#šŸ„½ā”ƒvirtual-reality

1 messages Ā· Page 61 of 1

final basin
#

Thats what i thought, and im going through their source code and it all looks fine. No errors happening or anything

hushed fox
#

Hmm.. now that I think of it how would you actually do that?

#

Make the button a rigidbody? šŸ˜…

true tapir
#

umm yes?

hushed fox
#

Ah ok

true tapir
#

watch this vid hold up...

#

^^^

#

@hushed fox

final basin
# true tapir https://streamable.com/glcn1h

Looks like it worked perfectly going from right to left, but then trying to grab it again with your right had a delay šŸ¤” But yeah, the right to left behaviour is exactly what i'd expect

#

Will debug further, but thanks for the sanity check

true tapir
#

Ok

hushed fox
#

Btw is there any way to use hand tracking without the toolkit?

true tapir
#

Yes the collider to grab it is way smaller thats why XD

true tapir
#

save urself time

#

like I said the 100+ C# scripts

#

it's 100% free

buoyant jolt
#

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

buoyant jolt
hushed fox
#

If I imported the toolkit but never used it would it impact my game in any way?

#

Like performance?

true tapir
#

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

hushed fox
#

K

winged frost
#

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?

north path
sleek iris
#

Hey guys! Which headset should I buy for virtual reality development?

tiny niche
coarse stratus
#

anyone know how to move an xr origin spawn point?

sleek iris
silver cove
#

Like the location 🤣 wdym u just move it?

coarse stratus
# silver cove Wdym by that?

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

vale mountain
#

Is dithering viable for VR? I'm noticing color banding in dark scenes.

vale mountain
# tiny niche yes

Know of any tutorials for applying it to everything with lighting?

last tartan
#

When I’m 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 it’s working; I just can’t see it in the headset. I can even still select items from the (invisible) drop down menu with the oculus controllers; I just can’t 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, where’s the best place to post very basic beginner questions?

tiny niche
rapid maple
#

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

rapid maple
#

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

rapid maple
#

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

sleek summit
#

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

rapid maple
sleek summit
#

Thanks

rapid maple
#

i was more thinking how you are reading a file from assets, either if you are using resources or reading files in different ways

sleek summit
#

For the moment I manage the thing like that, it works well in the unity editor :

rapid maple
#

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

rapid maple
#

is there an easy way to get the rigidbody of the selected interactable that is built in into the XR package?

full agate
#

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 ?

long spade
#

If anyone knows how to get the GameObject I am grabbing/interacting with please let us know!

#

I just have no idea how to use it

#

Or if it's even useable

rapid maple
# long spade If anyone knows how to get the GameObject I am grabbing/interacting with please ...

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

rapid maple
long spade
#

Bro I've been struggling trying to implement this for so long

#

Without using another raytrace

#

For that extra bit of optimization

#

šŸ’€

rapid maple
#

I'll keep you in mind when i go over this sometime this weekend and update you if i get anywhere

long spade
#

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

long spade
#
            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...

pseudo yacht
tiny niche
tiny niche
pseudo yacht
long spade
tiny niche
#

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

long spade
tiny niche
#

raycast, raytrace is a rendering thing

long spade
#

Raycast, sorry

#

Got confused with Lua for a sec in that paragraph

tiny niche
#

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

long spade
#

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.

long spade
#

The one that casts the raycast

lilac haven
#

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.

umbral pollen
#

anyone has problems with quest joysticks, sometimes all buttons map well ,other times they dont

solar dune
#

Yo anyone got a good grapple hook tutorial?

pseudo yacht
solar dune
#

Hm can you help me port it to vr?

pseudo yacht
#

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

solar dune
#

alr

pseudo yacht
solar dune
#

noice

#

I use gorilla tag locomotion, so what do I put the gun thing in?

pseudo yacht
#

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

solar dune
#

so the controller?

pseudo yacht
#

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

solar dune
#

like this?

#

@pseudo yacht

pseudo yacht
#

should work i think?

solar dune
#

I tried, my camera turned into a dead fish but worse

#

and now im getting this lol

#

@pseudo yacht

pseudo yacht
solar dune
#

Where does that go?

pseudo yacht
pseudo yacht
solar dune
#

alr now time to force my lazy brain to type

pseudo yacht
#

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)

solar dune
cedar cliff
#

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?

solar dune
#

can anyone send me a good vr grapple thing?

long spade
# cedar cliff but the play button doesn't start it in the headset (im in the link home)

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.

// šŸ“ƒ...

ā–¶ Play video
cedar cliff
#

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

long spade
#

Could be, skim through it and check

cedar cliff
#

oki

long spade
#

I'm also pretty new to unity but it worked for me

cedar cliff
#

@long spade it works!! thanku so much :DD

long spade
#

šŸ‘

pseudo yacht
#

Is there a way to change the FoV of the Camera that outputs to the Desktop Window?

solar dune
#

I need help with a vr grapple

cedar cliff
#

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

sour sail
#

Anyone know of a good tutorial for implementing a ā€œgrab air to move, scale, and/or rotateā€ mechanic? An example would be like in Gravity Sketch, Horizon Worlds Creator Mode, Tiltbrush, etc.

sour sail
torn notch
#

Hi so I have the gtag locomotion package and when I sideload I spawn in the air

jolly girder
#

how to make camera start in specific place?

pine bison
#

Just move the XR Origin to where you want to start

jolly girder
#

and goes back in place after turning off

pine bison
#

Then try and putting it under a parent and move that instead

tiny niche
#

inverse the transform on it and you've got the matrix that describes the new world space

pseudo yacht
smoky otter
#

How easy is it to build to a quest 2 using the VR Template from the hub?

visual kettle
#

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? šŸ˜…

hearty cobalt
#

Hey, so, I'm using XR. But when I use link for my Oculus Quest 2, its not in vr mode.

balmy comet
#

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

pine bison
north path
north path
cedar cliff
#

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?

gilded wyvern
#

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

gilded wyvern
#

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/

storm ether
#

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

hearty cobalt
# north path Could you be more specific? How is the project set up and what does and doesnt i...

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 ...

ā–¶ Play video
gilded wyvern
#

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

opaque vine
#

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.😬

mystic kraken
#

Imported the Oculus XR Plugin Management thing into my project. How come Oculus.Platform isn't a valid namespace?

#

Using 2019.3.15f1

tiny niche
#

just make sure the actions are enabled

tiny niche
#

but you're probably referencing their openxr runtime

#

the namespace you're talking about is in their sdk though

mystic kraken
#

Ohhhh

#

So I just install the SDK and get all of them?

tiny niche
#

sure, but do you even want that sdk? its not a required thing usually

mystic kraken
#

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

tiny niche
#

its in the asset store

mystic kraken
#

Ah. Is it Oculus Integration?

tiny niche
#

yes, that's the sdk

mystic kraken
#

Alright. Thank you!

oblique bough
#

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

hidden ember
#

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

tiny niche
hidden ember
#

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

tiny niche
#

things you do in unity is essentially your code as well

hidden ember
#

yeah true

#

my problem was i didnt put the 'XRI default input actions' file in the 'input action manager' tab

hearty cobalt
solar dune
#

just dm me

solar dune
#

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?

buoyant jolt
#

Just make one, keeping in mind forced motion is 🤢

mossy matrix
#

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?

mossy matrix
#

I must have toggled all gizmos on, I just disabled it again and it's back to normal

rotund wyvern
#

when i export apk to go on quest 2 it runs as a non-apk app any help?

hushed marsh
#

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

rotund stream
#

Finally got around to making a shelf

hearty cobalt
#

does anybody know why my hands are flinging everywhere

gray radish
#

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

final basin
#

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

gray radish
#

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

gilded wyvern
tepid bough
#

How do i play my project on quest 2 wirelessly?

#

Unity project of course

north path
tepid bough
#

Then what

#

if im already connected

north path
# gray radish is using multiview instead of multipass essential for hitting those framerates? ...

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)...

ā–¶ Play video
north path
tepid bough
#

does it work with virtual desktop?

#

@north path

north path
tepid bough
#

Oh sure

#

Let me try

#

Doesnt work

#

i get this error

#

@north path

#

Anyone?

north path
#

@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

serene summit
#

I need some help with Unity about VRCSDK cuz I get alot of errors

urban cloak
#

Nobody can help if they don't know what the issues are. #854851968446365696 if you need a primer on how to ask a question.

mystic kraken
#

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

wraith shale
#

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

gray radish
#

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

hidden ember
#

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

sage nebula
#

how would you implement crossplay between VR and non-vr

grand bear
rotund stream
#

looks nice in the front of the shop

grand bear
#

You've got quite the collection! Need the powerglove and a couple others

rotund stream
#

Heh, I had to get choosy. would need another 30 shelves šŸ˜›

grand bear
#

haha well done

rotund stream
#

been doin AR/XR long, long before oculus existed heh

austere nebula
#

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

severe saffron
#

Seems like there's nothing fast and performant about urp šŸ˜›

hearty cobalt
#

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.

serene plank
#

Yo can you guys makr something for school my teacher asked me if i cab find one but there is no

frozen arrow
#

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 — Today at 3:04 PM

finite hawk
#

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?

gilded wyvern
wraith shale
severe saffron
#

Yeah honestly dropping it to vertex lit gives me the best performance but obviously this looks poop.... particularly on terrain šŸ˜›

#

I remove specular and reflections on most materials, unless its something like a glass bottle or something that really needs it

hidden ember
#

how do i get a model for my game and put the scripts on in using XR

uncut hedge
gilded wyvern
#

That's what i meant, yeah

uncut hedge
#

Is it possible to turn off the Microsoft Mixed Reality Portal's VR world transition. Kind of slows down the testing iteration...

gilded wyvern
#

PID controller?

mystic kraken
gilded wyvern
#

wassat mean

inner fossil
severe saffron
#

what?

uncut hedge
#

Does Microsoft have a VR tech support?

austere nebula
#

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?

gilded wyvern
inner fossil
analog flower
#

when i try to create a game object in the XR section, the only option that appears is "convert main camera to XR rig"

hearty cobalt
#

why am I being flung out of the map when I put on my headset

hidden ember
#

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

gilded wyvern
smoky otter
#

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

gilded wyvern
#

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

buoyant jolt
serene plank
#

Idk bc it can be cool

buoyant jolt
buoyant jolt
torn basin
#

yo

#

please help me

buoyant jolt
torn basin
#

why can my character phase through walls>

buoyant jolt
# serene plank Idk bc it can be cool

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?

torn basin
#

hello'

#

?

buoyant jolt
torn basin
#

idk

#

i just have the basic box collider in my xr origin

#

this is my settings on it'

serene plank
buoyant jolt
torn basin
#

?

#

whats that

#

im new sorry

serene plank
#

How can i make a own vr game or vr thing

torn basin
serene plank
#

Okey

buoyant jolt
serene plank
#

Okey you're ideas are idd better

torn basin
#

im not asking for a tutorial from you @buoyant jolt

worldly adder
#

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

mossy matrix
#

try switching to oculus or openXR

flat gyro
#

Hello guys

#

anyone willing to help? šŸ˜„

buoyant jolt
torpid aspen
buoyant jolt
#

Please don't throw players across the room in VR unless you want them to get sick

north path
north path
lofty tangle
#

There is the launchy thing at the beginning that moves fast.
Honestly a dash isn’t too much different than jumping. Just in another direction than up.

#

And if Someone can’t handle jumping then they’ve got weak constitution.

worldly adder
median parcel
#

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...

iron bridge
#

when i start my project the xr origin flies away anyone know why

worldly adder
#

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

severe saffron
#

vrif is pretty meh by comparison

true tapir
#

TMP is very blurry when a few feet away from the text

#

I can't figure out why

remote plume
#

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.

north path
#

If you make a build using OpenXR, it will automatically run on steamvr and oculus

remote plume
#

I'm pretty lost when it comes to all the different packages tbh

north path
#

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...

ā–¶ Play video
#

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

remote plume
#

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

north path
#

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

remote plume
#

Thanks! I'll try to get deeper into the system.

candid zodiac
#

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.

candid zodiac
opaque stag
#

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?

gilded wyvern
#

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

ā–¶ Play video
#

This video here

opaque stag
#

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

cosmic needle
#

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?

opaque stag
#

Could a capsule Collider for the player (VR Rig) and Mesh Collider for the house work?

#

@gilded wyvern

gilded wyvern
#

Yeah, that's what Valem uses

opaque stag
#

Must have somehow missed that, I will try it now

opaque stag
#

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

vagrant yarrow
#

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..

gilded wyvern
#

set it to Convex, leave IsTrigger off

gilded wyvern
#

Convex mesh colliders are more performant (iirc, might be wrong) that non convex ones

daring temple
#

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

opaque stag
#

@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

near juniper
#

hi, i have a question, which hardware device u use for vr dev?

gilded wyvern
#

I myself use the Oculus Quest 2 connected via cable to the computer

tiny niche
near juniper
#

okay nice and for AR? Tablet? Smartphone? Ar glases / which?

tiny niche
#

unless its an industrial application and you use hololens

buoyant jolt
buoyant jolt
#

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

true tapir
#

you just use the new input system

#

šŸ˜‰

true tapir
#

if you use a controller collider you can change the height to go up things manually

remote plume
# true tapir you just use the new input system

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

true tapir
#

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

hidden ember
#

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

true tapir
#

well join Justin's Discord since you are following his tutorial. You should be learning not strait copy and pasting what you watch.

mild igloo
#

Has anyone dabbled in using your finger to interact with UI? Not a long raycast but direct finger to button interaction?

silver cove
#

Yes

kind sundial
acoustic shell
#

can someone help me

sacred venture
#

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.

north path
mild igloo
fickle spire
#

is it possible to offset your VR hand position from the position of the controllers?

atomic quarry
#

I want to have a player collider for my unity VR interaction toolkit game. How would I get the right dimensions for the boxcollider?

sacred venture
kind sundial
#

Check out VR with Andrew and Valem on youtube, no use in someone trying to explain you the steps

pine bison
north path
real pagoda
#

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

rich slate
#

how do you make a head that follows where you look

#

like gorilla tag

gray estuary
#

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

north path
fickle spire
#

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?

pine bison
#

That's caleld hand posing. There are a few tutorials out there. And an asset called auto hand

fickle spire
atomic quarry
storm ether
#

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

storm ether
#

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

buoyant jolt
buoyant jolt
#

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

fickle spire
#

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

final basin
#

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

real escarp
#

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

dapper sandal
#

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.

fickle spire
fickle spire
#

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

hidden ember
#

im getting this error when i try get the build for my game

atomic quarry
atomic quarry
magic hornet
#

Im getting this error

junior cove
#

i keep getting this fatal error everytime i try to build it

#

how do i fix it

vivid void
#

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

pine bison
#

Follow a beginner setup tutorial @vivid void. VR with Andrew, Valem and Justin P Barnett are good channels

buoyant jolt
#

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

solar dune
#

anyone know how to make a camersa

trail veldt
#

anyone wanna make a vr game with me

#

?

manic coral
#

yo any know how to fix this

buoyant jolt
buoyant jolt
buoyant jolt
manic coral
#

it says this tho

junior cove
#

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

junior cove
#

i really need help with this

storm vigil
junior cove
#

Oh ok

buoyant jolt
jagged anvil
#

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?

lyric jasper
iron bridge
#

Anyone know why my vr game does that?

#

It does it with the apk but not with unity editor

jagged anvil
# lyric jasper I'm having the same issue and I'm getting this error NullReferenceException: O...

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.

// šŸ“ƒ...

ā–¶ Play video
junior cove
#

how do i make something invisible

urban cloak
#

Turn off its renderer

junior cove
#

not working still visable

#

its a arm for a human model btw

#

if that changes anything

urban cloak
#

If you disable the renderer of a mesh, it can't show.

inner fossil
#

things like this

#

hi guys any chance to add Swipe slideshow for our VR ?

bright jacinth
junior cove
#

The game is not out yet so I have time to work on it

frank lion
#

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.

inner fossil
#

but only displaying one of them on game world ?

bright jacinth
#

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?

inner fossil
#

why I'm talking about character selection tho 🤦

inner fossil
bright jacinth
#

???

inner fossil
bright jacinth
#

šŸ˜– what kind of asset

inner fossil
bright jacinth
#

I thought you were gonna code it yourself 😳

#

I have no idea about any assets

inner fossil
bright jacinth
#

ok

buoyant jolt
#

I don’t 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

inner fossil
#

this is not for commercial

buoyant jolt
inner fossil
#

for educational purpose only

buoyant jolt
#

But there are better demos in the XR examples for indirect interaction using ray casts iirc

buoyant jolt
# inner fossil this is not for commercial

No worries - I suspect it’s faster to just write the code though. It should only take 5/10mins if you’ve done VR dev before. There are lots of interaction demos to use with the different frameworks if you want a reference though

inner fossil
#

it would be great I really appreaciate it Lloyd.
@bright jacinth gave me one

#

I'm using it yet

opaque stag
#

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

jagged anvil
#

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

tiny niche
flat gyro
#

Does anyone know how I can test my game without airlink or cable?

#

Because it doesn't work for me

tiny niche
flat gyro
#

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

tiny niche
#

well you can test it on the device, but you dont want to do tht for everything

#

cable not working is strange though

wraith shale
#

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

tiny niche
#

@flat gyro i assume you checked and made sure your pc meets the min specs?

wraith shale
#

oh

#

@flat gyro you are using win11 aren't you?

#

oculus still doesn't support it, but I think VD should work there now

flat gyro
#

No?

#

It's windows 10

wraith shale
#

huh

flat gyro
#

I mean... my Virtual Desktop works just fine

tiny niche
#

and you're not trying to run it on a 1050 or something?

flat gyro
#

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

tiny niche
#

960 is right on the edge of min specs as i recall

flat gyro
#

yeah

#

it is

wraith shale
#

it was even for original rift cv1

#

it should run current Unity VR though, just have to downres a ton

flat gyro
#

Do you know if it's possible to use Virtual Desktop?

tiny niche
#

im guessing you've firewall blocked air link or something

wraith shale
#

you mean the Virtual Desktop app from quest store?

flat gyro
#

yeah

wraith shale
#

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

#

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

flat gyro
#

If I can just test the game and see if everything works fine, then it's all good for me

random cradle
#

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)

buoyant jolt
#

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

random cradle
#

Damn, outta luck
Cheers for the quick response!

buoyant jolt
#

In the meantime try changing to deferred rendering or vise versa - it might fix it

random cradle
#

will do

#

just tried, neither of em had any effects unfortunately

raven bough
#

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?

raven bough
#

Oh wait I think I had something wrong on the event manager (upgraded from old project)

buoyant jolt
#

Sounds like that's the problem just need to update your eventsystem

gloomy hare
#

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

tiny niche
gloomy hare
tiny niche
#

@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

gloomy hare
gloomy hare
#

Aha, I knew I was beeing stupid. I was looking at the XR docs the entire time

tiny niche
#

the action system has nothing to do with vr, which probably led you to look in the wrong package docs

gloomy hare
tiny niche
#

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

gloomy hare
#

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

hoary crow
#

How can i setup vr game

#

??

hidden ember
#

i loaded my game on 2 application and the 'other player' is just a floating head

hidden ember
#

wait...

#

how do i setup movement for vr multiplayer using photon

#

i cant find any tutorials

fossil quiver
storm ether
#

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?

tiny niche
#

and make sure you bind them to the correct trackers

fossil quiver
#

and also

#

idk

#

I'm not very helpful

flat gyro
#

rt

quaint bloom
#

#šŸ„½ā”ƒvirtual-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 šŸ˜‚ 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!

tiny niche
#

you have to treat the physics engine with kid gloves and boil the control mechanisms down to applying forces and torque

quaint bloom
#

essentially you are sat in the craft and i want to use levers and sliders

tiny niche
#

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

quaint bloom
#

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

tiny niche
quaint bloom
slender quarry
#

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?

high mason
real escarp
buoyant jolt
#

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

fickle spire
#

does anybody have any idea how to fix this

fickle spire
iron bridge
#

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?

stoic storm
#

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 ?

tiny niche
stoic storm
#

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 😶)

#

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

obsidian marsh
#

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?

raven solar
#

is there some kind of base project thats already set up for like walking and stuff?

obsidian marsh
#

try VRIF

obsidian marsh
# raven solar is there some kind of base project thats already set up for like walking and stu...

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 :

  1. Activate the "New Unity Input System" under Project Settings - Other - 'Active Input Handling'
  2. Install VRIF from the package manager. Be sure to click "Yes" or...
ā–¶ Play video
nova sequoia
#

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

worldly adder
#

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

languid zealot
#

.

buoyant jolt
#

It's kind of like the Unity devs that built it never actually shipped anything or researched anything in VR

torn basin
#

how do you setup the gorillatag unitypackage

fickle spire
#

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

true tapir
slender quarry
#

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

true tapir
#

it should automatically be setup once you imported it. You added the samples/dependences right once added the package manager?

slender quarry
#

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

sage wren
#

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?

hidden ember
#

can someone tell me how i can test a vr game.. that has movement

sage wren
#

That worked to me

hidden ember
#

sorry.. i meant like multiplayer.. like 2 people but its only me

sage wren
#

sorry but I dont know

sage wren
#

How do I Jump?

tiny niche
wary junco
#

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

wary junco
worldly adder
#

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

wary junco
# worldly adder idk if you can disable vr during runtime tho

I guess when I get home I can try to see…. 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);

worldly adder
#

im pretty sure openxr isnt developed by unity

#

dont take my word for it tho

#

im still dumb when it comes to xr

wary junco
#

Fairly sure it isn’t. But some features should be

worldly adder
#

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

wary junco
#

Can’t you disable haptics on the built in scripts?

worldly adder
#

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

wary junco
#

According to this you need to try steam bindings on your buttons

worldly adder
#

huh?

#

ill give it a read

wary junco
#

Steam bindings

worldly adder
#

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

wary junco
#

Can try that too

worldly adder
#

does it specify where this json happens to be

#

is it a unity thing or a steamvr thing

wary junco
#

It doesn’t. I think it’s in the steamvr folder

#

You changed this setting already and saved it?

worldly adder
#

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

tiny niche
hidden ember
#

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?

tiny niche
hidden ember
worldly adder
hidden ember
#

yeah i was trying to do that

#

but the code i was using didnt work

worldly adder
#

hmm

#

can i see the code in question?

hidden ember
#

1 sec i need to get it

#

is this right?..

.

#

void OnTriggerEnter(Collider other)
{
this.enabled = false;
}

worldly adder
#

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

hidden ember
#

yeah

#

i think

worldly adder
#

hmm

#

your gun has an xr grab interactable component on it right?

hidden ember
#

yes

worldly adder
#

alright

#

give me a sec

#

alright

#

so

#

on the xrgrab interactible

#

theres a drop down menu called interactible events

hidden ember
#

yes

worldly adder
#

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

hidden ember
#

ok

#

thanks

worldly adder
#

then just put the gameobject with the gun script into these variables and select your script and the classes

worldly adder
hidden ember
worldly adder
#

What

#

Can you show me the error

hidden ember
#

sorry 1 sec

#

when i saved the file it said i could upgrade unity but i cancelled it..

worldly adder
#

Oh yeah

#

You need to define a collidrr

#

Public Collider collider

#

Put that in your script

hidden ember
#

ok

worldly adder
#

Also make sure the script is attached to the gun itself

#

And put a collider in

hidden ember
worldly adder
#

Where are you putting this

hidden ember
#

should i just put this in an entirely new script

worldly adder
#

are you putting the public collider outside of the class?

hidden ember
#

i think so

worldly adder
#

it has to be inside the class like this

hidden ember
#

oh

#

that fixed it

worldly adder
#

perfect

hidden ember
#

i tried it out and im still flying šŸ’€

#

damn

#

nvm

#

i forgot someting

#

im still flying but im pretty sure i did everything

hidden ember
worldly adder
#

It’s 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

hidden ember
worldly adder
#

do you see this when you go over to your script on the gameobject

hidden ember
#

ye my bad.

hidden ember
worldly adder
#

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

celest mural
#

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?

hidden ember
worldly adder
#

show code

#

actually

#

show the entire script

#

i think i know what you did

hidden ember
worldly adder
#

yup

#

exactly as i thought

#

you duplicated the function

#

not the line

hidden ember
#

oh yeah

#

i see now

#

i put 'collider2' in with 'collider'

worldly adder
#
gunGrabbed() {
    collider.enabled = false
    collider2.enabled = false
}```
hidden ember
#

yup

worldly adder
#
gunReleased() {
    collider.enabled = true
    collider2.enabled = true
}```
hidden ember
#

tysm!

fickle spire
#

when i turn the controller a certain angle the hand rotates the opposite direction to the current position

sage wren
#

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...

ā–¶ Play video
tiny niche
solar dune
#

anyone know to make a swimming system

sage wren
sage wren
#

I couldn“t solve it XD

torn basin
#

help plz

fickle spire
brazen tundra
#

Is there a way to be able to use my HTC VIVE controllers without having to trigger the headset on detection?

storm ether
#

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?

toxic geode
#

does anyone here know why unity installation does that ?

tight owl
#

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?

toxic geode
#

click them ?

fathom steeple
storm ether
humble escarp
#

is there a specififc version you have to use to make vr game?

hidden ember
humble escarp
#

alright thanks

toxic geode
#

wow setting oculus quest 2 is quite a challenge lol

toxic geode
#

when ive build my first apk i cant see it in the oq2 at unknown sources`it say 0

toxic geode
#

does anyone know why it would do that

tiny niche
toxic geode
#

even in play mode of unity it does nothing

#

yet im set to developper active and i have developper account

mild igloo
#

check your XR Management Settings

toxic geode
#

hummm i did something and now its in my oq2 ...

reef timber
#

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

obsidian pike
#

im getting these errors and I have no idea how to fix them

#

can someone help?

toxic geode
#

i dont know what that is and im also facing an error lol

bright flume
#

Does anyone want to help me with my gorilla tag fan game? Dm me if so

verbal knoll
#

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.

buoyant jolt
#

You also probably want to install OpenXR

gilded wyvern
fierce stream
fierce stream
wise tartan
#

can someone help me? im trying to make a tag function like gorilla tag but i dont know how to can anyone help?

wise tartan
#

how can i do on trigger enter zero gravity

#

i dont know how to use a trigger

wise tartan
#

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

tiny niche
#

start by learning all of that

wise tartan
#

-_-

tiny niche
#

@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

summer thunder
#

'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)

lofty tangle
hidden ember
#

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?

hidden ember
#

yes.. i still need to fix position but why when i move my head down the body goes down?

tiny niche
hidden ember
#

also my games not gonna have legs.. lol

#

kinda like gorilla tag

fierce siren
#

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

tiny niche
hidden ember
tiny niche
#

no, its more likely because your ik hierarchy is not identical to his

#

your problem is an ik one, not a tracking one

clever raft
#

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

pliant herald
#

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?

dire stag
clever raft
#

well then how do i fix the license issue in unity 2021?

#

it works normally in other version

#

only versions from 2021 have issues

buoyant jolt
#

Using an alpha is even worse.

hidden ember
clever raft
lofty tangle
#

I mean the math would be the same you would just use whatever physics engine unreal has instead of unitys

tiny niche
hidden ember
tiny niche
rustic star
#

anybody know why my raycast in VR is going through my graphical UI?

#

Its making it impossible to navigate

rustic star
#

Swapped to button presses

distant basin
#

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?

tiny niche
#

its still pretty slow though. takes 10-15 seconds usually even in a small scene

distant basin
#

I tried but nothing happen. I remember that one day worked as u said until I restarted the pc

gilded wyvern
#

Is there a way to force an interactable to be removed from the current interactor in the XR toolkit?

acoustic lodge
gilded wyvern
#

alright, thank you. I'm not actively testing yet, just looking for methods to do stuff

tiny niche
split field
#

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

glad leaf
#

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

pine bison
#

If you’re new to VR then there’s 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

glad leaf
#

what if I'm not trying to focus only games, what are the platforms that are supported?

urban cloak
#

Also, you're pinging another user when you do that @.

glad leaf
#

sorry.

warm mica
#

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

rancid warren
#

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.

fierce siren
#

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 šŸ™‚

storm ether
#

How do I make it so I could change the run device

buoyant jolt
#

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.

buoyant jolt
glad leaf
#

@buoyant jolt what about other plaforms?

#

like PS, steam and etc....

#

this means you cant have one package/distribution for all?

buoyant jolt
buoyant jolt
glad leaf
#

so what I'm seeing then is VR isn't as connecting as they say then.

buoyant jolt
#

What makes you think that ?

glad leaf
#

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.

buoyant jolt
#

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.

glad leaf
#

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?

buoyant jolt
#

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

glad leaf
#

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.

buoyant jolt