#š„½āvirtual-reality
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Thats what i thought, and im going through their source code and it all looks fine. No errors happening or anything
Hmm.. now that I think of it how would you actually do that?
Make the button a rigidbody? š
umm yes?
Ah ok
watch this vid hold up...
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...
^^^
@hushed fox
Looks like it worked perfectly going from right to left, but then trying to grab it again with your right had a delay š¤ But yeah, the right to left behaviour is exactly what i'd expect
Will debug further, but thanks for the sanity check
Ok
Btw is there any way to use hand tracking without the toolkit?
Yes the collider to grab it is way smaller thats why XD
just use the toolkit
save urself time
like I said the 100+ C# scripts
it's 100% free
You can, it's mostly just the world position of the controllers that it helps you access. But there are ways to get at it all without using it
Generally you'll need a framework for hand tracking, usually like the oculus runtime.
We have an experimental OpenCV hand tracking we use on the Pico, but we don't use it through the XR toolkit at the moment.
I usually like making things myself if its possible bc then I feel like i have more control over my game
If I imported the toolkit but never used it would it impact my game in any way?
Like performance?
umm no?
u are not using it so no
you might just have more extra syntacs if u use the namespace in c# scripts
I mean intellesense
K
afternoon everyone
Noticed that 2019LTS has finished support from the unity side. I still use it cause it supports the original steamvr plugin
anyone else had to port their stuff to a later version?
If the project is (mostly) done in 2019 lts already, is there a reason to bump it to 2020?
Hey guys! Which headset should I buy for virtual reality development?
quest2, gives you the most platforms to target and wireless debugging opportunities
anyone know how to move an xr origin spawn point?
Yeah that makes sense, thanks
Wdym by that?
Like the location 𤣠wdym u just move it?
yeah just move it somewhere else than the center of the scene. But I managed to do it but my centerpoint is al weird now
Is dithering viable for VR? I'm noticing color banding in dark scenes.
yes
Know of any tutorials for applying it to everything with lighting?
When Iām using Unity in my Quest 2 headset via AirLink, my Unity screen comes up and I can interact with it except that my drop down menus are invisible from within the headset. The drop down menus do appear on my monitor so I know itās working; I just canāt see it in the headset. I can even still select items from the (invisible) drop down menu with the oculus controllers; I just canāt see them in the headset so I have to peek out from the headset and look at the PC monitor to do it. (I watch the curser move down the menu on the PC monitor as I move the oculus controller.) Does anyone know how to fix this so the drop down menus are visible from within the oculus?
Also, whereās the best place to post very basic beginner questions?
there's postprocessing you can do to apply it to everything, but its slow
i dont know why but this controller wont pick up this item, im able to pick it up with a different direct interactor and a ray interactable but not this spesific one
it seems to be a problem it dont want to interact with non kinematic rigidbodies
but i have another hand that dont have this issue and i copied the component values and it still dont work
ive made a discovery. apparenly the direct interactor and ray interactor works differently and it does not use the settings from the XR controller the same way. for instance the direct interactor does not move held/selected objects, only the ray interactor does. this may or may not be some of the root of all these weird issues im having
Hello,
After spending hours searching, I come to ask for help here hoping to find a solution to my problem
I'm using a pico neo 3, and I would like to be able to read a file from my Assets/[..] folder, it works fine coming from my pc with Application.datapath, but impossible to find the right path to the Asset folder when running the application on the headset. I also tried with Application.PersistentDatapath...
Does anyone have any idea? Thanks a lot
wouldnt this be more of a programming question? and you should probably explain the code/how exactly you are doing it
It does but it's pico related so I didn't know :/
I will try in the programming section
Thanks
i was more thinking how you are reading a file from assets, either if you are using resources or reading files in different ways
have you made sure that this code works on the operating system for it? if its android or anything else than windows you should make sure that its compatible whith whatever system your headset is
is there an easy way to get the rigidbody of the selected interactable that is built in into the XR package?
Hello, I am working with OpenXR 1.3.1 with Unity 2021.2.16f1 on a VR game and I wanted to confirm (if anyone can), that with Windows Mixed Reality the input "UserPresence" always return true, and then is not usable ?
I have the same issue right now actually. I need to get the GameObject I am interacting with. I have no idea how to do that...
I don't think XR includes such feature unfortunately, as needed as it is. I think the only solution is to create my own interaction system, which is so much more flexible, but I really don't want to make my life harder than it has to be incase I missed something
If anyone knows how to get the GameObject I am grabbing/interacting with please let us know!
I mean there's this https://i.imgur.com/3xSpcg9.png
I just have no idea how to use it
Or if it's even useable
Im gonna do a very not great solution for it, in our player script that controls continuous movement and controller inputs that is not interactions; im gonna make a method that sets the current held item for left/right hand and plot it into the gameobject's interaction selection events. Its not a great solution since id rather want it to be a part of the already existing interactions or using the structure that's already there but that might prove difficult if there is no easy way to get the targets
I might have a look into editing the base xr interactior script to keep the gameobject saved in a variable in the interactor script while its selected
Since i couldn't figure out how to use this, and the other get selected interactables method
Bro I've been struggling trying to implement this for so long
Without using another raytrace
For that extra bit of optimization
š
I'll keep you in mind when i go over this sometime this weekend and update you if i get anywhere
Does anyone know a function to stop the selection of an interactable?
I found CanSelect(XRBaseInteractable) in XRBaseInteractor yet I don't know how I go from XRGrabInteractable to XRBaseInteractor
Or how to even use it
There's even an allowselect but it doesn't help me much considering I still don't know how to get to the XRBaseInteractor
Transform Base = CurrentlyGrabbedObject.GetComponentInParent<XRGrabInteractable>().transform.parent;
if (Base == null) return;
Base.GetComponent<XRBaseInteractor>().allowSelect = false;
Base.GetComponent<XRBaseInteractor>().allowHover = false;
I did this and it changed absolutely nothing (in an update function too)
P.S. I tried this because there's a weird issue where if you point both controllers at eachother and there's an object inbetween, and you hold both grip buttons, it kind of goes crazy
Also fun fact that will kill you emotionally, if you hold grab and grab the side of an object like a cube, On Hover from the interactable go after you grabbed the object from the controller, and if you grab them properly then it goes before you grabbed the object from the controller
Just to elaborate, my approach is to mark the interactable as grabbed once hovered using it's built in hover call, and then from the controller side I can get it, and know which controller I'm talking about because of the controller's select call.
Though obviously this has to come with a lot of timing issues...
Been working on a little Arcade-Grapple Plattformer
https://streamable.com/b607sb
the interaction system is set up so the grabbables are not supposed to know about the controllers and the controllers are not supposed to know about the grabbables. Works as long as you only do interactions supported by the interaction manager
grappling is pretty lackluster unless you include lots of overhangs in your level design
of course
barely added things to the level, its just my testing space for the moment
I find that silly. I need to diffrienciate between a button and an interactable (for convenience, knowing when the button is "clicked" in VR without making an extra raytrace), and also of course fix the spam grab you can pull off
that's the thing, what you're trying to do is going to end up with a lot of circular dependencies
the interaction toolkit set out to solve that by offloading the interaction architecture to the interaction manager
What do you mean by that?
From what I can understand, I can't pull off what I wanted to pull off conveniently with the interaction system and would rather have to use an extra raytrace which is a little painful to think about considering I already have a raytrace. (Not to mention I would still be required to find the button/controllers for colour changing effects and whatnot)
raycast, raytrace is a rendering thing
basically you have to limit yourself to things that you can grab and activate, since that's what the toolkit can handle unless you modify it
would've been nice if they made it extendable, but they've made the implementation really opaque
If they're already casting a raycast to get whether the interactable is an interactable or not, and to grab it, it's very confusing as to why they don't allow us to figure out the interactable. And it's not just me stuck on this issue, another guy above requires it too.
I'm already like 80% into fixing it with circular dependencies, it's just really painful because even the timing is incorrect between the grab functions, hopefully I'll figure something out today.
I also don't think that piece of code of theirs is accessible
The one that casts the raycast
Hey all,
We are a Metaverse startup looking for an intern, someone who would like to work on the the cutting edge tech and is eager to learn and explore the world of VR. Please feel free to contact me regarding the role.
anyone has problems with quest joysticks, sometimes all buttons map well ,other times they dont
Yo anyone got a good grapple hook tutorial?
i used Dani's personaly, its simple and was relatively easy to port to VR
Hm can you help me port it to vr?
iirc the only thing you needed to do different from his tutorial was attach a camera to the hand that is casting the hook and use that instead in the script
not completly sure anymore if it had other issues though
alr
i made this with his grapple guide @solar dune https://streamable.com/shcn7v
his grapples by default dont pull/push, need to add that yourself if you want that
attached it to the hand you want to shoot from
so the controller?
yup
"gunTip" is where the hook will origin from, "camera" is the camera used for the raycast iirc, player is the object the joint will be placed on, so pull in GorillaPlayer
should work i think?
I tried, my camera turned into a dead fish but worse
and now im getting this lol
@pseudo yacht
right, you have to replace the input with the input system you use for the other VR stuff
Where does that go?
its in the update function of his code, you replace the one there with the VR input
alr now time to force my lazy brain to type
there should be an XR section on the camera, disable the XR rendering there
you could also try if it works with just your players camera, maybe you dont get the issue i had (the LineRenderer was acting a bit odd)
hey sorry for being lazy but could you send me the code i need to add in
hi everyone! this is my first time trying out vr game development so im just trying to basically get anything to run on my quest 2
i have it connected to my pc and all
but the play button doesn't start it in the headset (im in the link home)
and trying to 'build and run' it just results in a "gradle build failed" message
any ideas?
can anyone send me a good vr grapple thing?
You need SteamVR active, also I recommend to watch this tutorial: https://www.youtube.com/watch?v=yxMzAw2Sg5w
It helped me a lot
LOTS of people got the Oculus Quest 2 for Christmas. Want to learn how to make games for them all to enjoy? Yea you do!! Come learn how to set up a VR project in Unity's lastest version as well as some basics like how to use the grab interactable to pick up objects and the locomotion system to move via teleportation or continuous movement.
// š...
ahh thanku!
see i was watching their one from 2021
but maybe a couple things are outdated?
i did follow the things the comments were saying
Could be, skim through it and check
oki
I'm also pretty new to unity but it worked for me
@long spade it works!! thanku so much :DD
š
Is there a way to change the FoV of the Camera that outputs to the Desktop Window?
I need help with a vr grapple
does anyone know why when i teleport (using a basic locomotion system with teleportation provider and a teleportation area attached to my floor plane), the camera height gets set much lower (pretty much the floor level), ive provided some screenshots but if you need more details just ask :)
XR origin transform.position.y is 1.1 and the camera y offset attribute is set to 0.2
the Camera Offset game object has a transform.position.y of 0.2
and the main camera has a transform.position.y of 0.45
nvm i immediately got it working xD
if anyone has the same issue, i just increased the camera y offset attribute in my XR origin object and didn't bother with the transforms of any of the objects
Anyone know of a good tutorial for implementing a āgrab air to move, scale, and/or rotateā mechanic? An example would be like in Gravity Sketch, Horizon Worlds Creator Mode, Tiltbrush, etc.
Iāve searched high and low with no success. Maybe there is a specific naming convention for what Iām trying to achieve, but Iām just not aware of it?
Hi so I have the gtag locomotion package and when I sideload I spawn in the air
how to make camera start in specific place?
Just move the XR Origin to where you want to start
i did but when test starting, it moves somewhere else
and goes back in place after turning off
Then try and putting it under a parent and move that instead
its simpler than you might think. basically you can think of it as grabbing 2 sides of a cube that scales to fit between your hands
inverse the transform on it and you've got the matrix that describes the new world space
Ummmmā¦.. š„ŗ
Current progress on my little VR grappling game
https://streamable.com/ziqz0c
How easy is it to build to a quest 2 using the VR Template from the hub?
I imported my project apk in to Oculus Quest 2 but it plays like video and not a game. Any ideas how to fix this? š
Hey, so, I'm using XR. But when I use link for my Oculus Quest 2, its not in vr mode.
Have you guys seen this error before? OPENGL NATIVE PLUG-IN ERROR: GL_OUT_OF_MEMORY: Not enough memory left to execute command unity reddit
It's crashing my application. I'm on OpenGL ES 3
Sounds like something in the XR settings is wrong
Check memory usage in the profiler
Could you be more specific?
How is the project set up and what does and doesnt it do
hi guys :]
im very new to vr game development, im having a sudden issue where my controllers (quest 2) aren't being tracked correctly by unity? like at all, this just started happening a couple days ago and before that it was working fine
now the raycast lines where my controllers should be are going crazy all about the place and glitching in and out
its not a hardware issue as the controllers work fine everywhere else on my quest
anyone know what might be causing this?
If I was to make a rigidbody a child of the controller, would smacking something with that object give a physics interaction?
like a punch or slap
or like, tennis stick
I wanna do a combination between blade and sorcery style weapon physics (all mass based and such) and kind of h3vr with the lack of a player's body
would a custom interactor that attaches the interactable and interactor by a joint be a good idea/
guys im having an issue
so im using the vr baseplate from unity
but for some reason my controllers are always on the ground in game
so, im following this tutorial: https://www.youtube.com/watch?v=5D2bN7xL5us&ab_channel=JustinPBarnett
and whenever I spawn in, I spawn in the sky.
Ok, I honestly had WAY more fun making this tutorial than I should have. This kind of movement is so addicting. In this video I use a basic PID controller and Hooke's Law to add Gorilla Tag's physics based movement to our Unity VR project. Run, climb, and launch your way around in this new Unity XR tutorial! We're using Unity 2021.2.7f1 and the ...
i haven't watched this one but my guess is that you need to specify either a spawn point in a transform or coordinates, perhaps. or your player is already in the scene/game manager object is the spawn point, and it's too high up
I could help with it
Hi! Did anybody get the quest 2 controllers working with the new input system? ReadValue just returns zeros for me on everything and I'm not sure where to start debugging. Already tried a few different package combination including openxr and various binding paths and it's always the same result. To know that it's possible at all would be a good start.š¬
Imported the Oculus XR Plugin Management thing into my project. How come Oculus.Platform isn't a valid namespace?
Using 2019.3.15f1
i use the actionbased system with my q2. works the same as when using the rift
just make sure the actions are enabled
ocusus has no plugin management stuff for unity
but you're probably referencing their openxr runtime
the namespace you're talking about is in their sdk though
sure, but do you even want that sdk? its not a required thing usually
The Oculus.Platform namespace is apart of what my friend sent me. I guess I gotta have it lol
It shouldn't be too bad
Is there a download link you can send? Sorry @tiny niche
its in the asset store
Ah. Is it Oculus Integration?
yes, that's the sdk
Alright. Thank you!
Hi, I was wondering if anybody knew how to make it so when you move your controllers in a certain way it would cause an action
i have made a script for vr and whenever i put on my vr. the hands just stay at 0, 0 and continuously try to move there and i dont know if it has anything to do with the code or with unity
pro tip: its always your code that's broken ...even if it shouldn't be
well it wasnt
but your right
it is the code that is usually broken but
my code wasnt broken
i just forgot to add something in unity
LOL
things you do in unity is essentially your code as well
yeah true
my problem was i didnt put the 'XRI default input actions' file in the 'input action manager' tab
alright tell me when you can
hey! Im working on a VR game about exploring caves, and I need a script so that my player can swing from a rope. can anyone assist?
Just make one, keeping in mind forced motion is š¤¢
hi guys, ever since I've switched to URP my left eye sees some scene view icons like the directional light sun icon also in game view
did I accidentally switch on a gizmo somewhere perhaps?
I must have toggled all gizmos on, I just disabled it again and it's back to normal
when i export apk to go on quest 2 it runs as a non-apk app any help?
Is there anyone around that has experience with publishing a game to the oculus store? We are in the process of submitting but are having a hard time finding low hanging fruits in profiler. We do the usual build to device and connect to profile so there is no UI overhead. But can't find anything other than semaphore.waitforSignal
are there issues with the URP with the quest 2? I'm trying to figure out how anyone is hitting 120hz or similar with Unity
is using multiview instead of multipass essential for hitting those framerates? I've kind of hit a wall with identifying bottlenecks in my scene
I'm using URP but only recently ported to Quest2, so havent hit 72 yet. Though i don't intend to go beyond 90 if at all. I'd say multiview is essential, but you'll have to make sure all your shaders support it. Otherwise objects will only appear in one eye
Most of our props use a shadergraph lit shader and I haven't been able to get that to not show up as bright magenta in-headset with multiview enabled
You have to make sure that you have the Universal target set in your shadergraph
Air Link
https://youtu.be/i4fPErsEJD4
This is a decenet start with my CPU optimization guide. Other than that look at the profiler
Unity has some great features to improve performance for VR games.
This video will go through all the easy performance improvements. Anyone can follow along, even if you cannot code or don't know the technical details (explanation below).
I cover both Desktop (Oculus Rift, HTC Vive, Valve Index, Windows Mixed Reality) and Android (Oculus Quest)...
Make sure oculus or openxr is enabled under PC in XR management and just press play
Probably, but then you might need to run it via steamvr
@tepid boughDid you enable OpenXR on desktop
As I said, if you use virtual desktop it wont run using oculus
if you only use oculus package you should use air link or link
I need some help with Unity about VRCSDK cuz I get alot of errors
Nobody can help if they don't know what the issues are. #854851968446365696 if you need a primer on how to ask a question.
So I made a PID script for my hand and it works fine when I move the left controller manually in the editor but when I build it for my headset it follows my real hand fine but after like 5 seconds they just disappear. What's that about?
This is the script
Hold on gimme a sec lmao
it's going to be difficult for sure... basically what I'd suggest to try would be:
- use 2020.3 LTS (2021.2+ URP's are slower)
- don't use any postprocessing at all
- reduce resolution
I can only run URP at 120Hz with really simple scenes and every extra option turned off
(on Q2)
in addition, if your app design allows it, you could try oculus application spacewarp for projecting from 60->120
all in all... 120Hz on Q2 is hard to pull off, many can't even do 90Hz
I had read on the unity forums the quest's current software version auto adjusts the level of fixed foveated rendering. Is this true or do I still need to enable this in my application?
unless there's another way I can reduce the resolution of my game that I'm unaware of
I am having alot of problems trying to get a body for my vr game im making a game with gorilla tag movement and want to make a character for the game i got a character and... i have no idea i followed a tutorial but they were using OVR and i was using XR but i still tried anyway and i tried remove the rectangle hands that i was originally using and move the PID script and hookeslaw scriptto the models hands but that still didnt work... i feel like there is an easy fix just my small brain cant think of it.. lol
how would you implement crossplay between VR and non-vr
you starting a museum?
Nah - just platforms I've shipped stuff on š
looks nice in the front of the shop
You've got quite the collection! Need the powerglove and a couple others
Heh, I had to get choosy. would need another 30 shelves š
haha well done
been doin AR/XR long, long before oculus existed heh
Howdy, how would i go about getting the left controllers "Primary2dAxis" and using it for the Forward and sideways input for this vector 3? im quite new to the different input system and looking it up doesnt give me any solid examples to getting the Primary2dAxis vector 2 values
this is unity XR for version 2020.3.30f1
this makes me sad. Im using BiRP and I can hit 120hz with terrain + LOD'd synty stuff.
When I tried URP, dropping everything including AA, I still couldnt hit 80hz š±
Seems like there's nothing fast and performant about urp š
why do I keep flinging out of the map when I put on my vr headset.
It's perfectly fine until I put my vr headset on, then I go flying.
Yo can you guys makr something for school my teacher asked me if i cab find one but there is no
I'm facing this issue when building my Pico application: Manifest merger failed : Attribute application@allowBackup value=(false) from [:unityLibrary] AndroidManifest.xml:44:9-36
is also present at [:Pico_PaymentSDK_Android_V1.0.34:] AndroidManifest.xml:18:9-35 value=(true). Can someone please help me resolve it? There is no manifest file in Assets/Plugins/Android folder but several in Temp folder
aren1709 ā Today at 3:04 PM
Hello everyone, I play the game VRchat, Recroom and I thought how did they make it possible to load so many rooms within the game for download? Do they use addressables/asset bundles?
if you have colliders on your body and hands, make sure that they're either on a layer that doesn't have intercollision, or that the hands are triggers
yeah I can imagine built-in could work better there, considering Quest is really bare bones target where you don't want any kind of overhead since you disable everything anyway
Yeah honestly dropping it to vertex lit gives me the best performance but obviously this looks poop.... particularly on terrain š
I remove specular and reflections on most materials, unless its something like a glass bottle or something that really needs it
how do i get a model for my game and put the scripts on in using XR
Could also make the inter-colliding parts use a non-self-colliding layer...
That's what i meant, yeah
ah
Is it possible to turn off the Microsoft Mixed Reality Portal's VR world transition. Kind of slows down the testing iteration...
PID controller?
Yeah
wassat mean
is it true Unity no longer support VR for android ?
https://github.com/googlevr/cardboard-xr-plugin
what?
Does Microsoft have a VR tech support?
Using unity XRs Action based controller component how can i get the button Action? for example oculus' A B X and Y buttons?
to me there seems to only be the trigger and the grip, is there something im missing?
You need to create an input action map and reference it
https://media.discordapp.net/attachments/497874524549808128/959702367442448394/unknown.png
yeah sorry, is this my smartphone or I need to update an SDK
when i try to create a game object in the XR section, the only option that appears is "convert main camera to XR rig"
why am I being flung out of the map when I put on my headset
how do i make it so that other people can see my character but for them they only see spheres as hands e.g . trouts game
You need to install the XR interaction toolkit if you want all the stuff that comes with that
Any tutorials recommended out there for an oculus quest 2 character controller?
just looking for something to show me how they use the game stick. The premade VR input actions are pretty large
I can always recommend Valem on youtube. Look at his xr interaction toolkit playlist, that covers everything from moving to two hand grabbing, climbing and more
I could have told you that :D URP is a make work project
Yes but why would we?
Idk bc it can be cool
Add the model to your Assets folder. Drag it into your scene. Add scripts onto it in the scene. You should really take an intro course though tbh.
Unity never supported it. They (as a company) require other companies to fund their support to a tune of 1m/yr for support.
Google however made the cardboard plugin for Unity, and has since opensourced it and ceased development of it.
This isn't a Microsoft discord. It's Unity.
why can my character phase through walls>
I can say with full confidence I like my own ideas and XR projects more than the one in your head. So again, why would a developer want to build your dream idea instead of our own?
What did you create that you think would stop them?
Bc my dream is the future of kids getting to see in vr how to learn it with new experiences
It doesn't work that way, you may want to look up a tutorial on collision fading for VR
How can i make a own vr game or vr thing
use valems tutprials
Okey
i cant find any tutorials
I'd recommend learning some tutorials and build it on your own :)
Okey you're ideas are idd better
im not asking for a tutorial from you @buoyant jolt
im trying to make a vr game
but when i import an action based xr origin
my pointers arent being tracked
i followed the same steps i did for a different game
and i have zero idea of what to do
or what to post
under project settings > XR, is the correct platform selected?
try switching to oculus or openXR
It depends on what the issue is. But you'll get a lot more responses if you post the issue.
anybody know how to do this but with oculus integration? (im referring to the sprint mechanic that the purple player does in this 2D game) https://media.discordapp.net/attachments/497874004401586176/955620438170566656/ezgif.com-gif-maker_2.gif
Please don't throw players across the room in VR unless you want them to get sick
What Iloyd said, maybe make it some kind of ranged attack or a teleport attack instead of a jump
Laughs in echo arena.
That is smooth acceleration tho, and caused by pushing or jetpacking yourself
There is the launchy thing at the beginning that moves fast.
Honestly a dash isnāt too much different than jumping. Just in another direction than up.
And if Someone canāt handle jumping then theyāve got weak constitution.
had my input manager set improperly
Which Unity Asset works the best and is better for making a full game on the oculus quest 2 with 0 experience, autohands, Vrif, or hurricane, I'm only planning to get one that I can use forever and help get my ideas out there with.... also I'm willing to spend hours and hours looking at tutorials, so if there's a lot of documentation for one than that's good too! :)) please help me decide...
when i start my project the xr origin flies away anyone know why
my game is using openxr and theres a random haptic thing that happens when i press the trigger or grip button. i have no haptic events coded in and i cannot find an option to disable it
personally I love hurricane+hexa but autohand's new stuff looks pretty appealing and its cheaper
vrif is pretty meh by comparison
Add MSAA
Hey there. I'm trying to update our game Tentacular to Unity 2021.2 (from 2019.2) and the experience is just utterly depressing. Would anyone tell me how to get SteamVR input working with OpenXR? I can't believe in what state VR is in 2022. Please help.
Are you also switching from legacy XR to XR Management?
Because otherwise you can still use the steamvr xr plugin in 2021
If you make a build using OpenXR, it will automatically run on steamvr and oculus
I'm pretty lost when it comes to all the different packages tbh
can I DM you maybe?
Then follow a guide on how it works in 2021
This is a decent one: https://youtu.be/1VC3ZOxn2Lo
How to start a Virtual Reality Game in 2021 that actually works! A beginner's guide to Unity's XR Plugin and how to start that VR game in 2021.
Hey guys! So I know many of you are home from work, have lost your jobs, are now doing school online, and are bored with how much time you have at home. I can't be the only one who has started a new hob...
OpenXR: Used for all desktop, unless you need very specific oculus or steamvr features. This will also future proof you
SteamVR: Steam only, if no per finger animation is needed use OpenXR
Oculus: Just use OpenXR for desktop, for Quest I do recommend the Oculux XR plugin
if I used OpenXR people won't be able to configure their own controllers, like they can with SteamVR Input and I need to make new builds for new devices
Is that the case?
You still run can run HMDs using SteamVR runtime, you just develop using OpenXR
OpenXR is cross platform, so new devices will be either really easy or automatically supported
All new devices should basically support OpenXR
Thanks! I'll try to get deeper into the system.
Hey, I'm using the OpenXR plugin and want to parent my righthand under a different gameobject, but it's transform data seems 'frozen'.
If I go into the editor and try to change it's values, it immediately updates to the old value again, even when tracking is turned off.
Hello, I am trying to do a house-tour in VR, I can walk around in the house and such but the problem is that there is no collision, so I cant walk up the stairs to the second floor. I have no idea how to fix it and I am just super stressed about it so could someone help me?
Make sure you have a collider for the player, and colliders on everything in the house
I can always recommend Valem for VR tutorials, even if you only need the movement; he has a tutorial on there
@opaque stag
ā¶ Get access to the source code: https://www.patreon.com/ValemVR
ā¶ Join the Discord channel: https://discord.gg/5uhRegs
Welcome back to the part 4 of this tutorial serie that will teach you the basics of VR development in Unity. In this episode we will learn how to setup continuous movement!
#vr #vrdev #madewithunity
This video here
Yeah, That was actually the video that I followed when I created this but I cant for the life of me find what I missed, but I will go through it again
hey, does anyone know why im getting random frame drops in my game? i go from about 100 fps to like 10
Its so weird, the game runs fine for like 5 min. but then i get these horrible frame drops, weirder is, that if i restart the game then, i still get massive frame drops, only thing that fixes it is restarting my pc and Vr headset
Why in the world would this happen?
Im pretty shure none of my scripts cause this, since i have disabled all of them for testing, so i really dont understand why this is happening
The frame drops are more like lag spikes, runs fine for 3 sec. then at 3fps for 10, repeating
im loosing my mind
are there some compatibility issues with URP or smth?
Could a capsule Collider for the player (VR Rig) and Mesh Collider for the house work?
@gilded wyvern
Yeah, that's what Valem uses
Must have somehow missed that, I will try it now
I have a mesh collider for the parts were I need to have them but I still dont get it to work so, what do i need to have in it? do I need to have this "Convex" and "Is Trigger" options? and what about "cooking" and "Material". @gilded wyvern
Hey guys, do you know if I can get VR stereo in URP using skybox-panoramic material? I've tried 3D layout option (my image is over under) but with oculus link I got no stereo..
set it to Convex, leave IsTrigger off
and in the dropdown for cooking and stuff, leave that to "everything"
Convex mesh colliders are more performant (iirc, might be wrong) that non convex ones
i have an empty game object with the Tracked Pose Driver (New Input System)
i am trying to get the transform position (get) but it always returns zero
if i click on it while running the editor it shows its ever changing coords in the position tab of the inspector
i have tried making it an asset to no avail
please help me
@gilded wyvern Thanks for the help so far. It is sort of working now, I cant get up the stairs but I cant walk through them anymore and I can walk through the walls to get outside but I cant get back in after, Which is sort of reverse on how I would prefer the walls to work
And the gravity is messed up but that might be because I have the wrong layer chosen? I had one called "house" but I have set it to Everything now, which might be better. Followed Valems guide for it. Sorry for needing help with so much haha
hi, i have a question, which hardware device u use for vr dev?
I myself use the Oculus Quest 2 connected via cable to the computer
quest2, using air link
okay nice and for AR? Tablet? Smartphone? Ar glases / which?
you pretty much have to target phones when doing AR
unless its an industrial application and you use hololens
I have on my desk right now, Quest 1, Quest 2 Pico 2 Eye, Pico 3 Eye, Rift, Rift S, Vive, Samsung Odyssey. Right now only the Quest 2, Pico 3, Rift S and Vive are connected to my PC, the rest are on the desk but not connected at the moment.
I shave 30+ AR enabled devices for testing, probably 10 or so on my desk including third eye and hl2. We don't use ARFoundation, so we test a lot more devices as we cover high and low end phones and tablets.
I also have 4 or 5 various depth sensors on my desk, real sense, Kinect 2, leap motion etc. But those are for our more experimental stuff
Finally, I recognize I need to clean my desk
but you are limited to only Steam LOL. And yes you can still configure with OPEN XR
you just use the new input system
š
it's because you are using a rigidbody?
if you use a controller collider you can change the height to go up things manually
Thing is we already have the game fully working for Oculus (PCVR & QUEST) and SteamVR. For Quest I will need to use Oculus SDK anyway as far as I know so I have to wrap controls in any case
or with a rigidbody code it to go up stepper slopes
wdym steam vr will only work with steam vr
you cannot port to anything else
like the oculus store, etc.
that is why Open Xr is the go to for multiplatform if you are not making everything from scratch
it's really not that bad to use
here is an example of a little project I am working on using it
a couple weeks old since I recorded this so I have a lot more features but o well XD
Help me, i have a PID and Hookes law code to make the gorilla tag physics but i want to make a character with that. BUT
i have followed tutorials on how to make a character and i just expexted it to work but i just flew straight up into the air and/or the hands were not tracking their position properly
well join Justin's Discord since you are following his tutorial. You should be learning not strait copy and pasting what you watch.
Has anyone dabbled in using your finger to interact with UI? Not a long raycast but direct finger to button interaction?
Yes
yes, it can be done quite easily and works just as well
can someone help me
Does any one have any idea on how I can address the problem.
My character dips below my environment she has a collider, so does the ground.
Put the rigidbody of the character on continues
LoL
Can you point me in the direction of a resource to study or is something explaining it ?
is it possible to offset your VR hand position from the position of the controllers?
I want to have a player collider for my unity VR interaction toolkit game. How would I get the right dimensions for the boxcollider?
Thanks for the response.
Check out VR with Andrew and Valem on youtube, no use in someone trying to explain you the steps
The character controller does a lot of what you might want. Check this video https://www.youtube.com/watch?v=_Zrde_WTaiI
Yep, but you may need to write your own XR Pose drigers for the hands, or find the script responsible for changing the positions and ajusting it
Hello Everyone,
Can anyone help me with, I want to hammer a Nail inside a wooden block. Can anyone help me with how can I do that
Hi guys, I've a problem with the last version of OpenXR & XR Toolkit.
My Valve Index controllers are not detected by unity, I don't know what could be possibly missing.
I've checked OpenXR in the manager, also selected Valve controllers
I have the XR Origin, my headset move correctly, but bot of my controllers are stuck at the position zero. Neither they appear in the XR Debugger
Read the OnCollision. In here get the velocity of the hammer and decide how much that will move the hamer down.
Will be hard to do this physically accurate I think. Maybe with joints but doubt it
how do you make realistic hand movements? like when u close ur hand using the controller, the hand actually closes around an object instead of clipping into the object and forming a fist?
That's caleld hand posing. There are a few tutorials out there. And an asset called auto hand
but to detect the collision of the hand, should i use a rigidbody or collider?
rigid body
I have a character controller but collisions don't register
I think this is because i'm using the OnCharacterColliderHit and it only activates when the move method is being used, but I want it to be controlled by VR movements and not the move() method
Im starting to develop on my oculus quest 2 using oculus link (my computer is supported) and the controllers arent being detected in the default virtual reality scene, havent changed the default settings at all
what version of unity should I use to develop vr games, and what's a good tutorial to learn how, ive been using 2021.2 and the tutorials and documentation dont tell me nearly enough
Open the OpenXR sample scene, see if that one works (it did for me). Then I double checked SteamVR was added to the input list for OpenXR. If that is still an issue at that point, close and reopen .
Unity documentation, and unity learn, has deteriorated quite significantly. Their frameworks (all of them) are a bit of a partially documented mess and much of what they create lately is deprecated a few versions later. It isn't you, their quality has tanked since 5.6x.
For VRTK/SteamVR/Oculus direct I recommend 2019.4.
For OpenXR/Pico/PSVR I recommend 2020.3.
I haven't seen any tutorials off hand that I would recommend
does somebody know of a free vr hand model with colliders for each segment of each finger? ive looked around online and the only hand models i have found only have 1 collider per hand
The hand models in SteamVR Unity Plugin have colliders at most of the joints of the fingers. So spheres at the knuckles rather than capsules going from knuckle to knuckle
hi all - ive been working on a wee project, football related, the objects are all (box colider/rigidbody/OVR Grabbable - when I pick up and object and it virtually hits the stomach of the user, it shoots them right across the game - I have no idea how to stop it from doing that - any help is appreciated, thanks
Anyone have a direction on how to render a shader independently to each camera? For a simple example I'd just like to render like two independent colors, one to the left eye camera and one to the right. Ideally, I'd like to be able to use the URP and apply a shaderGraph based shader to each camera independently (if that makes a difference). Any direction on what I should be looking into is greatly appreciated.
This would be great, by any chance, couldyou link me to the download for this model?
I will be using these hands to develop a pair of my own vr haptic gloves with force feedback. Ive figured out how finger tracking will work, and i plan on detecting collisions between a rigidbody (vr hand) and colliders (objects in the environment). This will activate the force feedback mechanism. However, i still am not sure as how to determine when to be able to pick up an object, as pre programmed hand poses will not work with haptic gloves
For example, normally irl u cannot pick up a basketball with 1 hand, unless: your hand is enormous and your grip strength is huge, you are lifting up the bbal from underneath, or you are using 2 hands
im getting this error when i try get the build for my game
@pine bison do you know how to do this?
So my current fix is to add a gameobject with a capsule colldier and a position restraint on the camera. Is this a fine option?
Im getting this error
So I'm making a vr game, and i've just set up the vr settings but the hands are moving all around the place and not synced with the actual controllers. If anyone can help me, that would be great! I'm new to vr dev
Follow a beginner setup tutorial @vivid void. VR with Andrew, Valem and Justin P Barnett are good channels
I'm not sure why you have a rigidbody and physics enables collider on the stomach, that sounds wrong to me in VR or it'll cause forced motion.
I'd also recommend light baking that scene so it looks nice :)
But what you built appears to be doing what it should do. The plastic thingy has a collider and is attached to the hand, so touching a base collider if you have one would cause it to move. Because the hand is attached to the base collider the cycle continues
anyone know how to make a camersa
What is a camersa?
No, I recommend joining a gamejam
Click on the errors to get more information
nothing comes up when i hover over the errors
it says this tho
i keep getting this error
UnityEditor.BuildPlayerWindow+BuildMethodException: 4 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ca] in <68089899e4c84456bfc1de3436accf4a>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <68089899e4c84456bfc1de3436accf4a>:0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
how do i fix it
i really need help with this
that says only that there are other errors that prevent you from building
Oh ok
I've seen that error before, if I remember correctly it's something interfered with the https: and the downloads not valid. You may need to manually download and install the editor
Hi guys, I just started making a game for the Quest 2 using the XR Interaction Toolkit, but after setting up the rig based on the package's manual, I'm not able to move around using the controller even though the camera movement it's fine.
Does anyone know if there's something else that I need to set up specifically for the package to work with the Quest 2?
how do i do that
I'm having the same issue and I'm getting this error
NullReferenceException: Object reference not set to an instance of an object
UnityEngine.XR.Interaction.Toolkit.ContinuousMoveProviderBase.Update () (at Library/PackageCache/com.unity.xr.interaction.toolkit@2.0.1/Runtime/Locomotion/Continuous/ContinuousMoveProviderBase.cs:109)
Anyone know why my vr game does that?
It does it with the apk but not with unity editor
I fixed my issue after adding the Locomotion System object since I removed it by mistake while messing with the scene assets.
I went over this guy's video just to make sure I got everything set up fine: https://youtu.be/yxMzAw2Sg5w
LOTS of people got the Oculus Quest 2 for Christmas. Want to learn how to make games for them all to enjoy? Yea you do!! Come learn how to set up a VR project in Unity's lastest version as well as some basics like how to use the grab interactable to pick up objects and the locomotion system to move via teleportation or continuous movement.
// š...
how do i make something invisible
Turn off its renderer
not working still visable
its a arm for a human model btw
if that changes anything
If you disable the renderer of a mesh, it can't show.
With this script you can quickly make simple presentation from slides of any subject. Infity swipe system allows moving slides in any direction(left or right) without restrictions.
https://www.assetstore.unity3d.com/en/#!/content/42992
About version 1.0 - https://youtu.be/RRoLQD6jWGo
things like this
hi guys any chance to add Swipe slideshow for our VR ?
you could maybe make it follow the hand's x or z coord then just check if it goes past 50% of the image width?
Well itās still there but itās fine
The game is not out yet so I have time to work on it
Hi, is there a way to get the endpoint position of the laser pointer in the XR interaction toolkit?
I mean the position that the reticle goes to when the target is valid.
I don't want to make my own script casting ray each frame when that script is clearly using it already.
does it assume that I load, let say 5 char on the character selection menu
but only displaying one of them on game world ?
I would assume you could just do the same thing as the video just using the hand's position instead of a mouse one, right?
why I'm talking about character selection tho š¤¦
it's summer sale happening on the marketplace
???
which asset you think compatible with VR ?
š what kind of asset
slideshow mate ...
I'm about to make the object animation inside the game, so I'm gonna go buy the asset instead
ok
Sure, itās not too difficult š Iād probably recommend making them grab the image to physically move it though, as people tend to respond best to real world physics in VR
I donāt buy assets for code though, most are written pretty crappily, and by the time you go to use it they will have deprecated it and started charging for a newer version.
And buying it for art and assets is risky as about 1 in 60 asset packs get flagged for copyright violations over their lifetime - silently and without informing you. So you are likely to ship something with stolen EA assets and get your game magically held in legal hostage down the road
this is not for commercial
Itās just a line renderer, you definitely can. The linerenderer and pointer already store that end point data
for educational purpose only
But there are better demos in the XR examples for indirect interaction using ray casts iirc
No worries - I suspect itās faster to just write the code though. It should only take 5/10mins if youāve done VR dev before. There are lots of interaction demos to use with the different frameworks if you want a reference though
it would be great I really appreaciate it Lloyd.
@bright jacinth gave me one
I'm using it yet
So I am currently having an issue were the player will fall through the ground if I use any other controller-prefab except for the cube that I created early on as a placeholder, No idea why, please help
guys, what's your way of handling collisions for VR games? I've tried adding a capsule collider and a rigidbody to my player and I can collide with walls just fine, but if I add a collider to an object that I can grab, once grabbed, Unity will try to separate the player's collider and the object's and removing the rigidbody from the player solves it, although the rest of the collisions won't work
you should ignore collisions between the player than things you grabbed
Does anyone know how I can test my game without airlink or cable?
Because it doesn't work for me
sounds like your quest is broken. but you can always do a regular build
well
I have been trying to use airlink
but it just infinity loads
and I can't really make a game when I can't test it
well you can test it on the device, but you dont want to do tht for everything
cable not working is strange though
there's also virtual desktop but that can be pain in Unity editor... and if you can't get airlink to work, chances are VD wouldn't do anything for you anyway
@flat gyro i assume you checked and made sure your pc meets the min specs?
oh
@flat gyro you are using win11 aren't you?
oculus still doesn't support it, but I think VD should work there now
huh
I mean... my Virtual Desktop works just fine
and you're not trying to run it on a 1050 or something?
Worse
My GPU sucks
My PC in general sucks
but I have been using airlink before
CPU = i3-9100F GPU = GTX 960 RAM = 8
that's my specs
960 is right on the edge of min specs as i recall
it was even for original rift cv1
it should run current Unity VR though, just have to downres a ton
Do you know if it's possible to use Virtual Desktop?
im guessing you've firewall blocked air link or something
you mean the Virtual Desktop app from quest store?
yeah
if it works, sure.. but you have to use steamvr/openvr plugin for the editor I think because VD can't inject oculus runtime for unity editor easily
and their openxr support isn't fully done afaik
you could try testing this with VD: https://assetstore.unity.com/packages/tools/integration/steamvr-plugin-32647
it's not ideal since you can't use oculus api with that but it's better than nothing
and you can still use the regular abstracted api
If I can just test the game and see if everything works fine, then it's all good for me
Sooooo I have another question, I've been trying to get Post Processing to work on one of my scenes, however when I enable it but keep all the individual effects off, the left eye will remain normal, but the right eye will be completely underexposed, if anyone knows what could be going on here I'm all ears
(it of course also didn't work when some or all of the effects were enabled)
Not all post processing works in VR with Unity
It often needs you to change from Forward to Deferred, and quite often it cant tell the camera difference between the eyes properly and effects will either only run on one eye or behave unexpectedly
Use it cautiously in VR
Damn, outta luck
Cheers for the quick response!
In the meantime try changing to deferred rendering or vise versa - it might fix it
Peeps hey! I'm using unitys xr origin component and it's working amazing for picking up stuff.
The problem is that the Ray Interaction is going through my UI! I can't pesss buttons or anything.
Any suggestions?
Oh wait I think I had something wrong on the event manager (upgraded from old project)
Sounds like that's the problem just need to update your eventsystem
Hey, very stupid question regarding the XR Interaction Toolkit: What is the proper way of creating actions that only fire once per keypress? Right now I just read the value from the keypress, and compare it with the previous frame, but there is probably a built in interaction which does exactly this, I just don't know what it is called
use the new action-based system, it lets you add an interactor to the binding that does this
Ok, thanks!
Am I doing it correctly by setting the interactor to tap, and lowering the max tap duration to something like .01?
@gloomy hare you'd have to read the docs, i'm not sure if tap tries to replicate keyboard text input
you should also consider if you want it to trigger on press or on release
Yeah thanks, but could you direct me to the documentation? All I was able to find was documentation tied to locomotion and the scripting API, not for the actual action system. I just assumed up to this point that maybe documentation was lacking do to it being a newer package or something
Aha, I knew I was beeing stupid. I was looking at the XR docs the entire time
the action system has nothing to do with vr, which probably led you to look in the wrong package docs
Yeah, I assumed the XR interaction system was seperate from the normal interaction system. I'm still new to Unity :P
oh it is, the xr interaction system has nothing to do with the action system's interactors
the action system is just a fancy middle-man for handling input emulation/rebinding
Ah, ok, now I understand. Sorry about drawing this out so much, I was just confusing the action system for being part of the XR interaction toolkit, when in fact it isn't. I just realized it says (Input Actions) next to my asset. Again sorry about this, should have read over docs again before asking
youtube
i loaded my game on 2 application and the 'other player' is just a floating head
wait...
how do i setup movement for vr multiplayer using photon
i cant find any tutorials
I MADE A VR GAME AND IT WI BE FREE TO DOWNLOAD ON SIDEQUEST (SOON) AND ON PCVR! JOIN THE DISCORD IN ORDER TO GET THE LINKS FOR THE GAME (It has Gorilla Tag movement)
https://discord.gg/fNAUNUS4k9
Tags:
#gamedev #game #vr
Im having an issue in my project where my controllers would follow the movement of my headset rather than individual movement. Does anyone have any idea on how to fix it?
don't parent the controllers to the head
and make sure you bind them to the correct trackers
what Ragath said
and also
idk
I'm not very helpful
rt
#š„½āvirtual-reality Hey Guys, does anyone know anything about creating VR cockpits. I have levers with hinge joints for restricted motion etc but unfortunately its throwing my craft 17,000 feet in the air at about 100g's š not too sure where to look or what to do as there is very little in the way of information out there... or i could be looking in the wrong places!
in general you can't rely on joints when making vehicles perform well
you have to treat the physics engine with kid gloves and boil the control mechanisms down to applying forces and torque
oh god really! what would be your suggestion for making these controls because ive spent two weeks searching the net and cant find a thing to help :/
essentially you are sat in the craft and i want to use levers and sliders
i'm talking about the movement of the craft itself, not the interaction visuals
but you don't need the entire physics system to be involved, just to use levers and sliders
for a slider, you project the hand position onto a line to figure out where on the slider you are
in the case of a lever, you project onto a plane that the lever moves along and calculate the relative angle from the start position
the explanation sounds simple but its the execution that i cant figure out :p
its frustrating because the models and ui look great but everything relating to actually getting it moving messes up and im spending ALOT of time on such a stupid small thing
that stupid small thing is called gameplay and should normally be 95% of your workload
i didnt mean the whoe gampleay mechanics just this one thing is holding me back from getting anything else done :/
anybody see anything here that would prevent my XR Direct Interactor on my XR Controller (action-based) from picking up anything, including an extremely basic XR Grab Interactable?
Hi, I'm looking for some feedback on a free asset we just publish https://assetstore.unity.com/packages/tools/integration/auth0-authentication-for-vr-oculus-216543 I'd love to know your thothoughts
Thanks pal, much appreciated š
I've already expressed my thoughts, locking the oauth demo to the Oculus SDK, requiring people to remove their headset for authentication, and only supporting 2020 onward is a step backwards in all 3 cases. Giving out an asset pack for free that requires your platform isn't actually free and sharing that here is clearly just trying to advertise on the discord server @high mason
There are a bunch of web browser plugins that will allow people to use any auth system of their choosing, and without needing to leave VR to log into something
im creating my own physics VR hands w colliders on each finger segment and rigidbodies. I have all the physics, movement, and pick-up actions programmed, but for some reason, i cant move the hands and they are just vibrating back and forth
does anybody have any idea how to fix this
^this only started after i added everything required to pick interactable objects up
I am making a mouse game and when i start the project i can see the nose of my mouse how do i fix this?
Hellon its not my first vr project, but its the first time this happened:
I have to work under unity 2018.4. So i build my game and put it on my quest 2 with sidequest, and when i launch it in my headset, the app open as a sort of a window, not in 360, anyone know why ?
why that version? its old enough that it may not be compatible with the quest store requirements once you're ready to release
I'm in video game studio, i had to take an old project wich was under 2018.4, and i've choosed to do not upgrade (i had good reason but i forgot them š¶)
Everything was find, but there is this problem on the build, i don't know if its because the editor or not, i think i'll try to upgrade it in 2020 last lts (i know that this build under this version work) and see what happens
Hi!
I've updated an old Oculus project to 2022 unity and now I only see my built game with my right eye
could someone tell me what setting should I change to fix this?
is there some kind of base project thats already set up for like walking and stuff?
try VRIF
A quick walkthrough of how to install VRIF into a fresh Unity 2020 project.
Also available on the wiki : https://wiki.beardedninjagames.com/Overview/InstallationGuide
The steps :
- Activate the "New Unity Input System" under Project Settings - Other - 'Active Input Handling'
- Install VRIF from the package manager. Be sure to click "Yes" or...
the xr interaction toolkit do be kinda broken
for some reason the "grab interactable" prefab in the toolkit only gets grabbed if I set its scale to 1
LOL
Ok I figured out, for some reason collision is veeeeery far apart (not a me problem)
the ball is the actual controller location, the sphere is the collision
i am using openxr and there is this really weird thing. the controllers vibrate when i press the trigger or grab
this is not a feature ive turned on
its not in any of my scripts
yet its still doing it
and i cant find a toggle for it
please help
.
I'll be honest, the entire toolkit is rather poorly written. I'm not sure how much, if any, we will be keeping in most of our projects.
It's kind of like the Unity devs that built it never actually shipped anything or researched anything in VR
how do you setup the gorillatag unitypackage
im giving both the actionbasedcontroller and devicebasedcontroller a try. the device based one works fine - the hand models in my unity project follow the movement of my controllers. however, when i switch to actionbased, for some reason, the hands are stuck in their original positions, just vibrating back and forth. does anyone know whats wrong
umm you didn't add the interaction mapping for the new input system yet it seems like also you haven't added the interaction manager script item in the inspector
that wasn't the problem
that field gets automatically assigned once the scene starts, given that there is an interaction manager in the scene
the problem was simply a physics layer misconfiguration
the trigger collider doesnt work unless it can collide with the interactable's physics layer
it should automatically be setup once you imported it. You added the samples/dependences right once added the package manager?
if you're asking me if the interactions themselves were configured on the manager or the asset, yes they were
before, i was using a ray interactor, which doesn't need a collider on the interactor to function, and doesn't need physics setup
Hello, I stole the jump code of a YouTube video but when I used it some bugs appeared, my right hand doesn“t move and when I grab the something I just fly, I deleted the code but all the but the bug didn“t disappear. Does anyone know how I fix it?
can someone tell me how i can test a vr game.. that has movement
I already solve it
go to the project settings, xr plugin management and check oculus, then connect your Vr to the pc and start the game
That worked to me
sorry.. i meant like multiplayer.. like 2 people but its only me
sorry but I dont know
How do I Jump?
add a desktop client that can act as an observer, then you can keep a window of it inside vr
bump
Does anyone have recommendations for creating a VR/PC loading? I was thinking of making a loading scene where it waits for XR System detection and if none, it loads PC scene, if XR System found, it loads XR Scene. Wondering if there is something simpler, and how one would detect if XR system was found. Client wants to push for PC and Oculus. Was going to use OpenXR, but seems like maybe I shouldnt
Any tutorials on this? or terminology?
i guess you could detect the presense of a hmd and if not then dont load vr, if yes load vr
not entirely sure how you would do that
cause im pretty sure enabling vr happens at the start of the runtime
idk if you can disable vr during runtime tho
I guess when I get home I can try to seeā¦. I read one of the above posts and it got me thinking about the viewer mode⦠in theory if you can do vr with a viewer you should be able to just disable it. Would be more practical for Unity to have something built in so that game development with vr could be universal. Ex, XR.EnableVR(true);
XR.DisableVRInput(true);
im pretty sure openxr isnt developed by unity
dont take my word for it tho
im still dumb when it comes to xr
Fairly sure it isnāt. But some features should be
openxr has this thing where the trigger and grab buttons produce haptics that arent controllable at all. its hard coded
even though im pretty sure the answer on how to disable it is
right in front of my head
cant be sure tho
im not an expert
Canāt you disable haptics on the built in scripts?
ive tried looking through the openxr scripts
found zero mention of the haptics
even when you disable the xrcontroller script its still present
thats the confusing part for me
there is an openxr dll
ive already tried dnspy but it appears to be obfuscated in some way
According to this you need to try steam bindings on your buttons
Steam bindings
give me a moment
didnt appear to fix it
the odd thing is it happens on the grip button too
the grip button wasnt binded to haptics
does it specify where this json happens to be
is it a unity thing or a steamvr thing
It doesnāt. I think itās in the steamvr folder
You changed this setting already and saved it?
no
but i think i figured it out
it doesnt recognize the unity project
which means its not going to show my game in the dropdown menu
its just standard non-vr multiplayer stuff
i have a gun in my game and im using gorilla tag movement but my hand is interacting with the gun causing me to float how do i make it so this does not happen?
why is the hand interacting with the gun? doesn't sound like your game needs physical hand-gun interactions
im using gorilla tag locomotion with guns cause i thought it would be a cool concept but when i try pickup the gun, my hands hit the guns colliders and i just fly
here a video
disable the guns collider when your picking it up
1 sec i need to get it
is this right?..
.
void OnTriggerEnter(Collider other)
{
this.enabled = false;
}
hmm
how about the script on your gun
like the script that does all the stuff when its picked up
is there any code that runs when the gun is picked up
yes
alright
give me a sec
alright
so
on the xrgrab interactible
theres a drop down menu called interactible events
yes
on select entering is what you want
public void gunGrabbed() {
collider.enabled = false;
}```
public void gunReleased() {
collider.enabled = true;
}```
make a new script or put these functions in your gun script
then just put the gameobject with the gun script into these variables and select your script and the classes
ye np
i got errors that say (unity upgradable) how do i upgrade unity
sorry 1 sec
when i saved the file it said i could upgrade unity but i cancelled it..
Oh yeah
You need to define a collidrr
Public Collider collider
Put that in your script
ok
Where are you putting this
should i just put this in an entirely new script
are you putting the public collider outside of the class?
i think so
perfect
i tried it out and im still flying š
damn
nvm
i forgot someting
im still flying but im pretty sure i did everything
i just got another error for this part and i dont know how..
Itās not assigned
You need to define the collider in the script
Or well
The component
Just go to where your script is and drag the collider for the gun onto the collider variable
i dont see the collider variable
ye my bad.
i have 2 colliders tho
duplicate the collider variable and rename it to collider 2
then just duplicate the collider enable and disable lines
and replace collider with collider 2
Got a weird little bug in the game atm - when the scene switches to an end of game final scene (a black void with a transparent floor), the right eye gets this sort of after-image blur effect, while the left eye is perfectly fine. Not sure what's causing it, since my only visual effect is just a simple fade to black when the scene switch happens. Anyone have something similar occur?
i have an error now that says gungrabbed and gunreleased is already defined can i change this to something elses or...?
gunGrabbed() {
collider.enabled = false
collider2.enabled = false
}```
yup
gunReleased() {
collider.enabled = true
collider2.enabled = true
}```
tysm!
does anybody know what is causing this?
when i turn the controller a certain angle the hand rotates the opposite direction to the current position
Help, please, I copied the code of this video but when I go to a higher site I cant jump https://www.youtube.com/watch?v=Mfim9MlgYWY
You need a Unity VR tutorial about how to jump? I have you covered!
Hey guys! We all know getting used to Unity's new input system and the new XR Interaction Toolkit has been kind of difficult. Well I just figured out a way to make all that struggle you've been having disappear in two lines of code! After this tutorial you'll be able to jump an...
probably because that code is not made to take the ground position into account
anyone know to make a swimming system
Ok, Im going to see if I can solve it
I couldn“t solve it XD
help plz
when i turn the controller a certain angle the hand rotates the opposite direction to the current position, does anyone know whats causing this?
Is there a way to be able to use my HTC VIVE controllers without having to trigger the headset on detection?
So, you know how you have to log into your vrchat account on the sdk tab on unity inorder to upload the avatars? Im having an issue with logging in, ive made sure that the log in is correct and it is, ive tried about 2-5 times to log in and tried after 2 restarts on my pc. Now, i was using an old sdk from 2019 but a couple hours ago it was uploading fine, do i have to maybe download a new version of unity and if so which one, or is there some other explanation.. Can someone help me out?
I'm following a VR tutorial by Valem but it looks like I screwed up packages somehow... most of the XR components are not there
how do I import them?
click them ?
vrchat official is better tho
thats not what i mean, i need help cause they couldnt help me
https://cdn.discordapp.com/attachments/965062053826023435/965455945444524042/RPReplay_Final1650252849.mov can anybody help with this?
is there a specififc version you have to use to make vr game?
i dont think so.. im using 2019.4.3f1 but you could probably just use the latest version
alright thanks
wow setting oculus quest 2 is quite a challenge lol
when ive build my first apk i cant see it in the oq2 at unknown sources`it say 0
does anyone know why it would do that
follow the manual and make sure the build settings are correct and the dependencies are supported
even in play mode of unity it does nothing
yet im set to developper active and i have developper account
check your XR Management Settings
hummm i did something and now its in my oq2 ...
Hi everyone big time struggling with building a 1 to 1 scale vr game for a university project having big issues with my interactive pieces is there anyone who help me debug and figure out what I am doing wrong would be greatly appreciated
i dont know what that is and im also facing an error lol
Does anyone want to help me with my gorilla tag fan game? Dm me if so
When i go into Xr Plugin management and look for stand alone platforms, why does nothing pop up? It just gives me a screen like this and i couldn't find any thing online to help.
You are set to WebGL mode.
You also probably want to install OpenXR
If you want to use WebXR
you need to install the xr interaction toolkit
why do I get this error, PLS HELP
can someone help me? im trying to make a tag function like gorilla tag but i dont know how to can anyone help?
use a trigger
i dont understand it]
how do i combine both
so OnTriggerEnter Rigidbody gravity = 0.1f;
im trying to make it so when i go inside water it turns 0 gravity on
start by learning all of that
-_-
@wise tartan you have to start with the basics. Right now you're basically skipping to the end and ignoring the fundamentals you need to understand what you're trying to do
'Enable Input Actions' is enabled, but Select, Activate, and/or UI Press Action is disabled. The controller input will not be handled correctly until the Input Actions are enabled. Input Actions in an Input Action Asset must be explicitly enabled to read the current value of the action. The Input Action Manager behavior can be added to a GameObject in a Scene and used to enable all Input Actions in a referenced Input Action Asset.
UnityEngine.XR.Interaction.Toolkit.XRBaseController:Update () (at Library/PackageCache/com.unity.xr.interaction.toolkit@2.0.1/Runtime/Interaction/Controllers/XRBaseController.cs:292)
'Enable Input Tracking' is enabled, but Position and/or Rotation Action is disabled. The pose of the controller will not be updated correctly until the Input Actions are enabled. Input Actions in an Input Action Asset must be explicitly enabled to read the current value of the action. The Input Action Manager behavior can be added to a GameObject in a Scene and used to enable all Input Actions in a referenced Input Action Asset.
UnityEngine.XR.Interaction.Toolkit.XRBaseController:Update () (at Library/PackageCache/com.unity.xr.interaction.toolkit@2.0.1/Runtime/Interaction/Controllers/XRBaseController.cs:292)
Leave the gravity value as is. Instead set the rigid body use gravity to false.
And on the object that has the collider, use on trigger enter and exit to set true or false
im following valems tutorial on inverse kinematics and i finished the first part.. but whenever i look down the body moves and the head but my camera is still in one place.. its like the model is not connected to my camera.. what do i do?
yes.. i still need to fix position but why when i move my head down the body goes down?
that's normal. you need to do an ik/ai setup for the legs as well
but in valems tutorial when he looked down the body didnt move with it
also my games not gonna have legs.. lol
kinda like gorilla tag
How would someone reset the position of the oculus head position when loading a new scene ? I want the player to be aligned with my XR Origin and not used previous session orientation. In other words, the player should be facing a very specific direction when starting the scene, so I want to disregard "tracked orientation" and force player to look this way
then your setup is not identical to his
thats probably cause he was using OVR and i was using XR
no, its more likely because your ik hierarchy is not identical to his
your problem is an ik one, not a tracking one
guys help, im making a game with gorilla tag locomotion, but the controllers dont go to the original controllers' locations, and its very low fps, i imported on quest 2
i had to switch to vulcan and gamma since it only lets me build with these options
im using unity 2022 alpha
it the only one there
in alphas
Hii im working on making a full body vr game but im really struggling with make a vr callibration system with the steam vr plugin, does anybody know how to make this?
You do realize that alpha versions are less stable versions right?
well then how do i fix the license issue in unity 2021?
it works normally in other version
only versions from 2021 have issues
Switch to Unreal :). Or delete the license and re-add it.
Using a beta means it isn't well tested and will have many bugs. It's recommended against that for many reasons.
Using an alpha is even worse.
ive checked and it is.. the only thing different is that his is OVR and mine is XR
firstly, i have no idea how to make gorilla tag locomotion, so i use a tutorial, and i dont think theres a tutorial for unreal engine, second, i tried readding the license many times, didnt work
I mean the math would be the same you would just use whatever physics engine unreal has instead of unitys
then you must've missed something. Cause the ik has nothing to do with the tracking sdk
but my problem is that the head is not following the camera.. cause in his video when he looks down the camera goes with it but my camera stays still and the body moves and i have copied all the code exactly
the ik is probably mostly done in the object graph. you need to copy the game object hierarchy as well and all the animation-related stuff in the component settings
anybody know why my raycast in VR is going through my graphical UI?
Its making it impossible to navigate
Swapped to button presses
Ehi guys, to test my project I have to build everytime my game and than it starts in my VR. There is a way more faster to test it?
dont do a build and start it from within the editor
its still pretty slow though. takes 10-15 seconds usually even in a small scene
I tried but nothing happen. I remember that one day worked as u said until I restarted the pc
Is there a way to force an interactable to be removed from the current interactor in the XR toolkit?
In the past I've called the SelectCancel method on XRInteractionManager to do that, but I've never been completely sure whether that's the right method to call or whether there's a higher level interface I should be using instead.
alright, thank you. I'm not actively testing yet, just looking for methods to do stuff
used to not be possible without modifying the source, but i think the SelectCancel has been added since then
Does anyone know how to get a 3d scanned room into vr
Or vrchat just similar to this video
A 3d scan I can walk around in
http://iontrades.com/
https://facebook.com/iontrades
Found this while browsing http://vrchat.net/
Edit: The author of the model is GEOCV (http://www.geocv.com),
(see comment below)
MR.Q has uploaded this 3D scanned their apartment and made a Virtual reality chat room inside it using VRChat.
They used what looks like a smartphone to 3D scan ...
Hello guys im new to VR world
I'm starting from ground up
anyone know what are the supported platforms for VR games/content?
what are some platforms that allow you to publish to them or do you create your own
is steam and oculus the only way to publish a game or something?
someone @desert plume me so I don't forget to see answer
If youāre new to VR then thereās no point worrying about distribution yet. Just learn and get something working first. Then you can worry about how to distribute it
Steam and Oculus are indeed the biggest storefronts but there are other alternatives
what if I'm not trying to focus only games, what are the platforms that are supported?
Also, you're pinging another user when you do that @.
sorry.
Ok I got a question would I be able to do object detection say on the oculus quest 2 with Unity. Like detect a guitar in the scene in mixed reality
Hello, I'm having an issue with Unity where it doesnt track the right hand oculus controller. I have an Oculus Rift S. Both controllers work in the Oculus lobby place, but in Unity the ray doesnt work for the right hand controller.
I need help, how do I get the world position of my user (Oculus quest) with the xr interaction toolkit? I want to offset the whole experience to be around my player when a scene load, discarding previous tracking. I know how to move the world, but I dont know which position to move it to. The XROrigin ? The camera offset? The controllers?
Thank you š
How do I make it so I could change the run device
It depends on your framework.
Ours supports Rift, Rift S, Vive, Index, WMR, Quest 1&2, Pico 3, Focus, Desktop nonVR, PSVR, WebGL, WebGL with VR, Mobile without VR, Cardboard, and some AR support - all in the same source code.
We personally don't support Apple, other game Consoles, Linux, or universal Windows apps. But you could add those if you want.
It's not as hard as it sounds though. A few plugins and a few case statements to switch your player stack.
I replied to this once but some bot deleted it. But you want the offset of the camera in reference to the origin. You need to move the origin, and offsetting the camera offset is the way to center it
@buoyant jolt what about other plaforms?
like PS, steam and etc....
this means you cant have one package/distribution for all?
Steam is Desktop, PS is PSVR.
However you are asking this in #š„½āvirtual-reality
We (my studio) supports PlayStation, Steam and Itch in our internal framework for both Unity and Unreal (where personally I prefer Unreal). But yes you can - for consoles such as sony you need a PS5 devkit, licensing etc. And that takes some cash and paperwork
so what I'm seeing then is VR isn't as connecting as they say then.
What makes you think that ?
like on some games its cross-platform.
I mean its like what if a game or an app
is on a different platform
how do they connect now?
like if an app on VR that is only unity-based.
I don't understand the question in relation to Unity development and cross platform development.
We literally use the same code base for a desktop game, mobile game, and VR without changing a line of code.
I will be honest I lack terms/knowledge in this field, but im just trying to start with planning before I dive deep into it.
yeh but I meant for other platforms, how can you acheive that? would hte same code work? you said you prefer unreal engine for example
would u have to re-implment it? from unity?
And that game runs on the Quest, Pico, and Focus (mobile VR headsets), PSVR (we only care about VR for consoles), Steam (for VR) and Oculus (for VR).
Our same games run on Desktop without VR, on the web and mobile without VR
Mmm - maybe I'll preface this by saying we are a larger studio than some, so we have our own templates and frameworks that make this much easier for us than what a person normally deals with.
We release about 8 to 12 VR experiences per month, for a large cross platform support. So we have special templates we made for Unity and Unreal to do that. Where although Unity works, Unreal is by far my preference and what I hope we move to 100% before the end of the year.
But yes, you use the same code. The technique is to build your own framework as an abstraction layer between it all to adapt to all the input types. It takes some experience. It isn't nearly as simple as it should be for how long all the platforms have been in place.
Also, it's always OK to ask questions :) just don't mind if it takes me a few tries to narrow down the question
ah nah perfect thank you so much, you broke it down for me and it clicked now. Its making much more sense now. Tbh I may go with Unreal engin as well because of blue print it makes it much easier.
Either way, share lots, I'd love to see what you end up making