#🥽┃virtual-reality
1 messages · Page 60 of 1
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
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
No plugin, just oculus app
depends on the unity version
yeah well, it's not supposed to be a complete throwaway prototype
@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.
2020.3.13f
then its a minimum viable product, which is where you have to think about the architecture and making it work well. Which incidentally is also where the interaction toolkit falls apart
I don't know. I chose to use the XRITK because I was hoping that it would develop into a more robust package in the future. And it's nice if my app already works with it, so it can be updated along
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
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
i would compare the differences between what you have now and a new project that has the assets transferred over
We do use source control, but its pretty difficult to say when it DID work. But yeah
Wow that's pretty clever. Anything particular I should look out for?
to be fair, it is robust as long as you limit yourself to working within the feature set it ships with
it ought to be extendable though
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
So XR could be a factor in this equation?
its probably a combination of old packages and incorrect project settings. If you make a new project then you have a chance of getting those right and can adapt your game to work with the new values
Sure, maybe you changed to using the XR plugin manager, forgot to install the right oculus sdk, whatsoever
For link to work, the most critical parts is the oculus plugin I suppose
and the unity version ofc
I'm having some difficulty understanding the differences between these. There is XR plugin management, Oculus integrations, Oculus SDK, Oculus Desktop app
Everything else than XR Plugin Manager is deprecated starting from 2020.1
No need to separately install oculus integrations, sdks, etc
So what about Oculus XR plugin?
That is needed, but it comes with the plugin manager
haha
But you have to add it manually after installing the manager
sure, but what they mean by that is its a package rather than a template. They also say its an opinionated design/implementation, which means you have to treat it like a framework and play nice with their semantics and features
fair enough
Is that the one you enable near 'Player settings' ?
should be the last option in your preferences settings
anyway, thanks for the idea @tiny niche , I'll give the giant sphere a shot
You mean project settings? Else I might have found something yeah
Ah sorry, project settings
Damn! 😄
i wouldn't use that implementation in anything you ship though. but it should work well enough to internal tests and pre-recorded showcases
no, ofc not
it's just for my thesis lol
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
If you are only developing for oculus, you migh as well only choose oculus and not openxr
Yeah I do have that one!
Also check your package manager if all the packages are there
What are 'all the packages' ?
i think you still go with openxr for that case, since oculus is gonna block app submissions that use the deprecated runtime in a few months
minus interaction toolkit and I think legacy input helpers, which is a dependncy of the toolkit
Good to know
So if I understand correctly, changing the plugin provider from Oculus to OpenXR should not interfere with using Link?
nice
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
Well you will need a fitting oculus version in unity, that supports that, no?
iirc I had to wait for an sdk update when link was introduced for it to work
there where some early quest link issues, breaking support for some openvr apps. But that was a few years ago
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&)
been trying for two days now. google, youtube, forums, nothing helps.
How do you install OpenXR Plugin?
@tiny niche thanks, i kind of figured but i can't figure out what
Should be installed automatically when ticking OpenXR in the plugin manager
@noble totem package manager?
Otherwise get it directly from the package manager
Yeah, stupid. I found it
Interesting
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.
Oh noes. Do I have to switch to the new input system 😄
Best thing you can do lol
@tiny niche i doubt it's my machine, i have build and run a separate project while this one gives this error
After installing one or some other package, it prompted me to do that
I think you can select both
Awesome. Anyway, it's a different problem. I'll fix that once Link is fixed
Although I don't think OpenXR has something to do with that.
is there another appropriate channel if no one in this one can help? really need assistance
make sure that Initialize XR on Startup is ticked in your plugin management settings
It is!
ok
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
if you're talking to me @gloomy bloom i'm using link w/cable
I was talking to Weks
no worries
Yeah. And now it's stuck on Application.EnterPlayMode again, wich is weird. That only happens when I have the headset plugged in
So it did change something I think
And in the headset the screen is black?
But no warning or error logs?
You mean in Unity, or on the headset?
Unity
No. It seems to be frozen. I'll check again. I have to restart it once it gets into that state
Did you experience these things as well?
Does it run without the headset plugged in?
Yeah it does
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
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
Do you have any code depending on a headset at initialization?
Yeah, I disabled the compile on change, because it made my Unity crash so much, haha
I don't think so, but i'll go ahead and check
Ah, new input system errors 😉
lol
Do you think changing these to OpenXR would do anything?
And btw, thank you for trying to help me fix this issue!
It shouldn't
So I shouldn't try then
Our project is kind of big. Otherwise I would already be creating a new project, where I'm sure Link would work
You might as well try it, I'm running out of ideas haha
It's probably something stupid, like oculus desktop app version and SDK version or something
some package version
as always
In theory, I could completely remove anything VR related from the project, and do it again, right
Yes, as long as you didn't change anything that came with those packages, like scriptable objects
We did some, but it's ok
We use collab though.... haha
So back to your first answer.. Just oculus app is responsible for Link you say, right?
Yeah same. Anyway, seeing that it used to work, id say it's compatible
I mean it kinda does work already, unity just crashes
So I would assume it's somehow code related
It might not even be a link problem
Maybe it's a VR incompatible shader that crashes it
Do you have the possibility to try out rift/index/vive?
Create an empty scene with an xr rig and try to launch that
If it still doesn't work it's either some plugin/package or a quest problem
Would you just right click, XR, convert to xr rig?
yeah
Ok
Yeah. It would just have to start the 'game' on the quest, right?
yes
If it is connected via link and you are in the oculus home, it should start the scene when pressing play
So weird. It doesn't even go to a black screen
alternatively, to make sure unity communicates with oculus, you can enter playmode from the oculus itself
So nothing happens?
I press play from within the dashboard. It starts the scene, and just continues to show me my unity editor
with the scene playing
Restart the headset. Plus, on your oculus app go to Settings -> Beta -> Restart Oculus
And restart unity
Restarting oculus from the app can often help if link is broken in general
"have you tried turning it off and on again"
lol
xD
But for oculus you can't just close the app and reopen it
This beta option is necessary
I will be so happy if I get it working again. Can't wait for one of my teammates to destroy it again
Unless you restart your pc ofc
that's the spirit
I am once again asking for your support
ChEcKiNg fOr ChAnGeS
OH MY
That actually did something!
The XR rig is working
Lets see
No deal no dice, shot at and missed, shit on and hit
But. It doesnt get stuck
Looks like it's busy with something
it's still deciding if it's playing or not
And it also did trigger something on the Quest
Well now you can be pretty sure it's either your code or a plugin you are using
So that defenitely is an improvement
Yeah
Frick yeah!
I think in the end it was just restarting lol
Nah that can't be
I think I did yeah
Ok well. I think imma go and find my (teammates ofcourse) buggy code!
Thank you so much dude
*person
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
i found out why. it wasnt set as the default openXR headset
how do i get started with xr for quest as it says my main camera is not at the root of the hieracky
put the main camera at the root of the hierarchy then
What specifically do I do then what is the hierarchy if I knew what that was I wouldn’t be asking
does anyone know how to do this
I asked a while back, but I wasn't able to get it to work
I now know I have to add it during runtime to an object
Instead of instantiating a gameobject with it then adding it to the gameobject
Im using unity engine.xr
how can I use the oculus passthrough in my game
do you really need a headset for vr to make vr games?
I can't afford one
I'm broke
they say you can dev without one but I couldn't imagine its a good idea.
Theoretically you can, but think of the user input (the controllers). 😉
You can use simulators for it or HMD mock up devices.
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
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.
But yes a person can very well do it without one.
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;
I'd say try a negative scale on the X or something. But that comes with its own host if phsyics issues
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!
Hi. Does anyone know how to prevent an interactor selecting an object if its already selected using the XR interaction toolkit?
Put it at the top here
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?
@crisp siren guardian enabled?
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
Tracking and guardian is off, when I reenable tracking it works again
Meantime the console spams
[XR] [OpenXR Input]: Application space recovered
[XR] [OpenXR Input]: Requested application space not available, falling back to local space
I've tried this on OpenXR Unity examples
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).
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?
Looks like you don't have your VR settings set up properly @rapid maple
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
does someone know what causes the unity splash screen to flicker after a successfull build? It starts flickering and the game won't start
I am using URP
and Quest2
If you don't know that answer, you might not be ready to tackle VR just yet. You want beginner 2D/3D classes off Unity learn first. Figure out the engine and systems. VR is a subsystem - which means most of the documentation assumes you already learned Unity itself.
You are missing changes to your androidmanifest file. It needs a special flag.
Remember running on editor and link, it operates using the Desktop framework. Running on the device it operates using the Android framework. You need extra steps for the Android framework
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.
It looks like the service is running, SteamVR isnt detected?. Could be a few reasons, but loose USB cable or loose cable on the Vive is likely a cause. Bad USB port could cause it too. But could also need you to manually run SteamVR
Misread the error :)
It's basically having issues connecting and finding SteamVR. Something's out of sync software wise most likely.
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
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.
But could be something like needing to remove Vulkan support etc. Should show an error in the console log though
sadly thre is no error, it is building sucessfully with no error
Not building, the log on the quest itself
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
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.
Thanks, ill have a look at how to do to that later. Sounds like that would be the solution as i didn't do anything to the manifest. Im sure i can google way to how to do that
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.
I fixed it at least for now. I unchecked and checked the Initialize XR on Startup In the XR plug-in management
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
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
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.
Sort of
We have our own framework for using one build on Mobile, Desktop, Web, AR and VR. It's mostly just abstraction layers.
If you know what you are doing it's really easy to setup at the start. If you've never done it before, it's going to be hard, especially if you try and add VR support later
Mostly because out of the box, Unity has different frameworks for everything. So you need to make a wrapper class to control it all
Oh gotcha, didn't know about the wrapper control stuff but good to keep in-mind, I am very new and just trying to prototype something as a demo for class. That makes sense, thanks!
In that case, try and focus on physics based interactions (touch buttons for example) and world space UI. That will make it much easier to move to AR/VR. Also try and use a cross platform framework if you can (VRTK/OpenXR etc)
If you can separate the phsyics actions from the logic controllers, it'll make it much easier to squeeze something between them later
there's a pretty big difference in how you approach things. Borderlands 2 vr was pretty close to a straight up vr port with minimal adjustments to make it work well
you could check the old reviews to find out what you definitely should not be doing 😉
thanks! just actually had a "fix" lol. started a new project, built it out to test, it worked. then imported the assets over, redownloaded assets from manager and somehow it worked lol.
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
i don't think you can. the interactibles are indented to be self-contained and not reach back up through the hierarchy
the grabber knows whats being grabbed though
I want the teleport ray to still see the grabbable object so it doesnt go through it and teleport me inside it but i only want to grab the object with direct interactor
do you know how i can do that ?
pretty sure the toolkit doesn't support that scenario. So you'd either modify the interaction subsystem or roll your own from scratch
@gentle stone personally i'd just roll my own, but you could also split it and not have the toolkit handle locomotion
Thnx for your help. I'll look into making my own teleport system then
they are fairly simple and generic, so you might be able to take one from a code sample attached to a youtube tutorial
nice, ill take another look. Most of the ones i saw were using the xr toolkit
a lot of them are built upon the toolkit, but don't actually use the locomotion feature of it
especially the ones with a teleport arc
then again, putting the arc together and switching positions when you release the button is not exactly rocket science
yea it should be pretty simple and ill be able to control the behaviour better too
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
Describes required Android manifest settings for Oculus Quest and Oculus Quest 2 apps and games.
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.
You can copy paste the Android build commands from command line to watch them build as an FYI
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.
I'd try a patched android manifest first myself
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
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
Usually, with the Oculus Android runtime installed, you can use the Oculus > Create manifest or whatever to build the file
I'm currently doing Pico builds, so I can't get you good instructions I'm afraid 😄
is that the oculus app to set it up and use it or something esle?
oh you mean the oculus integration plugin
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
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
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
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.
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.
I had so many problems with the SteamVR plugin that I just went with this open source project. Got it working right away. https://github.com/VRStudios/Unity3D-XRInput
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
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?
am getting a Object reference not set to an instance of Object, why am i getting this and how can i fix thjis
and your action based controller is on the same object as XRHandController?
it should be impossible for XR Controller to be null because "RequireComponent" doesn't allow you to delete required components
Nvm

Ok yes so ik that but im getting object referance message
And the error line is the line with hand.setThreeFingers
well maybe assign hand
assign hand?
Hand hand; where do you create or assign "=" it?
Wait ohh, nvm that prob it
Hand is a script i have on a 3d model
I need to give the script right
You have to learn the basics
it wont automagically find it for you
just like it doesnt do it for the controller value
and you have to do GetComponent
Well i thought since it was on a child of the object it would find it
You didnt tell it to find it (and also not where)
inside Start or Awake method:
hand = GetComponentInChildren<Hand>();
Hmm ok
any good XR input system tutorials?
any good tutorials for xr toolkit two handed weapons/grabbing?
all the tutorials are very outdated
im on the latest version of xr toolkit
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?
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.
How to grab with two hand an object with the Unity XR Toolkit.
▶ Get access to the source code: https://www.patreon.com/ValemVR
▶ Join the Discord channel: https://discord.gg/5uhRegs
Download the gun : https://sketchfab.com/3d-models/m4-carbine-caa10bf8e96841d3a0bdecea11947736
Offset between two rotations : https://forum.unity.com/threads/get-...
valem is a godsend
yeah, thats what i followed but its outdated now
lots of the methods and variables used in the video are now obsolete
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
thats cool but where are those used and what for
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
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/
here is the SteamVRSettings
https://pastebin.com/MQXRFQNh
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Any help would be greatly appreciated
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
why does inputDevice always come out as null
Has anyone else noticed that OpenXR doesn't fire disconnected/connected Input System events properly?
Been a bug for 2+ yrs
https://forum.unity.com/threads/case-1407649-openxr-device-disconnected-events-not-firing.1247011/
is it null or you get index out of range?
well it is index out of range ig ye
That's very different
im not getting any input devices and cant figure out why
and that means that there were no devices with the characteristics you asked for
but there should be
https://docs.unity3d.com/ScriptReference/XR.InputDevices.GetDevicesWithCharacteristics.html
This function finds any input devices available to the XR Subsystem that match the specified InputDeviceCharacteristics bitmask exactly and inserts them into the inputDevices list. The function does not include devices that only provide some of the desired characteristics or capabilities.
I think maybe start with https://docs.unity3d.com/ScriptReference/XR.InputDevices.GetDevices.html and list all of them and check what characteristics they have
well, am i doing sum wrong or does it just not find one?
Gets a list of active input devices available to the XR Input Subsystem.
So I guess you don't have any active devices available to your XR Input Subsystem
but, i have controllers and headset connected...
and can use their button presses via the input action manager
no xr inputdevices in xr subsystem help
you're not guaranteed to have all devices available at startup. i'd continue polling for them until they show up
so only retrieving them at Start() is not gonna work?, can i tell it to run a method untill i have inputdevices?
say like if(inputDevice == null)
{
getInputDevice();
}
or sum
like this maybe`?
or is it not null from start?
just go through the list of devices until you find the ones you want
and yea, you could do that
oh ok thx
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
well im looking for specific device so i dont need all
yea but you don't want to make it chug if it can't find the device
hmm ye, should i put a try x amount of times thing?
ok, so inputDevice isnt null to begin with but is UnityEngine.XR.InputDevice cant do if(inputDevice != UnityEngine.XR.InputDevice) right
should i ask if it has the charasteristics that i want and if not look again?
maybe something like this?
saying i want this, if not this look again?
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
ohh, hmm, well im doing that in GetInputDevice();
atleast i think so
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
this what im looking for
seems correct
are they registered with the input system?
and more importantly, why aren't you using the action-based one?
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
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
hmmm, ok how do i do this
is it the actionValue?
how do i use that tho
InputActionReference
?
Does anyone know if there is a discord or forum specifically for using SteamVR in Unity?
i kind of still want to use inputDevice
Anyone has used passthrough in unity with urp? I’ve been looking some info on this, and found nothing useful so far
Anyone who knows where to download the offline steamVR API documenthttps://valvesoftware.github.io/steamvr_unity_plugin/api/index.html
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.
seems like you need to have collision tuning. It's a huge performance boost.
Do you mean something specific or just optimizing physics in general?
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!
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?
you'd just have to look at the logs and source to figure that out. It clearly wont work out of the box
something like that sounds like you just need to quit unity and reopen
as mentioned before, restart unity. But you should ALWAYS do a git commit before you start messing with settings or package installs. So you can compare the changes before and after
No actually didn't help.. What helped was copying the tick from a different place and pasting it there. Now it's working fine. I guess it's a bug.
or you pasted more than you think you did
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
I know a lot about multiplayer, VR and oculus. No idea if there are tutorials or classes on it though. what's up?
Yh that's the problem, not enough support on that yet
Yeah, it's a complex topic. We have only 3 or 4 of us at red iron that touch multiplayer VR.
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.
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
I will check that
What’s the best vr headset for game development
Virtualboy definitely
I do multiplayer vr
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...
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
I believe he said he didn't like that the samples are locked behind a Patreon
this is free
It literally says, get access to the source code on Patreon, in the description.
you just follow the video
Which is literally what the said he didn't like about the YouTube video in his post
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
As long as you realize you are literally sending them back to the tutorial they said they didn't want to use.
I didn't see them post that video
If you want to get into multiplayer, I'd highly recommend just following the tutorials instead of grabbing the source code. That's just my opinion. Also, definitely take advantage of the #archived-networking channel. I don't know any resources for free VR multiplayer source code, but hopefully my advice helps.
Your advice is good, I apologize, I shouldn't be arguing with you when you are trying to help.
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
I agree, your advice is good, and would help. 👍
For things like Room listings and other callbacks, there are unfortunately no VR specific videos for those kinds of things
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
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?
the app should be sending a request and getting a response. just like any other app doing oauth
so, incoming string does not trigger the app.
you're in vr, you can't exactly offload the authentication to a web ui
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'?
you do it the native way, using client id and a secret
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.
yea, there's 3 different oauth flows, one for spa pages, one for hosted services and one for machine-machine solutions
its in the docs
no spa is the one you can't use
since you can't bring up a browser in vr
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.
probably phrased it wrong
@fervent sedge you can use this as a cheat-sheet, the flows mentioned here are standard flows that any oath solution implements https://auth0.com/docs/get-started/authentication-and-authorization-flow/which-oauth-2-0-flow-should-i-use
thanks
its probably the aws crap that threw support off though. since that part you can't use
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
I saw it time ago but I had problems with the avatar and now I'm using an advanzed XR Rig So I'm trying to instantiate the entire prefab and that
Also that's not my problem, it's that the instance of the players are differents so If I move something in mine it doesn't shows up the other player instance
I'm doing the multiplayer like if it was a normal game, it works and connects people to the servers and rooms, but doesn't shows up them
Also the player prefab haves the PhotonView Script
helloo, anyone got any tips or ideas (maybe yt tut's?) of how to make an inventory in XR
umm what do you mean? it has nothing to do with physics? It takes the view of the camera and only renders that instead of the entire scene.
I apparently have no idea what collision tuning is. I tried googling it but didnt find any results do you know any good resources that cover what it is?
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
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
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.
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?
Because the shader template doesn't support Single Pass INstanced rendering https://docs.unity3d.com/Manual/SinglePassInstancing.html
oh, ok thanks, looks like ill figure it out with this
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...
Ohhh XD okay yeah I have occlusion culling in my project. I’ve never heard it referred to as “collision tuning”
tuning is another way to boost it takes far away objects and slightly decreases it that the human eye cant see
so that way it increases performance
Ahh cool okay thank you
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
Yeah I’ll definitely do that. Thank you
I just don't remember right now what the the full name of the URL is though
No worries I can look it up. Thanks for pointing me in the direction
👍🏻
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
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/
Use OVROverlay to add VR Compositor overlay layers in Unity apps.
text should behave the same as buttons and images when rendered on a canvas
but yea, you need to render it in the compositor layer
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).
the docs linked above describes how it works
@tiny niche not that great since they require SDK from Oculus and im not using that
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
activate drage in the event system
rigid bodies have drag applied by default
but you could always calculate it. drag = c*speed^2
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?
would that work for drag movement though? (sorry for ping meant to disable it)
We have a process, scale world canvas to about 0.002f. that will let you easily use natural text and font sizes of around 90.
The only reason it would get blurry farther away is the font is too small in my opinion.
Keep in mind the quest gets blurry over link because of its compression
Usually, you don't want to lock the actual head position - you will make someone nauseated with that.
You usually have the player collider decoupled to its own abstract thing. Fade out the headset when it moves out of bounds.
You probably could force it, lateUpdate etc. But that's bad VR practice for solving the issue in general.
What sdk's/assets to use for getting started with oculus quest 2 development? (game)
I don’t care about bad practice, fading your sight is archaic imo. Also late update still doesn’t work. In editor not using a headset it works great but once you use one the tracking data seems to complete ignore any clamping
Then do it wrong and make people throw up, I don't care much either way. But then you need to override the tracker, which it isn't designed to let you do
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
:) 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.
I disagree there, there definitely is ways of doing it wrong.
But I'll step aside and let someone else help on this one :)
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
I’ll look into that. I didn’t know that was a thing
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.
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
At least, not until we have exoskeleton haptic suits that can physically force you to crouch
Yeah yeah, so I guess I would just have to move it back to its original position after it’s no longer colliding
Yeah, but only for Y. It would be weird if it worked like that also for wall collision.
Yeah. That’s what I was needing it for.
this is probably a really bad idea. Imagine impossible turns. broken legs backs etc. But... cool concept if not abused.
Ill try this... I usually scale to .001f and have a larger font size. Are you using TMPro?
@buoyant joltAt a certain distance for menus/canvas in the scene that are far away, it works okay yes. More specifically when I have a menu attached to the controller (very close) the letters become too large using those settings, and blurry when size is reduced.
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
So thought i'd jump in at the deep end this morning, attaching my VR Rig to a humanoid character, it using IK right?
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?
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
It gives you more functionality, but you don't need it. You just need OpenXR in the XR settings to run on quest
Do you have any non-unicode characters in the path you're building to?
the "xr rig" is only called a rig because of conventions. It doesn't actually have anything to do with your average animation rig
but yea, you could hook up an ik setup to it, by letting the xr rig control some ik targets
C:\Users\User\OneDrive\Desktop\New folder nop not sure :/
Aha... Might wanna try building to somewhere that's not cloud synced as well, just to check
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... 😣
I changed the location but still still same issue i guess its something with gradle but not sure what it is
anyone got a working example of a steering wheel in xr? (grab and rotate, matching position etc)
tried various things to this point
i solved the issue by removing XR plugin from my package manager as im using oculus integration, this isnt written anywhere, and im not sure the devs are aware of the issue.
a steering wheel is just a circular lever. the escape room sample has those
will investigate
Hi All, does anyone know of good tutorials for creating a 3rd person controller in VR using Unity's new input action-system?
That's really specific, I don't think I've seen any tutorials on 3rd person VR controllers in Unity
We have some of our own 3rd person VR games, but none of them use the new input system
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?
My ray interactor is getting stuck on the canvas (watch the video to see what I mean)
the action system has nothing to do with where you position the camera
so its kinda like asking for a racing tutorial with yellow cars
Thats for controllers which arent connected, safe to ignore (like it cant load knuckle controllers if you got a quest)
Mmm got it working with a few changes (removing rotation limits mostly)
But unlike the lever in the sample mine seems to jitter
nvm the parenting of the interactable was messing it up
Oh. So the problem with them not tracking is completely different. Thanks
Thanks, you made me look at this problem in a different way
I want to try to make a vr game, what should be the first thing I start with? Such as environment and intractable items
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?
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...
no controllers are tracking. where can i find a tutorial on how to set up the new XR system?
nope, but it does not handle input so it's kinda sad
the camera is not really the problem
Im pretty sure it supports controlling your vr hands with the keyboard
unity has them. or you could just read the manual for the input system
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
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
Whats the best API to use for general VR "tech demo" that will also work for mobile VR?
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?
At this points OpenXR is the best option, as long as your mobile platform supports it
does that support Oculus?
Yes OpenXR is the preferred API on Quest now
perfect, thank you! 🙂
Would you recommend HDRP for a "demo" VR application? not really a game. Sort of like a gallary
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
Gotcha. I thought as much, just wanted to make sure. thank you 🙂
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
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.
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 .
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 😭
don't physically simulate it, just make an equation for the depth of the bolt depending on the number of revolutions you've turned it
how can I do that can u help me with that ?
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
ok will try to find something for this rotation and depth thing
you should just learn how to code and a bit of math. You really can't get by without some basic geometry and linear algebra
ok
have you checked your normals?
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*
urp has nothing to do with the interactors at all
but you probably have something else failing and propagating errors all around it
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
How do i check those? 😅
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
It looks like you have apackage imported twice
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
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
take a look at the manual or a video. You're gonna have a million other questions once you get it set up, since everything you've been doing up to now is deprecated
Nah dw i was just missing the XR interaction toolkit so it was way different, rn its the same as it was on older versions
oh i thought you meant the plugin system was weird
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?
that's not a render glitch, so you're most likely enabling AA wrong.
did you set it in the urp settings that are actually being used?
i wanna make an inventory in vr and dont know where to start, but i do know where i wanna get
does your gameplay need inventory management? cause even the best inventories are an annoyance when you just want to interact with the things around you
mm kinda just looking to learn how to make one, i dont rly have a plan of what im gonna end at but have some ideas
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
well the problem is how to do it kinda
what are you trying to make then? there's no 1 way that can handle all types of inventories
well, i want to make an inventory like there is in szenith
well, you gotta break it down then. Going by a video, there seems to be a canvas with a panel toggle in the topleft that controls the slots below. in the topright you have filters for the item slots below that also scrolls
and its using laser-pointer interaction
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
yea, you'll need a class describing the array of slots at least and another class describing item stacks (icon, name, description, count)
Scriptable objects?
i wouldn't use scriptable objects for it
scriptable objects are basically data-containers for stuff you create in the editor
u wouldnt?, bcs then i can just make a scriptable object for each object, give it an icon and so
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
so i can make a scriptable object for items, and then just say how many of that item there is in each slot
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
hmm ok, ill see if i can figure something out
the slots might be an array: (ItemDefinition item, int count)[,] Slots;
do i create a type of database also?
you could if you want to. the scriptable objects is just there to make data-entry in the editor easier
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
the whole point of scriptable objects is you have references to them in the classes that use them
no point doing a lookup table, since its accessed by reference anyways
well im thinking the database would be a scriptable object too
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
hmmm
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)
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
how do i take input from a controller in the new XR? i want to check whenever someone pushes down on the right joystick.
you want a world-space canvas
and the measurement is in meters
set up an input action for it
I have zero clue on how to do that. Could You send me the docs for it?
Thanks. I was trying to enable it in the Camera settings in the inspector instead of in the URP Render Pipeline Asset settings.
The scene looks so much better now. I was getting nauseated due to the jagged edges.
yee, i just needed to scale with the scale and not width and height
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.
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?
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.
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?
Trying to access devices[0] throws that error if there's nothing in the array
but there is something in te array
You're running this in Update, have you verified VR is set up before this is run?
Pretty sure it is, it worked correctly before adding the gripbutton part
If there were something in the array it wouldn't throw an error
Or this isn't the code that throws
that's the whole code
just trying to get the 9f (totalVelocity >= 0.05f) to work only when holding Both grip buttons.
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.
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)
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
(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.
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).
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
XR Origin, probably not the action based one
Would depend on tthe tutorial
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...
Ok action based then
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?
This discord is not for recruitment
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
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?
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
is there a specific channel for that here? I can't seem to find it:(
No. Check #📖┃code-of-conduct
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?
Is there any way to call a method or switch a bool after grabbing something only after it fully comes to you in code?
Are you using the XRTK?
Yes
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.
I see the feature of a grab interactable that starts a method, but I believe that it only triggers on the start of the grab (when it starts flying to your hands) and not the end (when it reaches you)
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
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
Ah, great! If it works it works haha
I'll test it in a bit and tell you the results 🙂
Sure thing, let me know how it goes.
what do i add as the refrence of grabActivate? (assuming I want it to be the left conroller)
if you haven't yet, you can download a sample action profile in the xrtk package
that may make your life easier
The XRi left hand interaction/activate seemed to work 🙂
there you go
@austere mango how would i change the code here #🥽┃virtual-reality message for the grab button (not the top trigger)
the code is the same, what you want is a different action
which one is the one I'm looking for?
if i am not mistaken activate is indeed the top trigger, grab is the bottom trigger
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!
activate is top, select is bottom
ah, yeah, i am also using the sample profile, but changed a little bit on my end
@austere mango is there an input action refrence for A/B and X/Y ?
yes, the sample comes with bindings for all buttons
you can create one though, if you can't find it
how do i create one (and what is the samole one called?)
oh, sorry, it seems it doesnt. you will have to create one
the sample is located in Assets\Samples\XR Interaction Tollkit
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?
Normally it is ok if you do that inside unity. Unity will deal with all necessary refactoring .
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.
have you tried googling the name of it? unity has official docs for all packages
you just can't navigate to them from the main unity docs
I have tried. It doesn’t look like they’re updated. I’ll look again tho
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
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
Did you install gradle with unity? Do you have any non-unicode letters or spaces in your build path?
👋 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!
No that should be fine
You need to dig a bit for the actual error message then
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
}
You would need to unsubscribe in OnDisable for that not to happen @atomic quarry
primaryButtonActivate.action.performed -= OnPrimaryPress;
👍
thanks
is it standard practice to do that for all button pressing scripts?
@pine bison
It's a necessity to also unsubscribe wherever you subscribe
Or you easily end up with null references
how can i change the build path im having trouble finding it agian
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
Hi all, having issues using Cinemachine to create a simple freelook camera in VR -- has anyone else had challenges here?
Just my opinion ... If you want the VR folks to care about the package and auth service - I recommend you dont build it against the oculus framework. That only works for 3 headsets out of the 30 or so in the industry right now...
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.
im on the 2020.3 docs and it just told me to use 2019 bruh
https://docs.unity3d.com/Manual/xr-template-vr.html
Good, 2019 is more stable for XR :D
we already have the users authenticated through the storefronts where we sell our games, so the main benefit auth0 could bring is silently replicating those accounts and providing a mechanism for merging them across stores
nothing more annoying than having to deal with account management as a user. even if its just a matter of typing in an email
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
Thanks for the feedback @tiny niche and @buoyant jolt !
well you'd be using the in-quest browser. But that's pretty much where you end up if you limit yourself to doing oauth
I agree you should, but that isn't what the sample project does. It literally shows a popup and tells you to memorize the URL and code and visit it on a PC or phone
My point is more about the sample than oauth use itself
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
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
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
thing is we're already authenticated in our headsets or when doing pcvr through steam. So the bar to reach is silent authentication. Which certainly isn't impossible, but its not a supported auth0 scenario afaik.
and while typing on a phone is easier, taking the headset off is a massive inconvenience on top of having to memorize a url
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.
If anyone is facing issues trying to enable FFR, I actually figured something out (kind of). It seems changing the resolution scale messes with FFR. On my project, Ive set different URP renderer settings depending on the scene. Changing the resolution seem to reset FFR to level 0, even if you are setting resolution scale back to 1.
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.
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?
Considering grabbing this https://assetstore.unity.com/packages/tools/physics/hurricane-vr-physics-interaction-toolkit-177300
not a bad idea considering this craziness... https://www.reddit.com/r/gamedev/comments/tdvsag/my_first_solo_indie_game_has_made_700000_in_the/
damn
oh. i just deleted my 2019 version lmao. guess ill just reinstall
anyone got any knows of tutorials that help with making a bow and arrow in vr thats not the unity one?
how do i get the input of a vr controller with the default xr kit
How do I center this? Like between both eyes? As the health bar is not centered for the right eye and only the left
put it in front of the center eye
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
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?
I wouldn't consider that necessary @stoic hawk
Ok I dusted off my Rift S, works great
Working for Quest on Rift S is perfectly fine, I did it for a while. Just gotta test for performance on device
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
if your internet is good u can just use airlink
Sorry for NEWBIE questions. Is 2020.3.31f1 really the recommended version for Windows 10 and it tells me?
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')
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 ()
What are the other errors?
Any reason to change the input management?
Both will be quite a bit slower than new
I'd say indeed use rhe latest LTS version, so 2020.3.
If there are features from 2021.2 you need that is also stable enough (because that will get an LTS version later this year or start next year anyways)
laziness. I didn't know how to set mouse cursor icon with new input system.
If you'll ship this product learn the new input system, will save you a lot of hassle with switching it on and off with errors later on👌
if you are using unity's ui it normally creates a eventsystem gameobject with a XR UI input module, there you can enable mouse input. but dont forget it enabled cause it takes some cpu time to process
you should be able to just add an XR Origin and it should come with controllers
is it possible to get headset sensor (positioning/orientation) data (like from the gyroscope, accelerometer, etc) in a script?
thanks!
you should be able to get the transform of the Xr origins Camera
bcs it mirrors the orientation of the headset, i dont know about gyro and acceelorometer tho
does it mirror the physical orientation of the headset? or the virtual orientation, cuz in some games u can rotate the character using the joystick, rather than physically turning ur head/body
if using joystick to rotate the character, the physical orientation of the headset would remain the same
well it follows the physical rotation
oh okay that should work then
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?
You use Oculus Link @inner cove. SteamVR won't work on the quest natively
I'm not using Oculus Link or Air Link. I'm using Virtual Desktop
Any reason you don't wanna use air link?
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
but i dont want to wait one and a half minute to build and test something
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
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
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
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.
it worked fine but for some reason i've got that warning and controllers are not moving
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...
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. ?
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?
They don’t have a collider and do have a rigid body(rigid body gives something gravity etc.), so that means they probably fall thru the map once you load the game. Adding a box collider should fix it
Thanks
Yw
anyone got grab code
Use the XR interactable script
does that work for grabbing walls and launching yourself?
No, I don't think it includes that
@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...
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
hey ik u
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
r u trying to make gtag
No
did u add a rigidbody to the player'
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.
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.
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 🙂
Whats your exact issue here? Could you just get the list and save it to a file?
That's what I want to do, but not really sure how... Could you help me out?
So you can get the list? What does the List look like?
The raw data can be accessed directly through OVRPlugin.GetHandState. OVRSkeleton exposes the data with Transforms, which is more work to try to serialize.
If its just transforms, you could easily serialize into vectors there and get a nice JSON output for example
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?
did the same tutorial a while ago? just mess around with limits and rigid body constraints
well obviously u didn't because mine works just fine?
I mean adding an grab interactable to the button itself so you can pick it up @true tapir
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
wdym?
XR has AR and VR combined
hence the name XR
ik that but why should I use the interaction toolkit?
wdym?
you pretty much have to unless you want to re invent the entire wheel XD
no one re invents the wheel we just add do it LOL!
Or if you are targeting Oculus only then use Oculus's version of it
like what does the toolkit have that cant be easily made
like if I wanted a button I could just detect a collision with the controller and the button
There are several frameworks you can pick from, including the XR interaction toolkit. They serve several purposes, most namely cross platform support and standardization of controls.
You don't have to use them.
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.
And keep in mind not all headset controllers have the same number and position of buttons
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
umm well that has nothing to do with toolkit lmao that's just a void trigger collision lmao. U clearly have little experience with unity. What if you wanted to have a button that has float parameters? You need toolkit to use the VR's triggers call backs if you want to directly communicate with it.
Otherwise by all means do everything yourself and write over 100 C# scripts consisting of thousands of lines of code XD
re invent the wheel IG
but no real programmer does that
I see alot of youtube videos using it so thats why I was wondering if it was neccessary or if it might just add unneccesary things to my project
What are float parameters
It's mostly just for controller support. It's kind of broken with the vive and index still. It's used a lot for simplicity but ... Problematic
or any C, JAVA, etc. book or video.
I think it's worthwhile to build something without it to learn how it works :)
Ok ty 😁
It's also good to always question why a framework is in use
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
I think that's smart and fair
Its ok, Iv made a 2d game and a 3d game already, but I understand why u would be annoyed
I have to rewrite 5 simulations from SteamVR to UnityXR in the morning :D we all get tired!
rip. That's the main reason why I did not use Steam VR
as I wanted to include the Oculus 2
Ik what a float var type is
well that's what a parameter is. 0 - 1
so a trigger is a flaot
Yeah it's some of our 2016 simulations for a gov contract
Oh thx for explaining
so that's why for a button u can use floats to be more realistic
so if the parameter is > .70 then the button does something
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
Like for a controller button?
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.
if you want a physical hand to press the button then the more you push against the spring the more it will do things
it should automatically do it
I think I do it in this vid