the more you push against the spring the more it will do things

true tapir
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I think I do it in this vid